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Fractured Veil News

Version 0.1.1588 Patch [Major] - Updates, Bug Fixes, and Play Shots

Aloha Thrivers!

We’re back with another update as it’s been super busy over here getting ready for our Kickstarter campaign on September 7. In addition to a bunch of updates and bug fixes, we thought we’d show off the big collection of screenshots that players have submitted to us. They built and defended dozens of bases, killed hundreds of mutants, and explored miles of Maui this week.


[h2]Updates and Improvements[/h2]

[h3]Animations[/h3]
  • Imported updated reload animations for the micro uzi
  • Added the ability for weapons to supply their own custom jump animations
  • Improved prone moving animation blending
  • Added custom top half animation overrides per item
  • Updated drop item animation speed and triggers
  • Added new 1911 animations
  • Added new skar animations
  • Added new melee animations
  • Improved first-person equip and unequip animations for the homemade bow
  • Improved homemade bow nocking, charging, and firing animations and feel
  • Third person zipline animations are now forced to the proper rotation

    [h3]Item Updates[/h3]
  • Players can now pick up clothing items and equip them if they are encumbered
  • Added recipes health pistol
  • Added health pistol weapon

    [h3]AI[/h3]
  • AI will now attempt to prevent their mesh from excessively clipping through walls
  • Further increased the Kasha's aggro distance
  • Regenerated spawn points for all of the AI Spawner Volumes around Lahaina
  • AI Modules now have a generic function for hiding their owning character without conflicting with other actor hiding systems
  • AI will now remain hidden and inactive until they are able to detect any valid reachable destination.
  • Optimized the memory performance of the AI Distance Update loop
  • Improved the Melee AI attack and movement overlap distances
  • Adjusted our AI's net update and tick rates

    [h3]Construction[/h3]
  • Added the ability to snap foundation pieces half grid height up or down
  • Added hologram arrow mesh when placing construction walls and door frames
  • Added improved slot opening and closing for construction
  • Restored auto upgrading construction pieces to the last selected upgrade type with the upgrade tool

    [h3]Gameplay and Player Improvements[/h3]
  • Improved attach location of the hands when ziplining
  • Improved a Decay Service hitch by having the system loop smaller actor lists
  • Restored old player movement and braking values
  • Reduced the volume of the siege starting sound
  • Setup scaled up meshes for female hair and clothing
  • Updated UI for new knockdown (incapacitated) processing, hooked up timer in UI
  • Changed corpse decay time from 15 mins to 45 mins
  • Added the ability to auto-start new quests once the previous one is completed
  • Added 6 starting quests
  • Hold 'F' to burn bodies will now only function if the body has no items in it




[h3]Fixes[/h3]
  • Fixed various crashes in weapon code
  • Fixed totems forcing net updates too often
  • Fixed two AI crashes that were caused by the AI Controller assuming they always had a pawn
  • Fixed bug where the player's hands would go invisible after placing or holding a placeable item
  • Fixed a bug where dead AI could block the player's collision
  • Potentially fixed a bug where dead AI would remain in their idle animation
  • Fixed players getting stuck at the top of the zipline
  • Fixed micro uzi using new animations with the old mesh
  • Fixed weapon ammo counts showing wrong values
  • Fixed bug where an item could be recycled multiple times at once
  • Fixed server crash when hitting an actor without a valid component with a projectile
  • Fixed quests triggering NetMultiCast functions on the player controller which could cause other players to experience all types of random things
  • Fixed triangle and square foundations being able to place in the same spot
  • Potentially fixed a bug where AI Spawner Volumes were ticking outside of the editor
  • Fixed a persistent 1.5-4ms frame cost related to cloth simulation stat tracking
  • Fixed a server crash that could occur due to an invalid container inventory component
  • Fixed issue where AI wasn’t damaged by fire actors
  • Fixed bug with turn in quests not granting rewards
  • Fixed randomizable car doors opening rotations
  • Fixed house containers not filling with spawned items
  • Fixed issue where logging out controller/pawn can fail to swap active pawn for inactive
  • Fixed bug with item based quests giving double credit
  • Fixed bug with the turn in place animations canceling upper body animations
  • Fixed damage indicators not working
  • Fixed bug with foundation pieces breaking the instant they were placed




Watch Fractured Veil Gameplay Footage
If you missed the action live, watch us have some fun with these fine folks:
Fun with VideoGameDiva Building bases with NerdParade Our time with StandardDamage Exploring with SteelRain27 Our stream with Rockzillah Playing with Mammoth
A streamer party featuring wak4863,
Derbee02, FireSpark81, and BlinkBlinkGames


Community Spotlight
From the early days, we’ve been driven by the community and your feedback is very important to us 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. Here’s a look at just a few of the player-submitted shots we’ve received recently.



































