The Riftbreaker - voidreaver
Hi everyone!



We would like to thank you all for the huge popularity of the weapons design contest that we held over the course of the previous two weeks. With over 200 awesome weapon ideas submitted on our Discord server and more than 2500 votes cast in the final vote, it has surpassed all our expectations. It seems like you enjoyed it too, so let’s try this again!

What kind of skills/consumables for Mr. Riggs would you like to see us implement in the next expansion for The Riftbreaker?

This time the contest is much more open-ended, as you can choose between three distinct item categories, all with different characteristics. Let’s take a look at them right now.



First of all - active skills.

Active skills are expansion modules that you have to craft only once. After assigning them to a hotkey you can use them an unlimited number of times - they do not require any ammunition or charges and the only limiting factor for them is the cooldown, which will vary from skill to skill. An example of this is the Emergency Explosion skill. After crafting and equipping it, you can use it as much as you like, but not more often than once every 20 seconds.

Next up - movement skills.

These are very similar to active skills, with the caveat being that you can equip only one of them at a time. They are also related at least a little bit to Mr. Riggs’ movement. Examples include the Dash (available from the beginning of the game), the Power Jump, and the Teleport and Alien Camouflage (which allows you to MOVE unseen. That’s movement-related and we won’t be convinced that it’s not). They also operate on a cooldown.

The last category - consumables.

These are single-use items that Mr. Riggs can carry a certain amount of. They are produced in the Armory. Consumables typically have a short cooldown and can be used one after another as long as you have some left in your inventory. If you run out, you have to wait for the Armory to produce more. Prime examples of consumables are landmines and grenades.



Bearing these in mind, tell us your ideas for skills and consumables. Here’s the answer format:

Name:
Type: consumable (short cooldown, limited amount)/active skill (long cooldown, unlimited uses)/movement skill (movement-related, only one equipped at a time)
Effect:

Example:
Name: Mini-miner
Type: Consumable
Effect: Mr. Riggs deploys a mini-mining drill exactly at the spot where he’s standing. If there is a minable resource underneath, the miner will produce that resource for a limited time.

Another thing that’s different from the last competition is where you can post your answers. We heard that some of you do not want to create a Discord account just to take part in our little contest. That’s alright, as we don’t want to force you to do things you dislike. We will still take answers on Discord (www.discord.gg/exorstudios) in the #rb-skill-contest channel, but this time we will also collect the answers from the Steam News comments, Facebook comments and Twitter replies.

We’re waiting for you to submit your ideas until Monday, 11 AM CET.

Cheers,
EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

We have just updated the Experimental Branch of The Riftbreaker. The update features a couple of new elements, such as the Statistics Screen and a new Seasonal Event for the Spring Festival. Other than that, the update also brings some fixes and optimizations, including a rework of our audio system.

We plan to make this patch public by the end of the week. If you would like to help us test it beforehand, you can download it now from the Experimental Branch.

To join the experimental branch:
  1. create a backup copy of your save folder (Documents/The Riftbreaker)
  2. disable Steam Cloud save backup
  3. go to your Steam Library
  4. right-click on The Riftbreaker
  5. select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing
After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.

EXTREMELY IMPORTANT: Saves that you create on the Experimental Branch WILL NOT be compatible with older versions of the game like the current, default branch of the game. They will be compatible with future versions of the game. Please manually backup your save files if you plan on reverting to the default branch of the game.

The experimental branch might contain severe errors and bugs. If you are not sure if you want to accept that risk, we recommend waiting until the patch is confirmed to be stable and until it arrives on the main branch.

