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Unbroken: The AwakeningEventsDestruction system Devlog
Community

Destruction system Devlog

Unbroken: The Awakening · published 29 Aug 2025, 16:55 UTC

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Greetings fellow Unbroken,

Todays devlog is going to be about the games robust destruction system. It was already quite big for Early Access launch and now with the upcoming major update it's going to get even bigger.

First of all, destructive environments and props make for much more dynamic and immersive action setpieces.

Destruction is realtime and handled and optimised at runtime. Certain larger, more complicated structures are a hybrid of pre fractured and realtime, but nonetheless, chances of a certain element breaking the same way twice are minimal.

A lot of the destructible props are not just eye candy, but also can prove viable strategic solutions as well.

Ie the heavier objects and fragments will deal damage to enemies. This can happen in a few ways. Either by changing a prop or element into a large caliber projectile via the resin kick.

...or by damaging the element in such a way that the drop/weight will kill the enemy on impact.

Theres also the reverse psychology aspect to it. I mean you can force kick elements into enemies or you can reverse that and you can kick an enemy into a destructible elements and watch it get obliterated dynamically-recommended to do in slomo to admire the dynamic debris, fragments and particles flying everywhere.

This also opens up another aspect to the dynamic action setpieces. Depending on the destructible elements (ie if made of concrete, bricks, wood etc) they will provide temporary cover. Think you are safe when under fire and got that nice wall to provide you cover? Well better think fast, because if the enemies see you move behind it, will blast away at it, ultimately forcing you to find new cover. The lighter the cover, the faster it will get destroyed. Which also gives new opportunies, like a peekaboo surprise attack from the newly formed hole in once solid cover.

And finally: the projectile caliber. Depending on the weapon and force, according damage will be dealt to the destructible. So a pistol will need more shots and create smaller holes than a Heavy Machine Gun which will take large chinks out or Cannon which will obliterate the majority in one shot.


So that's it for the destruction devlog. I hope you enjoyed this preview. I'll be aiming to prepare a dev trailer for the September major update which will also give a glimpse of the other new features and improvments, including an updated destruction preview and examples in upcoming new levels.

In the meantime, stay true to the Betrothed,

Thanks for tuning in,

Mike

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