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Fractured Veil News

Caves, Shelters, and Sub-Basements



[h3]Digging Our Caves[/h3]
Early in development, we focused a lot of our efforts to bring the lush wilds of Maui to life and do justice to the beautiful Lahaina sky. This week, we’re excited to share updates on hidden places and the area’s beneath your feet because we know it's fun to explore and discover new areas in places you’d least expect to find them.



[h3]The Fracture[/h3]
Since the collapse of Veilcorp’s global teleportation network wiped out civilization and most structures on the island, every now and then survivors need to seek out shelter underground. We’ve focused on three different subterranean areas for players to explore at this point in our development, with more to come down the Lahaina road.



[h3]The Thorcon Sub-Basement[/h3]
With a literal welcome mat at the entrance, the sub-basement is probably the easiest of the underground areas to find.



This area is deserted (for now) and filled with machinery that has continued working for decades without any human interaction. Our goal is to eventually introduce enemies and other threats to player’s health and safety, as well as resources and loot.



[h3]The Sewer Shelter[/h3]
Probably the hardest to find, the entrance to the sewer area is hidden in an old industrial area overrun by mutants.



Obviously someone spent a lot of time working down here. They even pieced together a respawning bed.



[h3]The Cave[/h3]
We were talking about bringing in some new elements to the world and immediately one of our developers mentioned a cave system. He wanted to give players the excitement of 1.) trying to find it and 2.) building anticipation and anxiety as players went further and further in. Would they be able to navigate it right away? Or get lost?

These are the types of questions we are asking during our weekly playtests. Having a new player come to the entrance (we’re not telling where it is) and not knowing what they will find makes us giddy.



Featuring twisting tunnels, mutant markers, and bioluminescent fungi the cave is the most untouched new area. The entrance to the cave from the outside world is one of the most beautiful spots in Lahaina.



[h3]Keep it Moving[/h3]
More than just a place for a subterranean fun-run, these spots give players a reason to explore the map in addition to helping us naturally guide their movements to new areas.



We want to send players to discover rare items, find resources and crafting plans, complete quests, all while providing a possible place for an instance type experience down the road.



[h3]Beta Keys[/h3]
It’s been longer than we expected to get these major system updates done and to be honest, once they are finished, the world is still under construction. We’ll be testing features and new systems for many months ahead, but hopefully, we’re narrowing in on the window when we can open up the game to new testers.

Mahalo to our current testers who help us find what needs fixing every week and providing great ideas for the game. We love your feedback so keep it coming! Here's a list of everything you found and we fixed since the play session last week.
  • Aazlor - Spawned with stamina I had at death
  • Zaccsi - Need icon to show that you are burning
  • Larry - Big Bob AI clips out


If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.
[h3]More About Fractured Veil[/h3]




Weather System Update


[h3]Aloha State of Mind[/h3]
Since our game is set in Maui, from day one of development we’ve spent countless hours fine-tuning and balancing the performance of the sky and weather systems.



Nothing immerses you in the environment like a stunning sunset or breathtaking sunrise. It’s enough to make you forget there are mutant hoards waiting around the corner, ready to kill you.



[h3]TrueSKY Update[/h3]
It’s been a couple of years since we’ve updated our systems and this week we implemented a massive TrueSKY update to our world and it’s never looked better.




[h3]Here Comes the Sun[/h3]
More than just creating a pretty sky, the new weather system covers the lighting that comes from the sun, and the underlighting from ambient light simulating sunlight bouncing around.



It allows us to have multi-layered 3D clouds and super realistic weather. The sun diameter is now bigger during sunrises and sunsets.

[h3]Rain Keeps The Island Green [/h3]
We know that fans of survival games notice when there aren’t any changes to the weather, so this update means more than just better-looking rain. This new change allows us to optimize weather patterns and times of the day.

[previewyoutube][/previewyoutube]

[h3]Night Sky[/h3]
We can now fully utilize the weather in the game making it another obstacle players need to overcome with rain and temperature, or an ally helping you avoid danger with the cover of night.



[h3]Max Settings[/h3]
Besides all the tactical and aesthetic benefits, this update has also cleared up years worth of backlogged bugs and provided huge performance improvements. Here’s a look at one of our weather tests while we were fine-tuning the Lahaina sky and playing around with max settings.



[h3]Beta Keys[/h3]
There's only a couple of weeks of rebuilding and updating work to be done before we're ready to hand out keys again. We know that many of you are eager to explore the wilds of Lahaina and we appreciate your patience while we make some of our foundational systems better. Mahalo to our testers who help us every week discover what's not working and point out what needs fixing. Your feedback and ideas are hugely important to us! Larry, we fixed that dying while reloading bug you found during last week's play session.

