The Riftbreaker - voidreaver
Hello Riftbreakers!

We have just released a patch for The Riftbreaker Closed Co-Op Beta. The full changelog is available below:

The Riftbreaker Closed Co-Op Beta Update, April 14th, 2025 Changelog:
Changes:
  • Removed Grid Culler from various medium-sized trees and other props to make building large structures easier. You won't have to cut down all the trees before you set up your HQ anymore.
  • Removed the 'Drop' button from the inventory screen.
  • Bomb Cascade and Lightning Cascade Omega skills now have lower speed and decreased splash radius to better match the warning signs.
  • Removed the loading hint about modding towers, as this option has been removed altogether.
  • Damage reflection limit has been added to Gulgors to prevent them from getting one-shot by reflective armor builds.
  • Removed the 'Healing Aura' Omega skill from Omega spawners.
  • One rock removed.
Fixes:
  • Introduced multiple improvements to network code and prediction algorithms.
  • Fixed some issues with the DPS value display.
  • Fixed issues with healthbar display for Fungor Omegas.
  • Fixed localization issues on the statistics screen.
  • Fixed an error that prevented other players' stats from showing up in the Statistics screen.
  • Fixed several crashes and small bugs.

EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

We have some exciting news for you right off the bat. We are speeding up the delivery of your beta keys. We want to give access to everyone who signed up for the beta via our Google Form by the end of this month. Additionally, you can now sign up for the Closed Beta of the Co-Op mode via the Steam Playtest access request right on the store page of The Riftbreaker. This is an additional option for those who can’t or don’t want to sign up via Google Forms. If you sign up this way, you will be granted access to the beta next month.

You can request Beta Access here:
https://store.steampowered.com/app/780310/The_Riftbreaker/

And now, back to the regular preview content!

Most of the time, when we talk about the features of the upcoming Riftbreaker updates, we talk about the Co-Op Multiplayer mode. Working on this part of the project has made up a large portion of the last three years for us. Still, Co-Op is only one part of The Riftbreaker 2.0. Another considerable part of this free release will be the new endgame portion of the Story Campaign. It will expand and enhance the game's single and multiplayer experience, and we can’t wait to see you play it! This is a huge topic, and we can’t cover it all with just one news piece. Today’s article will give a general overview of the main objectives and the new activities we have prepared for you. Then, we will expand on the extra buildings, tech, and activities in additional articles. Let’s dive in!

!!! STORY SPOILER ALERT !!!

Please bear in mind that this article will contain technical and lore spoilers for the ending of The Riftbreaker’s main Story Campaign and the new endgame expansion. If you want to discover these parts of the game yourself, we recommend skipping this article for now!

The ending of the main branch of the Campaign gives you a choice: you can either go back to Earth and call it quits or stay on the planet and prepare it for the inevitable arrival of humanity. If you decide to return home, your Galatean adventure is over. You go back to your friends, family, the Riftbreaker command, and await your next assignment. The new, expanded endgame campaign starts if you stay on Galatea. Ashley mentioned several times in passing that she had a much better alternative for this planet - one that doesn’t involve turning Galatea 37 into a shell of its former glory by stripping it clean of its ample natural resources. It will take some time for humans to re-establish a connection with Galatea, so you have some time to work with.


Setting up the Rift Station is going to feel like child's play compared to what you are going to build in the endgame.

During previous Riftbreaking operations, humans always followed the path of least resistance. Instead of trying to understand, preserve, and protect their new colony world, their only goal was to build more factories, power plants, and dwellings. There was no ill intent behind these actions. Humanity has its needs - this is simply the quickest way to fulfill them. It comes at a cost - every new planet quickly becomes a carbon copy of Earth - a giant, sprawling city, with little trace of its natural ecosystem. Ashley hopes that she can prevent it when it comes to Galatea 37.


This GIF kinda gives you an idea of the sheer scale of these structures.

The technology to protect the planet's ecosystem is out there - humans just don’t bother building it because it’s expensive and complicated. Ashle’s plan is simple - do all the heavy lifting and build the infrastructure herself before other humans arrive. This involves building five megastructures. The megastructures are truly monumental facilities, much bigger than even the Rift Station itself. Each of the five structures you build serves a different purpose, but combined together, they will allow you to minimize your impact on Galatea 37 while still reaping the benefits of a brand-new colony world and its ample natural resources.

