Launch Review & Roadmap - Fractured - The Dynamic MMO

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Launch Review & Roadmap

November 22nd, 2023 at 11:55 pm

After 2 weeks of Early Access, 5,000 copies sold and $118,000 raised, let’s have a look at how we’ve been doing so far!

Hi, fellow gamer and MMO enthusiast!

Here comes the promised review of our Early Access launch, with a little roadmap in the end.

If you want to have a look at the two major events since then – patch b.1.0d and, sadly, the hack, have a look here and here.

Metrics

Let’s start with something you’re likely not to have seen disclosed very often: the numbers!

Sales

One word to define sales: great! in 2 weeks, we have sold more than 5,000 copies and hit $118.000 (gross) in revenues. You can add another 800 or so from before launch (October 1 to Nov 10), too.

What’s better, the end of the launch discount and Steam visibility didn’t affect sales negatively: in fact, they went back up!

Here’s the top 10 countries revenue-wise:

  • United States (making up 54% of the total alone!)
  • Canada
  • Germany
  • UK
  • Italy
  • Brazil
  • France
  • Poland
  • Australia
  • Turkey

If we keep this pace, by the end of the year we will have raised enough to pay all salaries of 2023 (including all those left behind) and then some. After that, once the studio is back to being really financially sound, we can consider expanding the team again!

CCU

We are very satisfied with the number of players, too. Both worlds (Terra and Aerhen) feel populated, cities are claimed (when not unclaimed by a hacker), markets are active, and so on. As with sales, the great thing here is that they’re not going down after day 1!

Could we have more? For sure, I’d say that having 50% more players in each world on average would be perfect… but considering we had a very stealth launch with zero promotion and haven’t started on that side still, this type of organic growth is awesome!

Reviews

81% positive!!!

For us, this is a monumental achievement: our first launch one year ago started with… I don’t know if I want to recall that… I think it was 27% positive on day 1.

Other than the ratio of thumbs up to thumbs down, the tone of the reviews is amazing – sometimes even touching in the display of appreciation for our efforts.

Sadly, we still have the reviews from our previous short life on Steam Early Access weighting us down, so the total doesn’t go above 53%, and the climb to Mostly Positive is long… but the direction is set!

Random

Here we go with some random stats for you!

  • Total market transactions: 54,000
  • Max city rank so far: 15/15, one for each continent
  • Account with most online hours: 257 (that’s more than 18 hours per day! :S)
  • Total guilds created: 462
  • Total land claims owned: 2,500, of which 500 in town and 2,000 outside
  • Player with most knowledge: 554,000
  • Players in the Ranked PvP tier: 169, ranging from an ELO of 1,338 to 724 (ouch)
  • Total items in inventory and equipped: 243,000
  • Total items in banks: 337,000
  • Total developer happiness: ∞

Roadmap

Let’s end this article with a brief roadmap of what’s to come in the next 2 months! Mind that the roadmap isn’t set in stone – we could always swap one of the features below for something else if the community demands it strongly.

Also, this roadmap is really short – future posts (and videos!) will get more into detail on each new feature. Last but not least, we have ordered everything priority-wise, but that doesn’t guarantee that patches will be released exactly in this order.

  • Security. After last Sunday’s hack, this is the #1 priority and will be for a while.
  • Bug fixes. There’s still a lot to do, for sieges in particular, then for combat, then…
  • Balancing. There’s a lot to do there as well – mage builds are still dominating (but they don’t care about staffs), while schools like archery and fencing aren’t competitive at all. Moreover, time-to-kill is still too short.
  • Progression. Proficiency imbues are too strong and devalue school leveling, legends aren’t rewarding enough, enchanting and quality don’t feel like they’re worth pursuing… yes, we have a bunch of issues to address here too.
  • Potions. They’re pretty much complete, but a lot of other things got in the way. They are really close though!
  • Mounts. 2 new types of mounts, a rework of mount attributes and the addition of mount aging will be live soon.
  • VIP system. You all get it with the base founder pack, you can already buy it, but you can’t use it yet… and that’s not cool. Let’s get this going!
  • City bonuses. Cities currently gain nothing from ranking up, save for Season Points, which aren’t really relevant since the whole Season system is incomplete. The tech tree is not coming back though! Instead, each city will be assigned one of a set of unique bonuses. The intensity of said bonuses will scale with the level of the city itself.

That’s it for today! See you tomorrow for a large bugfix patch, and next week for the first major changes and content!

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