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.
Inspired by Rainbow Six Vegas 1 & 2 — the most tactically satisfying cover system ever made. Rebuilt for 2032.
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.
Inspired by Helldivers 2 and Foxhole. The war runs 24/7. Every mission matters.
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.
The spoils of war become your arsenal. What you take from the enemy, you can eventually replicate.
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.
Player-built infrastructure. Expandable. Capturable. Non-functional during siege. Lose your HOB, lose your war advantage.
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.
Cross-faction voice. Scrambled by default. Unscramble and you broadcast your position to everyone nearby.
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.
Not Tarkov. Gear persists through death. What you lose is what you were carrying for the enemy.
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.
PVPVE as the core experience. PVE for faction missions. Separate competitive PVP for ranked play.
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.
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.
One purchase. No recurring fees. No subscription. You own the game.
No FOMO. No seasonal exclusives behind a paywall. No timed pressure.
Any money spent after launch goes to visual cosmetics — skins, emblems, and banners. Zero gameplay impact.
Every tactical advantage is earned through play. The best gear belongs to the best players — not the biggest spenders.