Our Kickstarter campaign is coming up quickly and we couldn’t be more excited to fill the game with more content and Hawaiian themed items and places to explore.

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

If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.

[h3]More About Fractured Veil[/h3]


Version 0.1.1570 Patch [Major] - New Mutants, fixes, and Player Suggestions

Aloha Thrivers!

We’re back with another update as it’s been super busy over here getting ready for our Kickstarter campaign on September 7.

Players will notice we’ve added a few more terrors of the jungle this week to keep folks on their toes as they explore Maui. We also made huge improvements to a handful of game features, fixed a bunch of bugs, and implemented a mountain of your great suggestions.

[h2]New Content[/h2]

[h3]Meet the New Neighbors[/h3]
It’s Never Boar-ing in Hawaii


Growing huge from the lingering radiation and eating mutant flesh, the island’s Boars definitely don’t have the Aloha spirit and will attack you even when you're just trying to have a nice day at the beach.

Veil Hounds


Did you ever want a giant hairless dog with wet skin who could chew through the side of a house when you were a kid? Well, you got a bunch of them now. The Veil Hounds hunt anything they can catch and do not enjoy belly rubs.

Kashas


These first horribly unsuccessful attempts at restoring clones are not shy about using their words. They don’t do much damage themselves but their screams attract other mutants and can daze players, making them more susceptible to attacks. We still have some cosmetic work to do on them but these mutant Karen’s can be a headache.

Green Snatchers


A combination of everything terrible you can think of, the snatchers can be found all over the map. They lie in wait just below the surface of the ground before springing out to attack anyone who gets too close. If that wasn’t bad enough we plan on improving their camouflage so they blend in better with the plant life around them. Luckily, they’re most active at night and like all nightmares, fire or bright lights can scare them away….at least until the Green Lady arrives to command them.

[h3]Siege Improvements[/h3]

Since we added a bunch of new threats to your survival, we decided to update one of the oldest dangers to you and your base, the siege system.

Many of you told us that you would like to be able to force a siege on your base. Now you can!



We’ve added a new totem UI that offers the option to make a horde come and attack your base. The number of times you can do this per day is limited by the current tier of your totem, and each subsequent wave is bigger than the last, so be careful what you wish for.



[h2]New Updates and Improvements[/h2]
[h3]Animations[/h3]
We added a bunch of new animations this week
  • Wrench
  • Shark-toothed pan (Killet)
  • Player hit reactions
  • Homemade bow and ADS view
  • Prone transition
  • Unarmed prone
  • Micro-uzi
  • Ukupoon


[h3]AI[/h3]
Numerous Improvements to AI navigation around other actors, building pieces, terrain, and height differences.

[h3]Inventory Updates[/h3]
  • Added slot and carrying capacity bonuses to clothing items
  • Added a scroll bar to the main inventory widget
  • Added stamina bar to the player inventory screen
  • Filtering items in the inventory will now grey them out instead of hiding them
  • Added hotbar wheel to multiple container interaction screens
  • Added recycle button to item description widget
  • The crafting bench will now try to take ingredient items from the player's inventory


[h3]Character Updates[/h3]
  • Increased stamina regen speed
  • Reduced starving state to 10% hunger from 30%.
  • Going prone will now unequip all items




[h2]Fixes[/h2]
  • Fixed player corpses not always being lootable
  • Fixed AI corpse inventories not showing up in the UI
  • Fixed a bug where AI were unable to attack barricades and barriers
  • Fixed totems forcing net updates too often
  • Fixed bug where triangle foundations couldn't be placed on their own
  • Fixed potential crash when swapping between a melee weapon and a gun really quickly
  • Fixed throw animations looking jittery in third person
  • Fixed default FOV always being set to 50 instead of 60
  • Fixed a bug where the new AI spawning system would occasionally spawn grouped AI inside of nearby actors
  • Fixed construction meshes not loading on login
  • Fixed players sometimes not being able to snap construction pieces together
  • Fixed crash when placing attachments on walls.
  • Fixed players not being able to upgrade torches into lanterns.
  • Fixed a bug where it was possible to nock an arrow without triggering the ADS zoom
  • Fixed a bug where projectile weapons were returning an ever-increasing charge time even when they
  • were not actively being charged
  • Fixed the 1st person camera clipping into the player's body when jumping and holding crouch with bows
  • And when transitioning from sprinting to standing
  • Fixed bug with totems not upgrading properly
  • Fixed crash when trying to recycle a stack of items
  • Fixed fabricated objects not reloading properly
  • Fixed not being able to pickup items that were tightly stacked on top of each other
  • Fixed being able to build water catchers in no build zones
  • Fixed multiple issues in the main menu where the player mesh could become incorrect and have the wrong clothes and meshes attached
  • Fixed default audio setting volumes being too low
  • Fixed numerous AI navigation bugs
  • Fixed weapon damage and weight not showing up properly in item stats
  • Fixed bank rai not working at vendors
  • Fixed bug where items in a high container slot couldn't be swapped into a player's inventory
  • Fixed default resolution not working properly with vertical monitors
  • Fixed the respawn screen not showing up if the UI was hidden




