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Live the memorable experience of Fractal Space, a unique first person adventure & puzzle game on PC, Xbox, Android & iOS!

Jump over lasers, avoid terrible moving saws, dodge giant crushers, use your jetpack and taser gun to think your way through puzzles of this mysterious space station. Will you solve the mysteries of this station, and get out alive?

This, my friend, is up to you…

✔ Control your Jetpack to fly freely around space!
✔ Use your Taser Gun to activate switches remotely
✔ Find lost recordings to solve the mystery that lead you to this station
Observe and act upon your environment to move forward
✔ Full Gamepad support

While surviving the adventure through the space station of Fractal Space, dexterity is not the only challenge; activate switches, complete 2D minigames, use cubes to reach higher grounds, go through portal teleporters, orient light mirrors, search for clues to guess access codes... Your brain and mental resources must constantly be stimulated if you want to solve Fractal Space's puzzles!

Shoot your taser gun to power-up electric devices remotely. When you're alone in the universe, this weapon is your best friend!

Defy laws of physics and gravity by firing up your Jetpack to fly freely through space and avoid deadly traps in the station. You cannot risk falling into the void of space, so use it wisely and make sure you have enough fuel to make your journey!

Explore and pick up hidden recordings throughout the station - they will help you solve certain puzzles, recall what happened to you and solve mysteries about your past, present and future.
Pick up health and ammunition packs as you explore space to help you get through this adventure.

Show the entire world what a puzzle mastermind you are by unlocking achievements, and sharing your Fractal Space speed run scores with your friends!

Play this game as if you were on console! Compatible with most wired & wireless gamepads, including nVidia Shield Portable!

5/5 "Perfect game to stimulate the brain, really tests my motors skills. Helps my coordination... This should be used for occupational therapy!"
5/5 "This is the most amazing game I've ever seen or played on a phone."
5/5 "This game blew me away... I'm glad to give it five-stars; this game deserves it!"
5/5 "Explore the never-ending space, while battling new challenges. Coolest game ever!"
5/5 "Great game! Very enjoyable, obviously influenced by 'Portal' - but not a bad thing! Great work, dev!"

Follow our two-person studio:
- Official Website: Haze-games.com
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Update 0.598 is LIVE!


Hello, dear players!

The new update 0.598 is now LIVE on Steam for Pre-Alpha testers! It includes over 100 reported bug fixes, many gameplay and Quality of Life improvements, and a full Lighting & Static Reflections rework!

Once it has been tested for major issues in Chapter 1 New Game, we will update the Steam and Xbox Demo.

If there are only minor bugs, or major bugs exclusive to New Game+, or later Chapters than Chapter 1, a hotfix update will be made in 1 or 2 weeks, but the Demo will still be updated before that (if these issues do not impact Chapter 1 New Game).

In this post, we'll talk about the major changes that were done for this 0.598 update!

The reason why players awaiting for Steam keys have still not yet received them, is because we have run out of Steam keys and have reached the authorized limit.

We will be migrating the game to the Steam Playtest system to override this limit. This will likely change the way you access the Pre-Alpha, even for existing Pre-Alpha testers.

We will keep you updated on when and how this migration will take place.

Once this update is stabilized for the first major bugs in Chapter 1 New Game, and the Demo is safely updated on both Steam & Xbox to 0.598, we will take some time to work on a maintenance update for the Pocket Edition. It will include many bug fixes and some first visual improvements.

We'll keep you posted on that, but you can expect a BETA very soon on Google Play!


First, we'll highlight below the most important new elements from this update.


One of the major changes for this update, that took a long time to implement, is a full rework of the lighting system.

The impact may not be noticeable to all players, but the decision to rework this came from the following reasons:

  • G.Round Playtest was very positive, but the most frequent complaint was that the "Flashlight was too bright and hurt the eyes"
  • Some areas had lights with too strong intensities, which could be a strain on the eyes as well

As a result, in general, the following changes can be noticed:

  • All shaders and textures of the game have been modified, in order to less exaggerate the "lighting highlights" from objects, and have a more neutral rendering. This was the main source of the issue, as having a light source next to an object or flashlight would result in very strong metallic highlights, that could be a strain on the eyes
  • Every single light in the game has been manually re-balanced to avoid being too bright
  • All textures and shaders are now slightly darker, which means that in general, the game feels darker in many areas (lighting highlights are no longer / much less exaggerated). Many more lights were added to counter-act this in some areas.
  • Extremely bright/white metallic highlights are greatly reduced to avoid strain on the eyes (door frames, cube frames, vent walls, etc.). They still remain, to give a metallic feel, but are less exaggerated.
  • Grounds and ceiling tiles are now slightly darker, which adds contrast, and reduces the over-bright lighting in many areas.
  • White pipes (ones attached to various fans) are now much less reflecting white/bright colors, meaning they will have less situations in which their lighting is "too bright” because of a nearby light. They also now feel more metallic with a real-time light source nearby.