The Riftbreaker, Spring Festival Experimental Update, Package #27072, Binaries #116 Changelog:

FEATURES
  • The Spring Festival is here! A new seasonal event has arrived in Galatea 37. Celebrate with two new Mr. Riggs skins (unlock them with codes TIGER and SPRING), new lamp models, new floor patterns, new Sentinel Towers, and even a custom weather event! Just like the previous winter seasonal event, this is purely cosmetic and entirely optional.
  • The mouse cursors implementation has been completely reworked. It is now much more responsive and faster, reducing lagging and any other potentially unwanted behavior.
  • The Statistics Screen has been reworked and added to the in-game menu and the end game screen.
  • The full version of the game and the Prologue now feature different main menu backgrounds to differentiate more easily between the two.

CHANGES
  • Changed the radius of the objective marker in the Tanzanite Concentration mission from 100 to 10 meters.
  • Adjusted the minimum number of spawned Cryogenic plants in the Magma Find Samples mission.
  • Deployable Sentry Guns are more visible now, thanks to tweaked visual effects.
  • Temporary (green) Rift Portals are now light emitters.
  • Adjusted fade-in and fade-out timings for dynamic decals - blood splats, explosions, and similar.
  • Reduced the amount of hitpoints for large Magnetic Rocks, making them easier to deal with.
  • The energy priority system has been dramatically improved. Previously, in the case of an energy shortage, the buildings would come on- and offline semi-randomly in case of an energy shortage. Now, it’s more granular and predictable, with AI hubs taking priority over defensive towers.
  • Menu screens have been adjusted to fill the screen space better on non- 16:9 aspect ratio displays.
  • Ammo research requirements added to the Corrosive Gun, the Cryogenic Atomizer, the Nuclear Launcher, and Swarm Missiles. This is to prevent a rare scenario where you could develop a weapon but have no means of producing the ammunition required.
  • Loot from Acidic Yeast should be more visible now.
  • We re-enabled the option to change the anti-aliasing method from TAA to FXAA. Use it if you dislike the minor TAA ghosting artifacts. Enabling FXAA will prevent you from using FidelityFX Super Resolution as it requires TAA.
  • Build Max Level' button - left alt key by default - is now a toggle.
  • Planetary Screen is now hidden in Survival Mode and the Prologue.
  • Bigger chance for "something useful" in Bioanomalies (skills, skins, etc.), instead of random resource caches.
  • Additional Bioanomalies spawn in on bigger maps.
  • Requirements are now visible for a couple more items in the Alien Technology research tree.

FIXES
  • Fixed an error that caused some meteors to spawn double decals.
  • Fixed collision of multiple small vegetation pieces to improve scanning with the Bioscanner.
  • Fixed AI core cost errors that happened while using cost-reducing gear, like Maintenance Tools.
  • The Cryo Station no longer takes damage shortly after being built on the Magma floor.
  • Fixed an error that happened when deleting saves through the main menu.
  • Nurglax Drones are no longer selectable.
  • Fixed the Uranium Ore icon in research.
  • Fixed a large number of minor errors and crash bugs.

SOUNDS
  • New sound added for gates opening and closing.
  • The sound framework has been reworked entirely, eliminating many issues and crashes that happened before. Please let us know if you notice any strange behavior regarding sound.

EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

It’s time to check in on our wonderful modding community once more. Ever since we released our Riftbreaker Editing Tools we have seen a healthy increase in your interest in creating custom content for the game, which is awesome and we absolutely love it. Whether you’re a veteran of the modding scene, or you’re just taking your first steps in developing mods, you are welcome on our Discord - www.discord.gg/exorstudios.



Today we would like to showcase one of the most impressive mods we have seen so far. It is called Expanded Arsenal Mod and it’s being developed by our long-time community member WirawanMYT. The mod adds ELEVEN new tower types to the game with some amazing results. You can download the mod here: https://www.nexusmods.com/theriftbreaker/mods/122?tab=description. And what is even crazier - he didn’t even need our editors to do that. ALL HAIL THE MIGHTY NOTEPAD!

