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Weekly Update - November 17 - The Talent Tree

Aloha Thrivers!

One of the most significant systems on Fractured Veil is the Talent Tree. In the game, every single action, from cutting down trees to hunting wildlife, grants you some experience in one of the 4 main categories of the Talent Tree.

These are:

  • Builder (Strength)
  • Hunter (Agility)
  • Survivor (Endurance)
  • Support (Intelligence)


While you might die countless times exploring Maui, the experience you get will always stay with your character, giving a sense of permanent progression no matter any misadventure you might end up in.

Before we go a bit more in-depth about what each of these means for the player, we wanted to show how it looks in-game.



Once enough experience is earned for a particular skill, that will level up, granting a talent point to be spent to improve a trait relative to that particular action. For example, in the GIF above, using the bow (Archery) levels up “Strength”, granting one talent point to the “Builder” tree.



Like many RPGs before us, the player choice will initially be limited to some basic skills. Once enough points have been spent, the next tier will unlock. However, some of the skills are linked to the progression of previous skills. In the GIF above, it can be noted how the first skill of the second row remains locked, while the second one unlocks and the third one, not being linked to any previous skill, is immediately unlocked.
A sweet treat for those who reach the last tier of upgrades is a series of passive perks that also impact your nearby allies, making not just you, but your entire group, more powerful!



Let’s now talk about each Talent Tree, starting with Builder. This one focuses on your character’s Strength and will level up by performing actions such as building, carrying a lot of heavy resources, using bows and melee weapons, mining, cutting down trees and so on.

The skills found inside this tree focus on improving stuff like durability and crafting speed of tools and weapons, improving the carrying capacity, and improving resource gathering.



The Hunter tree focuses on Agility, and levels up by doing stuff like jumping, sprinting, swimming or sneaking. But also using Pistols, Rifles or Throwing weapons. Skills unlocked here will significantly improve stuff like movement speed, stamina consumption and regeneration, and even better night vision to make those nights less intimidating! For you avid hunters there are also talents that will allow you to track down your prey and in the event you are interrupted, be able to find it again! And because hunting is more fun with friends, you can unlock the passive ability to boost your entire team's crouching movement speed for when group infiltration is key.



Surviving is the most important thing in the end and while it might be difficult at first, it will become much easier with time. The Survivor tree focuses on Endurance, which levels up by performing basic actions like butchering animals, eating, exploring, healing and harvesting resources. Spending skill points here will make you a true expert when it comes to survival; not only basic needs like eating and drinking will require more time before becoming critical, but you’ll already know where the nearest resources are, so your expeditions will never leave you empty-handed!
Of course, an expert survivor also knows how to gather more resources from their surroundings, so expect a significant boost in your harvesting and food-gathering skills.



Lastly, but not by all means least, it’s the Support tree. This is by far probably one of the most useful and everyone will want you in their group!
This tree focuses on intelligence and levels up by crafting, researching, repairing recycling and so on!
The Skills you’ll be able to unlock in this tree range from faster and better healing to buffs to friends and/or debuffs to enemies.
People who manage to unlock the last set of skills in this tree can expect buffs like Mutant Basher, which increases the damage dealt to enemies for the entire group and Team Boost, which increases the movement of all allies in one area.




Of course, this is just the tip of the iceberg, we have much more coming and we purposely didn’t go too much in-depth with any of these as we want everyone to figure things out as they adventure in Fractured Veil! (Not to mention, things might change in the future!)

As usual, if you have any questions, please feel free to join our Discord Server to chat with us and the rest of the community.

Alternatively, you can check out our latest short on YouTube or TikTok to learn more about how we test the game!

[previewyoutube][/previewyoutube]

Weekly Update - November 10 - Story and Lore

Aloha Thrivers!

Something we get asked very often on our Discord Server is whether or not Fractured Veil will have some narrative elements. The quick answer to the question is YES!

So for this week’s update, we thought it would have been nice to have a chat with Rob, our trusted Lore Guide and human encyclopedia when it comes to Fractured Veil’s lore and story!

