Core Systems

SYSTEMS

Every system in FRACTURED is built to sustain a war that runs for weeks, months, and years — not a single session. This is what makes the war feel real.

Cover War Map Reverse Eng. HOBs VOIP Gear Game Modes
COVER
👁
RSV Cover System
Implemented

Inspired by Rainbow Six Vegas 1 & 2 — the most tactically satisfying cover system ever made. Rebuilt for 2032.

First-person while moving and aiming
Third-person camera when in cover
Shoulder peek left and right
Blind fire over or around obstacles
Instant snap-to-wall detection
Spring arm camera with collision test

The RSV cover system is the tactical foundation of FRACTURED's combat. Every engagement is structured around cover — finding it, using it, denying it to the enemy, and knowing when to leave it.

While moving, running, and aiming down sights, the player operates in first-person — full awareness, full precision. The moment they press into cover against a wall, the camera shifts to an over-the-shoulder spring arm view that lets them see around the obstacle without exposing themselves.

From cover they can peek left or right with the camera sliding laterally — exposing one eye and one barrel to return fire. They can blind fire upward over the cover without exposing their head. Every movement is deliberate and readable to both the player and their enemies.

Cover in FRACTURED is not a crutch. It is a positioning resource — valuable when used correctly, lethal when used predictably. A good sniper will watch cover patterns. A good Engineer will place deployables to deny cover to the enemy. The RSV system rewards players who understand space and punishes those who tunnel-vision on a single position.

First-Person Movement
Full 1st-person while walking, running, sprinting, and aiming down sights. Zero third-person advantage during open movement.
Third-Person Cover
Spring arm camera activates on wall-snap. Players can assess the battlefield without exposing themselves to the enemy.
Peek Left / Right
Camera slides laterally to expose only what's needed. Precision peek for ADS or wide peek for assessment — player's choice.
Blind Fire
Fire over or around cover without exposing your head. Suppressive only — accuracy is significantly degraded when not aiming.
WAR MAP
🗺
Persistent War Map
In Design

Inspired by Helldivers 2 and Foxhole. The war runs 24/7. Every mission matters.

Territory-based persistent map
Real-time faction control display
Squad missions feed meta war
War ends when one faction holds all
Progression carries between wars

The persistent war map is the backbone of everything in FRACTURED. This is what separates the game from a session-based shooter — every mission a squad runs has real, lasting consequences on the state of the war.

The map is divided into territory zones, each of which can be controlled by any of the four playable factions. Controlling territory grants resources, HOB placement rights, and strategic advantages for the squads operating in adjacent zones. Losing territory has cascading effects on the faction's overall position.

Squad missions are the atomic unit of the war. Insertion missions generate territory pressure — sustained successful missions in a zone gradually shift control toward the faction running them. Failed missions bleed faction resources and potentially open counterattacks. Every squad matters. Every squad is replaceable.

The war ends only when a single faction controls 100% of the map. At that point, the next war begins — but progression (ranks, research, unlocks) carries forward. The map resets; the players do not.

24/7 Persistence
The war does not pause between play sessions. Territories shift while you're offline. Log back in to find the front changed.
Mission Impact
Every squad mission generates war progress — win rate, extraction success, objective completion all feed the meta-layer calculations.
Sovereign Pressure
The Sovereign AI activates dynamically to pressure dominant factions. Any faction that gets too far ahead draws Sovereign aggression.
War End State
Wars have a finite end — but a long one. A full war cycle is designed to last weeks to months depending on server population and balance.
REVERSE ENG.
🔬
Reverse Engineering
In Design

The spoils of war become your arsenal. What you take from the enemy, you can eventually replicate.

Extract enemy gear on mission
Research at HOB to unlock
Craft schematics & attachments
Cross-faction tech acquisition

Reverse engineering is the system that makes the war's gear ecosystem dynamic rather than static. You don't just pick up enemy weapons on the battlefield — you can bring them home, study them, and eventually build your own.