WirawanMYT felt that Ashley and Mr. Riggs deserve an upgrade when it comes to their defensive tower range. By mixing and matching existing weapon and ammo types he created a truly impressive arsenal of towers. What is more, he did not stop at simply making them functional - WirawanMYT actually edited the textures and effects as well, in order to give them a distinct feel. Let’s check them all out now! (for bandwidth saving purposes I've only included a couple of GIFs, but WirawanMYT has made a video with all of the towers).


Think of the destruction. Think of the carnage. Think of the good men left behind! Bonus points if you get that reference.

EMP Artillery - This tower uses EMP grenades that deal energy damage to the enemies and have the potential to stun them, delaying the creatures’ arrival to your perimeter.



Plasma Mortar - An Artillery Tower variant that shoots a barrage of Plasma at enemies - which eliminates the need for any ammunition!

Burst Minigun - It is a twist on the Minigun Tower that is currently present in the game. Instead of firing all the time, it shoots short bursts of much more powerful bullets.

Shotgun Tower - One of the most pleasing towers to use in this mod. It does exactly what it says on the tin - it’s a shotgun mounted on top of a defensive tower. It obliterates groups of small enemies, spraying lead everywhere. On top of that, it actually uses the High-Caliber Tower ammo, something that was missing from the game to this point.

Sniper Tower - another tower utilizing High-Caliber Tower Ammo. Fires single, high-velocity bullets that pierce through targets.

Gravity Accelerator - This one has the potential to wreak havoc on the battlefield (and make your FPS tank). Shoots shells that work just like gravity grenades, dealing area damage, damage over time AND making everything fly!



Heavy Gravity Accelerator - If the Gravity Accelerator Tower spent too much time at the gym, this would be the result. Bigger, stronger, more destructive.

Acid Artillery - this variant of the Artillery Tower spits out acidic shells that do not deal high damage at first, but cover a large area and deal damage over time.



Ice Laser - this is a modified Laser Tower. It is characterized by lower damage output, but the cryo damage it deals slows enemies down. Plus, the visual is super-sweet!

MHD Laser - Look, I don’t know what MHD stands for, but I have a couple of guesses. Mega-Hyper-Damage? Metal-Heavy-Doom? My-Heart-Dropped? Dunno. Still - it needs Ironium to operate cause it melts metal and spits it at enemies, which is both cruel and beautiful.



Lightning Spike - Our absolute favorite of them all. This is a modified Shockwave Tower blessed by Thor, Zeus, and a plethora of other Thunder Gods. This tower has the ability to call in directed lightning strikes at the enemies. I don’t think we can beat this one, honestly.

WirawanMYT has also told us that he is working on updates for this mod, including better visuals and other tweaks, so let’s show him some love and give him motivation to keep going! Download the mod here https://www.nexusmods.com/theriftbreaker/mods/122?tab=description and leave a like and a comment!

We greatly appreciate your effort in making The Riftbreaker content. We are extremely happy that the game inspires you to bring your own ideas to life. We plan to showcase the best mods from our community on a regular basis. If you are an author of a cool mod or if you found something crazy on the web, let me know on Discord - my nickname there is voidreaver and my DMs are open!

If this post inspired you to get started then visit our #rb-modding channel, where you can get tips from other modders and our team. We also plan to make more videos on how to use our editors, so stay tuned for that.

Enjoy your weekend!
EXOR Studios
The Riftbreaker - voidreaver
Hello everyone!



Thank you for the huge number of replies to our weapon design contest! You showed a lot of creativity trying to fill in the blanks in Mr. Riggs’ arsenal. It was extremely difficult for us to pick and choose the best designs. However, some ideas seemed to garner a lot more interest and cropped up more than once, so we decided to shortlist these ones as our candidates.



Our chosen designs, in no particular order, are:

DESIGN 1: Totally-Not-BFG
- suggested by: Dragonkat, Genjator

The first among the fan-favorites is a take on the classic ‘BFG’. It is a slow-firing, energy-based weapon of mass destruction. This weapon shoots out an energy ball that travels slowly along the ground, dealing damage as it passes through enemies. After some time, the projectile explodes with great force. It would allow you to thin out the lighter enemy units in the front of the horde and to reach the heavier ones in the back more easily.

