PROJECT DEVELOPMENT TRANSMISSIONS

Public Devlog.

A running archive of Fracture Keepers development, including the systems already built and the decisions shaping the new third-person shooter direction.

ARCHIVE STATUS Development Active

Newest transmissions appear first. Older entries remain preserved even when they reflect an earlier version of the project direction.

DEVLOG

Development Archive

Historical entries are preserved as they happened. Current direction: third-person sci-fi action shooter.





DEVLOG ENTRY 2026-08-28

Combat Direction Locked: Third-Person Shooter

Fracture Keepers is officially pivoting away from the earlier medieval monster-hunting concept and toward a third-person sci-fi action shooter.

The existing account, character, Runtime, progression, crafting, warehouse, forum, and persistent-data systems remain useful. The eight preset characters are now being treated as eight Keeper classes with distinct battlefield identities.

The next gameplay priority is simple: prove the gunplay. Aiming, firing, sound, recoil, hit confirmation, enemy reaction, movement, and impact will be developed before expensive enemy art or large amounts of content.



DEVLOG ENTRY 2026-09-05

Working on a first map...

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DEVLOG ENTRY 2026-09-04

Setting for lefty and rigthy

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DEVLOG ENTRY 2026-09-03

Reloading Stance work / per gun

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DEVLOG ENTRY 2026-09-02

Crosshair work, hit effect and Ray tracing

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DEVLOG ENTRY 2026-09-01

Arcsmith first pannel built

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DEVLOG ENTRY 2026-08-31

Missions overview

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DEVLOG ENTRY 2026-08-31

New mission board asset

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DEVLOG ENTRY 2026-08-31

Newer gen looks for interact button

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DEVLOG ENTRY 2026-08-30

Gun stats hover window

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is seperated from the global stats - will only show you the stats of the gun itself where char window is global (later if buffs, etc)



DEVLOG ENTRY 2026-08-29

Gun Swap Inventory Window

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DEVLOG ENTRY 2026-08-29

Character(Inventory) Window

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DEVLOG ENTRY 2026-08-29

new lobby

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DEVLOG ENTRY 2026-08-29

new loading screen

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DEVLOG ENTRY 2026-08-29

new login screen

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DEVLOG ENTRY 2026-08-29

new char selection window

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DEVLOG ENTRY 2026-08-20

Status bar

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Shows character level, EXP%, name, the icon of the character you are using, and the new Fracture Shards currency.



DEVLOG ENTRY 2026-08-19

Built Forum

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Forum built including posting, browsing user accounts to see what they posted, total posts count etc. The forum account is the same as your game account, you can use your same account for both, when logging in to forums if you account already exist you will be prompted to create a forum name, this can be differen than your in game account, this is what people will see when you post on the forums.



DEVLOG ENTRY 2026-08-16

Built Warehouse Menu

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correctly displays player materials, ingredients and consumables. The warehouse does not seem to have much functions yet because that items are per account and untradeable (gold sellers protection) but it does allow to see everything you own in one consolidated space



DEVLOG ENTRY 2026-08-08

Optimized Alchemist Menu

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also its currently functional, truly relays to secure DB items per account, crafting and conversion works



DEVLOG ENTRY 2026-08-05

Optomized cook menu

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also its currently functional, truly relays to secure DB items per account, crafting and conversion works



DEVLOG ENTRY 2026-07-31

Character Menu

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currently none of the items in it besides the X button are interactive - for future developmnent



DEVLOG ENTRY 2026-07-27

Minimized version for side menu

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(after hitting -)



DEVLOG ENTRY 2026-07-27

Side menu, full fize

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DEVLOG ENTRY 2026-07-20

Better selection indicator mini icon

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DEVLOG ENTRY 2026-07-09

Warehouse Keeper NPC

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DEVLOG ENTRY 2026-07-09

Chef NPC

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DEVLOG ENTRY 2026-07-09

Blacksmith NPC

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DEVLOG ENTRY 2026-07-04

Menus starting

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We have the very first menu for HP pots crafting which will also eventually tells how many your character owns.