Below are a few screenshots to illustrate these differences mentioned above:

Door / Vent Frames | OLD:

0.597: Door and Vent frames were often very white when lit by any lights, especially the flashlight

Door / Vent Frames | NEW:

0.598: Door frame is now still metallic, but is no longer purely white even with flashlight. Bloom is less intense.

Cube Borders | OLD:

0.597: Cube borders / edges were reflecting extremely bright white light

Cube Borders | NEW:

0.598: Cube borders are still highlighted, but more realistically, less exaggeratedly white even with flashlight active

Inside Vents | OLD:

0.597: Vent walls were reflecting a lot of white lighting - could be blinding

Inside Vents | NEW:

0.598: Vent walls are reacting more realistically to reflected light, and less blinding. You can actually see the light source.

In addition to the lighting system rework, here are a few new changes worth noting related to it:

  • Shooting a dynamic light (not static lights) with Hyper-Shot will now completely turn it off forever. Later on, a light destruction effect will be added (not yet implemented). In addition, regular shots and Hyper-Shot will now also reduce the associated reflections to make the area significantly darker (as it should, because less light present means less visible reflections).
  • Bloom has been reworked to be less intense than before, to avoid overbright areas with some lights. In addition, many lights in all Chapters were changed to be less intense, in order to avoid overbright areas next to them.


Another major improvement which the Lighting Rework allowed to achieve, is to significantly reduce the presence of the white reflection circles, that you may have noticed on the grounds and ceilings.

In reality, these need to be somewhat present, to be accurate and provide a metallic feel to surfaces.

However, before this update, they were extremely strong, very large, and present in every single area of the game, and on every object. This could be too disturbing and a strain on the eyes as well.

From this update, the white reflection circles are now:

  • No longer present on all surfaces:
    • Some grounds/ceilings do not have them, when they are too distracting
  • When present, they are significantly smaller than before and less distracting
  • They are less intense, which avoids the strain on the eyes
  • They have a grain/stained effect, instead of a perfectly white circle
  • They are no longer present on many other object types
  • The flashlight’s light reflection (or any other light source), will no longer result in a big white circle when reflected in the windows and other objects. It is now a more diffused, larger reflection highlight from the light source across the window, avoiding to be a “too bright white reflection circle”.

Below are a few example comparisons from 0.597 / 0.598 to see the differences with these light circles:


0.597: Large white reflection circle on the ground


0.598: White reflection circle not visible in this area (fully disabled)


0.597: Windows reflected light as a concentrated white circle, very strongly


0.598: Window reflects light in a more subtle, diffuse manner, and the ground circle is no longer distracting


0.597: White reflection circles for 2 lights on the ground in this room, ceiling light reflection is very strong


0.598: White reflection circles are not visible anymore, and the ceiling light reflection is less intense


0.597: There were 2 strong white reflection circles on the grounds


0.598: Here, the 2 reflection circles are intentionally kept, but you can notice they are much less distracting, and have a dirtiness effect instead of a perfect circle, which looks more realistic


You may have noticed that in various Chapters, quite often, Static Reflections could be greatly distorted:

0.597: Example of some inaccurate reflections

This was the result of many optimizations. For this update, all static reflections of all Chapters have been significantly improved, in order to reduce the noticeable inaccuracies, and reduce distortion.

They will now, most of the time, have less visible inaccuracies:

0.598: More subtle, and significantly more accurate reflections on the ground. White reflection circles are also much less distracting (but intentionally still present).

Here's another example of an area with distorted / inaccurate reflections:

0.597: The ground has distorted, inaccurate reflections, and the walls as well


0.598: More accurate reflections on the ground, no distortion on the walls

It's important to note that some distortion and inaccuracies are still present, as is the limitation of those static reflections, which are very optimized and can run smoothly even on integrated GPUs.

If you search and analyze, you'll always find inaccuracies / distortions - and that's okay, because they are now considered "good enough" for most areas.