Here are your mission objectives - the five megastructures:


Quantum Cortex Laboratory - It is the brain of the entire operation. This building houses a quantum supercomputer that will store and analyze all the data for you. Having an operational Quantum Cortex Lab boosts your research speed by a significant margin and allows you to research other megastructures from the brand-new fourth research tab.


This is the fully built-up Quantum Cortex Laboratory with the setup required to run it. Start saving up your supercharged plasma today!

Nanobot Swarm Production and Control Center - Ashley will need lots of helping hands during her mission to protect Galatea’s ecosystem. Nanobots are perfect for that purpose, and this building will serve as their base of operations.


The view from the model editor, with close-ups of some details.

Gravitational Hyper Lens - This structure will serve as a giant stabilizer for the gravitational and magnetic fields of the planet, ensuring your systems stay operational for a long time.


As you can see, the megastructures are not only unique when it comes to the size - they also come in various shapes. Each of them will require you to find a suitable spot.

Hydroponic Sustainability Lab - This Laboratory will store, replicate, and nurture all the samples and saplings collected from among the Galatean wildlife.


Is this the fanciest greenhouse you've ever seen or what?

Mystery Building - We are not quite ready to tell you what this structure is. We can't show it, either. (Totally not because the model is not finished yet). It might be a giant computer, or an antenna, or a factory of some kind. Who knows? Put your best guesses in the comments!


The stages of building up the Nanobot Center. Building megastructures piece by piece will allow you to see the progress you make in real time, and pay the cost in just five easy installments!

Construction of your megastructures will take place in stages. Each stage will add new elements to the building, allowing you to see the progress you make. Building the megastructures piece by piece also makes their cost more palatable. However, you have to know that this will be a huge investment. The megastructures have a high upfront building cost and upkeep requirements. Your existing infrastructure most likely won’t be sufficient. This allows you to put the brand-new Orbital Scanner features to good use and establish new resource mining outposts.


Our artists have done an incredible job with the details on these buildings. They are our crown jewels!

If looking at the sheer size of these structures makes you shudder at the thought of reorganizing your existing bases, fear not. You don’t have to construct the megastructures in your Headquarters. Even better - they don’t need to be on the same map! You are free to organize them the way you like! Constructing all five of these buildings is a massive endeavor, and we don’t want to limit you in any way. If you want to set up five dedicated outposts for each megastructure - that is fine. You can also try to build all five on the same map for a bit of an extra challenge. It’s a crazy idea, but we like crazy.


Naturally, we couldn't resist playing around with some nice lights and reflections (although the effects and lights are not final yet!). Enjoy!

Designing a long-term mission like the one we’ve presented to you today involves a lot of variables. This is why we’re not sharing details like resource and upkeep costs yet. However, we can state that constructing the Rift Station is going to feel like a tutorial in comparison to the megastructures. Currently, we are playtesting the endgame internally - both solo and in the co-op mode. Each playtest we make is a new iteration with tweaked costs and requirements. Once we have something worthy of public scrutiny, we will let you play all this as an experimental update. As we prepare for the experimental release, you can expect more news about the endgame expansion in the coming weeks.


You can build these structures anywhere you like. There are no biome restrictions, and they do not need to be located within the same map.

We hope that this little sneak peek at the design of the free endgame expansion for The Riftbreaker got you excited for the upcoming updates. If you want to stay on top of all the news we publish, sign up for our newsletter, join our Discord at https://www.discord.gg/exorstudios, and join our streams at https://www.twitch.tv/exorstudios - we are live every Tuesday and Thursday at 3 PM CEST. Trust us - you don’t want to miss what is coming next!

EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

We have just released an update for The Riftbreaker Closed Co-Op Beta. This update includes a new Survival Mode mission in the Crystal Caverns biome, as well as some other fixes and tweaks. The full changelog is available below:

