DEVLOG ENTRY 2026-09-27
Example of colored character
PROJECT DEVELOPMENT TRANSMISSIONS
A running archive of Fracture Keepers development, including the systems already built and the decisions shaping the new third-person shooter direction.
Newest transmissions appear first. Older entries remain preserved even when they reflect an earlier version of the project direction.
DEVLOG
Historical entries are preserved as they happened. Current direction: third-person sci-fi action shooter.
DEVLOG ENTRY 2026-09-27
DEVLOG ENTRY 2026-09-27
DEVLOG ENTRY 2026-10-01
DEVLOG ENTRY 2026-09-27
DEVLOG ENTRY 2026-09-20
fixed a variety of rig issues including reloading with upper body while still walking, ostrich position when idle (now head stands normally)
DEVLOG ENTRY 2026-09-13
The work today was much more boring, and does not include an image, but it might very well be the most important piece of the puzzle. Adapted networking solution so that more servers can be plugged in while server is hot with a batch script and more server consoles - all done and ready to go they would automatically pin themselves to the game and be open for service in minutes. That is for later, if the game was to grow. Brand new queu system added. 300 players max for now, if that capacity is ever reached, server could be added without breaking the current networking codes or DBs. Would all be in the same connected world as well. Only more power.
DEVLOG ENTRY 2026-09-12
DEVLOG ENTRY 2026-09-11
DEVLOG ENTRY 2026-09-10
DEVLOG ENTRY 2026-09-08
DEVLOG ENTRY 2026-09-05
DEVLOG ENTRY 2026-09-04
DEVLOG ENTRY 2026-09-03
DEVLOG ENTRY 2026-09-02
DEVLOG ENTRY 2026-09-01
DEVLOG ENTRY 2026-08-31
DEVLOG ENTRY 2026-08-31
DEVLOG ENTRY 2026-08-31
DEVLOG ENTRY 2026-08-30
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
DEVLOG ENTRY 2026-08-29
DEVLOG ENTRY 2026-08-29
DEVLOG ENTRY 2026-08-29
DEVLOG ENTRY 2026-08-29
DEVLOG ENTRY 2026-08-29
DEVLOG ENTRY 2026-08-20
Shows character level, EXP%, name, the icon of the character you are using, and the new Fracture Shards currency.
DEVLOG ENTRY 2026-08-19
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 2026-08-28
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 2026-08-16
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
also its currently functional, truly relays to secure DB items per account, crafting and conversion works
DEVLOG ENTRY 2026-08-05
also its currently functional, truly relays to secure DB items per account, crafting and conversion works
DEVLOG ENTRY 2026-07-31
currently none of the items in it besides the X button are interactive - for future developmnent
DEVLOG ENTRY 2026-07-27
(after hitting -)
DEVLOG ENTRY 2026-07-27
DEVLOG ENTRY 2026-07-20
DEVLOG ENTRY 2026-07-09
DEVLOG ENTRY 2026-07-09
DEVLOG ENTRY 2026-07-09
DEVLOG ENTRY 2026-07-04
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
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
For all new character types.
We have 8 different playable characters. We have reached this milestone!
DEVLOG ENTRY 2026-06-28
The males
DEVLOG ENTRY 2026-06-27
Just so that you can have a quick peak in at what we have now.
DEVLOG ENTRY 2026-06-26
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
Improvement to all menus
Also added support for multiple character types
DEVLOG ENTRY 2026-06-24
DEVLOG ENTRY 2026-06-22
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
Worked on characters walking and running locomotion
Today our pawns took their first actual '' steps '' instead of gliding!
DEVLOG ENTRY 2026-06-18
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
Getting familiar with characters creation, male and female models created,
Still not rigged for movement
DEVLOG ENTRY 2026-06-17
Adding more variety to the graphics in game
DEVLOG ENTRY 2026-06-16
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
adding about 20 textures to the game and trying them out...
DEVLOG ENTRY 2026-06-16
The city template is grey and lifeless, but seems to have collision working
Next step is colour!
DEVLOG ENTRY 2026-06-15
First character with an identity tied to the DB that was able to walk the world
DEVLOG ENTRY 2026-06-16
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
Creation working, and related to database
Deletion available also
DEVLOG ENTRY 2026-06-14
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
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
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
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
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
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!)