- First Devlog of 2025 - 5 January 2025
Long time, no devlog. The last third of 2024 was pretty rough over here, and the development of Fragmented City was pretty much put on pause since the second half of October - but I'd like to emphasize that I still haven't given up on this project, and will make sure to continue the development in 2025! Those who follow me on Twitter, or Discord probably know that a serious data loss happened in late April (3 months of work got completely lost) and recovering from it was the toughest work I'd ever had as a video game developer. Some minor details are still missing, and there might be some bugs, but luckily I was not only able to overcome the data loss, but continue the work further. I still publish devlogs in the Crow Bar Discord server, but since not everyone is there, here is a list showcasing some of the more exciting features I've been working on: The Kingfisher Valley hub has been…
- Demo Page Published - 3 August 2024
The demo version of Fragmented City has its own Steam store page from now on. Which means you can drop a review there. Very much appreciated if you do so (regardless of it's a positive or a negative one).
- Demo version 0.1.7 - 21 April 2024
Changes: A couple of small code fixes related to the OS of the in-game computers Some UV mapping polishes Fixed a couple of missing, or badly placed mesh objects Fixed grammar in one of the loading screen texts New loading screen texts Object hierarchy optimization Also, this demo version still includes the WIP versions of the other city hubs I've been working on. The progress is especially visible in the Kingfisher Valley map. You can take a look at these by tinkering with the player.ini save file. Need to mention that the development is going to drastically slow down from now on - till I find a publisher that can fund the rest of the development.
- Hotfix for the demo (version 0.1.6) - 15 February 2024
Fixed: The somewhat game breaking stuck crouch state bug (still not sure what caused it, but finally found a workaround). One awkward dialog error, accidentally caused by me while working on the previous patch. Thanks to Nheu for reporting the dialog error!
- Demo version 0.1.5 - 15 February 2024
Things I fixed: multiple dialog errors dozens of grammar errors the in-game music volume was accidentally connected to the "ambient" slider light meshes clipping through nearby walls a couple of footstep sounds on railings Things I improved/added: a couple of new dialog options and hints for the "Do Melvin a favor" task the notebook appears after you gave it to Lenny The most important aspect of this version is texts can be found and edited outside the game (Fragmented City Demo\Fragmented City_Data\Texts). This means that custom localizations are technically supported from now on.
- Day 4 Patch (demo version 0.1.4) - 7 February 2024
Important: This patch is applied only to the 64bit version. I'm not planning to update both versions as long as I'm getting bug reports on a relavitely daily basis. Sorry for the inconveniences. Stuff I fixed: a dialog error and a task saving error (reported by RavenWorks) an unfortunately game breaking dialog error (reported by mit) (hopefully) corrected the grammar of a couple of lines Stuff I hopefully didn't break: the rest of the demo Meanwhile I've been working on finishing the localization support. Still not 100%, but going for it. Thanks for all the bug reports so far!
- Day 2 Patch (demo version 0.1.3) - 5 February 2024
Fixed a dialog error (reported by McKillem) Added 3 more food cans, so one task can be completed more easily Added a couple of new lines to a character (is related to one of the newly added food cans)
- Day 1 Patch - 4 February 2024
Just a couple of fixes and little achievement additions (before I finally get some sleep). Fixes: a small typo some conversation error the player stat timer started before waking up glitching footsep sounds on higher framerates Additions: Fat Wallet achievement Recycling Forever achievement Strange Movie achievement Thanks to Rero for reporting the typo and conversation errors!
- Demo is out! - 4 February 2024
first of all Galaxy sized thanks to the testers for taking a last look at the demo build before I released it! Although, I have a little bit mixed feelings about this release for now. The game has no trailer, and I had to cut out some cool (but buggy and unpolished) dialog options so I could wrap the demo up - still I hope what's here is promising and fun enough. I tried to do my best, we'll see if it was enough. Also, not sure how much time Steam still needs to make the big green download demo button appear, but if it's not visible yet, try this one instead:
- Demo Launch Date - 31 January 2024
This weekend. Probably/hopefully Saturday. All I can say in advance is that I hope it was worth the wait for you, and the work by me. There are a couple of stuff to polish and test till the weekend, but I'd like to think Fragmented City - even if it's just a demo - surpasses the previous game in every possible aspect. I've seen other developers releasing their games more quickly, but I unfortunately don't have the confidence of doing that. Also, sadly, I once again did my very worst at not being able to do a proper social media campaign around the game (focused on the development and my university duties), but I trust the power of word of mouth. After all, even though the sales of Through The Fragmentation weren't really good, I kept getting surprised how much people shared it out of their good will. Never participated with my games in any of the previous Steam Next Fests, but I hope it…
- An update - 6 September 2023
This is going to be a little bit longer post, but if you've been wondering whether or not I still work on the game, the short answer is: yes. The most important task is still finishing the official demo (right now I'm working on deciding which parts should be included in it), but since recently a good couple of prominent titles have dropped, I decided not to rush myself, it's probably better not to throw a small indie title's demo into the social media noise for a while. But anyway, here is an illustrated list of quite some stuff I've been working on: This time you're going to be an actual resident of the City, and the apartment you live in will reflect certain progresses made during the playthrough. Not to mention you can access a personal desktop computer from there. Fragmented City lets you choose a custom name which certain characters will call you by, but it will be used to create…
- Current state of the development - 7 March 2023
The main reason why I've been recently silent about the process is because I mostly work on code related aspects of the game. These aren't really showcaseable stuff, but I thought sharing a couple of them would be a good idea. Three aspects of the game that currently need an enormous attention by me are: supporting custom localizations ease of access features completely text based and readable save files Custom localizations I've received a ton of requests for adding different translations to Through The Fragmentation. On one hand I'm glad to read these requests, good to know the game has fans from all around the globe. On the other hand the game was designed very poorly from this aspect, so adding translations would be a painful and extremely time consuming process. That is why I pay extra attention on this aspect of Fragmented City - creating localizations is going to be a pretty easy…