DESIGN 2: Tesla is my hero
- suggested by: BlackRangerXIII, ScDK,Sakkimunati, Sisupisici, VolleKanne, BURPINGfaeriesSCREAMINGbutterfly, taiiat, Lohkrim, Rajx Nertez, Some Gumballer, Dramion

Another popular design and, coincidentally, another energy-based weapon is a must in the arsenal of any self-proclaimed mad scientist - the tesla gun. This weapon shoots out a beam of electric energy that forks between enemies. The affected units take damage and have a chance to be stunned, which makes the weapon useful in dealing with multiple enemies at once.

DESIGN 3: The most EXOR gun imaginable
- suggested by: Darklight, Harkonnen, BahamutZero. WarStalkeR,

The next design on our list gives you the ability to order a targeted artillery barrage on-demand… sort of. The Cluster Missile Launcher fires off a single projectile that flies upwards instead of directly at the target. Once it reaches the peak of the flight trajectory, the rocket separates into several bombs mid-air, bombarding a large area all at once. Naturally, such a weapon comes with a high demand for ammunition and a significant cooldown, but the effect makes it worth it. Just imagine all the explosions, smoke, craters, and fire left behind…

DESIGN 4: Bouncing Blade
- suggested by: Agamendron, Mjolniar

Now, this is a fun one, as long as you are not on the receiving end. The Saw Blade Launcher fires saw blades that spin at a very high velocity, bouncing erratically between multiple targets, animate or inanimate, until the energy in the blade is depleted. This weapon allows you to hit a number of enemies but requires you to aim and hit only one of them - the blade will find its own way to the next target.

DESIGN 5: Advanced Warfare
- suggested by: hyperflare, WarStalkeR, BlindConductor, Jonny Sparta, Piggyrocket, Bradster2214, HallowedJam

The last design on our shortlist escapes the ‘portable, handheld weapon’ standards a bit. However, so many of you have posted some variation of this weapon that we could not just ignore it. The Orbital Strike Cannon will require the player to build a special structure that will allow them to launch a satellite into Galatea’s orbit. After doing so, Mr. Riggs will be able to mark locations on the planet’s surface for the satellite to fire on. Whether it’s going to be a laser, or a giant explosive rod remains to be determined, but with the amount of setup and effort required this weapon is guaranteed to be the ultimate haymaker.



Now comes the voting part! Follow this link and choose the one you like the most: https://linkto.run/p/7O9LAFEP

We can’t guarantee that the weapon will make it into the game in exactly the way that we described them here, or exactly the way you intended them to be. Our weapons usually go through several iterations before we finalize their designs. That being said, we will do our best to make them fun and effective!

Voting ends on Friday at 5PM CET.

EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

In The Riftbreaker, your job is to explore and gain knowledge about Galatea 37, an entirely unknown planet in the far reaches of the Milky Way galaxy. While doing your research, you will discover a lot of new substances and chemical processes that were previously unheard of. This, in turn, will allow you to push the boundaries of engineering and construct new tools, upgrades, and, of course, weapons. Today we will take a look at two such toys that might prove useful during your mission to Galatea 37.



The first such weapon is the Corrosive Gun. A wide variety of Galatean creatures utilize various kinds of acids as their main survival mechanism. This naturally, inspired Ashley to look into adopting this unique form of defense into the form of a weapon, and then turn it up to 11. It turns out that if you shoot sticky blobs of a superacid that reacts violently with both organic and inorganic matter, you get some nasty, but highly useful results. Using the Corrosive Gun you can get rid of almost anything that stands in your way.