The Riftbreaker Closed Co-Op Beta Update, April 4th 2025 Changelog:
Changes:
  • New Survival Mode map: Crystal Caverns. Venture into the maze of limestone caverns beneath the Galatean Tropical Zone. Dig your way through rocks and fight for survival in the darkness of this inhospitable place.
  • We have introduced some functional updates to the lobby screen. You can now open your server lobby before the start of the game. A lot of small issues with the new screen have also been fixed. Thank you for all the feedback!
  • We've added the 'Rich Presence" status tags for The Riftbreaker Multiplayer Playtest. Your Steam friends will now see a status that tells them what you're playing in the friends list.
  • Players can no longer block each other's projectiles with their own mech. This should make fighting hordes of aliens in a tight group much easier.
  • We have changed the nickname and healthbar display for players on the screen to be more legible.
  • Added per-player statistics filtering. With stats separated between the players, you will be able to see who's doing all the heavy lifting and who's just coming along for the ride!
  • Unique loot drops will only appear after the Armory is built to prevent issues with players getting hold of too powerful weapons too quickly.
Fixes:
  • Fixed an issue that could cause objectives information display to be doubled on the screen.
  • Fixed the size of some minimap icons to improve legibility.
  • Fixed some issues with animation times.
  • Included the raytracing stability fix, lowering the risk of crashes by a significant margin.
  • Fixed an issue that could cause buttons to get stuck, for example walking in one direction despite releasing the button.
  • Included several dozen small fixes for GUI.
  • Introduced many optimizations for performance, prediction algorithms, and the networking code.
Known issues:
  • Crawlogs might not get up after killing them for the first time.
  • Crawlog corpses behave in strange ways sometimes.
  • The destructible limestone rocks do not always display correctly, but they are fully functional.
  • If all Communication Hubs are upgrading at the same time, research will stop until the upgrades are complete.
EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

We send hundreds of invitations to our Co-Op Multiplayer Playtest for The Riftbreaker every week. Our playtester numbers are growing steadily, and we’re delighted to see many of you sharing your thoughts about the game with us. There is no doubt that we are close to the finish line. Everyone who signed up for the closed beta will get access before we switch to open beta. Before that happens, however, it’s good to look at the past couple of months of development and talk about the significant changes and updates we introduced. We’ll also discuss what’s currently in development and what improvements you can expect in upcoming builds.


Thanks to the weapons and loot rework, old toys became new favorites - laser is a mainstay in some biomes now!

A couple of months ago, we implemented a complete overhaul of the weapon and loot systems. Not all the changes we made hit the mark in the beginning, but we made huge improvements thanks to your extensive feedback after playtesting the game. After the rework, many previously obscure weapons have become not only viable - they got a new lease on life by becoming an excellent choice for certain enemies and biomes. This led to much more varied and experimental gameplay, which we love to see. Getting better tech from loot drops also gave players a much-needed boost in the face of relentless alien hordes with Omega creatures at the helm. We are pretty happy with the results, but this is by no means the system's final iteration- we will continue tweaking all possible values to make sure the game is challenging, fun, and rewarding.


Being able to disassemble weapons, mods, and upgrades all in one go was one of the most requested features. This will save you a lot of time, clicking, and micromanagement.

Tinkering with entire game systems is not the only thing we have been working on. If you have dropped by our streams lately (Tuesdays and Thursdays, 3 PM CEST at https://www.twitch.tv/exorstudios), you might have caught a glimpse of our newest Quality of Life feature - the mass disassembly system. It is accessed through the inventory screen and allows you to select several items you want to get rid of all in one go. You can choose the items for salvaging manually or use one of the buttons that will automatically select all the items of the corresponding quality level. After picking the items to be dismantled, click and hold the ‘disassemble’ button to confirm your choice. This system lets you dismantle weapons, mods, and mech upgrade modules, making inventory management simple and convenient.


This is probably not the final version of the lobby screen, but we're getting there.

A significant increase in player numbers also came with requests for quality of life upgrades in other game areas, such as the lobby screen and lobby invite system. This was long coming, as our placeholder lobby screen was constructed using the GUI elements we already had available. It was always meant to be made from the ground up, and the influx of new playtesters increased the priority of this task. We created an entirely new screen, where you can set up the initial options for the multiplayer session, load a saved game from before, invite your buddies from the Steam friends list to join, and chat before the game starts. We are still working on some functionality upgrades.


Thanks to lag compensation gameplay feels smoother than ever!

We have also made significant improvements in the game's network code by implementing lag compensation in the form of prediction algorithms. We simulate as much gameplay as possible on the client PC, and verify the state of the game world with the server a couple of times a second. This way, you get immediate feedback on your actions, without the feeling of delay between your input and a gameplay effect. Almost all dynamic gameplay elements are included in the prediction algorithms - creature behavior, projectiles, player navigation, and much more. As a result of all this work, the game is comfortably playable even at high ping values, such as 200 milliseconds. That doesn’t mean we can rest easy - we will continue working on the connection's stability and the reduced data transfer. Optimizing data transfer and improving the game’s responsiveness is by far the most time-consuming thing that we are working on.