Some areas cannot have good Static Reflections, and cannot be solved - these areas now have less visible Static Reflections, or no static reflections at all.

The only way to have better reflections from this point in these problematic areas, is to use Dynamic Reflections mode.

Please report areas in which even these new Static Reflections are way too distracting, and they will either be improved or made less visible.


Another major visual improvement in 0.598 is the lights' lens flares rework. Many of the existing lights were using a simple "star shape" lens flare effect, which didn't always look good.

All light lens flares have been reworked, then adjusted individually.

These new lens flares now add a visual effect on most lights, of "horizontal line lens flare". The further you are from the light, the more visible the effect is:

They all have been adjusted to avoid being too strong / blinding, but you might still find some that are too intense. Up close, they might still look like “small stars”, which isn’t great, but they still look significantly better than the previous light flares, which were simple circular spherical points.

In addition, it’s now more consistent, as all lights have the same effect (previously, many lights were missing them) - even though it's now more or less visible based on light intensity and light “importance”.

NEW OPTION | Lens Flares

Since the addition and rework of the new Lens Flares - which are now present on all lights - you can now also select adjust how many of them you want:

  • None: Will disable all lens flare effects (select this if you don't like them!)
  • Partial: Only Dynamic Lights and important objects will have them (Color Packs, Ammo Packs, Lasers, blinking lights, lights which change colors, and some other important lights)
  • Full: Every light has the new reworked Lens Flare effect

NEW OPTION | Monitor

You can now click on the new Monitor option to change on which monitor the game should be rendered.

Doing so will apply any pending graphics options changes, and instantly change display and update the available resolutions accordingly.

It will always default to maximum resolution after switching. This option is unavailable if you have a single monitor attached:

0.598: New Monitor option

The game will now show less options in resolutions. This is normal, as previously it could list resolutions that your monitor couldn’t handle at the regular refresh rate.

This helps reduce the chances of selecting a resolution that would result in lower framerate. Now, only the resolutions that your screen supports at maximum refresh rate are displayed.


This update includes major changes to the object pickup / interaction system. This will very likely provoke new bugs with certain objects, so it is to be tested!

This rework was done to finally solve some old problems that were considered minor, but are welcome additions.

Most importantly, it solves the following issues:

  • Pickup transition of objects is now smoother than before
  • Picking up a Cube or Power Core would make the object rotate a lot during pickup, and often rotate the wrong direction (not taking shortest path for rotation). If you drop a cube, then pick it up from the opposite side, it would rotate 180-360° during the pickup transition. This won’t happen anymore. Well, to be precise, it can still happen in some specific cases of Power Cores, but it's much more rare, and will be finalized later.
  • Cubes can now be picked up from any of the 4 sides! This helps a lot with the issue above. It will now only significantly rotate if it’s placed on its sides or is upside down, as it should still always require to be standing upright while in your hands (intended)
  • Power Cores can now be picked up from any of the 2 sides - they won’t rotate 180° to be picked up anymore!
  • Cube Stacking: Does not take longer anymore to decide to stack while Hyper-Speed is enabled
  • Cube Stacking: Requesting to crouch while holding a Cube above another one (stacking), no longer creates a Cube vertical jitter glitch
  • Crouched Drop: The Cube is now held a bit higher than before while crouched, to allow to still drop the Cubes on Pressure Plates while crouched (would previously clip through the Pressure Plate and would not allow to drop). Maybe some Pressure Plates will need to be adjusted for this to work everywhere as expected - to be tested.
  • Crouch: Tablets are now also held slightly lower when crouched and in Zero-G

You can see examples of this new interaction rework in this video:

0.598: New Interaction System Rework Examples

DODGE | Improvements

A few important improvements were made to Dodge and some bug fixes as well.

Requesting to Dodge downwards vertically while standing on a breakable window, or while in mid-air, was functional. However, doing the same when trying to get down a horizontally-placed vent, or Dodging down from a Ledge, would always result in a horizontal Dodge if you were on the gound.

This has now changed, in order to allow you to more easily Dodge down vents or from ledges, without the need to jump beforehand.

Dodging while looking downwards, while standing close to a ledge or next to a horizontally-placed vent, will now Dodge vertically downwards - This should make Dodging down through vents below you much easier during Speedruns.

Please note that you must request either no movement, or forward-only movement, otherwise you will Dodge horizontally in the requested lateral directions as usual (intended).