DEVLOG ENTRY 2026-07-03

Creating NPC

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Alchemist NPC created, town map function (menu, but white right now) ready

Next, will have to create a few more NPCs and attach functional menus with backend ties and database queries for requests. Blueprint and C++ now works for interactions.



DEVLOG ENTRY 2026-06-29

Character creation menu support

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For all new character types.

We have 8 different playable characters. We have reached this milestone!



DEVLOG ENTRY 2026-06-28

Character type icons

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The males



DEVLOG ENTRY 2026-06-27

Character type icons

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Just so that you can have a quick peak in at what we have now.



DEVLOG ENTRY 2026-06-26

Character types are out!

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Four females and four males, all locomotion done.

As for now, no combat animations exists, but all 8 character types can move in town, walk run and dash.



DEVLOG ENTRY 2026-06-25

Huge menu improvements

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Improvement to all menus

Also added support for multiple character types



DEVLOG ENTRY 2026-06-24

Loading screen

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DEVLOG ENTRY 2026-06-22

Light passes

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Discovering how much of a difference certain light levels can make

Also, worked on textures and meshes for tress and rocks



DEVLOG ENTRY 2026-06-21

Locomotion

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Worked on characters walking and running locomotion

Today our pawns took their first actual '' steps '' instead of gliding!



DEVLOG ENTRY 2026-06-18

Discovering graphics depths and workinng different passes

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From texturisation to luminosity to colorify and several thing in between...

Today the entire evening was spent working on only that, and that work is still WIP. Town looks better in my opinion.



DEVLOG ENTRY 2026-06-17

Discovering character works

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Getting familiar with characters creation, male and female models created,

Still not rigged for movement



DEVLOG ENTRY 2026-06-17

Adding objects

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Adding more variety to the graphics in game



DEVLOG ENTRY 2026-06-16

Fixing some movement

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Moving around with mouse, alt or esc for cursor, again or move to cancel and go back to moving mode...

Dodge function on spacebar, zoom in zoom out...



DEVLOG ENTRY 2026-06-16

Textures...

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adding about 20 textures to the game and trying them out...



DEVLOG ENTRY 2026-06-16

Building a city template

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The city template is grey and lifeless, but seems to have collision working

Next step is colour!



DEVLOG ENTRY 2026-06-15

First character

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First character with an identity tied to the DB that was able to walk the world



DEVLOG ENTRY 2026-06-16

Char Slots

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Character slots go as: darker grey, no character, unselectable, hover on them for slight glow, and selected has blue arround

Functional to reflect real character on live DB



DEVLOG ENTRY 2026-06-15

Character Creation

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Creation working, and related to database

Deletion available also



DEVLOG ENTRY 2026-06-14

Login Screen & Features

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Login screen has been created, login functions work, database has the fields for accounts and passwords and the game links to the servers back-end correctly

Security fixes added alongside account creations, for now emails are not used for backup of account yet, but creation has a field to associate account with email (for the future)



DEVLOG ENTRY 2026-06-13

Opening flow

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Making blueprint for the game opening sequence

skippable screen first, where eventually the narrative will be read, with audio and subtitles, which can be skipped with leftclick



DEVLOG ENTRY 2026-06-13

Creating Database

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Database was created (Basic version) Backend and API with login and tokens.

Fracture Keepers does not store plaintext passwords. Passwords are one-way hashed before storage, and login sessions are designed so database leaks do not expose reusable login tokens.



DEVLOG ENTRY 2026-06-12

Creating project

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First player model, our famous "Block" moved across the map

It is reported that the "Block" also had the capacity to zoom in and out and move around the screen using their mice. They said they had an excellent field of view when reaching the end of the tiles and falling off the world also.



DEVLOG ENTRY 2026-06-12

Creating Task Handlers

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A little bit more work before starting everything!

Made a handler for the common stuff used on server and also a web manager app, to avoid dealing with dozens of shortcuts and difficult locations.



DEVLOG ENTRY 2026-06-11

Working on a website

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Of course the first connection attempt did not work. The second did not either >.>

Then we refined the style a bit to where its more pleasant to the eye. (Hopefully!)