When a Concord soldier picks up a Meridian operator's advanced rifle and extracts successfully, that weapon goes to the HOB research queue. Research takes time and resources proportional to the sophistication of the item. At the end of that process, the faction unlocks a crafting schematic — the ability to produce that item, or a close equivalent, from their own manufacturing base.

This creates a living arms race across the war. Meridian's tech advantage is powerful but not permanent — given enough successful extractions and enough research time, any faction can begin approximating it. Keeping your dead out of enemy hands is as important as killing the enemy.

Extraction Risk
Enemy gear only reaches the research queue if you extract successfully. Dying with captured equipment means it's lost — and the enemy may reacquire it.
Research Queue
Research is a HOB function — Engineers can accelerate it, and it requires faction resources to run. The more exotic the item, the longer and more expensive the research.
Schematic Unlocks
Completed research unlocks crafting schematics faction-wide. Every squad member can now produce that item — at a resource cost per unit.
Attachment Research
Enemy weapon attachments can also be extracted and researched — unlocking mods that may not be available in your faction's native tech tree.
HOBs
Hub Outpost Bases
In Design

Player-built infrastructure. Expandable. Capturable. Non-functional during siege. Lose your HOB, lose your war advantage.

Engineer class builds and maintains
Expand facilities over time
Capturable by enemy factions
Disabled during active siege
Restorable after recapture

Hub Outpost Bases are the physical anchors of the faction war. They're not just spawn points — they're the entire infrastructure layer of the game. Gear crafting, research, squad management, resupply, and faction communication all run through the HOB network.

HOBs are built and upgraded by Engineers. A new HOB starts as a basic field outpost and can be expanded into a full military installation — with research facilities, weapon workshops, vehicle bays, medical stations, and command centers. The more advanced the HOB, the more valuable it is, and the more devastating it is to lose.

When an enemy faction moves on your HOB, it enters siege status — all HOB functions shut down until the siege is resolved. You can defend and repel the attack, or you can lose the HOB entirely and watch it repurposed by the enemy. Recapturing a lost HOB restores it to a basic state — all the upgrades you built are gone and must be rebuilt.

HOB Tiers
HOBs expand through buildable tiers — from a basic field camp (minimal function) to a full installation (all faction services available).
Siege Mechanics
During active siege, all HOB services go offline. The defending faction must repel the attack or negotiate withdrawal — a HOB under siege is a liability, not an asset.
Capture & Reset
A successfully captured HOB resets to tier 1 under enemy control. The enemy then begins upgrading it for their own use — which takes time and resources they can't spend elsewhere.
Support Assets
Airstrikes, UAV coverage, AC-130 support, and heavy asset requisition are all HOB-tier functions. Lose the HOB, lose access to faction-level firepower.
VOIP
📡
Proximity VOIP
In Design

Cross-faction voice. Scrambled by default. Unscramble and you broadcast your position to everyone nearby.

Proximity-based, cross-faction
Scrambled by default
Unscramble = position exposed
Severance can jam / intercept

FRACTURED's VOIP system is not a simple push-to-talk channel. It is a gameplay system with consequences.

All proximity VOIP is cross-faction — enemies can hear you if you're close enough. By default, all communications are scrambled, making them audible as unintelligible static to the enemy. This means friendlies hear clear comms; enemies hear noise. Safe, but limited range and quality.

Any player can choose to unscramble their transmission — broadcasting in clear audio to everyone in proximity range, friend or foe. Clear audio carries further and has zero distortion. The cost: your transmission becomes a directional audio signature that reveals your approximate position. Stay on open comms long enough and a Sniper will find you by sound alone.

Severance operatives have unique faction abilities to intercept scrambled communications and broadcast false commands on enemy frequencies — a deception tool that no other faction can counter natively.

Scrambled Mode
Default state. Friendlies hear clearly; enemies hear static. Shorter effective range. No position risk. Standard tactical communication.
Clear Mode
Longer range, better quality — but enemies hear you and can triangulate your position from the audio signature. A calculated risk.
Severance Intercept
Severance specialists can break enemy scramble encryption in proximity — listening to scrambled enemy comms and broadcasting disinformation on their frequency.
Negotiation Use
The system deliberately enables cross-faction conversation. FRACTURED's design allows for parley, trap-setting, and complex social play — if you're willing to accept the exposure.
GEAR
Gear & Durability
In Design

Not Tarkov. Gear persists through death. What you lose is what you were carrying for the enemy.