Please also note that this new behavior only works when close to a ledge/gap, and while looking downwards (intended), to avoid unintended downwards dodges in all other situations.

You can see an illustration of these new Dodge changes in this video:

0.598: Dodge improvements examples

This new change now also works with Destructible Windows and Destructible Walls ;)

In addition:

  • Initiating a horizontal-only Dodge while standing on a horizontally-placed Fragile Window will no longer break it - you need to Dodge downwards towards it (intended)
  • Dodging over a horizontally-placed Fragile Window will no longer break it - you need to Dodge downwards towards it (intended)

CHAPTER 2 | More Freedom

Chapter 2: From this moment, the player has more freedom and less relocations

Significant changes were made to Chapter 2, in order to add much more freedom once the Jetpack is acquired:

  • As you get out of the vertical vent just after the very first electrified water room, you will now be allowed to drop down to get the Upgrade Terminal if you missed it and noticed it from here.
  • You will now also be able to go further back to grab other Health / Ammo Packs. Before this update, Relocations would prevent you from doing so (it was intended). These changes should not create new bugs if you go there (to be tested!).
  • The first Electrified Water Room has a few small changes: electricity pylons coming down from the pipes, and cables are powering up the water electricity.
  • In addition, a new Tablet has been added in Chapter 2. We’ll let you find it :)

NEW: Some tablets are now "enclosed". You’ll see ;) There will be various ways to unlock them in the future.


The previous update already introduced a first version of the Cube-Surfing / Tablet-Surfing prevention system - but it was not working as intended. It now should.

This system should make it much harder to perform Tablet / Cube jumps while the object is in freefall.

It should now push the objects downwards instead of allowing you to jump from them (this push is only done if the Cube is not too close to the ground already).

In addition, it should be harder to pick them up while in the air to chain drop-walk on top of them. You should be able to do this once, then, you probably won’t have the object anymore.

This change might create various new bugs, so it is to be tested.

IMPORTANT: Cube-Surfing prevention system is automatically disabled when Hyper-Speed is enabled. This is considered acceptable, as no Cube-Surfing tricks should allow you to reach/skip anything that you wouldn’t be able to do with Dodge/Hover/Jetpack in NG+ anyways.

Please report any cube-surfing which seems illegal, i.e. areas that couldn’t be reached with Dodge/Hover/Jetpack in NG+, and that is reachable thanks to Cube-Surfing only.

If that situation creates a major issue, then Cube-Surfing might be prevented at all times. But the idea is that Cube-Surfing is only an issue in NG in early Chapters (before Jetpack), so I would like to still allow you to have fun with Cube / Tablet-Surfing in NG+ using Hyper-Speed, if it does not break the game ;)

FLASHLIGHT | Improvements

Flashlight intensity has been reduced. Its radius is now smaller (less spread out across the screen):

0.598: Smaller radius of Flashlight, and more realistic intensity

This is primarily because if it was turned on in not-so-dark areas, it would overly brighten up the scene to a point where reflections of lighting would be painful to the eyes.

This is based on various G.Round players reporting flashlight is way too bright. It is meant to be used in dark areas, in which case it lights up enough - but obviously, it’s now much harder to notice in bright areas (now intended).

In addition to that, the Flashlight system was reworked to:

  • Have small sideways movements as you walk, instead of always being perfectly centered
  • Now animated for a small, slow flashlight movement when standing still
  • Slightly more noticeable latency as player looks around / moves arounds / crouches for a “less robotic” feel of the flashlight movements


A first version of Tooltips for all the options that are not self-explanatory have been added!

They should also work with a keyboard or gamepad, with a slightly longer delay. Translators might want to take a look at the sheet to localize them - Thank you! ;)


After a lot of additional work that was made on supporting more refresh rates and framerates, it was decided to remove the Framerate option.

The reason behind this, is that now that the screen has a proper support for changing the active display, there are various combinations which could result in problematic settings, and many of them could cause screen tearing or other unwanted bugs.

Some other edge cases could cause inaccurate physics / framerate calculations if you were to define specific frame rates. The best way to handle this, is to allow the game to select the appropriate framerate (always the maximum possible framerate based on your system’s connected monitors). With these changes, you should now be able to safely play on any monitor, with any resolution, in borderless/fullscreen/window - without any screen tearing, even if you are duplicating your screen or playing on screen set to be a secondary monitor.


