The Riftbreaker - Pacanus
The time has come!

After months of preparation, we are finally ready to unveil a longer look at the gameplay of The Riftbreaker! Join us on our stream, where we are going to play through a short, pre-alpha demo version of the game, that presents the core gameplay loop and base mechanics. It's a great opportunity to chat with us about the game, ask questions and see what the game looks like in real time.



Do not worry if you can't be there from start to finish. The demo is not too long, so there will be a couple of playthroughs for sure. We highly encourage you to join and share your thoughts and feedback. At this point, nothing is set in stone so we would love to hear what you want to see in the final version of the game.

You can find the stream either here on The Riftbreaker Steam Store Page, on Mixer or on Twitch. Pick your favorite platform, make yourself comfortable and let's jump through the Rift together!

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After the stream, make sure to join the Discord - www.discord.gg/exorstudios - We hang out there almost all the time.

See you on the stream!

EXOR Studios

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May 4, 2019
The Riftbreaker - voidreaver

In The Riftbreaker we are going to give you access to lots of futuristic technologies. Rift portals, automated defense systems, self-operating factories, you name it. All those incredible things need energy to operate, sometimes lots of it, but more often than not a simpler, more subtle solution will be necessary.

The basic energy structure in The Riftbreaker is the solar panel. It might seem unexciting at first, but this building will provide for your basic energy requirements in the earliest stages of colonization of Galatea 37. The panels are designed to be reliable and consistent. The solar panel is made up of two main elements - the collector dish and the arm. The arm is motorized, directing the dish at the position where it can gather the most energy. The dish itself is foldable, so it can protect its structural integrity in the event of harsh weather or other dangers. The whole device automatically folds down at dusk and resumes operation at dawn.

This leads to the major issue - what do we do about the power consumption at night? Does the base just stop functioning at night? On a planet full of hostile, alien creatures that could mean a death sentence. The solution to this come in the form of Energy Storages. These buildings accumulate all the excess power that is produced and release it back to the network once the production falls below the demand. Naturally, this will require some planning and setting up multiple ‘solar farms’, as one Energy Storage unit is not big enough to power a whole base through the night.

While not the most efficient, Solar Panels do not require you to provide any additional fuel to produce the energy you need. That also means they do not generate any harmful byproducts, leaving Galatea’s ecosystem intact, which might be more precious than we can imagine.

Higher resolution: https://gfycat.com/pl/tallwaterloggedaurochs

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May 1, 2019
The Riftbreaker - voidreaver

The Rift Technology is incredible. It can send almost anything across any distance at an instant, opening up paths that were previously inaccessible for humans. There is one limitation that keeps us from conquering the whole universe - it is impossible to transport electric energy without storing it first. That is why it is a priority for every Riftbreaker to establish a robust energy network as soon as possible after arriving to a new world.

Luckily, it is not as difficult as it sounds. The first thing you will need is a generator. They can vary in type, output, and size, but more on that later. After you’ve got your generator up and running, use the energy connectors to start powering the buildings up. Connectors are very simple to use. Place one near a building and it will automatically extend connection cables to it. The connector will also detect any new compatible structures in its vicinity and connect them to the network as well. Once the energy connectors are in place and enough power is brought into the network, the buildings will start their operations. Note that adjacent buildings do not require a connector to make energy transfer possible.

There are multiple energy sources you can utilize. The one that is right for your base will mostly be determined by what you can access with the most ease. You should not try to make use of everything you find at once, as it will be highly inefficient and waste a lot of your much limited resources. However, once you are ready to complete your mission that will change. Producing and storing as much energy as possible will be necessary to power a rift back home.

Make use of carbon. It is present in some form on almost every planet that supports life. If there is life, there must also be death, decay and their byproducts. Check if decomposing animals and plants produce flammable gases. Scan the geodetic structure of the planet. You might be able to utilize geothermal processes or tectonic movements to power your equipment. If there is access to radioactive isotopes on the planet, do not hesitate and build a nuclear power plant. Once you have your power needs covered, build a fusion reactor. Note that it is possible to utilize renewable energy sources, however they are usually less efficient.

