Ever since we first unveiled The Riftbreaker to the world, we have been getting numerous questions about the multiplayer aspect of the game. Even though initially we did not plan to offer more than a single-player experience, our stance on that has changed seeing how important it is for many of you. We have already announced that we are going to try implementing co-op into the game once we are finished with the single-player portion. However, there is something that we have been keeping a secret for almost a year now. We present to you: The Riftbreaker: Training Grounds!
Training Grounds is the prequel to the Story of The Riftbreaker. It focuses on the most grueling part of The Riftbreaker training. You and 99 other players will each take control of their own Mecha-Suit and enter the Simulated Training Destination. Inside, the Riftbreaker Cadets have to use the resources they find in the environment in order to craft the tools necessary to survive. Then, they battle each other until only one of them is left standing. Only the winners are allowed to take the final test and complete the training. Fail three times and you’re out of the program - only the best are allowed to become Riftbreakers.
To increase the player immersion, each player will have exactly three attempts to win the trial. No more, no less. Three shall be the number of attempts you’re allowed, and the number of attempts shall be three. The fourth attempt will not happen, and neither will the second one, except the one preceding the third. The fifth attempt is out of the question. Once the third attempt is completed, either in failure or victory, the fate of the contestant shall be decided. If victorious, they will be able to play The Riftbreaker once it’s out. If not, The Riftbreaker: Training Grounds shall be deleted from their library and they will not be allowed to play The Riftbreaker.
The Riftbreaker: Training Grounds will be available for free, with the option of purchasing additional colors for the Mecha-Suit. The game releases on October 21st. More information coming soon! We hope you’re as excited as we are!
We have a new update for Alpha 2 ready and published. There are a few gameplay improvements and a large number of maintenance fixes. A huge thank you goes out to all of our Riftbreaker testers for their relentless hunt for bugs. As usual, we will send out a new batch of alpha keys after the stream today (it's live now! https://www.mixer.com/exor_studios ).
We are currently working on a number of large gameplay changes which makes maintaining a stable branch of the game very time-consuming. We are working on a new weapons system (randomized properties, augmentations, special characteristics), an improved resource system (so it's clearer where tanzanite, hazenite etc. come from and what they are needed for) and a complete overhaul of the inventory screen. To make these changes happen we have to break the game first and we don't want to slow down development to keep it functional during that period. As a result, we are planning to slow down the pace of updates to the Alpha build for some time. This may be a month or two. Either way, we'll keep you informed on the progress as we move forward. Your feedback is crucial to us at all times, so keep those suggestions, as well as bug reports, coming!
The full changelog for this update can be found below:
Added Ashley and Mr Riggs's dialogue warnings about incoming weather events
Cheaper repairs - repair price factor changed from 25% to 20% of the base building cost.
Improved display of damage numbers * Better scale and movement for damage numbers. * Critical hits without bigger visual scale. * Less "floaty", whatever that means... * Damage numbers have constant width to avoid moving left/right.
Flora collector added to research
Added smoke trail for sniper rifle bullets
All key shortcuts can now be remapped (this one is for you AZERTY users)
Changed weather damage announcement minimum interval time to 30s from 10s
Moved dynamic vegetation to advanced graphics tab
Improved localization for building speed multiplier option - was building speed
Bigger explosion power for acid bulbs (only visual) - because bigger explosions are better explosions :)
Fixed Riftbreaker logo animation loop
Fixed capital letters in the controls screen
Fixed invisible menu items
Fixed misc GUI nad menu problems
Fixed main menu invisible buttons issue
Fixed false mouse cursor movement blocking keyboard/pad menu navigation
Fixed WeatherState sounds not stopping on game restart/load
Fixed incorrect positions of some entities after game load
Fixed playing dead animation when an enemy unit has already died (no zombies in this game, sorry)
Fixed changing dead enemies to "wrecks" after save/load
Fixed time of day override weather blending - windyboys won't start to turn super fast any more
Fixed flame towers constantly shooting at dead enemies after save/load
Fixed scroll bar in load menu
Fixed double buildings on building upgrade
Fixed floors removing buildings
Fixed missing energy lines when selling/destroying buildings
Fixed repair tower drones destroy on building upgrade
Fixed collisions for mushroom_big_01.ent prop type
Fixed buildings working for a few seconds after being built, even without supplies (the hunt for zombies continues!)