The next new toy in The Riftbreaker arsenal is the Cryogenic Atomizer. This device uses a combination of substances found only on Galatea 37 to create a powerful endothermic reaction, cooling down the surroundings in an instant. Its clever design allows the Riftbreaker to concentrate the area of effect of the Atomizer to a narrow cone that’s easy to control. Creatures affected by the weapon are not only slowed down but also take damage due to the sudden temperature drop.



As powerful as they might first seem, these brand-new weapons are not the ultimate tools of destruction that will wipe out absolutely anything. Galatean creatures have been evolving for millions of years before Ashley’s arrival, some of them acquiring interesting survival mechanisms in the process. However, if you have access to the Corrosive Gun and the Cryogenic Atomizer, as well as some conventional weaponry, you should be able to handle whatever comes your way.

That’s all we have for you today. Make sure to join us on Discord to learn more things about the world of The Riftbreaker and never ever miss another piece of news. - www.discord.gg/exorstudios

EXOR Studios
The Riftbreaker - voidreaver
Hello everyone! Long time no see!



With the holiday season finished we are officially back to work in (almost) full force. As we continue our work towards the next item on our roadmap - world expansion number one - we are going to present you with regular updates and ask for your feedback along the way!

We can’t overstate how big of a role you - our community - have played over the course of The Riftbreaker’s development. Thousands of hours put into the Prologue and Closed Beta, pages upon pages of Discord messages, and all the reports that you have sent our way through all the other channels have shaped the way the game is like today. We would love to continue that and is there a better time to do so than right now?!

Obviously not! The first Riftbreaker world expansion is going to bring a lot of new and exciting content for you, including new locations, enemies, weather events, and, naturally, weapons! We know you have lots of great ideas for new tools of destruction so let’s have a little competition. Here’s the contest question:

What kind of weapon would you like us to add to The Riftbreaker arsenal?



To take part in the competition visit our Discord server (www.discord.gg/exorstudios) and give us your answer in the #weapon-contest channel, following this example:

Name: The Megasizzler 5000
Damage Type: Energy
Attack: Shoots a continuous energy beam that spreads to other enemies and sets them on fire.
Fire Type: If your dream gun has two attack modes, describe both of them! Does it fire single shots? Can you charge it? Or does it fire a continuous beam as long as you have the ammo? Let us know!



You have the time to post your ideas until Friday. We are going to check them all out and shortlist 5 candidates. Then, we will hold a public vote on Discord, during which you are going to decide which gun makes it into the game. Naturally, we can’t promise that the winning idea will appear in The Riftbreaker in an unchanged form, but we will do our best.

Needless to say, that won’t be the only new toy added to Mr. Riggs’ arsenal. We have some crazy ideas brewing that might open even more design space later on, so who knows - we might even run another competition like this in the future.

Looking forward to reading all your ideas!
EXOR Studios
The Riftbreaker - Pacanus
The Riftbreaker has passed 350 000 copies sold across all platforms and well beyond half a million Riftbreakers have visited Galatea 37 when adding Game Pass users. Thank you to everyone who supported us along the way! We're thrilled about what's coming in 2022 :)

We've delivered more than 15 updates in 2021 and we're not planning to slow down in 2022. We are already back at work and preparing the next set of updates. In the short term, we're working on balancing improvements for cultivators, improved mouse input latency (especially under low FPS), various quality of life improvements, performance optimizations, and fixes for the bugs that are being reported. We are also planning to work further on improving the modding tools that we've released recently. We are aiming to release the next update with these and other changes near the end of this month.

The next milestone update dubbed "World Expansion I" is going to arrive around the end of March or sometime later in April. We're still designing the new content and mechanics for this update, so there's no fixed release date for it yet. It's going to include a completely new biome, a lot of new content including new creature species, weapons, skills, upgrades, and more. The new biome, all of the new game mechanics, and items are going to be available for free to enjoy in Survival mode and for use in modding. The story-driven campaign expansion is going to be a paid DLC. We're going to share more information about it as we move forward with development.