Personal gear survives death
Gear degrades with use
Repair at HOB or field kit
Captured gear lost on death

FRACTURED's gear system is designed to create consequence without punishment. The core philosophy: your own gear is safe. What you scavenge from the enemy is at risk.

Personal gear — weapons crafted at the HOB, armor built from your faction's schematics — survives death. It returns to you damaged, requiring repair before it's at full effectiveness, but it doesn't disappear. This prevents the punishing loss loops that make games like Tarkov feel inaccessible to many players, while still creating meaningful stakes around gear condition.

Captured enemy gear — weapons, armor, or technology extracted from fallen enemies — operates differently. If you die while carrying captured gear, that gear is lost to the battlefield. It can be recovered by a squadmate before extraction, or it's gone permanently. This creates tension around the reverse engineering loop: the more valuable the captured item, the harder it is to stomach losing.

Durability System
Gear degrades with sustained combat use — weapons lose accuracy over time, armor loses protection. Durability is visible and actionable before it becomes critical.
Field Repair
Engineers carry field repair kits for mid-mission maintenance. Full repair requires HOB facilities, but field kits buy time and prevent gear failure during extended operations.
Death Recovery
Personal gear marked as your own is tagged and recoverable by faction logistics after a mission. Captured gear dropped on death is untagged — first claimant owns it.
Melee Weapons
Each faction has a faction-specific melee weapon as a last resort — activated when ammunition is depleted. These are personal weapons that never degrade below functional.
MODES
🎮
Game Modes
In Design

PVPVE as the core experience. PVE for faction missions. Separate competitive PVP for ranked play.

PVPVE — core persistent war
PVE — Sovereign threat missions
PVP — separate ranked mode

FRACTURED's core experience is PVPVE — player-versus-player-versus-environment. Human squads from multiple factions compete for the same territory while navigating the Sovereign's AI-controlled drone threats. Every mission is unpredictable: enemy squads may appear. Sovereign units may reinforce. The environment itself is a combatant.

PVE missions are available as a dedicated mode — squad operations against Sovereign-controlled zones where the only enemies are AI units. These feed war progress at a reduced rate compared to PVPVE, and they offer a lower-pressure environment for squads that are gearing up or learning the systems.

A separate competitive PVP mode offers ranked brackets in curated map environments — no persistent war involvement, no gear loss, full faction-balanced competition. This is the esport-facing layer of FRACTURED, isolated from the persistent war to protect competitive integrity.

PVPVE (Core)
The persistent war layer. Human squads from all factions plus Sovereign AI threats. Full gear stakes. Full war impact. The real FRACTURED experience.
PVE Missions
Faction operations against Sovereign AI zones. Lower stakes, lower reward rate, higher accessibility. Good for new squads, gear testing, and off-hours play.
Competitive PVP
Separate ranked brackets. Faction-balanced lobbies, curated maps, no persistent war involvement. Designed for competitive players and spectator formats.
Faction Switching
Players may switch factions at any time — but with a complete wipe of inventory, progression, and rank. The war remembers who you served. The faction does not.

Zero Pay-to-Win. Always.

FRACTURED is buy-to-play with no subscription, no battle pass, and no in-game purchases that affect gameplay. Every weapon, every upgrade, every tactical advantage is earned through play. Cosmetics only — forever.

Buy-to-Play

One purchase. No recurring fees. No subscription. You own the game.

No Battle Pass

No FOMO. No seasonal exclusives behind a paywall. No timed pressure.

Cosmetics Only

Any money spent after launch goes to visual cosmetics — skins, emblems, and banners. Zero gameplay impact.

Earned Advantage

Every tactical advantage is earned through play. The best gear belongs to the best players — not the biggest spenders.