1. Fractured Veil
  2. News

Fractured Veil News

New Construction Pieces Coming Soon

Aloha, Thrivers!

2021 was a really big year for Fractured Veil. We added a ton of new content and features and invited the first wave of backers from our successful Kickstarter campaign into the game. Being such a community-driven project, we were blown away by the love and support from you all.

We plan on riding the momentum this year with huge goals like introducing Veil Travel, upgrading to Unreal 4.27, bringing in 3 more waves of backers, and introducing skills and talents to the game.

With our first big update of the year just weeks away we thought we’d give you a sneak peek at some of the new construction pieces we’re adding from the initial concepts to the finished designs.

[h3]Thatch[/h3]













We’re really proud of the work we’ve put into the construction system and the improvements we started last year are just about ready to roll out. We have more than doubled the number of pieces available with over 16 new roof pieces, windows in our round walls, and 1/3 round walls.

[h3]Wood[/h3]









We’ve added triangular, flat, and curved roof pieces in different building materials that allow some amazing customization options for base building.

[h3]Stone[/h3]















In addition to providing another layer of depth to the construction system, adding roofs opens the door to bases degrading over time if not properly protected from the rain and elements.

[h3]Metal[/h3]













We can't wait to see the bases our talented builders come up with once these new pieces are available in the game!

[h3]More About Fractured Veil[/h3]







HAPPY HOLIDAYS! IT WAS AN AMAZING YEAR. THERE’S A LOT TO LOOK FORWARD TO IN 2022

Aloha, Thrivers!

As we head into the holidays and closeout 2021 we can’t help but reflect on the evolution of Fractured Veil this past year. We’re blown away by everything we’ve accomplished alongside our community and excited about the future of the game going into 2022!

Speaking of the holidays, since everyone on our team is in a festive mood, we put together a little present for our awesome community…

[previewyoutube][/previewyoutube]

A great big sunny Hawaiian holiday thanks go out to the awesome members of our community who helped out with filming! Fluffy, Shadowflame, LazurusRising, KerryAnneKay, TSStechAngel, ClockBlockerX, Azshire the Great, Spitfire, CoyoteLoven, and TheRadRichard - we literally could not have done it without you guys. Mahalo!

We’re so grateful for our fantastic community, who continue to share all of their ideas, suggestions and bugs with us. We know our updates have slowed down a bit, but that hasn’t stopped folks from traveling to Maui to contribute and help make our game the best it can be.

Also, a big thank you to AnarchyHD for doing the narration for “Twas the Night Before Veilmas”. When we were imagining who we wanted to read our take on the classic, he was at the top of the list! Be sure to check out his channel for all the ways he catches cheaters XD

And of course, a special thanks goes out to our very own “eyes in the sky” aka Albert…aka the FRV Drone for taking time out of its busy schedule of 24/7 live streaming in order to be the principal camera operator for our holiday video.

[h2]Kickstarter Campaign[/h2]



One of the most challenging and rewarding experiences this year was the Kickstarter campaign, which was not only fully funded but also unlocked a stretch goal for the community.

Again, a MASSIVE THANK YOU to everyone who backed the game!

Community-driven development has been our guiding principle since we started making this game 5 years ago. With Waves 2-4 happening in 2022, we know it's going to be even more important for us to stay humble and trust our community to lead us towards the game we all want to play.

The Kickstarter was a rollercoaster for us, and we were blown away by the support of our backers. We’re aiming for waves 2-4 to start early next year to open the doors for even more feedback and sharing of ideas.

[h2]Updates & Improvements[/h2]

On top of the Kickstarter, we have been hard at work adding a ton of new features to Fractured Veil:

Thorcon Updates - It was a big year for the Thorcon as we moved one step closer to our final vision of this place being a living breathing town inside and outside of the hulk of this giant power station.





Vendors - Merchants and specialty shops can be found across the map.













MASSIVE Foliage Update - We completely redid our foliage system from the ground up, improving performance and deepening the harvesting experience. We added in over 90 different plants in the world that can be harvested for fiber and eventually other crafting materials. We are also one step closer to our final vision for tree harvesting as they now break apart in reaction to your axe hits, they fall down with physics and will very soon be harvestable while on the ground for different materials.

Crafting and Research Benches - The user experience and UI has been completely overhauled and all benches have 3 tiers.







