The lore, and the campaign I didn't think I'd make
One people, one tragedy, and two answers to it that can't live side by side. Where SplinterFaction's story stands today, and the singleplayer campaign being built on top of it.
Read dispatchOne people, one tragedy, and two answers to it that can't live side by side. Where SplinterFaction's story stands today, and the singleplayer campaign being built on top of it.
Read dispatchSplinterFaction is won by decisions about your army and your economy, not by how fast you can click. Here's the lineage behind that idea, and the controls that make every order count.
Read dispatchIn a 1v1 the Commander is the game. In a team game it's more interesting than that: you keep every tech level you had and can never gain another. Here's why that isn't fatal, and what we designed so it wouldn't be.
Read dispatchThe Static GUI is a full custom widget suite with one visual language across every panel. Ctrl+F11 makes all of it draggable, and where you put things persists between sessions. Ten minutes on your first evening, worth real games.
Read dispatchConstructors build things and reclaim things. They do not fix things. Not units, not structures. Why the single most-questioned rule in SplinterFaction is the one that makes the factions work.
Read dispatchSplinterFaction has no counter web — no armour classes, no damage multipliers. What it has instead are two specialist effects that bypass health entirely, each with its own bar. A closer look at heat and disruption, and the nova cascade.
Read dispatchFiled in Art, Engineering
Weather, time of day and fog are GPU-driven effects on the GL4 pipeline. They look good, they're deterministic across every player in a match. A nighttime raid for you is a nighttime raid for everyone.
Read dispatchA sensor tells you something is there. Not what, not how many, and only if it's moving. Why SplinterFaction has no radar at all, and what that does to scouting, ambushes, and the Federation's cloak.
Read dispatchFiled in Community, Engineering
The single most common multiplayer problem, and it looks like a bug rather than a setting. Forward port 8452, or skip the whole question and use an autohost.
Read dispatch