<p>Hi All,</p> <p>I'm the developer behind Fragment's Moonrise and I'm interested in hiring a video editor to assist me with creating the YouTube videos...
Our game is finally live on Steam, and is completely free to play!
Play the game free on Steam's Game Festival! With the official version launching shortly after the festival ends, also completely free.
If you're interested in checking out an early version of our Open World RTS, Fragment's Moonrise, we're looking for people to try it out!
A randomly generated, open world RTS, designed to offer a challenge.
We’d like to announce that we’re live on Steam! In addition, our pre-launch page is live on Kickstarter.
Our Kickstarter campaign is soon to launch, but before that, we’d like to discuss a few development related things.
Major programming we’ve been implementing in regards to our Open World system, alongside game design talk about our Unit Classes and how we’ll be...
Damage, Resistance, Status Effects, Auras, and Elements, Part 7.
After finalizing a considerable amount of art, we thought it would be a good idea to share a few environments and how they are currently looking.
Hailing from the same land as the Dragons, the Iyyuzu Snakes are quick moving serpents that scatter upon discovery, striking their assailant with their...
An additional in-depth look into more variables for our Status Effects. (Part 6)
An additional look into more variables for our Status Effects. (Part 5)
A look into some of the parameters behind our Status Effects and Aura system. (Part 4)
An even more in-depth look into our Ability system, including additional special parameters not necessarily relating to combat, but more for utility...
A look into the Kollusk Barragers, spellcasters based around rapid-fire, slow-moving spells that can rapidly burst down all who stand in their line of...
A more in-depth look into our Ability system, and all the various Damage and non-Damage related factors. (Part 3)
A look into our Status Effects and Auras, and how they function within Fragment’s Moonrise. (Part 2)
A look into how we’re integrating many of the various damage and damage-related modifiers, including Elements and Resistances. (part 1)
After recently acquiring some additional art for our other environments, we decided to put some of it together into a miniature showcase.
A direct look into some specific things we’ve been working on- particularly advancements done in our open world generation, and some UI adjustments.
A quick look into a various number of our sound effects strewn throughout the game, predominantly featured on spells.
Our main desire for this game is to allow openness and creativity with regards to how one decides to proceed with a particular fight. In this one, we...
One of the core features of this game revolves around fighting many enemies- and in this post, we’d like to begin showing and discussing fights against...
The Drake is a creature of ambush, who leaps out upon a foe before quickly disappearing back into the nature around, preparing for the next strike.
We’ve recently been able to, at long last, phase out all of our test-art for much more official artwork. Icons were our last critical component, and...
An in-depth look into our Souls of the Lesser Dragons boss fight, picking up from where we left off in the last blog post.
We begin to get into one of our core boss designs- multiple strong bosses that the Player must engage with simultaneously. With the completion of our...
The Lesser Dragon of Frost, a powerful summoner, and conjurer of great frost magic that can freeze foes solid while striking them down with the lashing...
Introducing our latest boss: a sniper of great distance, the Lesser Dragon of Lightning. A dragon whom can invoke strikes of lightning from across the...
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