Zones - The world is now broken up into 4 zone types, which we are keeping simple for now by assigning them a number of 1 through 4, with an extra special Zone 0 for the safe starting area.
  • Zone 1 is the single largest zone occupying roughly 40% of the map. This zone has normal strength enemies and a regular dispersion of resources.
    • Zone 1 is also, more importantly, a PVE only zone. This means that players cannot damage other players or their structures, nor can non-sieging AI damage player structures
  • Zone 2-4 are open PVP zones, meaning anything goes here. Enemy damage, speed, and health get buffed with each zone type from zone 2 onwards.


New Mutants - Boars, Veil Hounds, Kashas, & Green Snatchers added







Random Posters Spawning in Houses - The system allowing us to add in all of the submitted images randomly around the world in our houses is complete.

New Axes - We have doubled the number of axes used for harvested wood as we move towards a much deeper harvesting/crafting experience. Expect the same treatment on all of the other tools

New Weapons - Totem spear gun, Post-apocalyptic rifle are 2 new weapons that pack a big punch

Flare Gun - Not only is it invaluable for shining a light into the darkness but it also attracts the attention of nearby mutants and is a great tool for lighting things or people on fire.





Coconut Craftables - We are one step closer to an entire line of coconut based products with the introduction of canteens and grenades.



Tiered Totems and Offline Shields - Totems can now be upgraded expanding their inventory and unlocking better and better offline shields for raid protection







Construction improvements - We are so proud of our construction system and this year it got even better. We have more than doubled the number of pieces available with over 16 new roof pieces, windows in our round walls, and 1/3 round walls. The roof system is a huge update which even surprised us at just how much depth it adds to the building experience, as well as opening the door to bases degrading over time due to weather if not properly protected by a good roof.











Siege Improvements - Our siege system will always be improving but this year we made hundreds of fixes and updates to the AI pathing, the way they prioritize actions, performance and preventing them from getting stuck in walls. By popular demand, we have also added the ability for you the player to initiate your own siege to really put your defenses to the test.

Dungeon Updates - A lot of effort went into the level design of our dungeons with the greyboxing phase well underway. We are in the process of meshing-out and lighting these dungeons so expect 3-4 new underground areas to explore in 2022.











Character Customization - This was a HUGE system to get in as it blows the doors wide open for self-expression as well as roleplay, but more importantly we don't ALL Look the same! We implemented a world-class character customizer with more options than you can shake a stick at. It did require a massive rework of our animation system as well as many of our clothing and hair meshes, but the word on the street is that it was totally worth it.







Animation and Movement System - Our movement and animation system still has a looonnnggg way to go but it got a little better this year with transition states and momentum added to give some weight to your movement.

Offline Player Body Persistence - This one is a real game-changer as it was one of the final steps needed to deliver a true online survival experience. Players will no longer disappear when logged off, the character will go to sleep after a short while and remain vulnerable until they log back on again. Meaning you better have a safe spot to log off or else you might log back in to discover that someone has taken all of your SSHAM and dressed you up like Big Bob.

New Areas - A lot of work was done to the beaches and industrial areas, rivers were added throughout the map as well.













UI Updates - Wow, talk about a facelift! It's hard to overstate how huge this was as the UI permeates every corner of the player's experience. For the past 4-5 years our UI has been purposefully simple and as dull as possible as that makes it super easy to change as we add new features. However, now that we are in a much more stable place it was time to sit down and completely redo not only the visual design but also the UX of the entire game. So not only do things look different but how you interact with most menus has also been improved. The end result is a super easy to use, intuitive UI that finally exudes that Aloha Spirit you find everywhere else in the game.







Destructible loot and Corpse Pinatas - To liven up the looting experience we now have loot boxes that need to be bashed and all of our hanging bodies can now be popped if you fill them with enough arrows or bullets, raining down loot that you may want to clean before using.

Construction Destruction - When destroyed, construction pieces no longer just disappear, but will break apart and bounce around on the ground before fading away.



Dismemberment System - Headshots are now roughly 7593% more satisfying as you watch mutant heads pop with a gush and spurt of blood, showering anything or anyone nearby. Likewise, if the killing blow happens to land on a leg or an arm they will also pop off with a torrent of red.



Audio updates - We have the first draft of our audio concept video, which will guide our engineers for the next big audio pass. You can watch that below.

