Fracture Field Demo
Posted August 4, 2025. Updated August 20, 2025. Played 10594 times for a total of 28800 hours.
description
Wishlist on Steam and join our community of miners on Discord!
It begins with a single rock and the satisfying thwack of your first swing.
Welcome to Fracture Field, an incremental quarry mining game. You are not just a miner - you are the architect of a massive industrial empire.
MASTER YOUR QUARRY
Master the rhythmic, timed-swing mechanic where every single hit feels impactful and rewards you with resources. As you shatter layers of Stone, Clay, and Sandstone, you'll unearth veins of precious metals and brilliant gems, each tougher and more valuable than the last.
But raw power isn't enough. Your quarry space is limited.
You must think like a manager, using powerful, charge-based bombs and smart demolition tactics to clear your field and maximize your efficiency.
DESIGN YOUR ENGINE OF GROWTH
Dive into an incredibly deep upgrade system with hundreds of choices that matter.
-
Global Power
Invest Dust, your universal currency, into core stats like Fracture, Pierce, and Hit Speed. -
Local Mastery
Pour layer-specific resources back into their source, turning your humble Stone farm into a supercharged engine. -
Technological Advancement
Unlock powerful, game-changing features like the Drone Hub, where you'll design and command a fleet of specialized drones.
From area-of-effect Shatter Drones to idle Collector Drones, each has its own unique upgrade paths.
FRACTURE THE WORLD
When your power can grow no further, trigger a World Fracture.
Shatter your entire operation down to its core to earn Core Fragments, a powerful prestige currency. Spend your fragments on permanent, game-altering upgrades that fundamentally change how you play on your next run.
The cycle begins anew - but this time, you return as a master.
FEATURES
- A satisfying, active mining experience with a unique timed-swing mechanic
- An incredibly deep and strategic multi-currency economy
- A Drone Hub for building and managing a fleet of specialized, autonomous drones
- A powerful multi-layer prestige system (World Fracture and Reality Shatter) with a massive tree of permanent, game-altering upgrades
- Dozens of technologies, hundreds of upgrades, and a near-infinite path of growth
Wishlist on Steam and join our community of miners on Discord!
discordlatest update
The Drone Hub Update 0.4.0 August 20, 2025
Welcome to the v0.4.0 content update: Drones! You're welcome to continue playing on your existing save, but this update contains some major balance changes and doesn't introduce any new late-game content. The next content update will have new late-game content!
This update introduces the Drone Hub system, a major new feature that expands the drone system with specialized drone types, upgrades, and a new currency. Additionally, significant improvements have been made to rock mechanics, balance, and overall game performance. See the full changelog notes below.
- New Features
- Drone Hub System
- New Drone Hub popup with comprehensive drone management interface
- 7 specialized drone types with unique abilities:
- Hammer Drone: The basic single-target drone that you're already used to
- Boost Drone: Provides area buffs to nearby drones (power and efficiency auras)
- Collector Drone: Automatically collects resources from rocks over time
- Pierce Drone: Specialized in breaking through rock hardness
- Sentry Drone: Stationary drone with extended range
- Shatter Drone: Area damage specialist with blast radius
- Supervisor Drone: Wakes up resting drones and increases movement and hit speed for a short duration
- Drone Cores currency for purchasing and upgrading drones
- Individual drone targeting modes
- Hammer Drones are now limited to 20 max, use other drones to fill additional slots
- World Fracture Enhancements
- Core Saturation upgrade: Increases Core Fragment gain from Stone and Clay
- Core Extraction upgrade: Chance to extract additional Core Fragments
- The cost to unlock World Fracture has been increased to incentivize new players to earn more Core Fragments on their first reset
- Quarry Foreman Improvements
- New automation interval upgrades for all automated systems
- Added enable/disable toggles for each individual upgrade
- If a purchase cannot be made when the interval triggers it will wait until a purchase becomes available instead of resetting its interval
- Why was this changed? This feature was providing too much value as a single one-time upgrade so it has now been broken down into a feature with upgrades in itself
- Drone Hub System
- Gameplay Changes
- Rock System Overhaul
- Improved pierce versus hardness mechanics
- Better damage overkill through rock layers
- Drone System Improvements
- Smarter target selection avoiding drone overcrowding
- Cursor System
- Separate default and pointer cursor
- Rock System Overhaul
- Balance Changes
- Rock health and hardness rebalanced for higher layers
- Nerfed dust and primal rock resource upgrade effectiveness
- Tweaked various upgrade costs and effects
- Performance Improvements
- More efficient spark particle system
- Optimized rock spawn timers
- General Improvements
- Quarry Foreman upgrade automation will no longer play the upgrade sound
- Game is now locked at 16:9 aspect ratio
- Save data size reduced
- Bug Fixes
- Fixed an issue being caused by different culture languages handling text differently
- Fixed duplicate charge granting on bomb max charges upgrade
- Corrected rock spawn timer behavior
- Stone Sledgehammer was showing as Flint Pickaxe
- Drones weren't applying the Predictive Drones world fracture upgrade
- When holding the cursor and moving outside the quarry area or over a clickable UI element, it will now continue hitting when you return to the quarry
- Fixed upgrade level not showing level 1
- Fixed bomb click-to-equip and drag functionality
- Many other general/small bug fixes













newest comments
Really love your game.
