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Feast or Fracture

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Feast or Fracture screenshot 1

Feast or Fracture

Unsubtle Games LLC · Published by Unsubtle Games LLC · Official site ↗

Last updated 27 Sept 2026

Build, recruit, or buy your way to a better world in this turn-based strategy game. Your goal: raise the worldwide "lifestyle" score, by any means you can.

Free to PlayComing SoonDJCTQ 14

Free

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Indie, Simulation, Strategy · More free games

In Feast or Fracture, manage resources and recruit talent to elevate worldwide living standards. This indie strategy game challenges you to find creative solutions in every turn.

About this game

Welcome to Feast or Fracture, where lifestyle - a measure or prosperity, stability, and luxury - is the metric of success. Build towns, recruit units, invest in ancient research - but win by bringing every player's lifestyle to a level not seen since the Collapse.

What's involved:
  • Explore a bountiful, randomly-generated world, filled with artefacts and wreckage of the Bronze Age Collapse.
  • Balance internal factions led by charismatic leaders. Keep them happy, or your kingdom will fracture!
  • React to dozens of in-game events, with branching outcomes and kingdom-wide impacts.
  • Compete with petty, selfish neighbors - or find a way to cooperate. Send delegations to negotiate, for everything from food donations to study abroad programs.

Can you fulfill your ultimate mission?

Can you create a better world?

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10

Supported Languages

English

Latest news

  • Patch NotesOfficial

    Hotfix 2.02 deployed

    Morning everyone! Deploying a quick hotfix after testing last night - fixes a variety of missing textures that didn't get carried over correctly. Back soon, Alex
    Read full article on Community Announcements (unsubtlegames)
  • AnnouncementsOfficial

    Version 2.01 Released!

    And here it is, the (massive) v2.0 update! Over 1 years' worth of updates, from adding sailors and water movement to revamping the kingdom level-up mechanic. Thank you all for your patience and continued support! This version is full of new ideas and quality-of-life tweaks, and I hope you enjoy it! Detailed notes below. Have fun, and definitely let me know in the discord or feedback portal of any bugs you run into. Cheers, Alex Note: this build is for the closed beta. If that's not you, don't worry! Stay tuned for roadmap updates later this month; we're (spoiler) targeting an early-access release by the end of the year! Build 2.01 Rev Notes Major Updates: Revamped kingdom levelling: now, when you have enough food and lifestyle to upgrade your kingdom, YOU choose which units to unlock for this level. Adds lots of variety to playstyle - will you rush mystics or military, merchants or scholars? Revamped crossroads->village->town promotion. Promoting a settlement now requires a certain # of retired units. Added unit aging and retirement for a lifestyle bonus. Added sailors and water movement. Sailors are new units that can be recruited from any town or village (once you've unlocked them). Added 2 new terrain types: hills & plains. Hills are great for ranches but can't support farms; plains support a limited palette of crops and animals. Smaller Updates: Added breakdown menus for income and resources Added breakdown menus for factions (from topbar) Improved delegation flow Added "claim water" mechanic - if a player controls all terrain tiles adjacent to a water tile, the water tile will automatically be owned by the tile Added score sheet on game won/lost - show population, lifestyle score, bloodiness score, etc. Added a button to highlight/select the next idle unit. Added button to show other players' current lifestyle scores Bug Fixes: Fixed a bug with renaming settlements and units in-game. Fixed various bugs related to in-game popups not layering, not clearing, and g...
    Read full article on Community Announcements (unsubtlegames)
  • AnnouncementsOfficial

    New Build Coming Friday! (3/28)