[previewyoutube][/previewyoutube]

In Summary - It's been a HUGE year, absolutely crazy to think of everything that has changed in 12 short months and we couldn't have done this without the support from our awesome community. How awesome you ask? Here is a tally of all community-driven changes:
  • 1,312 Bug Fixes (493 submitted by testers)
  • 116 implemented user suggestions


[h2]What’s on the Horizon?[/h2]

Veil travel - Adding one of the most ambitious features in our plans. Veil travel opens up the door to multi-server travel, allowing players to not only explore the island of Maui but a multi-verse of Maui's, each with their own unique treasures and dangers as well as different biomes to discover. This is also the key to allowing 100's of thousands of players to be online playing together at the same time.



Balancing PvX - Balanced PvX is a goal that we are probably taking more seriously than any other which is why we've held dozens of roundtables with 100's and 100's of players from our community as well as some of the largest clans. We aren't so arrogant to think that we have all of the answers for a problem that has plagued MMO's since the dawn of time but by engaging the combined wisdom of 1000's of players we have a lot of confidence that we can crack this nut without imposing arbitrary limitations on player choice.

Unreal 4.27 upgrade - For the past 2-3 years Fractured Veil has been running on Unreal 4.22.3, meaning that this upgrade brings with it all of the improvements and new toys of FIVE engine updates. Not only does this unlock enormous potential for optimization but we have some brand new systems that will translate a massive improvement to our weather, sky, ocean, terrain, rivers, VFX and foliage.

500 players per world - We still chase this mythical beast, one which very few games can claim. The Veil travel system and the engine upgrades are a big part of achieving these kinds of player counts, with our last stress test coming in around 200. Stay tuned for 2022's stress test as we load the server up with 100's of players to see where we need to optimize and improve to get it up to 500.

Quests - Our quest system was completed in 2021 and in 2022 we will be putting the time into writing out and designing quest lines. We have already had some great suggestions from our community and it won't be long before our first full length community created quest lands in the game!

Talents - One of the most requested features has been a full-blown RPG player progression system with Skills, Talents and Traits to buff players as well as granting them special abilities. We are happy to say that the underlying system work is done for this as well as the UI design and with any luck this system will be turned on sometime in the spring or early summer.



For more information, be sure to check out this "So the Kickstarter is Over, Now What?" update video below.

[previewyoutube][/previewyoutube]

It’s been a crazy, awesome, year, and we’re looking forward to coming back from the holiday break to get cracking alongside our community in the new year.

From everyone at Paddle Creek Games, we’d like to wish you all and your loved ones a happy holiday season!

[h3]More About Fractured Veil[/h3]


















December Update

Aloha Thrivers!

If you’ve been wondering what we’ve been up to the past month, we’ve covered a lot of it here:
Plans For the Rest of the Year.

We focused so much on getting everything ready for the Kickstarter this summer that our team didn’t take any downtime. We’re all going to take some much-needed rest during the holidays but before then, we’re hard at work installing new software to the backend of the game which we think you’ll be happy about.

Up until now, our alpha testing group has been relatively small, so we didn’t really have a reason to think about how to combat cheaters in-game. But with more waves on the horizon and new testers joining us soon, it was time to take action. It’s also important to us because we know it will make the experience of playing the game better all around.



Joining other games like Apex Legends, 7D2D, Fortnite, and Dead By Daylight, our update next year will include anti-cheat tools to help prevent some of the root causes of cheating which means fewer hacking attempts and a healthier community overall.

The way Easy Anti-Cheat explains it, “The traditional mass–penalization approach does not deliver long–term sustainable results and only divides communities.” This means that there isn’t as much of a risk for privacy invasion as well. They take player privacy very seriously and developed software that helps us in our quest to do the same.

It also offers us a support team to make sure we can find and solve any issues that arise once we get testers playing in the new version of Unreal.

It’s the first step on a long road of updates, but we wanted to share that it’s the first one we took as it's crucial for the development of the game, but more importantly, the community!

We’ll be posting again in a few weeks with a look back over this wild ride of a year!

Our Plans For The Rest of the Year

Aloha Thrivers!

First and foremost we want to thank our great community once again for helping us reach our Kickstarter goal and unlocking a stretch goal. We couldn’t have done it without you and we can’t wait to show you how your support will directly impact the development of the game.

This was the first time we’ve done anything like this, bringing our game to a whole new audience and revealing our plans for the big features on the horizon like Veil travel, quests, and how we plan to balance PvEvP.