A few additional new features worth noting here:

  • Screens: Screens will now react to Taser shot and jitter a few moments. Maybe later Hyper-Shot will fully destroy them, just like lights? We’ll see!
  • Generators: They will now damage the player if they explode while the player is close to them.
  • Cables: Some parts of Chapter 1 have new small hanging cables here and there.
  • Screenshot Mode: The F4 key (only while Debug Mode is DISABLED) is now a new default hotkey to toggle Interface ON/OFF to allow easy screenshots without any user interface. This hotkey and Interface option will only be available if the game was completed at least once, in the final release.

Currently, the F4 hotkey for Screenshot Mode is always available in the Pre-Alpha (but not in the public Demo).

Just like Performance Mode, it’s customizable ;) Changing via F4 hotkey should not be saved when the game is closed (in contrast to going to enable / disable Interface in the Options). It’s possible later on the Screenshot Mode will pause the game and allow custom camera placement (but this is for later).


Below are listed the major changes in the game, which are worth noting:

  • Switches: Slightly improved required precision to shoot Switches. You could previously shoot slightly next to them, and it would be registered as a successful shot. Collision detection for Switches is now more precise. Please report a Suggestion if you now think it’s too hard to shoot at them, or if this change is annoying / problematic.
  • Cubes Pushing Player: It was intended (not a bug) that moving Cubes in mid-air push the character when they collide with him. This was to prevent various bugs, and add a feel of weight to the Cubes. This has now changed, and the player will no longer be pushed around by Cubes that are in mid-air. The player will either block the Cube’s movement, or push them slightly depending on current player velocity. This may create new bugs, but should remove the strange feeling of being “bullied by Cubes” :)
  • Cubes Forced Physics Clipping: Pushing Cubes through walls should now be near impossible / very hard to achieve.
  • Chapter 1: Restarting Chapter 1, only skipped the “Shortest Distance” text and wake-up cutscene if Speedrun Mode was enabled, or if Cutscenes were disabled. It will now always skip it when Restarting the Chapter. This might be reverted later on, to be still played when restarting Chapter 1, but only when this cutscene is made skippable. The issue with it is that it’s not skippable currently, so that why it may be annoying for testers.
  • Chapter 1: The rooms just after the 6984 Code are now taller, which allows for jumping without touching the ceiling, to make it more comfortable while playing. Various changes were made on the way to the Taser Room vent / Bridge button path with big saws (removed the first slope next to the window, new edge that requires a jump on the roof, etc.)
  • Chapter 1: The Lasers Cage Room for Cubes after 6984 Code, has changed to make the laser cages look more dangerous (more lasers, crossed lasers, and lasers pillar added), to discourage trying to squeeze through individual lasers without activating the switch. You will no longer survive trying to do so. Added screens, and wires as hints to find the vent, as quite a few new G.Round players were unable to find the vent below to invert the laser's state. The lower-part of the left-side cage (when entering) allows to go through if you block the lasers with a Cube (like previously), but the upper part doesn’t allow to go through (intended).
  • Chapter 1: The Orange Structure, that appears only on your way back after acquiring the Taser, will disappear as you will go outside after the “Cracker Room”. This is intended, for both performance and consistency with the fact that this structure strangely appeared out of nowhere and disappeared as well (intended).
  • Chapter 1: “Chapter 1” 3D text title is now placed next to the first door in front of the player, when Speedrun Mode is enabled or Cutscenes are disabled. In normal situations, it’s still on the right-side wall. This is to ensure it’s visible in all configurations.
  • Chapter 1: The optional area for Recording pickup, behind the breakable window next to 3600 code, is no longer requiring you to complete the deployable platforms puzzle to get back up in New Game+, in case you dodge up trying to skip it (authorized in NG+). In New Game, however, solving this puzzle manually to get back up remains mandatory.
  • Chapter 2: First Room with platforms / lasers / crushers: A gap was added between the vertical moving platform (activated by Pressure Plate surrounded by 2 saws) and the top ground towards the Bridge. This gap does not require you to jump (you can simply walk over it). However, if you do so, you will be damaged because of the new laser. In addition, the entire room was made slightly taller, to allow jumping without being stopped by the ceiling, to make it more comfortable (this room was designed a long time ago, when jump was not as high as it is today). There is now a glass window to allow picking up the Taser Ammo from only one direction (intended).
  • Chapter 2: Last Room with Zero-Gravity: Added hint screen that you must open the door for the Power Core BEFORE you enable Zero-Gravity. The Power Core always reacts - but you must have the door open, otherwise it will bounce back on the closed door (intended)