    The wait is almost over! Thank you to all of you who tested and gave me feedback (last Spring!) - you gave me lots to work with, and I am very grateful that you did! I'm putting the finishing touches on a build that includes a lot of new stuff, and a lot that is reworked and hopefully improved (see: better dropdowns and visibility to what's going on your kingdom). More details next week, but just as a teaser: Much improved faction and kingdom tracking: new displays and dropdown menus, and more comments from faction leaders Reworked town progression Reworked kingdom levelling (you choose which units to unlock!) New terrain types and new places of interest on the map New unit (sailors) and water-travel mechanics New idle-unit-finder button Back soon! -Alex
    Read full article on Community Announcements (unsubtlegames)
  • AnnouncementsOfficial

    Version 1.32 Released! (Alpha)

    It's been a busy few months, but here we have the combined updates from version 1.20 and 1.30, now released and ready for testing! Lots of design and clarity updates in this one; faction tracking is now front and center on the top bar, and faction leaders now give you a clearer idea of what they think of you, both in the council room and during events. I've also tweaked the starting conditions to prevent a variety of difficult/impossible starts (goodbye, one-tile islands!). Full details below; check it out and definitely let me know if you find any bugs! (P.S. If you are not an alpha tester, do not despair! Feast or Fracture is in active development and road-mapped for release at the end of this year. Wishlist or follow us to stay in the loop!) New to this Version... Design & Clarity New faction tracking on the top bar Improved taxation GUI and cleaned up taxation effects on factions Highlight selected unit or village on the map Improved council display, including a desktop mirror to view your "self" Improved event display, adding icons and faction leader text to results Improved event structure; easy generation of new events Added new character dialogue for all 14 active characters, and added character comments in council Cleaned up lifestyle tracking; lifestyle is now 1 number Turned off "fervor" tracking. Don't worry, we'll bring this back with the religion module! (road-mapped for version 1.50) Balance/Play Changed unit tree; level0 units are now farmers and warbands. Added grain silos as a level 0 building, built by farmers. Re-enabled farmers building simple buildings. Added quarries (laborers produce stone, can only be built on mountains) Improved map script, prevent tiny island starts Removed random early bandits from easy difficulties Improved bandit/marauder script: opportunists. Bandits will not attack tiles with a military unit guarding them. Updated starting bonuses for Ephraim, Tarissa, and Ying Tsu. Fixed Bugs: fixed crash related to generating factio...
    Read full article on Community Announcements (unsubtlegames)
  • AnnouncementsOfficial

    v1.05 Released! (Alpha Testing)

    Hello and welcome to the new year! This version's a big one - lots of balance and play-path tweaks, new scripting for player starts and AI-unit behavior (especially refugees), and new dynamics for picking your late-game faction leaders. We're closing in on what we envision as the final look and feel of the game - and we're really excited to hear what you think! Let us know in the discord or the bug submission portal. (If you're not an alpha tester - do not despair! We're hoping two or three more versions will get us to a public version. Stay tuned, and wishlist us to hear when the next version drops!) New to this version... New Logic: Implemented new refugee scripts. Refugees will now "flee" for 3 turns, then settle in the nearest plains or steppe tile. Resettling a refugees unit on a pillaged tile will replant a hamlet and add this tile to the player's kingdom. "Heritage" starts: All players will start with knowing a how to farm a random crop or ranch a random animal, based on the player's starting terrain. (e.g. If a player starts on a snowy steppe, the starting crop/animal will work on snowy steppe). Stacks with faction leaders whose bonus is knowing a starting crop/animal. Balance/Play: All buildings are now built by laborers (and only laborers can build buildings) Laborers are now available at level 0 ("Subsistence"). Warbands are now available at level 1 ("Surplus") Choose councilors: When the "new faction" dialogue pops up, players can now choose to promote a different leader to their council (rather than being forced to take the nominated leader). The chosen leader must still be aligned with the same faction. Leader options are pulled from the list of unlocked leaders; unlock more leaders by completing games! Hid resource/yield effects from events when they first pop up. Make your choice based on faction leader opinions and your own intuition! Expanding a settlement (hamlet->crossroads, crossroads->village, etc.) produces a 1-time reduction in time to the ne...
    Read full article on Community Announcements (unsubtlegames)

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