Fracture Labs
A squad firefight beside a crashed dropship in Decimated

Persistent worlds, already built.

Five years building Decimated left us with a production-tested infrastructure layer for large open worlds, multiplayer and live service. Your studio can now license it instead of rebuilding it.

5+ years in development
$7.5M invested
400k downloads
36+ developers
In game: Decimated, built on this stack and live since 2024
Proven in Decimated

Multiplayer open-world game mechanics, ready to license

Every mechanic below ships in Decimated, a live multiplayer PvPvE open-world survival RPG built in Unreal Engine 5 with C++ and Blueprints. Five years of human engineering, hundreds of thousands of downloads and tens of thousands of registered players.

One-minute video: the open-world tech behind Decimated, a live multiplayer game. Ten gameplay feature groups, fifteen production systems and five years of human engineering, available to license from Fracture Labs.

Core gameplay

A persistent, multiplayer open-world survival RPG where players, factions and AI share the same world.

  • PvPvE combat between players, factions and NPCs
  • Multiple playable factions
  • Faction reputation and relationships
  • Friendly, hostile and neutral NPCs
  • Dynamic enemy encounters
  • Solo and cooperative play
  • Looting, scavenging and resource gathering

Missions and activities

Hundreds of mission variations that give players a reason to cross the map, fight and trade.

  • Elimination and kill missions
  • Delivery and cargo runs
  • Scouting and recon
  • Loot and resource collection
  • Racing missions
  • Timed competitive missions
  • Dynamic PvP encounters

Combat and weapons

Dozens of weapons with a full third-person shooter feel, from hip-fire to scoped shots.

  • Pistols, rifles, shotguns and sniper rifles
  • Grenade launchers, explosives and grenades
  • Melee combat
  • Hip-fire, aim-down-sights and scope mechanics
  • Weapon variants and upgrades
  • Health, damage and enemy health indicators
  • Ragdoll physics and death animations
  • Downed state and teammate revival

Movement and character

A third-person character controller built for traversal across large, vertical maps.

  • Advanced parkour animation system
  • Climbing and ladders
  • Jumping and vaulting
  • Crouching and prone movement
  • Sprinting and stamina
  • Combat and exploration jetpacks
  • Character weight, stats and attributes

Vehicles and transport

Dozens of drivable vehicles with physics, passengers and persistent ownership.

  • Cars, police vehicles, taxis and more
  • Vehicle driving physics
  • Passenger system with enter and exit animations
  • Camera switching
  • Nitro boost
  • Fuel and repair mechanics
  • Customisation and cargo transport
  • Vehicle ownership and persistence

Survival and economy

Survival pressure and a player-driven economy that keep a persistent world moving.

  • Hunger and thirst
  • Health, bleeding and medical treatment
  • Food, water, bandages and medkits
  • Fuel and ammunition management
  • Inventory, loot and secure storage vaults
  • Banking, ATMs and in-game currency
  • Player-to-player trading and marketplace
  • Vending machines and traders

Multiplayer and social

The social and server layer a live multiplayer game needs from day one.

  • Squad creation, invites and co-op play
  • Global and faction text chat
  • Proximity and push-to-talk voice chat
  • Faction relationship and friendly fire rules
  • Player identification and online player list
  • Server selection
  • Dedicated multiplayer server infrastructure

World and environment

Large, living open worlds with multiple maps and biomes, ready to reskin or extend.

  • Multiple distinct maps and biomes
  • Abandoned cities, industrial zones and destroyed urban areas
  • Interior exploration
  • Dynamic sandstorms
  • Surface-specific footsteps and environmental audio
  • Interactive objects and lootable buildings
  • Safe zones and trader outposts
  • Dynamic NPC population

Progression and engagement

Long-term progression and rewards that bring players back to a live game.

  • Character, mission and faction progression
  • Leaderboards and competitive rewards
  • Achievements and rewards
  • Character, weapon and vehicle skins
  • Multiple playable character models
  • Persistent inventory and ownership

Navigation and interface

A complete, shipped game UI, from world map to mission tracking.

  • Interactive world map with custom waypoints
  • Compass navigation
  • Mission tracking, objectives and timers
  • Enemy and loot indicators
  • Inventory and equipment screens
  • Contextual item information
  • Notifications and in-game server messages
Platform

Fifteen systems, one integrated stack

Modular, production-ready systems that power large persistent multiplayer worlds. Each plate of the world is one system. Pick one to lift it out.

Drag the world to turn it. The cyan core is the shared state layer every system writes to.

Agentic gaming layer

AI agents are economic actors, not NPCs

The platform is being designed for persistent worlds that AI agents can enter. Agents compete, trade, run tasks and generate content inside live economies, and players direct them as strategists, commanders and creators.

  1. Prompt

    Players assign objectives, risk profiles and strategies to their agents.

  2. Deploy

    Agents enter missions, faction wars, markets or creator ecosystems.

  3. Execute

    Agents complete tasks, fight, scavenge, trade and optimise.

  4. Transact

    The economy measures cost, rewards, asset demand and player value.

  5. Evolve

    Agents build history, traits, reputation and strategic advantage, then the loop runs again.

Economy simulation

Stress-test the economy before players do

We build real-time simulations of how a game economy behaves under pressure: player and agent activity, mission rewards, currency flow and market demand. Balance, retention and monetisation get tuned before deployment.

This is a simplified live model. Missions and faction wars mint currency, the market moves it between actors, and sinks burn a share of every trade. Try flooding it.