Fixed a crash when the game was saved while a flame tower was shooting
One of the pillars of The Riftbreaker project has always been Community-Driven Development. It means that we keep in touch with our community at all times, informing you what is going on in the studio, as well as listening to the feedback you keep providing. We can’t even begin to tell you how grateful we are for that. Your ideas, comments and opinions have already made many elements of the game better, from minuscule UI changes to Ashley’s backstory itself.
Now, it is your opportunity to impact another aspect of The Riftbreaker. Most of you have already got to know the Survival Mode in some form, either by watching streams or playing it by yourself. The time has come to flesh out the Campaign Mode. Our vision for this has been thoroughly described in this article. We expect that it will take quite a long time to reach its final form, so there is plenty of time to come up with ideas and propose changes. Let’s dive into the world of game design.
There are two approaches when it comes to designing your campaign - top-down or bottom-up. The former puts the story first, adapting the entire mechanical side of the game to fit the narrative. The latter puts the emphasis on engaging and meaningful mechanics that can hold their own even without the story. For this project, we decided to take the second approach. The depth of our game mechanics gives us plenty of options to avoid falling into unneeded grind.
The Riftbreaker is not going to become a ‘FedEx’ game. You won’t be forced to constantly find MacGuffins and bring them home. We want to offer a variety of activities in the game world with a natural variety to them. Some tasks will focus on high-octane action, while others are going to be more subtle. This contrast reflects Ashley’s role as a combination of both a scientist and a commando. We don’t want to reveal too much, but here are a couple of ideas for missions in the game:
An earthquake is coming and there is a chance it will obliterate your base. Scan the geological structure of the area and place seismic stabilizers in suitable spots to minimize the effects.
Find a rare creature, isolate it and stun it in order to research it.
Lure a group of useful creatures and start herding them.
Quests like these mixed with our traditional ‘blow up half of the planet’ missions should give you a nice variety and keep you entertained. However, something is missing here…
Your input. Do you have a cool idea for a mission? Something that has never been done before? Or perhaps something that you’ve seen in another game, but would like to see our take on it? We would like to hear those ideas!
Don’t worry about lore or rewards for completing the mission. The bottom-up approach gives us a lot of flexibility - the quests become puzzle pieces that we can easily fit into any part of the game.
Focus on the mechanics, similarly to the examples we gave you above - what the player is supposed to do.
Don’t be afraid to break the rules. Sometimes encouraging the player to make-do without an ability they relied on for a long time can lead to interesting situations.
Go crazy! If some things turn out to be too difficult to implement for us, we can always find a way around.
What’s in it for you? Eternal fame and glory. Your name in the Community Section of the game Credits. A special place in Void’s heart.* And for the best of you - SWAG. (as soon as the postal services start working again).
*While supplies last.
WHERE DO I SIGN? To keep everything in one place we have opened up a google form. Simply provide your nickname and tell us your idea for the next Riftbreaker mission.
We promise to discuss all the ideas internally and take everything into consideration. We’re sure you’re full of great concepts, and while we can’t promise to fit everything into the game, there’s a good chance that you will leave a mark on the game for posterity.
The past couple of days were a blast! We are stunned by your overwhelmingly positive reception of The Riftbreaker Gameplay Trailer and the start of the Closed Alpha Test. We would like to extend a heartfelt ‘thank you’ to everyone involved. Your level of enthusiasm for the game keeps us motivated in these difficult times.
Speaking of difficult times - a short update on what’s happening in the studio. Some of you who attend the streams regularly might have noticed that the scenery has changed from the EXOR office to Void’s bedroom some time ago. That’s because we decided to move all EXOR employees to home-office mode. Nobody forced us to do so - it was a decision based on our safety, safety of our families and the people around us. Be responsible, do the right thing, stay at home if you can.