Emotes require testing, too! Here are our high-quality, very mature and fancy animations.

Apart from playtesting the Survival Mode in the Closed Beta build, we have conducted several Campaign Mode playthroughs internally. Some of those tests were regular gameplay sessions, exploring all possibilities available to our players. However, we have also conducted thorough destructive testing, trying to break the game in every imaginable way. We tried to connect to the game randomly, drop out of it in the middle of important sequences, reconnect during loading, and exploit all the possible avenues that could break the game. We found a lot of bugs that way and managed to fix the vast majority already. We still have hundreds of bugs in our backlog, but we’re getting through them one issue at a time. Re-working the entire campaign mode for multiplayer is a huge undertaking, and we know we can’t find all of the bugs by ourselves. As soon as we’ve fixed all of the critical issues that we know of, we’ll move to an open beta on the experimental branch.


Our dream is to see players working together on their bases, sharing responsibilities as they go.

As a side effect of our Campaign Mode testing, we have ensured that all biomes are playable, at least when it comes to the base biome mechanics. Thanks to this, we will be able to release new maps for the Survival Mode in the Closed Beta. In the upcoming weeks, we plan to release a series of updates that will add the missing Survival missions to the mission pool, introduce new biomes, and bring in new enemies and challenges. This will significantly increase the replayability of the Closed Beta for our playtesters and allow us to find and identify all the issues that might have eluded us during our own testing. You can expect us to send out more keys alongside these content updates!

Not to spoil anything, but we are really close to some huge news. If you don’t want to miss anything, join our newsletter to receive notifications about the latest news for The Riftbreaker and everything EXOR Studios. You can find the link below:


Hang tight - good things are coming your way! We're incredibly grateful for your support and can't wait to share more exciting updates with you.

EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

Every week, we publish an article designed to keep you informed about the development of The Riftbreaker. Some of these news pieces tell you about upcoming features, like the one about the Randomized Mission Generator a couple of weeks ago. Other times, we tell you development stories and explain our approach to certain challenges we encounter along the way. Our Co-Op progress reports are a great example of this kind of news. No matter the news topic, we want to keep you in the loop and well-informed about everything related to our studio and the game. Direct communication between the developer and the player community is one of the keys to a great game.

Each article we publish takes a lot of effort, planning, and preparation, but it is very well worth it. Your feedback, suggestions, and criticism allow us to improve on the features of The Riftbreaker before the official update releases. The articles we release receive a good amount of attention, and a huge number of you read them every week, for which we are beyond grateful. However, it doesn’t mean we shouldn’t look for improvements. This is why we decided to start our own EXOR Studios newsletter.

Yes, an email newsletter might seem a little dated in the era of short-form videos, but the data doesn’t lie. Email is still one of the most efficient ways of notifying people about news, and we would like to try. As always in EXOR Studios fashion, there is something in it for you. By signing up for our newsletter, you will receive a code that will allow you to unlock a unique in-game skin for Mr. Riggs. That is not the only newsletter exclusive we are planning - we want you to get real value from interacting with our news.


This is our take on "steampunk, but futuristic".

We also know your time is limited, and we don’t want to overstay our welcome. We promise not to spam you with anything irrelevant. Here’s what you can expect from us after signing up:
  • Our weekly developer blog. These articles show you what we're currently working on and explain our daily challenges and design choices.
  • Major Update Changelogs. We release one or two major updates a year. They are free for all our players and significantly expand the value you get from our games. We will not update you about every minor update - only the most significant ones.
  • Beta testing opportunities. Get involved with the development process and help us shape the future of our games. You will test the most significant updates and other exciting projects before release.
  • Special offers and promotions. We will let you know about discounts in case of historically lowest prices.
  • Exclusive offers for our newsletter members. We will give you access to cosmetic in-game gifts, like skins and decorations, available only to the members of our mailing list.

Please note that emails might reach you with some delay. We are in the process of warming up our IP address and the number of emails we can send per hour is throttled.

EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

The player community is the backbone of The Riftbreaker - and always has been. Since the early days, you provided valuable feedback about the early builds, highlighting our successes and shortcomings. This allows us to improve the game and address the hiccups you encounter. However, giving us valuable insight is not the only thing you have provided us over the years. Another aspect you have excelled at is modding the game. You’ve been making them since the days of Alpha and haven’t stopped since. Every once in a while, we try to showcase the most interesting mods available. Some are featured more than once - and this is one such case. Let’s take a look at the latest update for WirawanMYT’s Expanded Arsenal!