Higher resolution:https://gfycat.com/pl/minorvalidcrane

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The Riftbreaker - voidreaver

A couple of days ago we presented to you the rift technology, one of the features of The Riftbreaker that we are most excited about. We received quite a lot of follow-up questions from you, so today we will try to talk about the rifts a little more in-depth.

First of all, we want to give our players the freedom to explore the vast world of Galatea 37. Covering large distances on foot (even mechanical) is tiring, time-consuming and might be dangerous if you stumble upon a pack of angry Canoptrix. That is why you can place rift portals wherever you like. They are self-sustainable, so there’s no need to plug them into any power grid. You can leave them behind in interesting spots you want to explore later and come back when the time is right.

Another thing worth mentioning is that you do not need to be anywhere near a rift portal in order to teleport. They serve only as exits for you to choose from. Think of the teleporting mechanic as a network of tunnels. It is sprawling underneath the whole world of Galatea 37, allowing you to find yourself in any spot on the map in an instant. The only thing you need to do in order to make use of it is dig up an exit - and you do that by placing rift portals on the map. Then, you can burrow into your tunnel at any time and pop back up through one of the exits you’ve set up earlier.

The play area in The Riftbreaker is going to be quite large. You are going to have your main base and several outposts to take care of at a time. The planet you are on is a dangerous place, so all of those places are going to need protection and maintenance. Ideally, you want to have a rift portal in all of your outposts. Teleporting does not cost you resources, nor does it come with a significant cooldown. Therefore, you can be anywhere you need to be at all times.

We hope this makes things a bit more clear about the rift technology. It is a very powerful mechanic, and it might seem a little overpowered at the moment, but do not worry. We will give you plenty of things to do and you will be glad to have the ability to move around freely.

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Apr 24, 2019
The Riftbreaker - voidreaver


The gas power plant project has turned out to be a success. The main base is operational and it turns out that it makes enough electricity to power all the buildings in the area and then some. I’ve dismantled all of the base’s solar panels. We will find a use for them elsewhere. I have to start thinking about building a second outpost, preferably somewhere near another sludge deposit. If I can set up a network of Gas Power Plants I can start storing the excess energy to eventually power up the portal back to Earth. Maintenance shouldn’t be a problem, either - I will simply place rift portals at all our outposts, making distance a non-issue. I am amazed by this tech every time I make a jump - no matter how far I am, or how deep in trouble I am, the HQ is just milliseconds away.

- Captain Ashley S. Nowak - personal log

The idea behind the rift technology is to give our players an uninhibited ability to jump between distant places in the game world. It acts like a fast travel system, but it is entirely up to you where you set up the rift portals you can jump to. This gives you the chance to protect your outposts even when you’re away on a mission, miles away. We hope you will make good use of the power this gives you.

Higher resolution GIF: https://gfycat.com/pl/frenchperkycranefly
Extended vid: https://youtu.be/R8-X_laE1vc

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The Riftbreaker - voidreaver


The hours I spent analyzing samples and doing research finally paid off. Some time ago Mr. Riggs suggested taking samples of the green substance we’ve been finding in ponds all around this place. It turns out that the sludge itself isn’t too useful - it’s just decomposing organic matter. What is useful, on the other hand, is the byproduct of this decomposition, the gas. It seems to be very flammable and much more concentrated than the stuff we could find on Earth. I will try to take advantage of this and set up a power plant running on this fuel. Mr. Riggs has pulled out some schematics for it out of his database. I’ve modified a couple of things in the blueprints, hopefully, the sludge won’t clog up the systems outright. If everything goes right, we will have enough juice to run this base forever. If it doesn’t… well, at least we will go out in the blaze of glory.

- Captain Ashley S. Nowak - personal log

The resources available in The Riftbreaker come in many forms and all of them require different treatment and storage. The liquids are especially interesting since you will have to plan and build pumps and pipelines to make use of them. The fact that you can’t build anything else on the pipelines will pose interesting planning challenges. Don’t worry if you have to rebuild something, though - selling buildings you already own gives you back all the resources used to construct the building in the first place.

