Fracture Break Update v0.4
🧪 Dev Blog 0.4 – Fracture Break (In Development)
Welcome back to another development update for Fracture Break. This is a pre-release look at features we’re currently testing and refining. Dev Build 0.4 focuses on gameplay depth, user control, and early quality-of-life features — all aimed at laying a solid foundation for future demo builds.
⚙️ Gameplay Features & Mechanics
🛠️ Settings Menu
We’ve implemented a basic but functional settings menu to give early testers more control over their experience. A key feature here is the ability to easily change your in-game name without restarting or editing config files — making identity management simple from the start.
Keybinds & Controller Support (WIP)
Custom keybindings are now in place, along with early-stage controller support. This allows players to rebind inputs to match their preferred setup, whether on mouse & keyboard or controller. Expect more refinements to controller mapping as development continues.
💣 Loadout System
The loadout system has been expanded and now includes:
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Primary & Secondary Weapon Options
Players can customize their loadout by choosing weapons for both primary and secondary slots. Uniquely, the option to run a pistol in either slot is available, allowing for more varied and tactical loadouts. -
Customizable Throwables
Players can now select and customize which throwables to carry in their loadout. Current options include:-
C4 – Remote-detonated explosives for traps or breaching.
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Flashbangs – Disorient enemies and clear rooms.
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Fragmentation Grenades – Standard explosive for crowd control.
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Barbed Wire – Used to block choke points and slow enemy movement.
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This customization adds strategic depth to how players approach matches.
🪖 Prone & Dolphin Dive (Experimental)
Two new movement options have been added:
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Prone – Lie flat for low visibility and better cover usage.
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Dolphin Dive – Dive forward while sprinting for quick evasive movement.
These mechanics are still being evaluated for flow and balance. Depending on testing feedback, they may be refined or removed before the demo release.
↩️ Dynamic Leaning System
Leaning has been enhanced with dynamic collision detection. This means players can now lean realistically around corners and over cover without clipping or passing through solid objects — adding tactical movement depth while improving immersion.
🎯 Optic System Overhaul
We’ve reworked how optics behave:
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Each optic now has individual settings for zoom level, lens clarity, and aiming behavior.
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This adds meaningful variation between different sights and scopes, encouraging players to find what suits their style.
🔄 Multiple Optics Support
Certain weapons now support multiple optics at once (e.g., red dot + magnifier). Players can switch between them depending on range or situation, giving more flexibility during combat encounters.
🧮 Realistic Bullet Drop (Initial Pass)
We’ve introduced realistic bullet drop into our ballistics system. Bullet trajectory now curves downward over distance, requiring players to adjust aim based on range — especially noticeable in long-range fights. This is an early tuning pass, with more balancing ahead.
🎥 Body Cam Distance Indicator
A new feature in the body cam-style camera angle adds a distance readout to your aim point. This small but effective detail helps ground players in the environment, offering a better sense of range and realism in moment-to-moment gameplay.
🪟 Shooting Through Thin Objects
Players can now shoot through certain thin objects like wooden boards or glass. This adds a layer of tactical decision-making, encouraging creative use of the environment during firefights.
🎖️ Additional Features
🖼️ Calling Cards
We’ve added calling cards that players can unlock and customize, allowing further personalization of their profile and identity within the game.
🎟️ Battlepass System
An early battle pass system is now included. It currently features:
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4 unlockable weapons.
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A set of perks players can choose to tailor their playstyle and gain tactical advantages.
This system will continue to expand with progression and rewards in future updates.
🧭 In-Game UI Enhancements
Compass Addition
A compass has been added to the in-game HUD, providing players with a constant sense of direction during matches. This helps with navigation and callouts, improving team coordination and spatial awareness.
🔄 Progression Systems: Online vs Offline
Fracture Break supports both online and offline progression, but it’s important to note they function separately:
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Online Progression tracks your rank, prestige, stats, and unlocks saved to our secure online database.
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Offline Progression lets you play and level up without internet, but your offline stats—including prestige level—do not sync or transfer to online profiles.
For example, if you reach Prestige 10 while offline, this progress will remain local and won’t affect your online account or leaderboard status. This separation ensures fair play and data integrity while still allowing flexible offline gameplay.
🖥️ UI & Lobby Improvements
📜 Patch Notes Menu
Players can now access the in-game patch notes menu directly from the lobby. This will make it easier to keep track of updates, upcoming features, and version history without needing to leave the game or check external links.
🗺️ Map Queue Filtering
We’ve added an early version of map selection filters. Players can now choose which maps to include or exclude when queuing for a match. This gives more control over the kind of gameplay experience you want — whether you’re testing a new feature or just avoiding certain layouts.
🧩 Adjustable HUD System
The HUD section in the settings menu now allows players to customize what UI elements appear during gameplay. You’ll be able to toggle specific elements on/off, adjust positioning (in future builds), and personalize your visual setup for comfort or clarity.
🧪 Final Notes
Everything shown in Dev Blog 0.4 is part of early development and may change or be removed based on internal testing and community feedback. Our goal is to build a flexible and responsive FPS that balances tactical depth with player freedom.
Thanks for following the journey — more updates are coming soon as we continue working toward our first public demo build.
- Tx Limited
Founder & Owner of Fracture Break
Fracture Break
Fracture Break is an early-in-development FPS built in Unreal Engine 5.5.
Status | In development |
Publisher | |
Author | Tx Limited |
Genre | Shooter |
Tags | Multiplayer |
Languages | German, English, Spanish; Latin America, French |
Accessibility | Subtitles, Configurable controls, Interactive tutorial |
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