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Obsolete - Salvation Protocol

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Obsolete - Salvation Protocol

Fractalis Studio · Published by Fractalis Studio

Last updated 28 Sept 2026

Obsolete is a roguelike RTS where units act autonomously allowing you to plan and react without micromanagement. Customize your loadout, exploit synergies and establish your own strategy.

Free to PlayComing SoonDJCTQ l

Free

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Indie, Strategy, Early Access · More free games

Experience strategic planning without micromanagement in Obsolete, an indie strategy game from Fractalis Studio. Customize unit loadouts to exploit synergies and shape your own survival protocol.

About this game

You are an obsolete AI seeking the safety of "Babylon" intranet.

Defeat Interdictors blocking your escape in this compact real time strategy experience.

Autonomous units allow you to plan and react without micromanagement.

Customize your loadout, exploit synergies and establish your own strategy.

  • Units spawn is base on an interval of 12 sec (Tick). Allowing you to plan and create group of units that synergize.

  • Units act autonomously. They will move in formation base on their role along the path you set.

  • Units use their abilities automatically based on target priority or specific trigger.

  • Use the unique abilities of your AI character to support your units or harm the enemy ones.

  • You are not limited to your character abilities, you will find additional Scripts (AI abilities) allowing further customization of your playstyle.

  • Install a variety of modules, mods and scripts in your Memory Heap. Creating a multitude of possible strategy.

  • Further adapt your strategy against specific Interdictor with the Tech tree of each units or modules that reset each combat.

  • Use Fragments salvaged on fallen elite enemies to further improve and customize your AI own personal abilities.

  • Keep interesting items in your storage and reconfigure your loadout before a Interdiction to better counter your enemy composition.

  • No hidden information, know which Interdictor or Gatekeeper (Enemy AI) you will encounter, their loadout, mod and the map you will battle on.

  • Use the Codex and the nested tooltips system to learn every things about modules, units, scripts, skills, effects, etc.

  • Enemy AI abide by the same rules as you, they manage and are limited by the same resources.

  • Their loadouts are created from the same modules, mods and scripts you can salvage during your escape (Exception being Gatekeepers abilities).

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Window 10
  • Processor: I5-6600k
  • Memory: 8 GB RAM
  • Graphics: GTX 1060
  • Storage: 800 MB available space

Recommended

Recommended:
  • OS: Window 10
  • Processor: I7-6700k
  • Memory: 16 GB RAM
  • Graphics: GTX 1070
  • Storage: 800 MB available space

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Demo Version 20260626

    Bug fixCorrected and changed collision of the bridge and the connected platforms on the "Bridge" map. (Scripts ability would pass trough due to incorrect collision layer)Minor fixIn the loadout manager, installed scripts would sometime be order incorrectly after several quick drag and drop.Units and replicatorsBlipPower Allocation Tech, Qbits cost 6 -> 10Refresh Tech, Qbits cost 8 -> 10StingerParallel duplication TechQbits cost 8 -> 12 Making it more costly as an early "swarm" strategyLogistic modulesAcceleratorAccelerate, Aura Radius 10 -> 12Decelerate, Aura Radius 8 -> 10Sanctuary Regenerative Perimeter, Aura radius 10 -> 12Security modulesBlasterEmphasize the long range capability but close range vulnerabilityMax health, 40 -> 30Max energy, 12 -> 15Excessive pulseRange, 7.25 -> 7.5cooldown, 4 -> 5.25Damage, 8 -> 9Range optimization Tech,Qbits cost, 8 -> 6Range bonus, 1.5 -> 1.25IncineratorMax health, 30 -> 32Max energy, 12 -> 14Amplitude Tech, cost 8 -> 5 Since it already have a small penalty built-inSirenMaking the Siren more interesting option when it come to node defenseMax Energy, 12 -> 15Luring CoroutineTaunt duration 3 -> 5 Was not long enough to intercept most incoming attacksTutorial and codexI continue improving the onboarding experience.Reduce to a minimum the text in each panel without compromising comprehension.Added 2 video panel in key section of the tutorial to reduce confusion.Added Codex entries for more advance information thus reducing the quantity inside the tutorial.
    Read full article on Community Announcements (fractalisstudio)
  • AnnouncementsOfficial

    Demo Version 20260612 - Codex entries

    CodexAdded several entries in the codex with short video covering several gameplay mechanics :Capture & System OverloadMod Installation - TierMod Installation - TypeModule limitNested TooltipsPathsWaypoint modeReplicators Additional InfoReplicators Multi-SelectionReplicators Buffers
    Read full article on Community Announcements (fractalisstudio)
  • AnnouncementsOfficial

    Demo Version 20260605

    Tutorial and CodexContinue to work on the tutorial to lighten the onboarding experience.Implemented new view in the codex with video playback for the information section, acting as a extended tutorial or to visit when in need of specific information in a certain game feature.Added Entries for Mods installation Tier and TypeProgression and world mapRemove interdictions before the Gatekeeper of District 1 and replacing them with the possible of caches. Reducing the number of fight in district 1 before the Gatekeeper without drastically reducing the loot.Bug fixLich gatekeeper, had a error inside it reaction playbook. Was trying to build a Blaster instead of a Hive when fortifying a node, causing it to never be able to complete it build ticket.Pathfinding, fix a issue in the where units group could get stuck in a loop being unable to "reach" the target node.Script Burnout had incorrect collider initial size to 0 so the scripts appeared to have no effect on units.Minor fixStinger "Needle" ability sound was missing due to change on the audio engine sideBalanceUnits and moduleJudicatorEnergy regen 3 -> 4IcebreakerMax energy 16 -> 18Energy regen 3 -> 4ModSuperchargeActivation cost 8 -> 5
    Read full article on Community Announcements (fractalisstudio)
  • AnnouncementsOfficial

    Demo Version 20260525

    Revised TutorialDrastically reduce the number of panels and texts inside the tutorial to reducing the time before the actual first combat.Removed more advance Tactics and gameplay feature explanation from the tutorial to reduce. (More advance information will be place inside the codex instead )Bug fixMap "Bridge" had incorrect collision, making impossible for turret / security modules place on the lower platform to shot on units passing onto the bridge or under.Corrected an error in the targeting system for enemy scripts ability causing the AI to be unable to target units groups.Implemented feedbackArrow keys are binded (in addition to WASD) by default to the camera controlQuality of Life / UIChange the color to orange on the capacity cost in the construction button when the module limit is exceeded, when the cost penalty is applied (instead of red that could be misleading).BalanceUnits and modulesBlipNumeric slashEnergy cost 0 -> 1SirenHealth regen 1 -> 2Max energy : 12 -> 14Energy regen : 2 -> 4Luring coroutineTaunt duration : 1.5 sec -> 3 secRadius 5 -> 3.5Playable characterFulgureAdded the lootable script "Watchtower" to the starting loadout
    Read full article on Community Announcements (fractalisstudio)

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