Game review
Fractured Worlds Review
5.5 / 10
- Developer
- Laser Guided Games, LLC
- Publisher
- Laser Guided Games, LLC
- Released
- 26 August 2026
- Platforms
- ["Windows"]
- Genre
- Action
A Small Team's Swing at a Souls-Style, Multiplayer ARPG
Fractured Worlds sets its dark fantasy action-RPG in the shattered remnants of a ruined reality, blending weighty, precision-based Souls-style combat with the online trappings of an ARPG, PvP invasions, shadow-based co-op assists, and player raiding. It comes from Laser Guided Games, a small team whose public playtests through late 2025 built toward an August 26, 2026 launch. Reviewers consistently noted the studio's size and the ambition of what it's attempting, one wrote that "the team here is a small team and you can tell they put a ton of effort in to this," and that framing, small-scope developer punching above its weight, colors nearly every review, positive or negative.
Combat That Splits Reviewers Right Down the Middle
The core combat is where opinion diverges most sharply. One enthusiastic reviewer with over four thousand minutes logged called it the game's strongest asset: "Dark, punishing, and atmospheric. The precision combat feels incredible, the boss fights are intense, and the music/sound design is absolute top-tier. Throw on a good pair of headphones and play this." Other reviewers found the exact opposite in the opening hours, one described bouncing off almost immediately: "the controls are clunky, and response times seem to be slow... a bit more responsiveness in combat from the character would be nice." A more scathing take dismissed the whole package outright: "Stay away at all cost, bad performance, clunky and at it's best a great sleeping pill." The gap between these reactions is wide enough that it looks less like disagreement over taste and more like a genuinely inconsistent moment-to-moment feel that lands well for some players and poorly for others.
Early Enemy Design Is the Most Specific, Credible Complaint
The sharpest and most detailed criticism targets the game's opening area specifically, and it comes from a reviewer who was explicitly rooting for the game to succeed. "The enemies in the first area were so simplistic/boring (walk towards you, swing, repeat) that it was clear that the entire game was going to be equally uninspired... if you are going to make a soulslike, you better be damn sure to copy their intricate enemy design. The bar has been raised." A more positive reviewer inadvertently corroborated the same criticism from the other side, defending the game by pointing out it gets better later: "The negative reviews are all from people who didn't make it past the first map. The game really picks up after that intro map." Both framings agree on the underlying fact, the first area undersells whatever the game does later, it's just a question of whether that's a forgivable early-hours stumble or a dealbreaker that costs the game its first impression with new players.
The Souls-Like Label Doesn't Quite Fit for Some
Several reviewers pushed back specifically on the marketing framing rather than the game itself. "I don't get why it's tagged as a souls-like game. I also expected to be harder. All the mobs are too predictable," one wrote, while a more experienced ARPG player offered a useful genre comparison instead: "it does not really reinvent anything... Play wise it is closer to Grim Dawn but simplier and scaled down. No where near POE or Diablo 3/4." That reviewer still landed on a positive recommendation despite the tempered expectations, closing with "if you like a simple game to thump a few mobs, this may be a game for you," a reasonably fair summary of what the game delivers versus what its marketing promises.
A Genuinely Contested Price Point
Value is the second major fault line in the reviews, split almost evenly between reviewers who found $22.99 reasonable for the content and multiplayer scope and those who found it steep for an unproven small-team release. "I have seen some people mention the price and I totally disagree that the price is way too high. I have 7 hours and am still early on in the maps. There is tons of content here including a bunch of multiplayer stuff," wrote one defender. On the other side, a reviewer who bounced off quickly was blunt: "Way too expensive, worth 5 dollars top. I have nothing good to say about this game." Given how divided the combat-feel and enemy-design reviews already are, the price complaints read less like an independent gripe and more like frustrated players retroactively deciding the asking price wasn't worth what they experienced.
Build Variety and Dev Engagement Are Genuine Bright Spots
The most enthusiastic reviewer specifically praised the depth of the build system once it opens up: "The game mechanics are really good... You can block, and there are a ton of spells and different abilities I have been finding. The builds are really unique," adding that the story "keeps you hooked to what's could happen next." A more cautious reviewer, still on the fence about the game overall, credited the developers directly for staying present and responsive after launch: "Based on discussions the Dev's are there and engaged so far, so I am not going to give this a thumbs down." For a small studio's first major multiplayer ARPG launch, that kind of visible post-launch engagement matters, even reviewers unconvinced by the current state of the game gave the team credit for showing up.
Verdict
Fractured Worlds is an ambitious, genuinely divisive first swing from a small team, precision combat and boss encounters that land as thrilling for some players and clunky for others, a build system with real depth once you push past a weak, repetitive opening area, and online systems, invasions, shadow co-op, raiding, that few games at this budget attempt at all. The specific complaint that the first map undersells everything that comes after is credible and consistent across multiple reviews, as is the split over whether $22.99 is a fair price for an unproven small-studio release. If you're patient enough to push past a rough introduction and forgiving of performance hitches, there's a real dark-fantasy ARPG here with more ambition than polish. If you bounce hard off a slow, clunky-feeling opening hour, the reviews suggest that reaction isn't unusual, and the game may not win you back.
Screenshots
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An early dungeon encounter with a Golem, the kind of straightforward, telegraphed fight several reviewers said undersells the combat that comes later.Image: Laser Guided Games, LLC via Steam -
The hub town and equipment screen, where the build variety reviewers praised, rings, armor sets, and enhancement shrines, actually comes together.Image: Laser Guided Games, LLC via Steam -
A tougher outdoor fight against a Fire Elemental, leaning on the shield and spell variety that the game's strongest reviews singled out.Image: Laser Guided Games, LLC via Steam