That being said, our work doesn’t stop and we’re back with regular devlogs this week! Apart from fixing bugs, we do not stop working on new features. The one we would like to present to you today is something we’ve been asked about for quite some time. Everyone, meet the drones!
Just look at them go!
Drones are fully autonomous devices, designed to carry out simple, mechanical tasks. You could say that most of the buildings in The Riftbreaker do that - Carbonium Factories automatically collect and process Carbonium Ore, Armories produce ammunition, etc. However, by using drones you do not have to stick to only one specific spot in order to carry out a job. You can cover a much larger area by putting these little robots to good use. There are various types of drones available in The Riftbreaker, each specialized in doing something slightly different.
It's the acid rain again! Scramble, boys, we've got work to do!
The most basic variant will take care of repairing damaged structures in your base. These drones are stationed within the Repair Facility. When the Facility detects a building that’s out of shape within its operation radius, it will send out a drone to fix the problem at the cost of some building materials. There are also drones that will collect rare minerals for you. Their home base is the Crystal Collector building. These robots will scan all the crystalline structures within their range and extract everything that Ashley can use for crafting. We also have drones that take care of planting plants, harvesting them, and each type comes with its own base station, too! Plenty of buildings to build, plenty of drones to fly around!
Spinoff ideas: Mr. Riggs' Garden Adventure, Farming with Mr. Riggs, Mr. Riggs in the land of cabbage...
Of course, autonomous work comes at a cost. In this case, all buildings that serve as drone hubs need a significant amount of energy to operate, as well as AI cores. This puts even more emphasis on keeping your AI hubs operational, as their state will not only affect your defenses now, but also other operations carried out within the base. Carefully balancing the amount of AI devoted to defensive systems and base maintenance will be tricky, but you will be rewarded with a base that functions similarly to a living organism.
Naturally, our drones are still at an early phase. Things will change and new functionalities will be added. What kind of drones would you like us to implement? Let us know in the comments and on our Discord, where you can also sign up for the Alpha! Some of our community members are already testing the drones out!
Speaking of Alpha, we’ve had a little maintenance patch roll out this morning. Here’s the changelog for that one!
Alpha 2 - Update 3, Stable Build 116 - Changelog (March 25th, 2020) - Fixed crashes related to the repair tower - Fixed a crash on map save + restart combination - Fixed a crash in the flame tower when loading a save created while the flamer tower is shooting
Once again thank you for reporting all of these problems and sending the crash reports using the built-in crash reporting tool. This saves us a lot of time and enables us to fix these issues relatively quickly.
The next scheduled maintenance update will be coming sometime next week.
2. Thank you for all the feedback on the Alpha build of The Riftbreaker! Here's a list of what we managed to track down thanks to your help:
Alpha 2 - Update 2 Changelog (March 24th, 2020)
Added: Tutorial textbox how to resize floor tile now appears (but only once per playthrough)
Change: Temporary Rift portals are green now to be more distinct from the regular ones
Change: Portal icons on the minimap are now triangles
Change: Drones can now fly over world-blockers
Change: Sandbox description now informs you of the existence of the F11 Sandbox Control Panel
Change: Mr. Riggs now has a small Uranium Storage built-in
Fix: Uranium added to Solid Material Storage Level 2 and 3
Fix: Missing particle effect for Uranium damage added
Fix: Speed bonus items now work as intended
Fix: Movement controls can be remapped (in case you were using an AZERTY keyboard)
Fix: Pipes can now be targeted and destroyed by enemies
Fix: Research and building names shortened not to collide with progress bar in research
Fix: Smaller fire effect for acid bulbs
Fix: There are no more 1px holes between the building menu icons
Fix: Removed all enemy waves from HQ upgrade events on sandbox difficulty
Fix: Drone buildings now properly display their influence radius
Fix: Entities should now appear in the correct places after loading the game from a save file
Fix: Debris no longer burns in sludge forever
Fix: Multiple small localization fixes
Fix: Multiple Crash-to-desktop bugs
These changes are now live!
