

Fast-paced first-person shooter with a movement system that makes you feel free as a bird.
Download Fragility 1.7 Beta
847 MiB; updated: 2024-06-19
Note: This is a beta version; it will be developed in incompatible ways without changing the version number.
- Features
- Many game modes (Deathmatch, Capture-the-flag, Defend-and-control, Bomber-ball, Race) with a lot of mutators (too many to list) which give you variations into almost infinity.
- Built-in editor lets you edit and create maps together online.
- Amazing movement system. Seriously, watch the speedrunning bits in the trailer.
- Free licence.
- Will this game work on my computer?
- If you use: Linux: Client and server work and are precompiled in the zip file. OpenBSD: It works but you need to compile it. Other operating systems: you need to compile the source code and it may or may not work.
- History of the game
- This game is based on Red Eclipse 1.6. When that game was developed into version 2, a group of players who preferred the gameplay in 1.6 forked that version. The fork was called Blue Nebula and was developed for a while without making many big changes. Fragility is a fork of Blue Nebula and it is my attempt at improving the things that can be improved without being limited by backwards compatibility.
- Goals of Fragility
- Keep the game running fast on efficient computers.
- Improve quality and accuracy for better competitive gameplay.
- Preserve the amazing gameplay mechanics.
- Improve the looks and usability.
- Decentralise the game to make it usable in smaller communities where there is a higher trust.
- Develop a funding strategy that allows full-time work while preserving freedom for the user.
- The name "Fragility"
- The name is a combination of what this game is mostly about: fragging and agility.
- Source code
- The source code is included in the zip file with the game. It is written in the C++ and C languages. You can also clone this git repository.
Changelog
Changes in 1.7, compared to 1.6:
- Fixed aim being slightly off caused by muzzle not being in the same position as camera.
- Shorter cooldown after impulse move before you can slide.
- Changed weapon damage values (generally more damage).
- Changed zapper secondary fire to not cause shock effect.
- Changed when and how fast impulse is regenerated.
- Decreased speed of walking and crawling.
- Made it possible to combine hold capture-the-flag with defend and quick.
- Added grabstyle value -1 to make claw pull you downward if you are crouching.
- Removed dependency on a specific master server or community and made it easier to configure.
- Server browser now searches local network by default.
Changes in 1.6, compared to the fork from Blue Nebula:
- Fixed collision bug when wallrunning.
- Improved search engine for variables lets you search using multiple words, e.g. "smg name" gives you both the smgname and smglongname variables.
- Possible to specify mutators in a nicer way in commands that start or vote for matches, like "dm echo su ha" for survivor-hard deathmatch on echo.
- Improved scrollbars: You don't need to keep cursor on them.
- New look (background image, loadout menu, other menus, crosshairs, weapon colours).
- New editing compass menu options.
- Starting a game with random mutators selects fewer mutators so you don't get insane combinations.
- New dashstyle value 2 to dash when double tapping only when crouching.
- Don't send information about client computer specs to server and other clients.
- Renamed capture-the-flag mutator "protect" to "hold".
- Disabled network throttling which caused lag.
- Renamed game to Fragility.
- Moved game home directory to $XDG_DATA_HOME/fragility, default "~/.local/share/fragility".
- Removed support for Windows and Mac.