In The Riftbreaker the players will have the chance to complete side missions chosen randomly from a pool of events created by us. One such example was the Canoptrix Nest encounter we spoke about earlier this week. This time we will show you the other event we implemented already. It is the first mini-boss fight we have. Be mindful that it is quite primitive in its current state and will definitely change before we release the game.
Some time into a Survival run Mr. Riggs will inform Ashley that an unknown large alien creature has appeared nearby. This is accompanied by much higher activity from Arachnoid Sentinels, large, acid-spitting arthropods (click here to learn more). These creatures can be quite devastating to the base because of their long-range attack that allows them to stay outside the range of Sentinel Towers.
A scaled-up Arachnoid Sentinel model currently holds place for the boss, which is currently in the making.
In order to save the base and resources, Ashley must find the large creature and eliminate it. The creature itself is an enormous Arachnoid, but it is unclear whether that is an effect of mutation or if it serves the role of a brood mother. It’s exceptionally aggressive behavior does not make research any easier. The only real possibility of ever learning more about this creature is to take it down and research the samples later.
The entire concept art for the boss.
Fighting the creature itself is not very difficult, nor should it be. It is obviously tougher and packs a bigger punch than its smaller counterparts, but if you keep your distance you should be fine. The real source of pressure are the swarms of smaller Arachnoids that will keep coming at your base until you defeat the boss. If it happens to spawn during the attack wave, you might find yourself in a lot of trouble. Once defeated. the unusually large Arachnoid will drop a ton of valuable loot and the attacks on your base will cease. That will give you time to repair the damage done to your base and craft some new shiny toys with the collected materials.
Fighting this thing is tough on its own. Add some extra creatures to the mix and you’re in a world of trouble.
The Riftbreaker will feature a varied pool of side events to randomly trigger during your Survival missions. We hope this will keep you on your toes over the course of gameplay and encourage you to go out and explore the rich world of Galatea 37.
This is just a reminder that we are live right now on www.twitch.tv/exorstudios and we're testing the latest development build of The Riftbreaker. Join us and make use of the interactive stream events using our chatbot.
For the past couple of months, we have been streaming The Riftbreaker in Survival Mode. The goal of each Survival Mode session is to survive a set amount of time on a randomized map. You have to search for basic resources, scavenge rare minerals and build up your base from scratch while defeating wave after wave of hostile creatures. There is always plenty of things to do around the base but in order to make things even more interesting, we have started experimenting with random encounters. Let’s talk about the first of them - Canoptrix Nest.
The Nest is not something that you want to see on your path...
First of all - what is a Canoptrix? Well, it is the smallest and by far the most common Galatean creature you can currently see in The Riftbreaker. We have shown it to you before, but here’s a TL;DR for those who might have missed it: it is a relatively small omnivore. Canoptrix live in packs and aren’t usually aggressive until attacked. When provoked, they attack using their sharp claws and teeth. You can see them scattered across the whole planet and emerge from massive nests.
The nests seem to appear out of nowhere once in a while. Every time it happens, the Canoptrix population skyrockets and the animals become very aggressive. Drawn to energy emissions, they will try to destroy the Riftbreaker’s base at all costs. Not much is known about the nest itself - Ashley will have to do a lot of research to discover its true nature. For now, it seems that the nest is a living organism. Canoptrix seem to be either the spawn of this strange thing or to live in symbiosis with it.
Swarms like these will come at you all the time if the nest is on the map. Make sure you have enough fuel for the flamer.
The Canoptrix Nest has a chance to appear at a random time during the Survival Mode run in The Rifbreaker. When it happens, the base will get swarmed with Canoptrix time and again. The only way to stop the constant stream of attacks is to go out into the wild and destroy the Nest itself. The player is rewarded for doing that with a lot of rare minerals and research samples.
Chop it down ASAP!
This side mission is just one of the ideas we have to get the player to leave the safety of the base and to explore the randomized map. The events and their impact on gameplay will vary, and we will tell you about one more such encounter later this week. Do you have any ideas for Survival side missions? Let us know here and on our Discord - www.discord.gg/exorstudios. We are always on the lookout for new sources of inspiration.
