XaiJu
Pirate Phantom
Pirate Phantom

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Chapter 123: End of the Beta

When Maria stepped out of the Clocktower, a sudden dizziness washed over her without warning.

She leaned against the cold stone wall, steadying herself until her breath evened. Under the sunlight, her scarlet eyes darkened like stirred blood. In that color hid the quiet pulse of hunger and rage. Her heart thudded hard against her ribs, as if reminding her that she should claim more blood, draw deeper from the vein of power that called her name.

During the incident of the Lord of Cinder, a jagged axe wielded by a daemon of Khorne had torn through her abdomen. The wound was deep enough to spill her life across the stone.

If not for the divine art of Lesser Healing, she would not have returned on her feet. She would have been carried back to Torrent City on a stretcher, cold and half-conscious.

That same gift had also purged much of the corruption that the daemon’s gaze had tried to seed inside her blood. The pride of the Pureblood Sovereign stirred within her veins, cleansing, reclaiming, and burning away the alien presence that sought to claim her body. For Maria, that was no small blessing. The power of the Blood God was poison to most, but if she could suppress the side effects, it would become a potent fuel instead. Especially for one still within the juvenile stage of the Cainhurst Bloodline.

Among the vampire-kind, growth came through the blood of others. The purer and richer the blood absorbed in early life, the stronger the future lineage. It was a cruel economy—life built upon the essence of another’s flesh—but such was the rule written into their origin.

The path of growth, however, was long and perilous, stretching out like a road paved with knives.

“My blood has not yet formed a gift,” she thought. “I still lack mastery.”

The dizziness faded as swiftly as it came. Maria straightened, slid her pale arm back into her sleeve, and walked with the grace of a noble toward the far end of the corridor.

At last, it was time for rest.

The others—Su, Tyr, and the rest of the beta testers—had already logged out the previous day. The Fractured was entering its update cycle. During player downtime, their avatars remained active through system-managed routines based on past behavior, so they would not need to fear accidental death.

Death inside the Fractured carried heavy punishment.

Under normal conditions, a single death meant a complete reset. Even a novice with no gear could find their progress locked or crippled after repeated failures. Some deaths carried heavier consequences, depending on how they occurred. Elite guilds and major warbands sometimes found ways to bend those laws, though at great cost.

In the early versions, logging out in a large city was generally safe. No one worried about returning to find their account erased. But by version 7.0, during the Four Gods expansion, the only truly safe sanctuaries would be the strongholds owned by top-tier factions.

Maria’s next thoughts were simple.

A bath. Sleep. Then, at last, a home of her own. She planned to move out of the Radiant Church’s quarters and find a house with sunlight, air, and space for her mind to breathe. She imagined a small garden, a quiet study, a place where blood and duty could both fall silent for a while. The thought made her calm. She carried that quiet expectation with her as she walked away from the tower.

She looked forward to life itself.

The Fractured forums came alive the moment the beta phase ended. Veteran testers flooded the boards, posting walls of text and wild opinions about the strange, punishing world they had just survived.

A review from the player known as Tyr quickly rose to the top.

“I have to say, The Fractured shocked me. Its realism is unmatched by any virtual game I’ve played. Every human sense is active—sight, sound, smell, touch, even pain. Especially pain! Unless you’re a masochist, turn it down. I tried full sensation once. It made my muscles seize. I’m not joking.”

“Now, the things that might scare people off. First, this game doesn’t hold your hand. There’s no simple grind, no glowing quest markers leading you into the world. It throws you into the wilderness and leaves you there. If you can’t handle that, you’ll drown fast. I’ve written another post analyzing the ecology, so check that if you want details. Second, the NPCs are too real. I honestly think the company hired live actors. An orphan NPC hunted me across the city for stealing a chicken. All the way until the beta ended.”

“We all know that a high-level NPC simulation eats a lot of computation. For most studios, even one realistic NPC is a resource nightmare. Yet here, every city, every corner, is full of them. The Fractured has more intelligent NPCs than any game I’ve seen. Either the company is rich beyond belief or insane.”

“Third: death. It hurts, and it costs you. Fourth: the game hates beginners. You’ll die two or three times before you learn how to move. Fifth: the main story is invisible. You have to dig it out yourself. It’s brutal.”

“Now that I’ve listed the bad, let’s talk about why I can’t stop thinking about it.”

“The freedom. Most virtual worlds focus their resources on one narrow gameplay loop. Everything else feels empty. It’s efficient, but it breaks immersion. The Fractured doesn’t do that. Everything is simulated at the highest level. Every field, every forge, every chapel feels real. You can live a hundred lives here—warrior, scholar, priest, hunter, lover, wanderer. If you can imagine it, the world has space for it. I followed the church path during testing. Maybe one day I’ll rise high enough to wear the Sun Emblem myself. All I can say is: it deserves the praise.”

“The world feels alive. Its background isn’t just lore on a menu screen—it breathes. You feel like part of an epic being written in real time. The sense that history is turning, and you are the one pushing it forward, is unlike anything else.”

“I’m already waiting for the next update. I haven’t been this excited for years.”

The thread exploded. Thousands of replies stacked beneath it within hours. Tyr was a known figure among high-tier players, his reputation lending weight to every word.

Other testers joined in, confirming, arguing, laughing. Some were still shaken by the intensity of the experience; others were already planning alliances for the public release.

The game had seemed destined to die in obscurity—a grim, overcomplicated experiment—but the closed beta had changed everything. Against all expectations, it had found a devoted following.

Beta accounts were being traded for tens of thousands of coins, yet none were available. Demand had far outstripped supply.

As one of the earliest testers, Tyr’s post became a gathering place for every kind of voice. Enthusiasts begged for release dates. Cynics questioned every claim.

“Is this game really that good?” someone wrote.
“Sounds like marketing hype. No game can simulate pain that high!.”
“Try it yourself,” another replied. “You’ll find out how real it feels when your ribs break.”

The arguments kept piling up, the thread stretching toward infinity.

Meanwhile, beyond the screens, Maria slept in the quiet light of dawn. Her wounds were knitting closed, slow but steady. The scent of steel lingered on her hands, faint and distant now. The battle was over.

She dreamed of a white city beneath sunlight, of blood that shimmered like rubies, of voices whispering through the warp. Somewhere beyond the dream, the servers of the Fractured rested too, their world frozen mid-breath, waiting to wake again when the next chapter of the era began.

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