I think the active gameplay in the early stages transitions fantasticly in more idle gameplay in the end.
In the end it does feel like it slows down quite a lot for no cool new meaningfull upgrades, not in a bad way, but in a natural way where a second prestige mechanic or layer could be implemented.
The drone hub is awesome. But i must admit, im a bit lazy. And there is not really a way to know how effective wich drone is really. Execept for "oeh buff makes drone fly faster 8)" and "upgrade makes circle slightly bigger"
Everything breaks so fast except for the highest layer or second highes layer in late game.
I cant tell if my sentry drone is better than 4 of my hammer drones. Or maybe it doesn't feel like it is and have no way to know until some one not as lazy as me is gonna test it.
In conclustion, fantastic game with a bright future.
Ps: To the guy saying he'll never get the iron pickaxe again. I just got it after 3 days of playing. So the nerf cant be that bad :)
developer response: Thank you for the feedback you've been posting! I agree, I think the balance is in a good place now, especially considering how new content will affect pacing at Silver/Gold+. The current balance will feed very well into new content and make those tougher layers continue to feel balanced with the new content.
top comments
Main frustrations:
Initially each rock gives you 5 resources and takes 7.5s to fracture, only after it's gone do you get to wait 1-2s for the next rock to appear. You need 100 resources to be allowed to have a 2nd rock on the field. I clearly went for drones too early because they were practically useless until I was close to unlocking the next layer.
Drone targeting is random, it's quite annoying to watch them amble their way across the screen past several other rocks. Drones need an option for targeting (closest, least health, most health, highest value...).
Oh yeah, clay. Much longer to fracture (sure), much longer to wait for respawn (why God why?).
After unlocking clay you get infinite bombs - nice. They're on a long refresh time and initially don't even take half the health of clay - not nice.
The upgrades are as would be expected, (damage, crit, attack speed) but only 10% at a time? And 0.5% for crit chance?
The rock stats show the "yield" but not for the first resource (sand?). Kind of irritating that you have to have the quarry menu open to see rock stats, it would work better as a tooltip.
Smaller frustrations:
The light source for the interactive rocks doesn't match the rest of the game, their shading implies the light is on the left, not the right. (I presume the art is where gen-ai is involved?)
Similarly it's a bit jarring having a mix of pixel art resolutions. Almost feels like watching the moment in Dragon Ball when a part of a cliff is about to be destroyed.
Having the mouse change to a pointer when there isn't anything to click on. (e.g. Between the panels)
Major concern:
You're collecting analytics without even informing the player. That's almost certainly a big no-no. Especially if you're collecting any identifiable information (IP address, device info...). I only knew the game was trying because I like to open developer mode and I saw a bunch of failed requests thanks to my adblocker. I haven't checked the legality personally, (I'm not a lawyer) but I'm pretty sure some regions (e.g. the EU) require the game to inform the user about analytics and provide the ability to opt-out.
How I would progress:
I can see the vision. It's a bit hazy, but I can see an outline.
0. Look in the Unity docs for any information about analytics privacy and consent. Act on it if necessary.
1. Sitting around waiting to be allowed to do something is the worst. All rocks should respawn instantly.
2. Drones: Targeting as mentioned earlier, display their battery and let me click on them to recharge. Start them off with their own base damage and have +% click damage as a future upgrade.
3. Bombs: Rather than a third separate "upgrade damage 10% at a time" mechanic, how about they instead deal % of max health? (e.g. 20% base, hardcap at 50%) Keeps them easily relevant forever and could be really satisfying to hit multiple high level rocks at once.
4. Upgrades: Too many % based upgrades in the early game. That first 'resource purity' upgrade doesn't even pay for itself until you've fractured 16 rocks. Even worse for future upgrades because the increase is additive instead of multiplicative. I'd scale the game to be more click focussed in the first couple of stages, then transition to more of a drone-micromanagement game. e.g. The starting click upgrades are much better (2/3/4x click power, 2/3/4x click speed...) and you unlock drones in the clay stage (or maybe bombs in clay, drones in the stage after that).
5. Resources: Starting off with 2 independent resources is a little confusing, especially when the stats don't tell you that the rocks also drop sand. I'd look at adding a 'stage 0' where you click on a large pile of sand or something. Then use sand to unlock the base rock.
Final remark
I know this comes across as really critical - because it is - but I promise it's not malicious. Making a game isn't easy, even with dedicated tools, (Unity etc.) and this is just an MVP after all. <3
developer response: I appreciate your comments a lot! A good amount of what you have mentioned has been covered in the recent update. I'm not going to respond to every comment you made, but I read your whole post and took the advice into consideration while working on the update, so thank you for that!
developer response: Thank you! I think a lot of people didn't like the first version potentially. I improved the graphics and the gameplay a lot in this update.
Small idea if you add any more drones, maybe a bomb drone that drops your bombs for you? As we progress we unlock more automation features and the bomb very quickly starts to feel like a dead feature, so that would be a good way to make it worth spending dust on the bombs. Could also be a replacement or upgrade to the shatter drone since that's already the "Artillery drone".
developer response: I'm sorry you feel that it overdid it. I can understand having experienced the x2 from before making it feel that way, but the new balance will give a much more balanced long term progression, especially as I continue adding more content. The current balance will lead very smoothly into the new features I have planned and once those are implemented the current layers will become easier as well.