Our stream from the latest stable build of The Riftbreaker is live. It's the best chance to see some unedited footage from the game and chat with the developers (and also mess with them by sending some natural disasters their way thanks to the interactive stream events).
As you might have noticed during our streams (every Tuesday and Thursday at 3 PM CET) we have added the loot system to The Riftbreaker some time ago. Killing enemies and destroying objects in the environment has a chance to spawn objects that can be picked up by Mr. Riggs. The objects range from basic resources, carbonium and iron, to rare minerals and alien specimens. All these items can help Ashley immensely during her adventure on Galatea 37.
The amount of loot after the battle is huge. Mr. Riggs will have plenty of sorting to do.
One of the aspects of hack’n’slash games we want to give you in The Riftbreaker is the variety of available weapons and other equipment. The way we are implementing it in our game is through the crafting system. You will collect loot, research equipment blueprints and then craft the item by using the resources you found during your adventure. We chose this approach because it wouldn’t make much sense if aliens dropped human weapons upon death. This way of handling the item progression is much more natural.
Crafting items on your own is also interesting for one more reason - the properties of the item you’ve just crafted will be different each time. The differences in stats are meant to encourage you to try crafting items multiple times, just to see what the results might be. Although we have not implemented this functionality just yet, we can’t wait to see what happens when we finally get the chance to do it.
A newly-crafted item can completely change the outcome of the fight.
Randomized stats is a feature that we are excited for, but will require quite some time in development. We wouldn't want anyone to end up in the situation when a player loses the game just due to RNG. We are working hard on improving The Riftbreaker every day. If you want to be a part of it, make sure to join our streams and our Discord server at www.discord.gg/exorstudios
Ashley and Mr. Riggs arrive on Galatea 37 with a very limited amount of resources and just a few basic blueprints. While it is enough to lay the foundation of their first base, it does not put them much closer to achieving their ultimate goal - opening a two-way portal back to Earth. In order to do that, they will have to obtain plans for more advanced structures and items. Luckily, hundreds of years into the future the Internet is still a thing! The Riftbreakers can download additional blueprints directly from the database on Earth. Downloading new technologies will be one of your main objectives in The Riftbreaker.
The model for the Communications Hub.
The possibility to download new blueprints is unlocked after building a Communication Hub in the base. This building is equipped with the quantum entanglement data transfer devices necessary to make contact with Earth. It is a very complex operation. The hub itself requires a significant amount of resources for construction, and keeping it operational will stretch out your energy reserves. In exchange, it will provide you with the bandwidth needed to obtain new blueprints. Building more Communication Hubs speeds the process up - two receivers are always better than one.
If you decide to set up a second Hub, make sure to have sufficient power reserves.
Downloading blueprints is not the only way to explore new technologies and expand your research tree. While exploring Galatea 37 you will often come across alien specimens that can be researched in the Laboratory. It is a building that you haven’t had the chance to see during our streams just yet (they happen every Tuesday and Thursday, by the way). Once you collect enough specimens of one kind you can start an analysis in the Lab. We won't tell you what kind of knowledge you'll be able to gain from doing so. Let it be our little secret for now.
The world premiere of the Laboratory!
The research tree is still expanding and anything you see in our streams or in the news can (and probably will) change before the game is released. The best part is that you can influence what happens! Share your feedback, ideas, and requests, here, during our streams, and on our Discord server - www.discord.gg/exorstudios - we analyze all the messages you send us.
Halloween season is here, and it has arrived to Galatea 37 as well! Mr. Riggs has decided to decorate his base with some tombstones and jack-o-lanterns this year. Their warm light does a good job of making the dark, gloomy, autumn nights a little less cold, but... Would you dare to come trick or treating to this place?...
We are toying around with the idea of introducing some seasonal events that would trigger during holiday periods. They would be purely cosmetic and optional. What do you think about that? What events should we cover? What props should we introduce? Let us know in the comments, on our Discord (www.discord.gg/exorstudios) and during our streams (Tuesday and Thursday, 3 PM CET). The streams this week are going to feature both our Halloween props!
Last, but not the least important:
We would like to wish you all a spooky Halloween (but in a fun way), filled with laughter and friendship. Celebrate the time you get to spend with your close ones and cherish the memories of those who are no longer with us. Or just play some cool video games you haven’t had the time to try just yet, that’s fine too! Do something that will give you joy during the long and cold autumn evenings.