  • Chapter 3: The Shooting Camera that looks onto Vent 1, after the Leaf cutscene (just after the cutscene that shows the orange Exit door on the ceiling), can no longer be skipped by Dodging through the vent in New Game. The Power Core needs to be removed in order to stun the Camera to get passed it (intended). However, it is meant to be skippable in NG+ by dodging through the vent with a combination of max speed upgrades and / or max Stealth which allows just enough time to skip it, provided you have perfect timing. This change is to prevent skipping it in New Game easily (as it was the case before this update).
  • Chapter 4: Relocation below the Solar Station now allows you to go slightly lower than before, to avoid getting relocated when just passing by the Secret Passage.This is to prepare for future secrets here (screens, recordings, etc). Please report if this provokes new bugs / skips.
  • Chapter 4: Added a new Ammo Pack in the very last room of Chapter 4, to avoid going through the flames below to retrieve Taser Energy.
  • Chapter 4: Very last room with glass tunnels has been modified, in order to solve a potential softlock, and to add a new vent shortcut, to avoid going through the blinking lasers a second time if you first entered without a Cube. In addition, various cables were added as visual clues and to help understanding the links between pressure plates / generator, etc.
  • Safe Area: Has now been simplified. Moving it is no longer possible, only resizing.
  • Crates / Cardboard boxes: Small metal crates (ones that can be pushed around) and cardboard boxes react more realistically to lighting to have a better metallic / cardboard appearance. Their textures are also slightly better.
  • Terminal Keyboards: Small visual changes to terminal keyboards ;)
  • Laser Fields: Most of them will now only respawn Cubes / Power Cores if the object is not currently in the player’s hands (except some exception cases where it is required). In general, mostly horizontally-placed laser fields should respawn Cubes / Power Cores, others should let them pass through, except if having the Cube / Power Core stuck the other side would result in a softlock. Most vertical laser fields will let the Cubes pass through (except if potential softlock easily possible)
  • Gamepad: “Gamepad Detected” notification will now only show once - even if you switch to Keyboard / Mouse while playing, then use your gamepad again, the notification will not be displayed anymore (intended).
  • Encryption Keys: The timer for active encryption keys on a tablet will now be paused during cutscenes, in order to keep it fair to the player ;)
  • Encryption Keys: An Encryption Key will now always show what is its assigned active Encryption Key, even when Expired. This makes it more clear why the Reader would sometimes show “Invalid Key” or “Expired Key”. It’s to make sure the player can know at a glance if the Encryption Key is the correct one or not. “Expired Key” will only show if the key is the correct one, but has timed out. If it’s not the correct Encryption Key, it will always show “Invalid Key” when inserted, to make it clear that whatever happens, it will never work because it’s not the correct one and it requires formatting.
  • Hover: Slightly changed Hover enable/disable system, in order to reduce the impact of an exploit that could be performed by spamming Hover ON/OFF. You can still travel slightly further by doing so, but it’s less significant. This might need more work to be completely fixed, though.
  • Hover: Significant rework of how it gets engaged. It used to feel very abrupt if you were to activate it during freefall (dropping off a ledge, without prior jump nor Jetpack usage), because the deceleration from the fall would be pulling you downwards too fast. Hover activation now always feel much smoother than before, regardless of your current vertical velocity at the time of activation - which has always been the original intention.
  • Customization: It is not a bug that you will not see all Customization tabs anymore after using the !Reset Save! button. When starting a fresh new game without a previous save, you will only be able to customize your Hands. Taser customization tabs only appear after picking up the Taser at least once. Same for the Jetpack. However, once they have been picked up, these tabs will never disappear again anymore, even if you start a New Game and didn’t pick the items up yet - they are only hidden the first time in order to avoid spoilers, while still allowing you to customize your Hands before starting the game.
  • Chapter 2: ‘You’re Curious’ sign has now been moved to a less noticeable area. It’s meant to only show the text as you get closer, so if you find it from afar, it won’t show anything until you get closer (intended). I won’t say where it is intentionally :) It isn’t very hard to find, but still harder than before! ;)
  • Interface Option: Now renamed to Screenshot Mode, inverted checkbox logic in Options, and is now a customizable hotkey in the Remapping Window.
  • Death: Anti-spam delay to load Last Checkpoint after death by using SPACE or LMB, has been increased from 0.4s to 0.5s by default. However, now, if you have a Quick Save available for this level, this delay is increased to 0.6s. This avoids mistakenly loading the last checkpoint right after dying, when you might, in fact, wanted to load your Quick Save instead. Please report a suggestion if you think these delays need further adjustments ;)
  • Speedrun Mode: Most randomization was already disabled when Speedrun Mode was enabled. Encryption Keys could still involve randomization - which has now been disabled when Speedrun Mode is enabled.


