Ludography
71/100
Players11 ratings
75/100
Critics2 reviews
More scores
Metacritic25 critic reviews
75/100
Metacritic usersuser score
61/100
GameFAQsJust Right
4.14/5
Player reviews
85% positive425 reviews
Steam Deck
Playable
Runs on
Windows, Mac
Price
US$14.99

Where to get it

Fract OSC cover

2014 · Phosfiend Systems · Adventure · Indie

Fract OSC

Fract Osc is a musical exploration game. You arrive in a forgotten place and explore the vast and unfamiliar landscape to discover the secrets of a world built on sound. You rebuild its machinery by solving puzzles and bring the world back to life by shaping sound and creating music in the game.

Released
2014
Platforms
WindowsmacOS
Genres
AdventureIndiePuzzleRhythm
Developers
Phosfiend Systems
Publishers
Phosfiend Systems
Modes
Single-player
Perspective
First person
Themes
Science fictionOpen world
Languages
English
Time to beat
5.5hmain story6hwith extras7hcompletionist

About

Fract OSC (stylized as FRACT OSC) is a music-based puzzle game created by independent game developer Phosfiend Systems. The game was released on 22 April 2014 for both Microsoft Windows and OS X platforms. Fract OSC allows players to explore an abstract landscape that includes puzzles using platforming and music-based game elements. Completing these puzzles creates ambient music that continues to play in the environment and unlocks portions of an in-game music synthesis that allows players to create their own music.

The game, originally named "Fract," was developed by Richard Flanagan as part of his student work at the University of Montreal and achieved wide interest after winning the Student Showcase award at the 2011 Independent Games Festival and release of a freely available demo. Flanagan brought aboard Quynh Nguyen and Henk Boom to flesh out the game, branding themselves Phosfiend Systems. They received funding help from the Indie Fund to complete the title. The game was originally planned to span several levels, but due to complexity, it was reduced to a single primary level representing a synthetic oscillator, shorted to "OSC" for the game's final release.

Players say

Media

The articlegameplay, story, development, reception

Gameplay

Fract OSC is presented to the player in the first-person view. As a nameless avatar, the player explores the game's world with little guidance besides visual and audio clues. The game begins on an empty space which, as the player discovers while playing the game, is a giant music synthesizer, initially defunct. A portal on this level leads to a game's main world space, the insides of this synthesizer.

This world is an abstract landscape, comparable to the visuals of Tron, that includes many large structures along with the unique environmental features. At any time, the player can switch to a special "engagement mode" view that reveals any special virtual controls in the nearby area that can be used to manipulate the game's world. One feature of the world are a number of travel stations, from which the player can rapidly travel to any other previously-opened station. While the player can fall into a lethal liquid at the base of the world, or be crushed by objects in the game world, they are respawned without penalty near a recent checkpoint they passed.

Development

Fract OSC began as a student project by Richard E. Flanagan while at the University of Montreal, working on a post-graduate degree in game design. At the time, Flanagan had named the game Fract, and described it as a "boldly styled Myst-like adventure", having the player explore an abstract world, resembling Tron-like environments, that incorporated music and sound into its aesthetic. These ideas were based on his idea of combines three very personal interests, "early computer culture, adventure games and fundamentals of electronic music", and creating a mechanic that users would experience musical elements early in the game and come to understand how to use these later in the game for larger puzzles.

Though not a programmer himself, he learned the Unity engine to build out his ideas, making sure that the engine was capable of capturing the visual feel he wanted for the game while scaling back on some of the larger puzzles he had envisioned. After completing his degree, Flanagan continued to work on the game as to create a single playable level that he submitted for the Independent Games Festival Student Showcase ceremony, while providing this level as a free download for others to test garner interest if he should develop the game further.

Releases by platformdates and regions as published

PlatformReleasedRegions
Windows22 April 2014Worldwide
macOS22 April 2014Worldwide

Games like this

Collections2 collections

Years

Description adapted from its source, CC BY-SA 4.0.