We have already told you about some of the advanced defensive towers you are going to make use of in The Riftbreaker (you can read about them here, here and here). More tower variants and designs are, of course, going to find their way into the game over the course of the development. There is one unsung hero that makes them all tick - the Tower Ammo Factory.
It is not the most exciting building in the game, but it is vital to the defensive capabilities of your base. It uses Carbonium, Steel and other crafting components to supply the defensive towers with the ammunition necessary to operate. You can control the manufacturing process through the Manufacturing section of the game menu.
Here you can see all the different kinds of ammo that the factory makes. You can check what kind of resources are necessary to produce one packet of ammo by hovering over its slider. The corresponding materials will become highlighted in your inventory, so there is no need to browse through hundreds of pages to find out whether you have enough hazenite to get the ammo you need. Furthermore, you can adjust the limit of production or disable it completely if you want to preserve your resources.
The Tower Ammo Factory does not produce bullets for Mr. Riggs’ portable weapons - that is handled by the Armory. It should be also noted that one factory will not produce enough ammo to supply all the towers in the heat of battle. It might fill up your Ammo Storages when you are not being attacked, but if you run out in the middle of a fight, you’re on your own. Make sure to have a lot of factories and that they are well-supplied.
While watching our regular dev streams (which happen every Tuesday and Thursday, by the way) many of you commented that repairing buildings one by one is tedious and ineffective. As a response to that, we added a new building to The Riftbreaker research tree - an automated Repair Facility, the first AI-controlled building that is not a defensive tower.
The Repair Facility monitors the condition of the buildings within its operational radius. If any changes in structural integrity are detected, it automatically deploys a drone that starts repairing the damaged building. The repair is not instantaneous, but the possibility of keeping all your structures intact without the need for physically being nearby is worth it.
This is what the drone will look like. It is not implemented in the game just yet
The Facility can be further upgraded. The more advanced levels of this building can host more drones, which increases the number of buildings the Rapir Facility can simultaneously take care of. That comes at the cost of an increased need for energy consumption..
Two freshly built Repair Facilities doing some work on damaged buildings in the base.
The Repair Facility is the first of the buildings we plan to add that to The Riftbreaker that requires AI Cores to operate. Up to this point, only the defensive towers required them. However, since monitoring buildings and repairing them is not a purely mechanical task, it makes all the sense to add AI as a necessary resource. The players will have to build AI hubs to keep the Repair Facilities operational.
Do you have any ideas for more automation we should incorporate into our game? Let us know here and on our Discord server: www.discord.gg/exorstudios
We wanted to give you updates on the show live from the floor, but PGA 2019 was pure craziness! We were visited by thousands of gamers of all ages (almost 80.000 people showed up for the event!). Some of them had already heard about The Riftbreaker, and some of them saw it for the first time in their lives. The response we got was great, and the feedback is going to help us make the game even better! We gave out countless gadgets, took a lot of pics, answered an endless stream of questions... and we would do it all over again tomorrow!
The highlight of the event came on Saturday evening, at the official PGA afterparty, which also hosted the PGA Awards ceremony. The judging committee decided that The Riftbreaker deserved not one, but two awards! Thus, we received prizes for the Best Indie Game of PGA 2019 and the Best Booth of PGA 2019! Needless to say, we were beyond ecstatic!
Here’s a couple of pictures:
We had the chance to take a picture with a very old APC on our way to Poznań...
...but that wasn't the only adventure.
Booth assembly in progress. Developer for scale.
Silence before the storm.
The queue started the moment the fair opened on Friday and didn't end until late Sunday afternoon!
Our awards! Best Indie Game of PGA 2019 and Best Booth of PGA 2019!
Pure joy!
We had some media opportunities, too. The journalists seem to be excited to see how things develop.
Our updated team pic. One of our artists had to go home early and couldn't make it.
Now we are back in the studio. Mr. Riggs has been deconstructed and laid to sleep for winter, awaiting the next trade show season. We are more motivated than ever, expect to see a lot of The Riftbreaker in the near future.
Join our Discord if you want to stay in touch with us and get the chance to access the closed beta next year - www.discord.gg/exorstudios