For the past few years, Rob has been writing countless story pieces and the entire narrative of the game. Some of which you’ll be able to read about shortly after the Early Access Release on January 18 2024.

But until that time comes… here’s what’s waiting for you, lore fans!

We say Fractured Veil is a post-apocalyptic game. What happened in the game world?
Rob: In the game timeline, a global teleportation system is created by a company called Veilcorp which is headquartered in Lahaina. This turns Hawaii into the next Silicon Valley and a hotbed of technological innovation. The world was on the verge of a new era when everything went wrong...

The “Veil Network” suddenly collapsed while thousands were in the middle of traveling to their destinations. The “Fracture” tore the fabric of reality allowing other dimensions to bleed into this one. Ecosystems were destroyed, weather patterns changed, radiation killed most living things, and civilization collapsed in the blink of an eye, leaving only a husk of what used to be.

You’re a clone brought back using Veilcorp data to rebuild, survive mutants and other players, and discover what happened that day to ensure it never happens again.


We often talk about rebuilding civilization. Are there other non-mutant survivors?

Rob: Yes. You’ll run into a bunch of merchants, and soon some NPC quest givers who aren’t clones of Veilcorp customers like players are. Some of these people are old enough to remember the cataclysm, but most never knew what the world looked like before the Fracture.

We also have plans to include different survivor factions down the road. There are groups that have access to incredible technology and others that believe the world is a better place after the Fracture just to mention a few. The mutants might not be the biggest danger to players down the road but that’s a story for another time…

Mutants: How and why?
Rob: Because every apocalypse needs mutants and enough with the zombies already!

Seriously though, many of the mutants in the game were just ordinary people transformed by radiation or diseases from different dimensions. There are a few exceptions of course. You can find some lab-grown monstrosities in the most remote places on the map and Big Bob, our resident mutant overlord, uses the same technology that players use to respawn to create a cloned mutant army.

How are players going to learn about the story? I’ve often heard about collectables and story quests…

Rob: Players will learn the story through snippets of journals, emails, and articles they find while exploring the world and a few quests that unveil parts of the story. There will be a limited number of those quests as we enter early access as we are primarily focused on improving gameplay and introducing new features.
Can you share your favourite story/lore piece so far?

Rob: My favorite is probably the Big Bob storyline because it spans over 100 years. From news stories about his days as a real-estate mogul and restaurantuer to his obsession with all things meat related, and his transformation into a mutant boss. There are even Bob-written property listings to discover that describe the dungeons in the game and dare players to come and explore. There are hundreds of story snippets on the website that span before and after the Fracture so it’s hard to choose.

Last but not least, where do you see Fractured Veil’s story 2 years from now?

Rob: We plan on bringing lots of new story elements into the game in the next couple of years to help fill out the world and make it more immersive. We’ll bring in more storylines and there will be lots more for players to discover. There will be new groups for players to deal with, new mutants and dangers to survive. You’ll find new places like factories, labs, and even alternate dimensions to explore. In short, the game will have many more story elements for players after early access.


That’s a wrap!
For those of you who have access to our game, make sure to check our discord server. After the latest update we have been playing more with the community and we are organizing events to play together almost every week!

Our Twitch Channel is also a good place to spot some of our streams (and maybe win a key while we are streaming!)

See you next update!




November's Update: Patch Notes and Known Issues

Aloha Thrivers!


Today we are excited to share the patch notes of our October Update! Since we shifted our Early Access release date, we scaled back some of the added features originally planned for launch, so this new build doesn’t have everything we are still working on included.

However, it does have a bunch of the stuff we’ve been working on, including a first pass on performance, server stability and significant improvements over item persistence issues many of you reported!

Buckle up, this is a big update!

