FOLLOW THE JOURNEY
MAY 2023 - DEVLOG #19
After perhaps far too long, and in conjunction with Tacticon 2023, this new update shows the progress made over the last year in the pursuit of more interesting and visually appealing ground surface locales, as well as ground base economy and automation mechanics.
JANUARY 2023 "THE STRUGGLE" TRAILER
MAY 2022 2 YEARS OF FRAGILE EXISTENCE DEVELOPMENT
MARCH 2022 PUBLISHER ANNOUNCEMENT & INERTIA TRAILER (IGN)
PARTNERED WITH HOODED HORSE
We are excited to announce that Fragile Continuum has partnered with Texas-based publisher Hooded Horse to publish Fragile Existence. Hooded Horse is the publisher of a number of greatly-anticipated titles including Terra Invicta, Falling Frontier, Alliance of the Sacred Suns & Old World to name but a few.
OCTOBER 2021 - DEVLOG #18
In this first post-reveal update, I show off the new heightmap-based terrain engine and the bigger planet scale, as well as get into some early base building and resource gathering mechanics. Per-unit inventories and group management tools are introduced, plus the fleet overview panels.
AUGUST 2021 GAMESCOM REVEAL TRAILER LAUNCHED
JUNE 2021 - DEVLOG #17
In this update, I largely talk about progress made on the planet editor, which allows planets to be generated, followed by the placement of features on the planet surface itself to craft more interesting user-driven content on top of the existing procedural systems.
MAY 2021 ONE YEAR OF FE DEVELOPMENT
APRIL 2021 - DEVLOG #16
In this update, I unveil the revamped ship models and UI design, as well as taking a look at the first ship-to-ground transition, made possible by the support dropships. Also: first look at the ground-scanning mechanic that will let the fleet to survey planets from orbit.
MARCH 2021 - DEVLOG #15
In this update, I finally piece together the solar system and allow ships to travel between planets. This required some creative origin/layer management! Ships also enter and exit the orbital spheres correctly, and new UI elements make it easier to keep track of where they all are.
FEBRUARY 2021 - DEVLOG #14
In this update, I focused on the concept of allowed leader characters to gain skill points, spend these points on skills, and then utilise the skills aboard the fleet in order to make things happen. Ultimately, I chose not to incorporate this concept, but some aspects may return later!
JANUARY 2021 - DEVLOG #13
In this update, I experiment with the system explorer panel, add ship/unit waypoints, group selection and a number of other RTS staples. I also began testing a modular UI that would ultimately go on to be exchanged for something a little more traditional later on.
DECEMBER 2020 - DEVLOG #12
In this update, I focused my attention on bringing a Homeworld-esque zoom-out to tactical map function to life. A little smoke and mirrors later, and the player can now zoom right out to an overview of the system, then zoom right back down to the planet surface as desired!
NOVEMBER 2020 - DEVLOG #11
In this update, I outline the Creation Organiser and accompanying toolset for planet, solar system and scenario editing. The solar system in particular is fleshed out, allowing planets and the parent star to be placed in relation to one-another.