You can expect a lot of explosions and destruction with this mod.

This update has taken quite a while to cook. WirawanMYT told us that besides having to sort out his IRL matters, he wanted to solve several issues in his mod backlog. He has been steadily fixing the Lua bugs in the mod since the earlier versions, but that has taken a toll on the overall pace of development. The release of World Expansion 3 has not made things any easier, introducing changes to existing Lua scripts and adding completely new ones, which Wirawan couldn’t have accounted for. Still, he braved on, learning and improving as he went. Here are some of the things Wirawan has changed in the latest update.


The reworked gravity blasters are great against hordes of smaller enemies.

Since the mod’s name is Expanded Arsenal, it’s natural that we will talk about weapons first. Wirawan’s mod introduced unique elemental heavy blasters with several firing modes - a regular one, a charged shot, and an alternative charged shot that triggered if you held the charge button longer. The latest update revises some of the second firing modes of these blasters to make them more useful—for example, the heavy magma blaster used to lay mines as an alternative charged shot. To improve its usability, it releases a magma wave instead, providing a temporary area denial against smaller mobs. Other heavy blasters changed similarly - we’ll let you discover precisely what they do.


The bouncing blade tower looks like a lot of fun, and a lot of carnage.


Magma artillery doesn't seem like it would do great in the MOIST conditions of the Fungal swamp, but it does!


This might look like white phosphorus, but it is not. It's cryo artillery!

The defensive tower suite has also received some updates. The volley tower has been replaced by an all-new type of tower that shoots bouncing blades. It is an excellent anti-swarm measure but not very effective against singular targets. The elemental artillery tower suite has also been reworked. Instead of being simple copies of the artillery tower with different damage types, various artillery towers now have different shells and impact effects. The acid artillery explodes into a gas grenade, affecting multiple enemies over a long period. The cryo artillery shoots a shell that splits into five smaller shells, dealing cryo damage in a wider area. The radioactive artillery uses a fragmentation shell and bursts into piercing radiation in a horizontal axis, dealing almost instantaneous damage. This expanded and reworked lineup of towers offers excellent strategic and tactical depth. Not to mention all the cool effects Wirawan made from scratch - you must see them for yourselves.


How about a flaming power rod, which turns into a tornado after it expires?

Wirawan’s mod had long-range missile towers long before the release of World Expansion III and the arrival of HCMs and Power Rods. The modded towers were more powerful, with their ranges spanning the entire playable area. With the addition of the “official” long-range towers (and the accompanying Lua improvements on our side), it made sense to restrict the range of the long-range towers. To make up for that sacrifice, Wirawan gives each missile tower a unique effect meant to deal with a specific type of threat. Now, you have plenty of towers to choose from, and they differ in the amount of damage and type, projectile travel time, or damage pattern. There are plenty of things to experiment with.


Each shot from towers like these will drain your liquid storage reserves, so make sure to have a lot stocked up in case of a lengthy defense.

Naturally, with great power comes great upkeep cost. To fully utilize the power of all the new defensive towers at your disposal, you must supply them with various fuel types, including several different liquids. Pipe crossings will become your best friends as you try to supply each tower type with its corresponding liquid and solve the pipe spaghetti. Moreover, Wirawan has brought back a mechanic from The Riftbreaker’s past. Towers have a certain upkeep cost when they are in idle mode. That cost rises dramatically when towers are firing at enemy creatures. This requires you to have a strategic reserve of liquids saved up for attacks, further increasing the strategic complexity of your base economy. Be sure to manage your resources wisely and plan ahead to ensure you always have enough reserves for when the enemy attacks.


Here, you can see enemies spawning from the magma eruptions. You have to stay vigilant, as the enemy might literally spawn behind your back!

Wirawan introduced innovations not only in the weapons department but also in the weapons department and wave spawn mechanics. By playing around with spawn rules, Wirawan managed to give some enemies the ability to spawn in unusual circumstances. For example, acid rain can bring in waves of creatures from the Acidic Plains biome as an “extra” attack outside the regularly scheduled ones. Earthquakes and other geological events might cause the Volcanic Zone enemies to appear. Falling meteors can take some bio-hybrids from the Metallic Valley along for the ride. You get the point - you are not safe and should invest in some new defenses and be on high alert. Hostile Galatean creatures may appear in unexpected places! And remember, Wirawan’s Omega creatures are much more potent than the ones you can expect from us!