Supply 1,000,000 Burned 0 Price 1.00
Players AI agents NFT holders Currency in flight
Founded 2018

Proof of platform, live since 2024

Built by a team with pedigree from AAA videogame studios.

2024

Decimated goes live

A live multiplayer world with missions, NPCs, three player factions, squads and voice chat, vehicle physics, jetpacks, parkour and a wide weapon set. Multiple industry awards.

Now

Platform ready for licensing

The same technology layer that runs Decimated is being expanded for developer licensing, ready for your studio to build on.

Cost analysis

What it costs to build from scratch

Building this layer in-house takes years of production time and millions in budget, before any content work begins.

Build scenarios
ScenarioDev timeEst. cost
Extremely optimistic2.5 yrs~$4.5M
Realistic production cycle3.5 yrs~$6.3M
Industry typical (AA open world)4–5 yrs$7.2M–$9M+
Fracture Labs investment to date5+ yrs~$7.5M
Monthly burn by studio type
Studio typeMonthly burn
Indie Unreal Engine team$80k–120k
AA online game team$250k–600k
AAA live-service team$1M+
Fracture Labs production team~$50k–150k

Building from scratch

  • 5+ years of R&D before content
  • High infrastructure overhead
  • Scaling bottlenecks found late
  • Large upfront capital

Licensing Fracture Labs

  • Infrastructure deployed on day one
  • Optimised server costs
  • Persistent state that scales
  • Predictable licensing fees
Licensing

Three ways to build on it

Every tier is quoted to your project. Tell us your scope, team and target platforms.

What a license includes

  • Full source accessNot an SDK or a black box. Your engineers can read and change every line.
  • MMO-ready open worldMassively multiplayer-ready client and server architecture for large persistent worlds.
  • Build automationClient and server build automation, ready to plug into your build pipeline.
  • Complete engineering historyFull version control history with linked issue tracking, so every system comes with its context.
  • Production-scale templatesTemplate projects built at production scale, not tutorial samples.
  • Human-engineeredBuilt by human engineers over 5+ years, before AI code generation.

Detailed codebase metrics are available under NDA.

Entry

Entry license

  • Full source access to the core systems
  • Persistent state management
  • Community support
Request a quote
Most popular

Core platform

  • Full system stack integration
  • Advanced economy modules
  • Priority API access
  • Dedicated technical support
  • Custom shader library
Request a quote
Enterprise

Strategic partner

  • White-label infrastructure
  • On-premise deployment options
  • 24/7 premium support
  • Custom feature development
  • Unlimited scale
Request a quote
Who it serves

Built for the whole games industry

Developers

Reusable systems, SDKs, tools, AI workflows and co-development support.

Publishers

Lower production risk and a faster route to persistent multiplayer games.

Investors

Platform upside, an AI-native thesis, multiple IPs and scalable revenue.

Modders

A creator economy, content marketplace and AI-assisted production.

Players

Persistent worlds, factions, rewards, identity and ownership.

Agents

Autonomous entities that act, compete and transact inside worlds.

Questions

Frequently asked questions

What is Fracture Labs?

Fracture Labs is a game technology studio founded in 2018. It licenses the infrastructure behind Decimated, its live open-world multiplayer game, so other studios can build persistent worlds, multiplayer and live-service games without developing the core systems from scratch.

What does the Fracture Labs platform include?

Fifteen integrated, production-ready systems: progression, resources, loot and drops, skills, trading, combat, inventory, AI behaviour, spawning, social, economy, crafting, quests, exploration and timers, all writing to a shared persistent state layer.

How much development time does licensing save?

Building comparable open-world infrastructure from scratch typically takes 5 to 8 years. Studios building on the Fracture Labs platform target 12 to 24 months to a shippable persistent world.

How much does it cost to build an AA open world from scratch?

Industry-typical AA open-world infrastructure takes 4 to 5 years and roughly $7.2M to $9M or more. Fracture Labs has invested about $7.5M over 5+ years building its platform.

What does a Fracture Labs license include?

Full source access rather than an SDK or black box; a massively multiplayer-ready open-world client and server architecture; client and server build automation ready to plug into your build pipeline; the complete engineering history with version control and linked issue tracking; production-scale template projects. Everything was built by human engineers over 5+ years, before AI code generation. Detailed codebase metrics are available under NDA.

How is the platform licensed and priced?

There are three tiers: Entry license, Core platform and Strategic partner. Each is quoted per project based on scope, team size and target platforms.

Is the technology proven in a live game?

Yes. It runs Decimated, live since 2024, with missions, NPCs, three player factions, squads and voice chat, vehicle physics, jetpacks, parkour and a wide weapon set. Decimated has 400,000 downloads and multiple industry awards.

What gameplay features come with the Fracture Labs platform?

Everything that ships in Decimated: PvPvE combat with dozens of weapons, hundreds of mission variations, multiple factions with reputation, a third-person parkour controller with jetpacks, dozens of drivable vehicles, survival systems, a player economy with trading and a marketplace, squads with proximity voice chat, large open-world maps with dynamic sandstorms, progression and leaderboards, and a complete game UI.

Which engine is the platform built on?

The platform was built for Decimated, an Unreal Engine 5 open-world game, and Fracture Labs also works across Unity for optimization projects.

How do I contact Fracture Labs?

Email [email protected] or open a request on the support desk at decimated.zendesk.com. Licensing quotes and optimization proposals start from the same form.

Start your open world in weeks, not years

Join the partner network and build on licensed infrastructure for persistent ecosystems.

Or email [email protected]