If you want to learn more about Fractured Veil check out our Discord server and to see a complete list of updates and fixes visit our Reddit page.
[h3]More About Fractured Veil[/h3]



Version 0.1.416 Patch [Major] - Player Fixes and Updates

[h3]Updates, Fixes, and Improvements[/h3]
  • Doubled the default VOIP replication volume
  • Implemented steam token authorization
  • Updated AI movement tracing to increase FPS
  • Reduced the replication and movement costs of AI
  • Base Items are now shown in the inventory's character preview
  • Ensured that all AI damage related properties such as their hit sound struct were properly set in the client-side version of their AI Module
  • Updated to the newest version of TrueSky and implemented new day/night and weather features
  • Implemented saving/removing of world item attachments at drop/pickup time
  • Fixed bug resulting in empty character name
  • Fixed a bug where the pan would hit with the wrong side when doing a blunt attack
  • Fixed animation props not being displayed in the inventory's character preview
  • Potentially fixed a bug where dead AI would be in their idle stance when logging in near them
  • Fixed sequencing of assignment of uniqueid at login time
  • Fixed a bug where connecting clients would start streaming tiles near a Player Start that was often never relevant
  • Fixed unnecessary replication that was occurring for each instance of an AI
  • Potentially fixed a few areas where VOIP initialization could fail due to the order in which a character and the world state was replicated
  • Fixed death animations
  • Fixed a bug where AI would get stuck floating above the ground
  • Fixed TrueSky bug causing it to look strange in native resolution
  • Added message when you first harvest wood
  • Resource stack size increased from 500 to 1000
  • Movement no longer cancels crafting queue
  • Adding Cave levels to Lahaina

We'll be in refactor mode for a few weeks yet and won't be handing out keys until we've rebuilt and improved some of our systems. We know many of you are eager to explore the wilds of Lahaina and we appreciate your patience while we make some of our foundational systems better. A big mahalo goes out to our testers who help us every week discover what's not working and point out what needs fixing. Your feedback and ideas are hugely important to us! Here's a list of everything you found and we fixed since the play session last week.
  • Aazlor - Queued up a bunch of crafting, then tabbed out, then came back in broken
  • nubkid - You can craft while moving
  • Azshire The Great - When drinking a soda with the inventory open there is no mesh
  • Add text widget when first harvesting wood from a tree
  • Larry - can't drag weapons into hotbar

If you want to learn more about Fractured Veil head over to our Discord server.
[h3]More About This Game[/h3]

Version 0.1.399 Patch [Major] - Updates and Player Fixes

[h3]Updates and Improvements[/h3]
  • Added types for bank persistence transaction stack
  • Updated construction objects
  • Burning a body will now remove its Death Point of Interest. This will prevent new cannibals from being spawned for the body and will also prevent existing cannibals from eating it
  • Reworked how the player's movement speed is calculated
  • Interact bar scroll time reduced
  • Enabling performance debugging in the Game State will now display the number of AI near the player on the hud
  • Finished bank persistence refactor
  • AI hitboxes can now optionally have their collision disabled on dedicated servers
  • Disabled firing a weapon while menu is open
  • Disable ADS while opening menu
  • Left VOIP debug logging in the engine code to help debug voice failures
  • Players Stats now propery visible after pressing O
  • Increased the default VOIP volume by 5x
  • Polished Veil Station surroundings
  • Updated caves
  • Advanced placement of beach dioramas
  • Sewer Level moved out past the ocean
  • New switch and teleporters added to Thorcon Maint B
  • Added teleport switch in Underground
  • Add driftwood on beaches
  • Updated foliage in 1x7
  • Teleporters setup to and from the sewers to and from the industrial pit
  • Revive room in Sewers greatly expanded to house eventual boss fight

[h3]Fixes[/h3]
  • Fixed several inventory persistence bugs
  • Fixed various stored proc and code bugs with bank persistence
  • Fixed bug with max crafting button
  • Fixed bug with interact button
  • Fixed a bug where the player would not face the intended direction after being teleported
  • Fixed a bug where a player could get stuck in the throwing/zooming state
  • Significantly reduced the distance that a burning body can damage a player
  • Fixed a bug where a weapon's reload animation would fail to play if the player attempted to ADS while their fire animation was still playing
  • Potentially fixed a crash that could occur when adding a pending inventory update to an item that was being destroyed
  • Potentially fixed a bug where voice replication was failing due to the replicated player's Unique Net ID not matching the IDs in the Voice Talker array
  • Fixed bug with splints not coming off
  • Fixed the voice audio settings not actually affecting the VOIP volume
  • Fixed a bug where cannibals would be spawned for deer and other smaller animals
  • Fixed a bug where players could get stuck on the edges of sleeping bags