Wirawan's Omega creatures can shoot down the incoming artillery projectiles.

It’s also worth mentioning that in the Expanded Arsenal mod, neither the players nor the creatures are defenseless against artillery attacks. Wirawan has spent considerable time implementing the “active defenses” mechanics, which allow all sides of the conflict to shoot down enemy projectiles mid-air. The player can do that using their defensive towers or mech upgrades - projectiles on the collision course will be automatically intercepted and shot down. Some aliens, especially the Omega strains, also possess this ability. However, such defenses aren’t impenetrable. Simply launch more shells and overpower the enemy’s defenses with the sheer volume of projectiles. You can also use weapons that do not use projectiles at all - like the flamethrower or laser.


Your towers gain the ability to shoot down artillery projectiles!


Unfortunately, so did other enemy creatures and structures.

The list of changes and improvements could continue, but trying the mod out on your own is best. Go to Steam Workshop or mod.io and download Expanded Arsenal. We recommend playing it in a new Campaign, though - there is so much new tech to learn that a Survival run simply will not do it justice. If you have any questions, the mod's author is very active both on Steam and on our Discord server at https://www.discord.gg/exorstudios, and we’re sure that he will answer all the questions you might have!

Get the mod here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2893151510

See you next time!
EXOR Studios

Disclaimer: Make sure to back up the files you save before you play any mods. Modded saves are incompatible with the vanilla version of the game.
The Riftbreaker - voidreaver
Hello Riftbreakers!

We have just released a patch featuring our latest fix for the stability issues you have been encountering on Nvidia RTX GPUs.

A couple of weeks ago, we released a patch aiming to reduce the frequency of the crashes, but stated that it was not a permanent solution. We have conducted a thorough investigation and came up with a build that we believe will remedy this situation.

We found out that the problem lay with our acceleration structure. The raytracing implementation requires us to prepare Bottom Level Acceleration Structures (BLAS) and Top Level Acceleration Structure (TLAS). We have two types of BLAS - static and dynamic. The static BLAS contains information about static props and terrain. It is generated once, during loading, and stored for the entire gameplay duration. Dynamic BLAS contains information about all the other objects - buildings, destructible props, creatures, and the player. These structures need to be rebuilt every frame to maintain accuracy. TLAS uses the information stored in BLASes to provide us with accurate data during the raycasting pass.

If you want to know more about raytracing in our game, here's a detailed article about it:
https://steamcommunity.com/games/780310/announcements/detail/2890711124511610519

We noticed that the issue occurred when a "fast rebuild" of our acceleration structures was triggered. It is an optimization technique that reuses some parts of the old acceleration structure to build a new one. When using fast rebuild on the new driver version, it was possible for the data stored in the GPU memory to get corrupted and result in a critical failure. This only became apparent on new driver versions. Disabling this optimization reduces the risk of failure by quite some margin, but we are not 100% certain whether it is the final fix. We will continue investigating this issue and hope that the patch we are releasing today will solve this problem for as amny people as possible.

We are very sorry it took so long for us to find and fix this error. It was well hidden - it relied on a specific combination of GPU, drivers, and other variables. Only one PC in our studio was capable of reproducing the crash on a regular basis, which made the process extremely tedious and difficult.

Please let us know if you encounter any GPU-related issues with the latest build.
EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

We have just released a patch for The Riftbreaker Closed Co-Op Beta. The full changelog is available below:

The Riftbreaker Closed Co-Op Beta Update, March 19th, 2025 Changelog:
Changes:
  • Changes have been made to the disassembly system. You should now be able to disassemble multiple items at once.
  • Changed the "Assist", "Warning", and underground treasure markers from old flags to new 3D meshes for better visibility.
  • Added placeholder voice lines to several ping menu options.
  • Poogret Poo now produces much more loot.
  • The biocache scale now grows with rarity.
  • Nuclear Power Plants no longer have a uranium upkeep cost.
  • Players now have access to the menu options when the server is paused.