  • Chapter 0: While the room is building, the windows would be black, then show fog behind them. It is meant to remain fully black the entire time, because the Station is initializing, and you are “in between the void during this moment”.
  • Chapter 0: Tether pulling the box was invisible when in water. It is now correctly visible, and its distorted reflection is now visible on the water surface, like for the box itself.
  • Chapter 1: The “Let me help you with this” event system, when the player empties his Taser clip in the vertical fall after the dual Pressure Plate room: If you were to open the door while falling down, then empty your Taser, the dialog would trigger. Should now be fixed.
  • Chapter 1: Fixed a particular situation that could cause the alarm sound to continue ringing, and skipping the pipe explosion event in NG+. Should now be triggered as intended in all possible situations.
  • Chapter 2: Slightly modified the Door 4 Override button logic of the first shooting cameras room, to prevent a potential softlock.
  • Chapter 2: Skipping the cutscene for the first Shooting Cameras, would allow you to resume the game after the cutscene, without being detected. Detection is now ensured if cutscene is skipped. However, if you're in NG+ or Cutscenes disabled, this cutscene is removed entirely, and detection is not enforced (intended).
  • Chapter 2: Checkpoint just after acquiring Jetpack, will now only save if the player lands on the platform area with the bridge. If the player flies above or below the platform with the bridge, and dies, it will not save and respawn at the Bridge, but will respawn at Jetpack pickup location instead (intended).
  • Chapter 3: Fixed various Encryption Key / Power Cores unintended Respawns (optional Encryption Key next to the red room area with Electrified Water could sometimes be respawned when getting out of the vent with 9 vertical lasers)
  • Chapter 3: Bonus Room 7: Laser field will no longer respawn the Cube, whether the Cube is in your hands or not (intended).
  • Chapter 3: Checkpoint after destroying the Generator in initalizeRoom.cpp area, will only save if the player is already / later enters the generator corridor (behind moving lasers/platform), and will not save on the wrong side if the player destroyed it without entering the Generator corridor (could cause rare soft lock).
  • Chapter 4: Fixed a potentially incorrect Relocation when entering the Secret Stairs. Wouldn’t happen every time, but should now be fixed.


Below are listed the major bug fixes worth noting (many more that were reported were fixed and not mentioned):

