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Fractured State
Genre: Strategy
Platforms: PC, Mac, Linux
Languages: English
Jul 26, 2016 @ 5:45am
Apr 5, 2017 @ 3:23am

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Development Update #19
I continue to whittle down our Early Access Checklist of Things To Do (EACTTD™). This generally comes down to small bug fixes, improvements, and feature adds. I removed the ability for particle effects to contribute to a unit’s housecolor outline; while technically not a bug it basically looked like butt and had to go. We also still plan to release the Map Editor as a standalone download so I did some work on de-coupling it from the main game’s data loading process so that it’s smart enough to load the information it needs without the full game being present.

I also finished up the last missing piece of functionality for the multiplayer game browser. It now shows more detailed information about each available game and that information will update automatically as the host changes settings in their lobby. This actually wasn’t possible due to a bug in the version of the Unity engine we were planning on launching under but some other issues presented themselves which pushed us to upgrade sooner than we anticipated.

Currently I’m working on improving error handling and reporting for issues that could arise while ingame; the simulation should continue despite an error being encountered and the user will get an informational message along with options on reporting the issue to us and providing general feedback.

I have various sundry Flamethrower goods to show this week. Up first is the unit icon, oversized compared to the in game version as is the tradition.

Up next is his active ability, which is sort a hyper volatile molotov cocktail. It will do some burn damage to units that sit in it…so thats a bad idea, and it also creates a smoke screen.

Check out in-game examples of the Flamethrower effects in action in the full blog entry here:
FRACTURED STATE Dev Update #19[]

Development Update #18
I jumped back into programming tasks by knocking out some small bugs and fixes for the Map Editor. There’s a little bit more clean up to do to prep it for a standalone release ahead of our full Early Access release but so far things are looking pretty good and I’m looking forward to seeing what kinds of maps people make!

In terms of game stuff I finally got around to implementing tooltips for squad and unit abilities. For some reason this was just one of those things that fell through the cracks forever.

Some abilities have restrictions on when you can use them. For example, the Find Firepoint ability requires that the entire squad be inside a structure. The button is disabled if the squad or unit doesn’t meet the requirements for a given ability but now we also convey that to the player in the tooltip.

These still need some additional styling and design work which we’ll roll out in a later release, but we definitely wanted to have them in for our initial launch so that people know what the heck the abilities actually do!

The Ruhk is done. We creep ever closer to rolling out the two new units and getting ourselves launched on Steam officially. I am going to start off with the unit Icon for the Ruhk…just because I like it.

Sadly it will be much smaller in the game. Speaking of smaller things- the icon for his ability! Segues!

And lastly some screenshots of the textured unit in game/posed. The dynamic pose is the start frame for his charge (general gap closer that triggers automatically). The first screenshot is the normal zoom in game, but I wanted to also show the unit a bit closer also.

This week we are doing a heavy feature of the Children of the Ancients unit, the Ruhk. The one thing I really like about modeling these units is that the equipment, their relics, are always interesting pieces to make.

Not only that, the personality of the unit itself almost boils down to their relic. Their silhouette is almost entirely their relic.

Here is the Ruhk, with his relics. The Children of the Ancients are not the owners of these relics. They unearth and repurpose these powerful tools as weapons. What was once no more than a household tool or workhorse of industry has its original purpose perverted to fit the ends of The Children. So that is always a cool thing to have in the back of my head while I try to bring these tiny digital men to life.

Which brings me to actually modeling these things. Sometimes i get blocked on the shape of a thing. Or atleast how to create the shape of the thing. There are many different ways to create models, and none of them are wrong, per se. Some might be quicker, or more efficient- but it all comes down to what is more comfortable for you. Then there is refining and optimization. Which has a right and a wrong way. But this isn’t about that.

If you find yourself having trouble getting your head around a model, you can always try to tackle creating it from another direction. What I’m poking at during this particular blog post is that a lot of people make a box. Then they make a box into a shape resembling the thing they want. Then they make it look more and more like the thing they want. And that is fine. But I took a different route.

I made each individual piece of the relic – the interior mechanism, the exterior plating, and a few other smaller bits and then later combined them into a working object.