We are planning the next maintenance patch for the pre-Alpha 2 build to be ready early next week. Thanks to your continued support we are finding a lot of bugs, rebalancing various game systems and introducing numerous improvements.
If you would like to help us shape the game and join the Alpha, go to our Discord:
Oh, and we forgot to mention that we're sending out a new batch of pre-Alpha keys today. Want more info? Check the stream out (we're live right now!) ;)
We've got a new Riftbreaker build ready with a bunch of fixes and small additions. Thank you for all the solid feedback that you've been giving us. It's helping us a lot to quickly fix and improve any outstanding issues. To celebrate the successful launch of the closed alpha we're now sending out a bunch of extra codes to those that have signed up and are the most active on the Discord. www.discord.gg/exorstudiosLet's fight those bugs together!
Changelog for pre-Alpha build 100/101 on 2020.03.20
New - Added autonomous repair drones to the repair tower
Fix - arachnoids not attacking the player in certain conditions
Fix - wave interval timer in custom difficulty
Fix - drone positioning on their home structures
Fix - performance degradation after load,
Fix - objects missing from the minimap after load
Fix - "Chainsaw Sword" bug which would freeze the attack state of the sword in certain circumstances
Fix - Wall gate now can override walls lvl2 and lvl3
Fix - smoother Armory collision model
Fix - broken animation states of some dead enemies
Fix - added missing lvl2 and lvl3 icons for some upgraded buildings
Fix - Crash reporter - window snapshot should fail if window is not focused
Fix - disabling continue button on test event demo map
Multiple fixes for the settings menu
Change - weaker wind on the introductory mission
New updates are coming next week!
P.S. You might have to restart Steam if the update doesn't start automatically.
As always, feel free to contact us through our social media channels and remember to join the Discord!
Today, almost exactly one year after our initial game reveal, we have started sending out The Riftbreaker Alpha Test access keys to our community members! The first batch of keys is out in the open.
The keys are being sent out to those people, who applied to join our testing through the form available on our Discord. Don’t worry if you have not received your key yet. We are distributing them in waves, according to your activity in the community and the hardware you have. We will be sending out new waves of keys together with new updates to the alpha. If you’re new to our community and would like to sign-up for Alpha testing then you can still do so through our Discord. www.discord.gg/exorstudios
This “pre-Alpha 2” build of the Riftbreaker offers an Introductory Mission and Survival/Sandbox Mode. The Introductory Mission is a scripted experience that is meant to guide you through the basics of gameplay. Once you are ready for a real test of your skills, try the Survival mode. You can pick one of the pre-made difficulty settings we designed or adjust the difficulty sliders to your liking. If you feel especially adventurous, you can also randomize all the game parameters and jump in blind, only to see how long you can last. There is also a sandbox mode available, where you can enjoy endless gameplay without being bothered by enemy attacks. It’s a perfect setting to test new solutions and toy around with the game. A Sandbox Control Panel will allow you to change what happens in the game world, too.
Please take note of whatever bugs you find in the game and report them to us, using the built-in ‘Send bug report’ option in the game menu. We are going to be fixing the problems on a regular basis. If the game crashes, it will ask you what you were doing at the time of the crash and ask you to send the crash report. This is very important - the sooner we can catch a game-breaking bug, the sooner we can fix it. Don’t hesitate to share your thoughts about the game on Discord, too!
You are free to stream your game sessions, make YouTube videos and other forms of online content. The only thing we ask of you is to disclose to your audience is that the game is not finished and that the footage they see does not represent the final quality of the Riftbreaker. We work on improving the game every day.
Some Streamers, YouTubers and Media have already had access to our previous pre-Alpha build in November. The current “pre-Alpha 2” build has a lot of changes and improvements since that time. If you’d like to know what exactly has changed - here is the changelog for the current build:
FEATURES:
New Streaming Features:
Added votes between attack waves.
Added new event types: rain, meteor shower, unlock research, resource comet, change time of day, new objective.
Added ability to enable/disable positive/negative stream events.