[h2]Scope of the test[/h2]
  • Test Performance on different hardware configurations
  • Test Server Stability under stress conditions
  • Test Object Persistence (Chests and Player Inventories should never corrupt or be lost)
  • Test AI improvements
  • Test Server Travel
  • Test and gather feedback on the new construction limits


Patch Notes


[h2]Major Changes[/h2]
  • Various improvements on Object Persistence. As a result player inventories and chests should be
  • reliable and not lose/corrupt items.
  • Lighting and color balance have been tweaked
  • Performance and Stability have been improved
  • Points of interest are now marked on the map
  • Enemy AI has seen some improvements
  • Improved the Graphical Quality of “Medium” preset


[h2]Server[/h2]
  • Added Region Selection on Main Menu
  • Added Server Selection on Character Creation
  • Fixed various issues that were causing the server to crash


[h2]Gameplay[/h2]
  • Fixed various bugs preventing Death Containers from spawning
  • Restored Ladders functionality
  • Players can now drown in the water
  • Fixed a bug that was causing headshots and critical damages not to work
  • Fixed Headshots not working on Hounds
  • Torches will remain lit after being thrown
  • Enemy AI is now alerted by player noises
  • Grenades now damage construction pieces
  • Added construction limits. Specifically:
    • Radius 150m
    • Max Pieces 2500 (Number of Pieces that can be snapped together)
    • Max Height 30


[h2]Game World[/h2]
  • More work on the new Lahaina Social Area.
  • A vendor has been added to the Lahaina Social Area
  • Some buildings were causing performance issues and have been temporarily removed from the game world
  • Improved visual quality of the sky


[h2]Dungeons[/h2]
  • The Sewers Dungeon is now fully explorable and can be completed
  • Increases the number of mutant spawns found in each level of the Sewer Dungeon
  • Fixed numerous collision issues, missing static meshes and material issues inside each level of the Sewer Dungeon.



[h2]UI[/h2]
  • Added loot notification queue
  • Added a priority system for interactions. Higher-priority interactions get selected first.
  • Added and improved loading screens in the game
  • Added Height indicators to the map’s points of interest
  • Added a new quest indicator in the quest journal



[h2]Other Bugs/Changes[/h2]
  • Fixed a DOF Issue that was causing the sun to have a black disk around it
  • Fixed a bug where metal barricades were only damaging players jumping on top of it
  • Fixed some 127 Converter interactions
  • Fixed a bug that was causing some animations not to cancel correctly
  • Fixed gun attachments replicating more slots than they should
  • Fixed Repair Bench status not updating upon Rai changes
  • Fixed garbage collection crashes when recycling construction pieces
  • Fixed projectiles with fire not attaching the fire to the right socket
  • Added a system to log and benchmark performance
  • Fixed the camera crouching or being prone while using a ladder
  • Adjusted some collisions and meshes that were causing the players to get stuck
  • Fixed some Totem Permissions not being applied correctly


Known Issues


[h2]Major issues:[/h2]
  • VSM and Nanite are not fully optimized yet and we are actively working on these. Turn them on at your own risk
  • Walking around the vendors' area of Thorcon (Spawn Area) may cause some stutters. We are actively looking into these
  • Walking towards the new vendor in the Historic District (Social Area) will cause a significant stutter that can last up to a second.
  • The Elevator in the communication tower might not have collision the first time. We recommend calling the elevator and then taking it only after it comes down again
  • Playing in Borderless windowed won't change the resolution of the game after changing it to something else. As a workaround please play in FullScreen or change the System Display Resolution.


[h2]Minor Issues:[/h2]
  • Ladder interaction will sometimes fail if the player is standing too close despite the interaction prompt appearing
  • Water splashes can be heard when walking on sand, close to the water
  • Some models have Level of Detail issues, causing them to appear at a lower quality even if up close
  • We are actively working on fixing these
  • The sound of Walking/Running or any step the player takes is sometimes duplicated and/or delayed
  • Some assets in the game world or within dungeons may be missing collision, please report this to us so we can get them fixed
  • Bases that are Too wide might start de-rendering some pieces further away from the original Totem. This is an extreme case and only limited to bases as wide as 2 map squares
  • Equipping any kind of bow prevents the footstep sound from playing. This is being addressed in a future patch
  • Players may experience a temporary drop in performance while using the Tier 2 Crafting Bench inside the Thorcon. This is being fixed in a future patch
  • The combat medic talent is not working - it will be fixed in the next update
  • No Texture on female glasses/sunglasses
  • Some Item icons like the Shorts and Starter Pistol are not appearing correctly, showing no icon or a different item

Fractured Veil is shifting launch to January 18, 2024



Thanks to everyone in our amazing community for supporting us and understanding why we made this tough decision.

