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.
- Freedom (Open Source) licence.
- Will this game work on my computer?
- The game has been tested on Linux (Debian) and OpenBSD. It requires the following dependencies: Zlib, SDL2, SDL2-image, SDL2-mixer, OpenGL.
How it all began...
A few brave humans travelled to a newly discovered habitable planet to do some experiments without risking the earth in case of a disaster.
One experiment involved transferring the human soul to a less human body with extra abilities.
These half-humans are now enjoying their lives on their planet, playing games and having fun.
Maybe the games are a bit rough, but don't worry.
If they die, they can just transfer their soul to a new body and keep playing.
- Goals of Fragility
- Keep the game running fast on small efficient computers.
- Improve consistency 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.
- More about the game
- The game comes with source code, written in the C++ and C languages. A Freedom (Open Source) licence is included. Fragility is a fork of Blue Nebula, which is a fork of Red Eclipse 1.6. The name "Fragility" is a combination of what this game is mostly about: fragging and agility.
- How do I get the game?
- Fragility will be available when it has a funder. If you are a funder, please contact the developer for more information.
The Developer
Hello! My name is Robert and I live in Sweden. I am currently the only developer of Fragility.
I love this game. The freedom of parkouring while shooting at your enemies, or while running to hide, as if gravity doesn't matter. The speed of launching yourself from a pusher to fly through the air like a rocket. The lightness and speed of the game itself. It works great on my tiny computer without fans while running the CPU at only 800 MHz. I love tiny efficient computers without fans.
Other things I like include nature, especially big old forests, and reading books (sorry, trees, hahaha) and music.
So, if I am your developer, what can you expect from me? I understand how software works. That means, I know that my code will run on your computer and that it will be under my control while you play this game. I know that you will have to trust me to such a degree that I wonder how it can even be legal. I know that your computer is yours and not mine and that's why I have to be very respectful about what I do on it. As a developer, I will always try to write the code that my target users would have written for themselves. I never use AI to generate code, images, texts or any other type of content; it is all done with a human quality of care for every detail.
In the future that I would build, given enough time and money, there is a lot of freedom and possibilities. Software is simple and can be understood. Hardware is easy to design and build. That means the hardware must be allowed to be slower, which means the software has to be fast. Both software and hardware give the users total freedom, the same way that a banana does; you can use it for any purpose, modify it, whatever you want. If I get the possibility to work more on this game, I will.
You can reach me at the email address that starts with "robert", then an at-sign, then "almnil.se". Feel free to write!
By the way, here is a song I made about this game: Kill You (You Die) (lyrics)
What's new
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 (but not running).
- Made it possible to combine hold capture-the-flag with defend and quick.
- Added new claw grab option that pulls 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.
- Added option to double-tap dash only when crouching.
- Stopped sending 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.