The last but one of the most important new additions that we're working on is of course - online multiplayer. This is an ongoing task that is being worked on in parallel to all of the other updates. Behind the scenes, we are slowly reworking large parts of code to make surviving on Galatea 37 together with your friends possible. Some of these changes include large optimizations to how we handle data and game logic. This requires big parts of the game's code to be redesigned and rewritten. We don't have a precise estimate for when this task will be completed, but we're aiming for the end of 2022, with early beta tests coming sometime sooner.

Once again thank you for all your support and for sticking with us on this journey!
The Riftbreaker - Pacanus
We've just published the last maintenance update for The Riftbreaker in 2021.

The Riftbreaker Maintenance Update, Package #96, Binaries #493, December 21st, 2021.
-Enabled HQ upgrades through the Upgrade Tool - this will now trigger a manual confirmation prompt. This change brings back the functionality, but should still prevent upgrading the HQ by mistake.
-Fixed crash in the AmmoSystem: projectile cluster
-Fixed ResourceSystem: breaking energy graph on destroying building while upgrading
-Fixed DamageSystem: familiarity lvl bonus should now be properly applied
-Fixed DisassemblyScreen: background
-Fixed CraftingScreen: sorting
-Fixed possible crash in the TimeOfDaySystem
-Fixed possible crash in the TerrainAffectorSystem

See you in 2022 :)
Dec 17, 2021
The Riftbreaker - voidreaver
HO HO HO, Riftbreakers!

In the previous patch, we have added support for in-game seasonal events. These are purely cosmetic events that alter some of the models and biome settings in The Riftbreaker to put you in the holiday spirit. It is time for the first of them - the Winter Holidays event!

It turns out that the Tropical Zone on Galatea 37 isn’t exactly tropical. Temperatures have dropped quite significantly and everything is now covered in snow. This has made Ashley long for home and the holiday atmosphere, so she has made some adjustments to the Riftbreaker technology blueprints to make the place a bit cozier.



The basic floor tiles have been decorated with some festive symbols.



The basic lamps are much less basic now, with their shapes now similar to the traditional gas lights of the 19th-century gas lights for those Christmas Carol vibes. All colors are affected, so go crazy!



The Christmas atmosphere has made Ashley want to give away some gifts. Every landmine is now gift-wrapped and just waiting to be opened!



Instead of regular Sentinel Towers, you can now place an army of snowmen to keep you company. Naturally, they shoot energy bolts straight from the carrots. You’re welcome.



Mr. Riggs has requested a fresh coat of paint as his gift this year, so Ashley came up with two completely new designs for him - Mr. Santa and Ugly Christmas Sweater!


The code for this one is: HOHOHO


And for this one: MERRYCHRISTMAS - don't judge us, we're tired, we want a holiday break, too...

If you are not into these kinds of events or if you don’t celebrate Christmas do not worry - this is all entirely optional. The first time you launch the game after the Christmas Update you will be greeted with a pop-up window, asking if you would like to enable these cosmetics. You can also change your settings later in-game, once you decide you’ve had enough of snow.

This is the first seasonal event we’re holding, so all feedback is appreciated. We would like to also hear your ideas for future events - let us know what you would like to see in the comments!

Lastly, we would like to thank you all for making 2021 extra special for us. We hope that 2022 will be even better for all of us and that you and your loved ones will be able to spend some amazing time together in the coming weeks, safe and sound.

Wishing you a wonderful end of the year,
EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

It is time for another update for The Riftbreaker and it is by far the most significant one to this day. With this patch in place, you will be able to adjust the Custom Difficulty settings for The Riftbreaker Campaign Mode and play it exactly the way you want. The patch also introduces some Quality of Life fixes, balancing changes, and improvements that have been suggested by you either here on Steam or on our Discord - www.discord.gg/exorstudios.