[h3]Watch Fractured Veil Gameplay Footage [/h3]

If you missed the action live, watch us have some fun with these fine folks:
An adventure with Ser Winter Building bases with NerdParade Our time with StandardDamage Exploring the island with RockyNoHands

[h2]Community Spotlight[/h2]

Mahalo to our testers for helping us hunt down bugs when they pop up and for most importantly for all of their great suggestions. We implemented a ton of great player suggestions recently, and we can’t thank you enough for helping us make the game better every day.

Your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! We implemented a ton of great player suggestions recently.

[h3]Player Suggestions[/h3]
  • Hop - Add more interactables/lootables throughout the world
  • spitfire - Open car trunks like the doors
  • Polarbear - At the vendor, when we click on an object before buying it, we should see the statistics
  • Hop - Tweak the panting loudness and consistency
  • Bain - Make POI map pins more easily distinguishable
  • _Adam - Vehicles that have openable doors should have a chance of containing loot
  • Polarbear- Add improvised grenades.
  • Pistoling - Either have a hotkey for showing stats or have them represented by icons instead.
  • StabbyMcStomp - Add a LOT more dips and hills (player height) so that you cant see quite so far through the trees on the flat ground
  • Pistoling - Transportation options for the player
  • zxqv8 - Add autorun option we can keybind
  • Polarbear - Change the blueprint icon which is the ammunition icon by a plan or a document
  • _Adam - Desaturate a bit /remove the bright color from leaves outline, it makes me want to interact with it like its usable object
  • Hop - Storage box slot UI indication. So we can see how many items a small/large chest can hold
  • Ancolius - Road flares, just like a torch but stack-able and timed
  • Pistoling - Implementation of mini-game type system.
  • WeatheredMachine - Making it so if you hover over the Daily Upkeep and Upgrade Cost it tells you what items that are required
  • 𝑨𝒛𝒔𝒉𝒊𝒓𝒆 𝒕𝒉𝒆 𝑮𝒓𝒆𝒂𝒕™ - Make the item font a little bit bigger and easier to see and read
  • JD - Add headshot hit marker indicator
  • spitfire - Add a few more variety to the vehicles, deformed school buses on the roads, semi trucks, and maybe a crashed 747 in the woods
  • Briston 574 - Make the inventory for containers more distinct
  • ItsTom - when you can't craft something because you are missing an item or multiples of them it would be nice to get an indicator
  • Kitski - Have the bed do something to make it worth the extra cost from the sleeping bag, perhaps something like negating the respawn penalty
  • spitfire - Chat box with white lettering on cloudy sky is really hard to read.. may i suggest contrasting background color in chat box
  • xstephx - Have a different char stance/animation for 3pp non-ADS into 1st person ADS
  • zaccsi - Give spiked barricades a slight overlap so we can place them closer to each other, and maybe give them snap points for foundations/walls
  • BamaGuy - Add Coconut Canteens and Coconut Lamps
  • spitfire - Deer running animation could look a lot more realistic
  • Hop - Larger variety of clothing, and make them all different tiers
  • EmeraldKnight - Naming chests so you know what items are in them by looking at them
  • spitfire - Compound Bow - increase projectile speed and elongate trajectory arch
  • cywraith - Autostack additional items that are harvested or looted if a partial stack of that item is already in your inventory
  • ItsTom/ Drag0n - Adding tooltips on hover of the craftables and items in inventory to better understand what item it is and what is needed
  • Kitski - Lower arrow weight
  • AzureAssaulter - Have the food truck serve SSHAMwiches and SSHAMburgers
  • The Cheez Man - Fence walls. Full and half variants. Basically a wall that acts as a barrier, blocking players and explosives while allowing you to shoot out of and in through gaps in the fence
  • Shadowflame - It may be helpful to add silhouettes of each clothing piece in the empty slots to help them pop more when you first start out/identify what can be equipped there
  • Logoes - Let stamina refill a bit quicker
  • Ser Winter- Show
  • 's instead of the actual numbers when inputting code in combination lock




From the early days we’ve been driven by the community and your feedback is very important to us 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.