Fixes:
  • Fixed several issues with the Multiplayer Lobby screen and the "Invite a player" functionality. Now, you can invite players from your friends list even if they do not have the game open. If a player accepts an invite when the game is not launched, we will launch the game for them. However, they still won't join your lobby. Inviting players who are already in the game joins them to the correct lobby. We are still working on a fix that will allow you to join with just one click.
  • Fixed some issues with the Repair Facility materials missing.
  • Fixed the display of resistance statistics on the Characteristics screen.
  • Fixed an issue with the Carbonium Factory animation that caused Carbonium samples to get stuck on the screen forever.
  • Fixed a crash that occurred when client received the server heartbeat before the world initialization.
  • Fixed issues with muzzle flash replication between clients.
  • Fixed an issue that caused players not to receive items when connecting mid-session.

EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

It is time to unveil one of the major innovations in the free Riftbreaker 2.0 update, which will be available to all our players. During your exploration of Galatea 37, you go on several expeditions taking place in the seven varied biomes of the planet. However, those storylines end with the establishment of your permanent resource outposts. Many of you wanted to keep exploring the biomes - either because you were fond of them or because you needed the resources that those biomes provided. We wanted to give you such an option for a while, and now the time is right. Here’s your first look at The Riftbreaker’s randomized mission generator.


Choose the biome and mission type, roll to find what you want, and ahoy, adventure!

Our newest feature becomes available once you have established a resource outpost in a given biome. Mind you - you have to finish the entire storyline of that leg of the campaign. Bolting out before the objectives are complete or setting up an Outpost building on the scouting mission do not count! Once you’ve “completed” a biome, you can simply go to the Orbital Scanner menu screen and select the ‘Scan’ option. That will take you to a brand-new screen, where you can order your long-range radars to look for a place viable for one of two things: exploration or resource extraction.


Exploration: The Riftbreaker style. You can find groups of bioanomalies in some spots. Perhaps activating them all at once is not the best idea, but we won't tell you how to live your life.

Exploration missions are perfect for those players who want to experience the thrill of venturing into areas densely populated with Galatean wildlife. These places are rich in Bioanomalies, Biocaches, and underground resource deposits, encouraging you to scout the entirety of the mission area. You can find something useful around every corner and test your arsenal in combat situations. Resource extraction missions, on the other hand, take place in areas with more raw resource deposits and fewer natural dangers. They are perfect for setting up additional outposts that will boost your economy to reach the mysterious, long-term endgame goals (which we’ll keep a secret for a bit longer).


Here's the preview of the Scanner screen with all the mission data. The data points are explained below.

Once you choose the biome and the mission type, the scanner will try to find a suitable location for you. When it does, it will present you with a list of basic facts and statistics about that area. You wouldn’t want to make a blind rift jump into the unknown, would you? Here is a short description of the data you will receive from the long-range scans:
  • Map Size - informs you about the size of the area of interest in kilometers. Not all maps are square!
  • Threat Level - This stat tells you about the area's density of the alien population. It is possible to find areas where a specific species dominates over others, making it much more likely to encounter a particular type of creature and making missions much more exciting.
  • Terrain Type - This will inform you about the area's terrain formations. Flat and open areas are better for setting up outposts. Lakes allow you to take advantage of liquid resources. Canyons give you a tactical advantage when fighting aliens. We have crafted over thirty new map tiles with varied layouts to enhance gameplay’s strategic depth further.
  • Bioanomalies - The higher the stat, the more Bioanomalies you can expect to find. This is what you’re going to be predominantly interested in when looking for an area for an exploration mission.
  • Underground Deposits - The number of hidden resource caches you can excavate using the Geoscanner.
  • Resource Types - Informs you about the variety and amount of resources you can find in a given area. This will help you decide what factories you can build during your mission.


Here's an example layout of a resource-rich map in difficult terrain. Building an outpost here would be challenging, but imagine all those resources ready-to-go in your Storage!


This example, on the other hand, shows what you can find during exploration missions. That's actual water in the Tropical Zone biome! We finally have the technology!

Galatea 37 is an enormous place. There is a virtually infinite number of places you can visit, explore, and use to expand the economy of your proto-colony. If you dislike the area found by the scanner, you are free to perform another scan. This will allow you to find a place that will help you fulfill your goals. However, each area picked up by the scanner is interesting for one reason or another. They contain anomalous objects and sites that should spark your scientific curiosity. For example, a freezing cold area in the middle of a radioactive wasteland. Or a meteor impact site. Or a gravitational anomaly in the middle of nowhere. Each map is worth exploring, but ultimately, the choice is yours!