We're still in refactor mode for a few weeks. As a result, we won't be giving out new beta keys for a little while yet. By focusing on rebuilding game systems we hope to provide the best experience possible for our new players. We know that lots of you are excited to jump in the game, but this work will allow us to respond more quickly to your input and gives us a more stable base to grow with the community. A usual, a big mahalo to our testers for helping us find what's not working and pointing out where we need to upgrade. A special shout out to Maikowl for being the first to find the button to the Thorcon underground area during last week's session. Here are your ideas that we implemented and the bugs that you found last week that we fixed.
  • Zaccsi - Switch tools and right click immediately after switching, stuck in throwing anim
  • bloodpickle - The player is not slowed when their leg is broken in ADS
  • steelcrusher - Speed up switching items/Weapons using scroll wheel
  • Zaccsi - Make it so you don't get burned while trying to burn a body
  • Elliot - Max button doesn’t work then it crafts without seeing
  • Zaccsi - Mutants shouldn't be able to eat burning mutants
  • Sombrefou and Eldisty - Adjusted distance of voice channel
  • Elliot - Interact button can’t be pressed to close again
  • Aazlor - Body on top of bag spawn and can’t move
  • Schism3110 - Can’t walk over bedrolls
  • Running out of VRAM
  • Larry - Reload while in ADS is broken
  • zaccsi - Tab and ironsight issues
  • Larry - Can’t take leg splint off
  • nubkid - Can fire while in the menu
  • Schism3110 and nubkid - Push to talk doesn’t work

If you want to learn more about Fractured Veil head over to our Discord server.
[h3]More About This Game[/h3]

Version 0.1.382 Patch [Major] - Player Fixes and Improvements

[h3]Content Updates and Improvements[/h3]
  • Implemented batch updates for world item updates and removes
  • Implemented batch updates for corpse looting/burning/destruction
  • respawn calls are now ignored by the server until the server has finished determining if the initial respawn request was successful
  • Implemented full character deletion for all subtables
  • Created a new actor that can teleport a player to its location with a definable loading screen image
  • The player's various spawn point options (Thorcon, bed, team mates, and rejoining) now all make use of a proper spawn rotation
  • Client that fails to respond to the teleport request the server will now teleport regardless of if they have finished setting up their loading screen
  • The loading screen is now forcibly displayed even if the player teleports a short distance
  • pawning pipeline cleanup and consistency improvements
  • Implemented a rudimentary system that allows us to determine if the connecting client is a bot
  • Refactored all Pawn Bot checks to make use of a property in the Player Controller rather than checking the character name
  • Reviewed client side trust and validation in the spawn and persistence pipelines
  • Added support for teleporting a player
  • New key-binding: O; Shows PlayerStats instantly
  • Implement diorama placement of stop signs and traffic lights at end of roads
  • Added queue system and batch updates for inventory favorites
  • Multi screenshot selection enabled in bug reporter
  • Tooltip for interact bar added
  • Cleaned up ship graveyard
  • Fixed Materials on Mutant Cabin 07
  • Moved Thorcon underground level beyond outer most worldcomp bounds
  • Adding shipwreck skeletons along the shoreline on all beach levels
  • Added Fishing boat to overpass
  • Added decorations to Fishing boat overpass

[h3]Fixes[/h3]
  • Fixed issue with detaching interact bar that caused duplicate interact bar items at player death time
  • Fixed the cloud data being assigned multiple times while respawning
  • The respawn function now ensures the player has finished loading their cloud data
  • Fishing hut fixes and minor material changes
  • Fixed a bug where stack size was not getting updated after split
  • Fixed a bug in crafting system, when you cancel 1 craft, it was cancelling everything for the recipe
  • Fixed bug with players losing drone camera control
  • Fixed bug loading realm data
  • Fixed issue where moving items in interact bar wasn't persisting properly
  • Fixed issue where dying in Thorcon wasn't properly resetting inventory items
  • Fixed bug loading weapon attachment class from db
  • Fixed bug removing items from bank where bank record was not getting properly reset
  • Fixed bug removing items from bank where items that stacked into existing stacks in inventory were leaving duplicate items
  • Fixed a bug where a player's voice would be heard globally if they talked when their character was not considered relevant to the listening client
  • Fixed minimap zoom in/out


We won't be giving out new beta keys for a few weeks yet because we're rebuilding game systems to make sure everything is stable and fun. By focusing on UI improvements, persistence, and stability we hope to provide the best experience possible for our new players. We know that lots of you are excited to jump in the game, but this work allows us to give you a Fractured Veil that can grow with the community and respond more quickly to your input. A usual, a big mahalo to our testers for helping us find what's not working and pointing out where we need to upgrade. Here's everything you found last week that we fixed.
  • Larry - Items aren’t all reappearing after relog
  • EspAion - Hotbar order isn't persisting on relog
  • Sombrefou and Eldisty - Reduce distance of voice channel
  • Elliot - Quick Craft not working properly
  • Larry - when I'm scrolling thru the crafting menu it's moving my hotbar in game
  • zaccsi and Azshire The Great - Inventory not refreshing

If you want to learn more about Fractured Veil head over to our Discord server.
[h3]More About This Game[/h3]