Our Kickstarter campaign is coming up quickly and we couldn’t be more excited to fill the game with more content and Hawaiian themed items and places to explore.

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

If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.

[h3]More About Fractured Veil[/h3]

August Update - Part II - Character UI, New Area of Map and More

Aloha Thrivers,

This is part two of our jammed pack update because last week there were so many improvements that we had to split the update in two parts!

[h2]New Features and Content[/h2]

[h3]Coconut Grenades[/h3]
For the past several months we’ve had one player request more than any other by a wide margin, it’s not even close. You’ve told us, many, many times how badly you wanted exploding coconuts in the game.

We heard you loud and clear...coconuts can now go BOOM.



[h3]Main Screen Redesign[/h3]
If you haven’t logged in for a while you’re in for a nice surprise. We’ve completely redesigned the starting screen.

Not only does it look better but you can check out some interesting character statistics like number of kills, time played, number of people you’ve eaten, distance traveled, quests completed, and chests opened.

[h3]Character Customization Update[/h3] BEFORE: Some of our OG testers will remember this character screen
AFTER: The new screen has a bit more color and texture to it, making it more Hawaiian and fun. There’s still numerous body type options, but now you can adjust the background and lighting options and turn off the UI to get a better look at your character during the design phase.



You can adjust overall body hair, size, muscle tone, and there are now facial feature options too numerous to count.

There’s even a section to choose what underwear and fanny pack (aka bum bag) options best fit your personal survival style.

[h3]Crafting Redesign[/h3]
We’ve completely redesigned the crafting screen and UI.
BEFORE: Old timers will remember when creating weapons and tools looked like this.

AFTER: The new look/UI is much more intuitive and easier to use.

[h3]Research Bench Redesign[/h3]
We also made some big improvements to the research bench design for all your crafting needs.

The research system still works in pretty much the same way. Take an item you want to be able to craft, add it, the required amount of Rai (money), and energy to the research bench. Wait while the item is being analyzed….

And out pops a blueprint which you can study and learn how to make that item. The process looks better and is a lot easier to navigate and organize now.

[h3]Weapon Vendor[/h3]

We love a good throwback and shared this concept drawing of a gunsmith which will be inside the Thorcon Power Plant, the game’s starting area and future NPC settlement.

There aren’t a lot of options for your gun repair and modification needs after the Fracture, but we still want the Thorcon Gunsmith to run a quality establishment and have been working on the tools of her trade.


We’ve put together drill presses and grinders from ruined pieces and spare bits.


[h3]Dismemberment System[/h3]


The new dismemberment system gives your mutant head-shots a satisfying and gory ending but that’s not all.



You can also blast off arms...and legs if your aim is true.



Clearing the island of mutants has never been more fun or bloody.



[h3]New Industrial Area[/h3]


Hawaii offers us so many different types of environments to play with - mountains, jungle, and shores with sandy beaches. But this is the apocalypse people, so it’s time to add a new industrial area where future mutants will emerge and toxicity could be a thing.



[h3]Mines Dungeon[/h3]
Finally, we made some big improvements to another one of our dungeons, the Mines.


We’ve updated the lighting and textures, added props and loot, built some new rooms to explore and added some survivor graffiti to the place


A bunch of mutants have taken over the old tunnels offering a big challenge for anyone trying to explore the upper tunnels or caverns below.



It’s still a work in progress but the top level can be a lot of fun to explore as long as you bring some friends and a lot of bandages.