Higher resolution GIF - https://gfycat.com/pl/shorttermseveregallinule

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The Riftbreaker - voidreaver


I can’t think of any better way to start off a day than by repelling a horde of rabid alien dogs trying to breach my base’s perimeter. I don’t really know what made them so mad at me this time, but I am glad that Mr. Riggs has that big old blade attached. A couple of swings, some help from the towers we set up earlier and we’re done. The blade seems to be very effective against everything we’ve come up against so far. Upgrading it with the energetic resonator was a really good idea. It cuts through almost anything - whether it’s a monster trying to have me and Riggs for dinner, or a tree. And the best part? The metal the blade is made of is so strong there’s not even a dent on it. If only I didn’t have to get up close and personal to all the critters trying to ruin my day I would be much more confident here. That’s it for now, I have a lot of work to do today. We might have found an alternative power source…
- Captain Ashley S. Nowak - personal log

The blade you can see in the GIF and on our main art is just one of a few melee weapons you can use while playing The Riftbreaker. It’s quite strong, but the necessity of getting close to your enemies is a significant drawback. This weapon does not require any ammunition to use, so you will always have a viable plan B when you run out of bullets in your long range weapon. You don’t want to explore Galatea 37 defenseless.

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The Riftbreaker - voidreaver

Mr. Riggs’ sensors were right. The whole planet is infused with energy from an unknown source. It seems to run through all the animals and plants, but some seem more affected than others. The Canoptrix we encountered today were emanating red light and were very aggressive. The ones we observed before did not glow and were rather docile. I will have to look more into that, it gives me the creeps. I don’t want to start glowing red and going bananas on my stuff.

Anyway, even though there is this unexplainable life force giving everything a boost, there are still places which I can only describe as barren. Today, when I took Mr. Riggs for a little exploration, we even stumbled upon a full-blown desert - sand and everything! We were very lucky to find a big ore deposit. I set up a steel factory there, it should boost our production significantly and open up a path to further expansion. We also got an outpost there so that we can go back quickly in case some red canoptrix decide to eat our buildings again. It’s also good because the servos in the suit got a lot of sand in them. Walking back could have destroyed the mechanism.

- Captain Ashley S. Nowak - personal log

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The Riftbreaker - voidreaver

Arachnoid Sentinel

Length: 1.8 – 2.2 m
Height: 1.3 – 1.5 m
Weight: 140 – 200kg
Endurance: average
Special ability: uses the web to slow the enemy down
Attack: it spits acidic web on the creatures unfortunate enough to find themselves too close. After slowing them down it uses its claws and teeth to end their misery.

The Arachnoid Sentinel can be found near clusters of cocoons, which serve as the hatcheries for these strange species. Its task is to defend the young. The cocoons can react to being approached by other creatures and more Arachnoids may hatch if provoked. The Sentinel spits sticky web at the enemies, immobilizing smaller creatures and slowing down the larger ones, which gives the Sentinel time to organize a larger attack in a group. Moreover, the web is highly corrosive when it comes into contact with the materials from Earth. The Mecha-suit and buildings in the base take structural damage when they come into contact with it. Arachnoid Sentinels hate strong light, so they spend most of their time hiding in the shadows of caves or in the undergrowth.

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The Riftbreaker - voidreaver

Kafferroceros
Length: 5.1 – 5.2m
Height: 3.4 – 3.7m
Weight: 900 – 2300 kg
Endurance: quite resistant to enemy attacks thanks to the carapace covering its head and spine.
Attack: It charges at the enemy with its head down low (it resembles the hammerhead shark). Right before the attack it shakes its head and stomps its massive feet.

Prefers solitary life. In its natural habitat, it subsists on a diet of small plants growing close to the ground, roots, sprouts, young leaves and fruit. It can break small trees in order to get food. It is careful, calm and easily startled. Escapes into the woods to hide from danger.
Despite all this, it will attack if provoked, using its massive hammerhead. It's often encountered near ponds and swamps. It can't stand the heat, so encounters are most likely in the morning or just before dusk. Infused with the planet's energy it will trample over everything on its way, thrashing around and displacing boulders and trees.

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