“I was looking at what people were playing, and changes in the world and it was League of Legends and World of Tanks…and we were in the middle of making a space game.
So it was a bit of a movie executive decision: a bit of Tanks, a bit of League, but set in space… Yeah, we could do that.”
That’s how James Brooksby, CEO of Edge Case Games, the studio behind Fractured Space, light-heartedly introduced how this large-scale, space-based capital ship combat game took shape.
The team has worked together in the U.K. for a number of years under a few different guises, most recently before Fractured Space as Born Ready Games, creating Strike Suit Zero.
This group had previously used its own internally developed game engine and “tinkered with Unity, but then Unreal went free, just at the right time, so we were early adopters of that,” says Brooksby.
Possibly the most significant decision made at the inception of Fractured Space was what Brooksby describes as “brave.” In the emerging age of Early Access, coupled with community development through the likes of YouTube and Twitch streamers, the plan was “to build a game entirely in the open… go really, really early access and build it in broad daylight.