I started with just a flat outline of a piece, and built from there. I further refined that piece and made others in the same way until they fit together the way I wanted them to.
You can see the way it evolved on the official website here: DEV UPDATE #18[]


As the Children of the Ancients sweep through the mining operations of the Northern Provinces, destroying all in their path, the Executor flexes his industrial might to quell local rebellions. Laperia burns and Kimmel, the charismatic leader of the Children, will stop at nothing until the empire is reduced to flinders.

Which side will you fight for?

Fractured State refines the RTS genre into fast-paced strategic urban combat where the machine driven imperialistic faction of the Laperian Imperial Army battle to remain in control against the Children of the Ancients, worshipers and masters of an ancient power. Choose a side then vie for control of each territory where taking over new buildings gives tactical advantage, provides the ability to recruit more specialized units and army wide bonuses, as well as impart overall dominance of the area.

Doing away with overly complex micromanagement and mass resource gathering, Fractured State focuses on battle strategies in an urban environment. The only real resources you must manage are your troops, building occupation and time. Each specialized unit requires a specific amount of time to prepare to enter the fray and each building you take control of determines map population, recruitment options and territorial control.

Created by modders for modders, Fractured State is being built from the ground up to embrace the modding community by focusing on mod-friendly design options throughout development.

In a land engulfed in a brutal civil war split between technical advancement and ancient ways, magic and machines, oppression and rebellion – which side will you choose in this fractured state?


Battle maps are split up into territories. Occupy the most structures in a territory in order to keep control of it. Territories provide army-wide bonuses and increase the number of troops you can control. Reinforcements you request arrive via your controlled territories. Controlling territories and denying your enemy a foothold are the keys to victory.


Buildings represent important strategic points; this is primarily an urban war after all. Some buildings unlock abilities, new units, passive bonuses, or squad refreshes. Storm buildings to uproot and destroy entrenched enemy forces. You have full control of your units whether they are inside or outside.


Your soldiers must keep a mental count of their ammo, or else they could lack it at a crucial moment. No soldier hits his mark 100% of the time, and no weapon is completely accurate. Distance plays a role. Closing down on your target is dangerous but can yield better results.


The most common cause of death for soldiers of the Laperian conflict is exposure. And bullets. And exposure to bullets. Cover makes your units harder to hit. Troops in cover can be dispatched more easily by flanking and rear attacks. Troop placement and cover management are critical to your success.

  • 7 official maps that vary from 2, 3 and 4 player support
  • Map Editor
  • LAN and Online Multiplayer
  • 5 Unique Units per faction – Children of the Ancients: Knight, Ancient Fist, Warden, Ruhk and Vicar, Laperian: Conscript, Grenadier, Transport, Flamethrower & Surgeon
  • Open area, Occupied Structure and Cover Based Combat
  • Additional Unit Types: Breach Units, Snipers, Zeppelins, Jump Gates, Tanks and Golems
  • More Maps
  • Campaign Mode
  • Regicide Mode
  • Steam Workshop Integration
  • Lore Library
  • Host Migration for Online Multiplayer
  • Replay with Camera Control
  • Mac & Linux Versions
Popular Discussions View All (1)
Jul 26, 2016 @ 8:11am
Developer Q&A
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Kelso  [author] Sep 7, 2016 @ 6:05pm 
Thank you, thank you, thank you. You're all wonderful!
GPAC  [author] Sep 7, 2016 @ 4:45pm 
Thank you to everyone that helped support Fractured State!!!
Captainsteff Sep 7, 2016 @ 4:18pm 
Congrats on being Greenlit!!
Wendy Sep 1, 2016 @ 5:52am 
Upvoted, good luck!
Fatty McDaddy Aug 23, 2016 @ 11:46am 
Awesome looks like a cool RTS. Voted
PenGGuin Aug 15, 2016 @ 6:11pm 
from greenlight ads. neat graphics upvoted!
GPAC  [author] Aug 13, 2016 @ 11:53am 
Big thanks to everyone for the continued support! It means a lot to all of us. Please share a link to the game with your friends on Twitter, Facebook, Reddit or where ever you like. Every vote counts and we can't do it without your support! Thanks again! :steamhappy:
Irreverent Software Aug 13, 2016 @ 11:49am 
It looks really neat, voted :)
StudioFriends Aug 12, 2016 @ 1:04pm 
very nice upvote :)
Waku Aug 9, 2016 @ 3:02am 
lock cool :)