Awakening adds four modular expansions to Fractured Sky that can be used individually or combined. Each module changes a distinct part of the game’s decision space. Most add layers to combat and cause disruptions on the map; one introduces rotating asymmetric powers, and one reworks how objectives function entirely. Together, they expand the system without changing what makes the base game work so well – the interactivity between players.
Game at a Glance
- Publisher: IV Studio
- Players: 1-5
- Playtime: 60-120 min
- Ages: 14+
- Kickstarter link: Fractured Sky: Awakening

The game expansion shown in this preview is a prototype; components and gameplay in the final version are subject to change
What’s New?
If you want to cut to the chase, you can skip right to my overall impressions. In the meantime, let’s take a closer look at what these four new expansion modules have to offer:
Payload Expansion – More Rewards & Tough Choices
The Payload expansion adds regional rewards that can swing the tide of future battles. There’s no such thing as too much of a good thing, right?
The Payload module introduces 14 new power tokens (values 2 – 5) that stack beneath your airships (along with their normal troop token). At setup, one payload token is placed face down in each region. When you would normally claim a region reward, you may instead take its payload token. The strength value remains private, but the number of payload tokens you’ve collected is public information. On future turns, you may stack any number of payload tokens under your airship before resolving a conflict.
This adds early-game tension. Do you grab resources to jumpstart your engine, or sacrifice early momentum for a power boost that might decide a critical battle later? It’s a fun way to mix up opening strategies.
At a macro level, Payload tokens deepen the deduction game. Players are still limited to their 10 troop power maximum, but payload stacks can push actual strength far beyond that. Suddenly, a 0-value troop token might have teeth, and a 10 is not as reassuring as it once was. Players now have more visual information about the power levels under the airships beyond the token border color. It adds intrigue without unnecessary complexity.
Functionally and aesthetically, these tokens integrate seamlessly. It’s especially satisfying to hear those magnets snapping together in the Deluxe edition.



Flagship Expansion – Variety Through Assymmetry
If you enjoy asymmetry, this is the expansion for you.
Each round, players draft one of five double-sided Flagships, randomized at setup. You’ll now play with two standard airships and one unique Flagship. Drafting happens in reverse turn order, and in low player counts undrafted ships gain a gold coin, making future drafts more tempting.
The core gameplay remains intact, but each Flagship introduces a powerful ability that affects the region where it lands. One allows a last-minute redeployment, another reduces building costs, and another reduces the troop power of all other airships in the region.
Asymmetry can be tricky. No one likes being stuck with a power that doesn’t align with their preferred strategy for an entire session. There’s also the possibility of a few overpowered abilities throwing the game’s balance out of whack. Fortunately, you are not locked into a specific Flagship for the entirety of the game since they are re-drafted each round. This keeps things flexible and ensures that no ability is permanently out of reach.
The new turn order track, which removes the base game’s gold reward for choosing last, makes that decision space more interesting. Going last to secure a specific Flagship can be very tempting, especially when its power aligns with your goals.
This module adds replayability and tactical depth without sacrificing balance, which is often a difficult line to walk.



Guardian Expansion – Controlled Chaos
What’s a fantasy world without a few beasties?
The Guardian module introduces six unique creatures. Two are revealed at a time and placed in random regions. The first player to place an airship in a Guardian’s region moves that Guardian elsewhere, and its ability affects its new region for the rest of the round. During cleanup, the rightmost Guardian is discarded and a new one enters play.
Guardians have unique effects on their surroundings. Some double the associated building effects or modify troop power; one even pauses starfall rewards in its region for the round. Each effect is consequential enough that everyone at the table will be adjusting their plans to reap benefits or avoid consequences. Choosing where the Guardian will be placed is incredibly powerful and may tempt players to place their airships in a region simply to be the one pulling the strings.
This module injects just enough unpredictability to keep players on their toes without disrupting the game flow. It invites players to pivot their plans for the chance to reshape the round and gives the entire table more information to consider as they work to collect Starfalls.



Bounties Expansion – Objectively Different
The Bounties module replaces hidden objectives and removes the “peek” action entirely. Instead, players compete over visible objectives from the start of the game.
On the surface, this simplifies things since there is no more agonizing over whether to spend scarce resources to peek. But simpler does not mean easier. Many Bounty requirements demand long-term planning and careful positioning from the opening round.
I’m still undecided on whether I prefer the hidden-objective tension or the open race to Bounties. Both create different kinds of pressure. What I appreciate most is the choice. Groups can decide which objective style best suits their table.


Overall Impressions
Tim and I both feel that Awakening elevates Fractured Sky to the point where most of these modules will become standard for us. We were initially hesitant to mix everything together, worried it might overwhelm the experience, especially for new players. But when we finally played with all four modules, we taught my son and he not only kept up, but remained competitive. Not bad for his first game. I suspect this is how we’ll play from here on out.
Flagships have quickly become our family’s favorite module. The asymmetry adds excitement without destabilizing the game, and the round-by-round draft keeps it flexible. I never settled on a favorite ship because what I needed changed constantly. Sometimes the right power was worth giving up turn order and the tiebreaker. Those trade-offs keep the tension high and the decisions meaningful.
The expansions add a bit more cleanup between rounds, but even with all four in play, the game never felt cumbersome. Fractured Sky still moves at a brisk pace.
What I appreciate most is how these modules amplify the psychological layer that already makes the base game shine. Moving a Guardian, drafting a specific Flagship, stacking payload tokens under your airship – each action broadcasts information to the table. Whether that information is genuine or a bluff is up to the player. The base game already rewards misdirection and careful reads. Awakening simply gives you more tools to engage in that tension without complicating the core system.
I suspect fans of the base game will appreciate what Awakening offers, as it builds on and enriches Fractured Sky rather than reinventing it.