We were sharing a lot of updates during the campaign but with the holidays coming up, the end of the campaign, and the work we need to do on the backend to support all of our new players, we’re going to be heads down for a while. Here’s a video we made about the future moving forward and in case you missed it, here’s an update on the sounds in our game.

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

We really want to make sure that everything in the game is working well so that we can speed up the process of getting our backers in the game as quickly as possible. The sooner we can do this, the sooner we can get your feedback and the better the game will become.

Most of our efforts for the next few months will be spent upgrading the Unreal engine and doing the necessary server work to accommodate upwards of 2000 players, including server travel.



We are actually right in the middle of updating to Unreal 4.27, which not only gives us a noticeable performance boost but it also upgrades our interactive foliage system, new water dynamics, and a lot of other visual improvements, as well as squashing some of those pesky persistence bugs.

Lastly, we’ll be implementing our new security and anti-cheat systems as this is one of the biggest fears we’ve heard from our community during our Kickstarter Campaign.



We’re also building a shop on the website for everyone who missed the Kickstarter or wants to use PayPal. It's not quite open yet but soon you'll be able to help support the game by securing an Early Access key and getting invited into the Alpha / Beta tests.

Next we’ll be making the furniture and decorations unlocked in our stretch goal. We’re really looking forward to showing you the exciting new furnishing and decor options sure to make your base the envy of your neighbors and the mutants.



However, most of our efforts for the next few months will be upgrading the engine, server work, and making sure the game is on a solid foundation. The 4.27 engine update will also solve a lot of persistence issues and give us a performance boost. We want to make sure the game runs smoothly and you don’t have to worry about losing your stuff.

We should be finalizing everything with Kickstarter in the next few weeks (it’s taken us longer than we thought so thanks for being so patient), and then sending out surveys to all the backers.

We have a lot of work ahead but don’t worry, we’re going to do everything we can to open our doors to waves as soon as humanly possible. We’ll still be posting updates on our Discord and sharing progress shots all over social media, but mostly we’ll be keeping our heads down getting the work done to make Fractured Veil everything we know it can be. Mahalo!




Version 0.1.1682 Patch [Major] - Updates, Fixes, and Improvements

Aloha Thrivers!

Mahalo to our community for helping us reach our Kickstarter goal! The love and support you’ve shown us over the past weeks has been overwhelming and we couldn’t be more thankful, but the campaign isn’t over yet.

There's less than 24 hours left but that’s plenty of time to make one last big push to help us build the survival game we’ve all been dreaming of. We couldn’t have gotten this far without you. A huge thanks once again to everyone who helped us along this journey.

We wanted to make sure to squeeze in a few more fixes and improvements before the Kickstarter ended. Read below to see everything we’ve included in the days since our last update.



[h2]Updates and Improvements[/h2]
  • Added vendor stalls and vendors to Thorcon area and updating lighting
  • Adding Locker room doors and contents to open lockers
  • Lighting update for thorcon areas
  • Added stone spiral stairs
  • Finished repair/refurbish bench UI and functionality
  • Disabled totems from unified chest looting
  • Removed shadow casting lights from some streetlights and point lights near the Thorcon




[h2]Fixes[/h2]
  • Fixed bug where the 'Registering Team' screen was stuck when creating a team
  • Fixed some slider widgets becoming resized when moused over
  • Fixed AI causing an infinite loop crash when pushing other AI
  • Fixed a bug where items were unable to detect if they could be equipped in safe zones
  • Fixed recycling a stack of items not blocking interactions and allowing for duplicating items
  • Fixed collision not working for merged meshes inside the Thorcon
  • Fixed misaligned rivers in 3x4
  • Fixed the player inventory losing slots when swapping items
  • Fixed unequipping a clothing item into an overflow slot making that item forever invisible
  • Fixed repair count not being tracked for items inside repair benches
  • Fixed sleeping bags not persisting


Watch Fractured Veil Gameplay Footage

We had some fun exploring the island with tashnarr
Survived with darkosto and OnlyBentley
And looked at even more amazing builds with StandardDamage

Don’t forget to check out these videos from
BigfryTV talking about survival running around the island with eNtaK And some laughs with Anarchy HD.



[h3]Community Spotlight[/h3]
From day one we’ve been driven by the community and your feedback is vital to our development so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We love hearing your ideas and talking about what’s coming up next for the game.

[h3]Calling All Streamers! [/h3]
If you’re a Content Creator and want to stream Fractured Veil, say Aloha!

[h3]More About Fractured Veil[/h3]