[h2]Fixes[/h2]
[h3]Character Fixes[/h3]
  • Fixed the player inventory mesh not updating clothing changes in real time
  • Fixed bug where a circle would appear on the HUD while using an item
  • Fixed Ihe weapon not lining up properly with the player's hand when throwing
  • Fixed bug where equipped items could be invisible to other players
  • Crafting multiple items at once will now split them up properly
  • Fixed recipes that required energy always returning that the player was unable to afford it


[h3]Gameplay and AI Fixes[/h3]
  • Fixed a crash that could occur when a player landed from a fall
  • Fixed odd mesh with world grid being left after hanging body destruction
  • Fixed some text being truncated in the main menu
  • Fixed construction sounds and destruction effects not playing for clients
  • Fixed projectiles showing up as machetes
  • Fixed character icons not updating after creating a new character
  • Fixed bug where fire actor would sometimes stay alive on pawns that died or vanished
  • Fixed crash when opening a house container
  • Fixed not being able to purchase items at vendors
  • Fixed the research bench not playing the complete animation properly
  • Fixed vendor names not showing in the vendor UI
  • Fixed a bug where the order in which ingredients were listed in a recipe could cause the recipe to appear affordable when it otherwise wasn't
  • Fixed AI failing to be blocked by barricades- stuck in walls-small objects


[h3]Item Fixes[/h3]
  • Fixed bug where attaching and detaching items could break the UI
  • Fixed bug where viewing multiple chests would show incorrect items if too many chests were present
  • Fixed stack and sort button not working
  • Fixed canteen sizes not updating in the inventory UI
  • Fixed item durability not rendering correctly in multiple widgets
  • Fixed the Coconut Grenade 'flickering' out of existence on impact
  • Fixed metal, spiked, and concrete barricades not properly applying a navmesh modifier
  • Fixed VFX not showing up when a grenade detonates another grenade
  • Fixed flare going out on impact
  • Fixed positioning of 1911 when prone
  • Fixed a bug where hit clothing items were taking durability damage twice
  • Fixed first person offset bug with the coconut grenade
  • Fixed upgrade tool not functioning


If you want to learn more about Fractured Veil check out our Discord server, visit our Reddit page or join our Facebook group.

[h3]More About Fractured Veil[/h3]





Version 0.1.1526 Patch [Major] - Content Updates and Player Fixes

Aloha Thrivers!

We’ve been hard at work updating the game and integrating your suggestions. Our Kickstarter campaign is just around the corner and we’re excited to share where we see the game heading with the backing of your support. In the meantime, we’ve added a huge amount of new content and upgrades to keep the momentum going. We are breaking up the amount of stuff we’re showing off so we’ll have another update early next week just to cover everything.

Your feedback is super important to us 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.

Here’s a look at just some of the biggest improvements players will see and all the fixes we’ve made thanks to our testers.

[h2]New Features and Content[/h2]
[h3]Ammo Vendor[/h3]


We’re adding a bunch of vendors to the game's starting area, The Throcon Power Plant. Our goal is to make everything a player might need to survive and thrive for a price available through various vendors.


Here’s a look at one of the latest, an ammo vendor.


We tried out a few different configurations to see what would fit best.


Here is a mock-up of what it would look like inside.

[h3]Inventory UI[/h3]
We’ve completely overhauled the inventory to make it better looking and the UI easier to use and more intuitive.

BEFORE: Some of our original testers will recognize the look and feel between the old inventory

AFTER: After getting some feedback, and talking a lot about what works best, this is the new version.

[h3]Vendor UI[/h3]
We also updated our vendor screens. After showing mockups and hearing the community’s thoughts, we settled on this design for handling all of your vendor dealings and transactions.


[h3]Flare Gun[/h3]
We’ve introduced flare guns in the game. They’re great for signaling other players or distracting the drone if it is focused on you when you’re trying to be stealthy.


They do attract mutants and other players can see them but that can work to your advantage if you have people sneaking around your base with bad intentions during the night.


Of course, if you’re more concerned about aesthetics than tactics, there are very few things more beautiful than being chased by a group of burning mutants.


[h3]Breakable Loot and Bodies[/h3]
We’ve made looting a lot more fun by adding a breaking system to the items you find exploring the map.


Bags fall apart.


Crates break up.


Bodies explode into parts and potentially useful items when you hack at them now.


Even the hanging bodies you find around the map fall apart when you damage them enough.


We’re not encouraging you to do it, and you may not like the treats inside, but hitting one of the “mutant pinatas” will make stuff drop out now.

[h3]Construction Destruction[/h3]
While we were busy making things break in new and interesting ways we decided to add a destruction feature to player constructions because sometimes tearing stuff down can be just as fun as building something up.


Attacks on your base won’t cause your construction pieces to disappear anymore; they actually fall apart.


Sometimes the results can be very dramatic, just look at how much air this piece of foundation gets.


[h3]Sewer Dungeon[/h3]
Lastly, we’ve given our sewer dungeon a big facelift and added a few more passages to explore.


The place has come a long way since the days when everyone had one choice of clone.