Weekly Update - October 16th

Aloha Thrivers.

Last week, when we announced that we're shifting our release date to January 18 2024, we also mentioned that we were going to shed some light on why and to bring as much clarity and transparency as possible to what led to that decision.

[h3]The Road Ahead[/h3]
We had a meeting, going through a series of requirements that we didn’t want to end up compromising with. Here’s what we’ve set internally:
  • No server crashes or items corrupting which leads to players losing their inventory.
  • Minimum 30fps everywhere on PCs matching our minimum requirements.
  • Servers can hold a high volume of players loading & playing the game and have been tested with over 150 bots and players actively playing as normal. Response time is kept under 30-40ms and players can queue for a server with no issues.
  • Players are correctly spread across servers without major issues.
  • Server Travel is reliable and bug-free.

Our Queue System ended up needing more work before it was ready, and we didn’t want to test things last minute before releasing the game in Early Access. Doing so would have likely uncovered some major issues that would severely impact our player’s experience. On top of that, we believe the game’s performance still needed some more improvement before Early Access.

In the picture: the Totem (Our Servers) and You (The mutants) trying to get in.

[h3]What are we doing Server Side?[/h3]
The keyword to understanding what’s going on with our server is “scaling”.

Getting a bit more technical, we are implementing Kubernetes and writing scripts for on-the-fly deployment of servers/databases/service apps. Some of our existing systems are also getting reworked to facilitate scaling. For those who understand what we are talking about, this means stuff like moving from static IP addresses to domains, changing info that used to be passed on the command line to be read from the database, using automated load-balancing, and so on.

We’ll also take advantage of the extra time to work on some features that were lower on the priority list but that will have a positive impact on the game. This is stuff such as improving AI (enemies/wildlife) performance when a lot of players are spread across the map, improving our caching system to reduce overall Database load, implementing various 3rd party services/frameworks for monitoring/reporting activity, or just adding more server functionality that we didn't previously have.

[h3]So what about performance?[/h3]
A lot is going on here. We feel we have reached a point where we believe most modern gaming PCs won’t have issues running the game, however, work on performance is just getting started.
First and foremost, we have built an internal system so that we can gather performance statistics and compare various PC Hardware to pinpoint issues with specific setups, locations or situations and then apply targeted performance optimization wherever necessary based on our findings. Since the Unreal Engine 5 upgrade was such a huge lift, we couldn’t dedicate resources to develop better testing systems, and this tool will play a pivotal role in helping us increase performance all around.

We are also spending some time optimizing foliage. Since our engine upgrade, we lost some features we had before, and one of these was the ability to de-render foliage as the player walked away from it. Trees, plants, flowers and shrubs will soon start disappearing at medium and large distances from the player, significantly improving performance.

We are aware that Unreal Engine 5.3 brings significant benefits under this topic, however, we are not planning on doing another engine upgrade until after we have our game released in Early Access.

[h3]Some other areas we are working on:[/h3]
  • Since allowing players to play with their friends is a priority for us, we also need to rework the menus and the UI alongside the logic for server and veil travel.
  • We have moved our dungeons to their own levels, and that requires more testing, especially traveling back and forth to Lahaina.
  • We are improving the visual quality of the game at Medium and Low graphics settings, without sacrificing performance.
  • We are re-introducing some visual stuff that we lost with the engine upgrade, such as rain puddles.
  • We are adjusting the lighting on Dungeons.
  • Lastly, we are doing many quality-of-life improvements, bug fixes and filling the world with more stuff!

We hope this brings more clarity as to why we ended up delaying the game. We thank everyone who recently shared their support with us on our discord server and social media. We are doing this for you and we wouldn’t be here without you!

Questions? Send them via this form.