Added streaming settings screen to the Pause menu,
Added a popup informing about streaming after load
New Difficulty Modes
Custom Difficulty - now you can tweak the game’s settings to your liking including gameplay time, resource amounts, enemy wave strength, building cost or even enemy damage multipliers
Random Difficulty - let the game surprise you with some unknown modifications
New Feature: Sandbox Control Panel - It allows you to send in custom waves of enemies, grant resources or summon weather effects. Have you ever wanted to test your defense setup against a wave of 10000 canoptrix?
New Feature: Treasure Detector - an equipable item that adds a whole new gameplay layer of searching for buried resources through a “hot’n’cold” mechanic. Hidden resource caches and resource deposits including geothermal vents can be found across the map.
New surface properties system - different types of surfaces (e.g. ground, metal floor, sand, mud) have unique properties including walk speed, walk sound, walk effects etc.
New Feature: All defense tower types are now upgradable.
New Floor Building System - much improved interface for mass building floor.
New Power Plants
New Building: Carbonium Power Plant - burns carbonium to produce energy
New Building: Animal Biomass Power Plant - burns animal biomass to produce energy
New Building: Plant Biomass Power Plant - burns plant biomass to produce energy
New Resource: Geothermal Vent. A few geothermal vents appear on the map, plus a few remain hidden to be found using the treasure detector.
New Research Path - Atomic Power - it is now possible to mine and refine uranium to build nuclear power plants.
New Resource: Uranium
New Building: Rare Element Mine - used to mine uranium and other rare elements.
New Building: Uranium Centrifuge - used to enrich uranium.
New Building: Nuclear Power Plant - produces energy from uranium.
New Building: Carbonium Synthesizer - produces carbonium from steel using energy.
New Bio Self Sustainability Path
New Building: Flora Cultivator - grows vegetation that can be harvested for biomass.
New Building: Flora Collector - harvests vegetation for biomass.
New Building: Bio Composter - produces flammable gas from biomass.
Walls are now upgradeable - reduce the number of layers necessary to survive
New Weapons
New Weapon: Plasma Gun - rapid fire energy gun.
New Weapon: Small Machine Gun - basic machinegun.
New Weapon: Laser - high power laser that shoots a continuous beam that increases damage over time.
New Feature: Charged attack mechanic. Single-shot weapons can now have an additional, charged attack.
New Feature: Critical Hits System. Mr. Riggs can now deal critical hits with much higher damage.
New Feature: Items can be dismantled for resources.
New and improved enemies
Tougher enemy strains - Alpha and Ultra. They appear mostly on higher difficulty settings.
New Arachnoid Boss design - changed model, added destructible armor, tweaked movement speed in regards to animations, added melee attack. It can now also lay eggs and take part in wave attacks on higher difficulty levels.
New Canoptrix Spawner design, model, sounds, - canoptrix spawn from eggs.
New Feature: Added mass Upgrade, Repair and Deconstruction tools. Now you can perform all of these tasks very quickly.
New Weather system:
Random weather events can now happen during the game also outside of streaming mode.
Added time of day icon.
Added new weather events including Rain and Rock Rain(TM)
Improved world randomization and new map sets. Now the world has even more variety.
Added a new automated crash dump upload and feedback tool - now you can just click “Send” after a crash and type some nice @#$#%^@ for us!
CHANGES:
Optimized performance - the game runs up to 30% faster.
Tweaked difficulty modes:
Easy is now much easier
Normal is now slightly easier
Hard is now much harder and lasts 90 minutes instead of 60 minutes
Brutal is #@$%%!
Stream integration: Add and Take Away Resource events now work based on percentage of total storage available.
New event manager handling game logic. Changed quest spawning rules.
The minigun weapon has been moved to heavy weapons and buffed significantly.
Changed aiming constraints for towers - Sentinel Towers can now aim at enemies standing directly beside them, Flamer Towers will not shoot towards the ground.
Tweaked building upgrade levels - higher level buildings have improved efficiency with much better cost/effect ratio.
Removed ammo storage from HQ, added more storage to Mech.
Health and efficiency of many Level 2 and Level 3 buildings tweaked.