Sometimes you will find unique formations or sites that will tell a story of their own. Explore everything and look at anything unusual!

The ability to scan for additional planetary missions is one of the biggest innovations in the upcoming Riftbreaker 2.0 update. It will play a huge role in the Extended Story Campaign and allow you to elevate your infrastructure to levels you have never seen before - and this is just the tip of the iceberg. Be on the lookout for more news, where we will reveal even more new mechanics and upgrades to the ones you already know. If you hang out on our Discord at https://www.discord.gg/exorstudios or our streams at https://www.twitch.tv/exorstudios you’ll be among the first to find out what we’re talking about.

See you there!
EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

In today’s article, we will address one of the most commonly asked questions about the Co-Op mode in the Riftbreaker. Before you ask, no, it’s not the release date. Yet. We’re sorry about that, but we’re making excellent progress with the beta build. We release hundreds of access keys every week, adding more players to our testing pool. Each session you play and each bug report you send us is crucial in shaping the game. Your feedback brings us closer to the finish line, but we’re not there yet. Today, we want to address your questions about the Campaign Mode in Co-Op, specifically, how we will handle the fact that the Campaign takes place across multiple maps.


A player may start the voting process for travel across biomes at any time. Any. As long as the Orbital Scanner is available. And as long as you're not under attack. And as long as there is no other source of interference. But other than that, any time.


Here's a closer look at the not-yet-finished revamp of the Orbital Scanner screen.

The question we mentioned in the intro of this article is: “Will we be able to be on different maps at the same time during a Campaign run?” Unfortunately, the answer is no. As you know, The Riftbreaker runs on our own engine, The Schmetterling. Over the past few years, the engine has undergone a complete rework, adapting its single-player functionality to handle network play. The goal we set for ourselves was to make sure everything you’ve already seen in the game translates well into the multiplayer context. We expanded the engine with tons of new features and capabilities to meet that goal. However, our resources are limited. Allowing you to play on different maps at the same time would necessitate a total makeover of the campaign structure and the logic behind it. Allowing players to travel to different places independently would essentially turn the game into a small MMO and make you rely on our servers for the game to run. We didn’t want that to happen, so we chose the other option - all players on the same map at all times.


Over 50% of players have to agree to a Rift Jump. You will have to convince others why you want to go somewhere else.

Now, let’s talk about how we are going to handle travelling between maps in the Campaign. We chose to use one of the oldest human inventions still in use today - good old democracy. During a Co-Op Campaign, any player can enter the Orbital Scanner screen and choose a location they would like to visit. However, instead of going there immediately, all players will receive a prompt informing them that one of the players would like to travel to another location. Then, they have one minute to vote ‘Yes’ or ‘No.’ The player who started the vote is automatically counted as a ‘Yes.’ This democratic system ensures that every player's voice is heard, and the outcome is decided by the majority. If more than 50% of players participating in the session agree to jump to a different region, the voting ends, and the rift jump commences after a few seconds.


The voting screen slearly states who started the vote and where they want to take you. It also shows you how much time there is left to cast your vote. The popup disappears as soon as you choose one of the options.

We decided to use simple majority because it is a fair and logical way of settling ties for groups of two to four players. Both have to agree to jump in a session with two players. Otherwise, the vote is dismissed. In the case of three players, two of them have to agree to make the jump for the vote to pass. With four players, at least three have to agree. We also considered going with the absolute majority, where all players must vote positively. Still, we ultimately decided against that after a run-in with our in-office trolls, who voted ‘No’ for fun at all times. With this system in place, one vote won’t break the flow of the campaign for everyone.


When all players cast their votes and the result is positive, the game doesn't wait until the timer ends. A save is triggered and off you go!

We are currently conducting a series of parallel Co-Op Campaign tests, with the intent to break the game as much as we can. We purposefully disconnect from the game, connect back, crash on purpose… We’re doing everything possible to ensure the Campaign Mode is an excellent experience for you. As we said earlier, we’re making good progress, and we can see the light at the end of this tunnel, but we’re not quite there yet. We hope to share some good news with you soon - it seems more likely every day. In the meantime, we encourage you to sign up for our Co-Op Beta test and Discord at www.discord.gg/exorstudios to get the latest updates. Also, remember to join our streams on Tuesdays and Thursdays at 3 PM CET at www.twitch.tv/exorstudios - you can get answers to all your questions live!

See you next time!
EXOR Studios
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