We’ve improved lighting and textures, added more dangers and rooms to explore, and put a fresh coat of slime on the walls to make your time down there as enjoyably horrifying as possible.


Mahalo to our testers who help us find what’s not working and what can be improved in the game. Your feedback is very important to us so keep it coming! If you’re interested in helping out, head over to our discord and let us know! Here’s everything you found and we fixed this week.

  • Kitski - Player items disappearing bug
  • [GOONS]RedbeardYarr - Can't loot body after dying
  • Tempus Thales - Creating a Character name that starts with special characters causes the game to crash
  • Acro - Spawned in with god mode active and I can't equip anything
  • [uRxP]D3coy - Clothes disappear after logging out
  • [EBC] Yala - Logging in and finding no inventory besides the default
  • Maikowl/Bored/spitfire - Throwing any item turns it into a machete
  • Bain - Cant build anywhere within my totem zone
  • spitfire - Road paint on my barrier
  • Jake Frost - Logged in and torso is bleeding
  • Bain - Trying to get into totem permissions kicks me from game and duplicates totem
  • spitfire - Pick up other players barricades regardless of inside or outside of totem areas
  • Pistoling - Sawtooth axe attack and hold throw animation don't match the 3rd person animations
  • spitfire - tool bar not displaying
  • Pistoling - Permissions on totems erased on server restart, claim lines change drastically after re-adding your player to them.
  • ItsTom - Hotkey bar is a bit mixed with multiple zeros
  • Pistoling - Water catchers and water barrels spawned by the server do not currently function
  • spitfire - Pick animation broken
  • writeplace - Doors disappearing and reappearing
  • spitfire - Torch animations broken
  • [FRV] Brandan - Spike barricade is labeled as arrows when interacting with it up close
  • chickdrummer88 - Crafted items disappear when made and use materials
  • spitfire - Stuck in floor
  • [FRV] Ryan - Crossbow/bow/compound bow doesn't decay with use
  • Lavim - Everything inside base despawned, smelter, boxes, firepit
  • Jman - When attempting to pick up crafting bench by holding F, it dumps you straight into crafting menu instead of picking up
  • Ferdinandus - The designation of Campfire when we open its menu is SMELTER
  • TheLefty2319 - Bananas disappear when dropped for another player
  • Ferdinandus - Weapon vendor appears when opening a crate


If you want to learn more about Fractured Veil check out our Discord server, visit our Reddit page or join our Facebook group.

[h3]More About Fractured Veil[/h3]







July Content Update



Aloha Thrivers! We’re excited to share our progress and the latest updates in the game. We worked on vendors, a new beach area, an overhaul of the foliage and the neighborhood around the Comm Tower, storm effects and lots more.

If you’re interested in telling us what you think about the latest updates or sharing any ideas you may have for the game, head over to our discord and let us know! We love talking about what we have planned next and hearing your ideas.

Here’s a look at the biggest improvements and news about the latest features you’ll find in the game.

[h2]New Features and Content[/h2]

[h3]New Beach Area[/h3]



We built out a beautiful new beach area for players to explore.



With abandoned research buildings on the beach



And the jungle.



There are even ruins of an old neighborhood, perfect for exploring or taking shelter from mutants and the elements.

[h3]Foliage Update[/h3]



We’ve made some big improvements to the foliage including more realistic-looking meadows bordering the jungle.



Player’s will find new types of plants and trees to harvest across the map



And we even added coconuts.

[h3]Vendor Stalls[/h3]

We continue to build out a survivor marketplace inside the game's starting area, The Thorcon Power Plant. Our goal is to have a thriving safe zone where players can get everything they need to help them make it outside the walls of the building. Here’s a look at a clothing stall we’ve been working on from the original drawing to a final paint-over.







[h3]Map Improvements[/h3]



The area surrounding the comm tower got a makeover recently



The top of the tower has one of the best views in the game now.

[h3]Storm Effects[/h3]



With all the beauty work we’ve done we decided it was time to grunge a few things up.



Beaches will now show the effects of storms



With more debris washed up on shore and an occasional reminder of those who didn’t win the struggle to survive.

[h3]Respawn Bed Update[/h3]



Our Thorcon overhaul moved up a level into the spawning area this month. We're giving our restoration beds a facelift taking into consideration what a player could find combing the ruins for parts.



Here’s a before and after showing the difference between a new respawn bed and the lightly used jury-rigged version.

If you want to learn more about Fractured Veil check out our Discord server and visit our Reddit page.

[h3]More About Fractured Veil[/h3]