Less lights for building effects - decrease visual noise.
Changes to the appearance of damage numbers.
Mines disappear under buildings, changed mine behavior.
GRAPHICS:
New vegetation shader - added a sub-surface scattering effect to foliage for improved rendering quality.
Unified vegetation fire patterns - all vegetation props are now flammable with improved fire effects.
New enemy damage skin system. - Enemies look hurt when damaged.
LightFadeInOutAffector added to fire - now burning objects light up gradually.
Multiple sets of new rock and crystal formations.
New mushroom models.
Additive bloom - optimized performance.
SOUNDS:
New Main Menu music.
Changed building sounds.
New sounds for most weapons.
New GUI sounds.
New bullet hit sounds.
New sounds added for Arachnoid Boss.
Startup sounds buffer increased.
BUGFIXES:
Fixed shield shader.
Fixed dash melee damage.
Fixed multiple crashes connected to the big map.
Fixed searching for unit type with a fixed distance from the player (look for the boss instead of the marker).
Fixed crash on FinishSurvival event.
Fixed wall flickering
Multiple anonymous small and large bug fixes that didn’t make it into the change log - R.I.P.
We have something special for you today. It’s been almost exactly a year since we unveiled The Riftbreaker to the world. Your response has been overwhelmingly positive and motivated us to work even harder. Obviously, the game has evolved a lot over the course of this year. We would like to show you what we’ve been working on these past months. We are beyond excited to present to you our first official Gameplay Trailer for The Riftbreaker!
We did our best to show all the important aspects of The Riftbreaker gameplay in this short video. We start off with a segment on exploration of Galatea 37 with new biomes! These are the areas of the planet that we have not visited yet during our streams. They do not only change the visual side of things, but also introduce gameplay changes. Some resources are less common in these areas than in other regions, which will encourage you to adapt your strategy. Unique effects such as environmental damage will also require you to research additional solutions to brave the wilderness of Galatea 37.
Here are short characteristics of the locations you can see in the trailer:
ARID WASTELAND - Intense radiation from rich uranium deposits has rendered this area inhabitable to most fauna and flora species. Those that remain have adapted in unique and interesting ways. The lack of a protective atmosphere above this zone invites the sun to scorch the ground with intense heat. It might be safer to explore at night, but you probably won't be alone...
VOLCANIC GORGE - Unforgiving, unwelcoming, relentless. Setting up an outpost here is not an easy task. Volcanic ash blocks most of the sunlight, rendering some of the technologies useless. Intense heat can break most of the Riftbreaker’s equipment components. Make sure you are well prepared if you want to uncover the secrets of this place.
CAUSTIC BADLANDS - The unique mix of conditions present in this area resulted in a place that’s both dangerous and interesting. Salts of elements present in the soil transformed the lakes into vast pools of acid. It’s not great news for Ashely, but there are unique lifeforms here that thrive in such conditions. Researching them might make survival on Galatea 37 a little easier.
After establishing your base it is time to make sure that all your infrastructure is safe from any outside interference from the native creatures. New variants of enemy units will test your defensive setup time and again. However, there are more defensive options than ever that you can utilize to protect your valuable mines, factories, power plants and other facilities. You can spot some of the new buildings in the trailer, too! Oh, and did we mention new weapons? Yeah, we have them as well! New launchers in several varieties, railguns, plasma guns, a portable nuke - all attachable to Mr. Riggs and ready to wreak havoc.
The trailer also shows you the scale of battles that will take place while you are defending your piece of land on the surface of Galatea 37. The numbers of creatures will go into thousands and there will be plenty of things to take care of… and you will be able to start taking care of them very shortly. Tomorrow we will have some exciting news about The Riftbreaker. News about the thing that interests you most…
The Riftbreaker is a mix of genres that we at EXOR love very much. There is a bit of strategy, a bit of survival and a bit of action RPG. That last part especially tells you that there is going to be a lot of creatures to deal with and various weapons to choose from, some more destructive than others. Today we are going to take a look at one of the latest additions to The Riftbreaker arsenal that belongs to the former category - the Swarm Missile Launcher.