  • Optimizations: Generally, an additional optimization pass was done on many areas of the game. Various new optimizations were added to some first-time events, to prevent some of the mini-freezes some older PCs may encounter. However, it's unsure if the improvement will be noticeable yet, as still many of those are still under investigation.
  • Physics: Objects that “fell on your head” would go through the camera, and you could see inside them. This was quite rare and didn’t occur all the time. However, this was fixed in theory, but is dangerous change; please ensure no new physics bugs are present, and that damage is correctly applied to the player (as it may have broken damage detection in some way - hopefully not)
  • Cubes: Cubes could, in very rare & specific cases, push the player backwards during a jump, even when these Cubes were currently static.
  • Pause: Fixed a new bug from 0.597 which made subtitles from the Recordings page to not display while the game was paused. Same for Taser Customization “Locked” Notifications, and Safe Area display. They should all now display properly when the game is paused.
  • Moving Platforms: Standing on a Power Core or Tablet placed on a moving platform, will now move you correctly with the moving platforms (like it does with Cubes).
  • Taser Customization: Fixed a bug in which accessing Taser Customization during a cutscene, would result in corrupted visuals as you return to the game, until the cutscene is finished.
  • Aim Stabilizer: If you were to use Aim Stabilizer on an object that is directly above or below you, it could result in the camera rotating very fast indefinitely. This should now be fixed, and since it is an impossible situation to resolve mathematically, the Aim Stabilization automatically unlocks the aiming (and Aim Stabilizer disengages). In addition, Aim Stabillizer doesn’t try anymore to stabilize aiming on such objects, so it won’t stabilize onto objects directly below/above you anymore to prevent this issue. This is intended - so no need to report bugs about Aim Stabilizer not working when the object is directly below/above you and you are aiming fully up or down ;)
  • Vent Collisions: Entrances of vents could sometimes allow to stand above them. This should now be solved in all areas. Please report if you can still do it where it shouldn’t be possible.
  • Jetpack: Fixed a bug that could cause the Jetpack to not engage, if the player very rapidly requested Jetpack in mid-air, right after dropping from a ledge (without jumping)
  • Lighting Artifacts: Some players could see some green pixels artifacts on ceilings and pillars, when they were in very dark areas / total darkness. This could be more visible at lower screen resolutions. This should now be much less noticeable, or completely fixed.
  • Breakable Wall Debris: Walking on Breakable Wall parts could make them fly extremely fast and disappear; this should no longer happen, or be extremely rare.
  • Switches Interaction Spamming: The game always had a spamming prevention system for interaction with switches, but it wasn’t working as expected in recent updates. It has been improved to ensure very fast input to interact with a switch (below 0.2s interval) will be ignored (spamming while moving towards it, for example). Interaction hand animation will be a bit more in sync (but cannot be perfect).
  • Cubes: A rare bug could cause a Cube to disappear when dropped, instead of being dropped normally. Would only happen after picking it up from a lift / vertical moving platform going up. Should no longer happen ;)
  • ALT+Tab Pause: Sound effects and music now paused when in ALT+Tab pause.
  • ALT+Tab Pause: Now correctly pausing the game, if ALT+Tab performed quickly after requesting a last checkpoint / quick load. Will show a black screen until you return to the game (intended)
  • Recordings: Now have physics collisions for Cubes and other elements, just like Ammo Packs / Color Packs.
  • Customization: After opening the game and switching to Customization, the laser’s color in the default Structure tab, was not the correctly selected color until you actually switched to Laser Normal tab, or selected a different color for the Structure.
  • Vents: The outside of vents had visible black lines on the sides / top. They should now be fully fixed. In addition, static reflections are disabled on vent outside surfaces, as they would be heavily distorted.
  • Chapter 0: Some subtitles would still be displayed even with Subtitles disabled
  • Chapter 0: Fixed various visual bugs if you were to customize your Character during Chapter 0 cutscenes
  • Water: Fixed a bug in which water reflections would not be rendered correctly, until the player first rotated the camera at least once (after level loading initialization)
  • Scope: Taser scope glass could glitch and blink
  • Tutorials: Jump tutorial will now disappear after 7 seconds even if the player doesn’t jump.
  • Menu: Music and Master volume now applied from the first frame of launch, instead of only applying desired volumes when reaching the main menu (which could cause music even if master volume set to 0, until you reached the main menu)
  • Bug Reporting: Fixed an occurrence of a bug that could sometimes cause the Bug Reporting window to not respond to any clicks or user interactions, except ESC to close it. There might be more occurrences of that issue, but at least 1 is now solved.
  • Optimizations: Various new optimizations were made, which should hopefully help with the various mini-freezes that could be encountered when being detected by Cameras. These didn’t happen on all machines, and not here, so unsure if fully fixed, but hopefully an improvement can be felt. More changes to come to tackle the various mini-freezes are in the works ;)
  • Achievements: A bug was causing “Die X times” Achievements to no longer be unlocked. Should now be solved.
  • Reported Bugs: Hundreds more in-game reported bugs and suggestions implemented.

Thank you for testing! We'll continue working on the various remaining bugs, and re-update over the next few weeks for the next bugs ;)

Update 0.595 is Live!

Update 0.595 is Live!


The latest 0.595 update of Fractal Space is now live, and focuses on fixing most bugs introduced by 0.594 major update.

Development Update #18

Development Update #18


New update 0.52 of the PC version is finally live on Steam! Many bug fixes and improvements, level changes, and many new Steam key sent to new players!

Update 0.594 is Live!

Update 0.594 is Live!


The latest 0.594 update of Fractal Space adds a whole new introduction for the game, and includes hundreds of improvements & bug fixes.

Fractal Space 0.593 is Live!

Fractal Space 0.593 is Live!


This update fixes most major bugs from 0.592, adds Switch Pro Controller support, and brings a few improvements!

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ThePromidius - - 1 comments

Welcome to Fractal Space official Discord channel!
Here, you can get news about the game's development, chat with other testers or the dev team directly and report bugs / suggestions to improve the game.

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Zoltoks - - 43 comments

Your game is looking good! Reminds me of portal and the original half life. That sky box would do really well on my game Zukara. lol

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