The Swarm Missile Launcher is one of the more advanced weapons in the game. It means that in order to craft it and use it properly, you will need to do a fair bit of research. First, you must download the blueprints for the weapon from Earth using the Communications Hub. After the download is complete, you will be able to craft the weapon and equip it. We guarantee that the first time you do so, it will make you feel like the most powerful entity in the Universe.
The red spheres show you the radius in which the rockets bend the grass.
Every time you pull the trigger, a salvo of rockets will launch. The projectiles are quite small, but their explosive nature means that they will damage all the enemies in a radius of the explosion. You can even wield two launchers at the same time, akimbo style! The best part, however, is that there is almost no delay between the shots. There is almost nothing stopping you from simply holding the trigger down and unleashing hell on your foes. Almost nothing…
Quick pest control, Riftbreaker style.
Unfortunately, such a power cannot come without a cost. Your basic storage for explosives is pretty limited, preventing you from simply spamming rockets all day long. There are ways to circumvent this - you can either increase the ammo production by upgrading your Armory (or building an additional one), or stockpile explosives in Ammunition Storage. Either way, the Missile production requires a steady flow of Carborium, Steel and Tanzanite, a rare mineral. You will need to work hard to be able to use it constantly, but the benefits are really worth it.
Make sure that the build of your base supports spamming launchers, or you can get surprised by an empty mag in the worst moment.
The Swarm Missile Launcher is a universal weapon. It can stop swarms of smaller creatures, as well as take down larger, individual threats, such as the Ultra varieties of Hammerroceroses or Arachnoid Sentinels. It might become even better in the future, as we are currently working on expanding our weapon crafting and customization system. Many parameters of the weapon will become adjustable to your liking. That, however, is a topic for later. Add The Riftbreaker to your Wishlist and join our Discord not to miss all the latest news about the game and to sign up for testing - www.discord.gg/exorstudios
The action of The Riftbreaker is set hundreds of years into the future. Centuries of technological progress allow for the automation and simplification of many processes that are huge undertakings today. Various multi-stage tasks can be handled by autonomic facilities that require only basic resources and power to operate. Unfortunately, the production of nuclear power is not one of those processes that can be neatly wrapped up into one package. Even though it has been simplified a lot, it still requires a fair bit of setup and that’s our topic for today.
Rare Mineral Mine - a universal building that will relieve you of the mining duties.
It would be impossible to produce energy in a Nuclear Power Plant without proper fuel. Luckily, there are natural deposits of uranium ores present on Galatea 37, although they are quite rare. If you happen to find one, you should do your best to make use of it. While it is possible to mine uranium using Mr. Riggs’ drill extension, it is much easier to set up a specialized mine to do the dirty work for you.
The centrifuges do not have to be built next to the power plant, but we like them this way :)
The isotope of uranium that you find in the ore is not pure enough to sustain a chain nuclear reaction. It has to be enriched in order to be used as fuel. This task is handled by Uranium Centrifuges. These devices make it possible to harvest a much more volatile isotope of uranium that can be easily used as fuel. The collected enriched uranium is then automatically transported to the real star of the show - the Nuclear Power Plant.
Mr. Riggs is four meters tall - the power plant is a really massive structure.
This impressively large building houses a reactor that produces massive amounts of energy. As long as the building is supplied with enough fuel, it keeps on working, unaffected by the time of day or weather conditions. It is a perfect power source for all the systems that need to stay online all the time, such as AI cores and defensive towers. Be careful, though - if something bad happens to the Power Plant, it could be disastrous for your entire base.
Not great, not terrible.
Nuclear power in The Riftbreaker comes at a significant cost. It requires you to download relevant blueprints, build specialized structures that cost a lot of resources, and find a rare mineral. However, the upside of building one is great, most likely allowing you to decommission most of the other Power Plants in your base. It’s one of the big payoffs in the game, and there are more to come! Join our Discord to get to know about them first, and perhaps try them out in the alpha soon! www.discord.gg/exorstudios