Along with the update we are also releasing The Riftbreaker Editing Tools. We have used these tools to create The Riftbreaker and have been using them on a daily basis. As we've grown used to them and some of their shortcomings, we are aware that we may no longer see some of the issues that reside within, or we have learned to work around them without having to spend any time to fix them. Our initial goal was to put them into your hands as soon as possible, to start an open discussion about what works and what doesn't, and what the areas that you would like to see improved the most are. We've already received a lot of feedback for the tools during this update's experimental phase and we'll be addressing them gradually as we move forward with development.

Thus, we have completed the first item on our roadmap. Our focus will now shift towards developing the World Expansion Update 1, nonetheless we will continuously deliver additional stability and quality of life improvements before it is ready. Modding tools will be getting their updates on a separate schedule.

Here is the updated roadmap:



The Riftbreaker Campaign and Modding Update, Binaries #489, Package #91

NEW FEATURES
  • The Campaign mode can now be played using the Custom Difficulty setting. You can adjust the parameters of your Campaign, such as resource density, creature damage, and the size of waves, similar to what you could do previously in the Survival Mode. You can modify the following parameters:
    • Enemy damage factor - (from 1% to 500%) - Determines how much damage a creature deals in combat (this only affects damage vs Mr. Riggs). For example: if a creature deals 100 damage per attack, and the multiplier is set to 50%, it will deal 50 damage instead.
    • Resource volume factor - (from 1% to 500%) - Determines how much resources the game will distribute in the resource deposits scattered across the map. 100% is the default value. Everything below 100% will mean that you will get less resources on your map. Everything above 100% will increase the size of the available deposits.
    • Research cost - (from 1% to 500%) - Determines the time necessary to carry out research. Values below 100% decrease the time, above 500% on the other hand increase it.
    • Building cost - (from 1% to 500%) - Affects the cost of most buildings in the game. At 1% they are almost free, while at 500% you will have to save up for every solar panel. The exceptions are the Headquarters and Solid Material Storage - their costs always remain the same.
    • Building time multiplier - (from 1% to 500%) - Affects the length of the building process. Values below 100% make it quicker than usual, while above 100% - longer than usual.
    • Items dropped after death - (from 0 to 6) - Determines the maximum number of weapons Mr. Riggs can drop after being destroyed.
    • Attacks per wave multiplier - (from 1 to 5) - Determines how many attack waves will attack you. The default is 1. When set to 2 or higher, the number of attacks will get multiplied. Warning - high numbers of creatures come at a performance cost!
    • Gravity scale - (from 1% to 500%) - This option affects how gravity works on physical objects. When set to lower than 100% all objects will appear lighter and fall down to the ground more slowly. It might make collecting some loot more difficult. Values higher than 100% make everything appear heavier.
    • Time to prepare for an attack - (from 50% to 500%) - This option affects how much time you will get to prepare once you receive the warning about an incoming attack. At the default value - 100% - it will be 2 minutes.
    • Time between attack waves - (from 50% to 300%) - This affects the hidden timer that counts down between unscripted attacks on your base. The default is 100%. If you wish to get attacked more often, select 50%. If you want longer periods of peace and tranquility, increase the value.
    • Enable negative events - (on/off) - This option enables or disables the negative weather events, such as acid rain, tornado or hailstorms.
    • Time of day mode - (continuous/only day/only night) - Allows you to enable or disable the day and night system and lock the game to perpetual night or day.
    • Sandbox control panel - (on/off) - Enables or disables the hidden sandbox control panel that you can access by pressing the F11 key. It contains lots of debug options that you can experiment with.
    • Enemy wave strength - (easy/normal/hard/brutal) - determines the strength of enemy waves that will attack your base.
  • All buildings now work while they are being upgraded. You're welcome.
  • All keys are now rebindable in the Customize Controls menu screen. We added the following actions to the bindings list:
    • [gamepad] select building
    • [gamepad] build mode switch category
    • [gamepad] build mode select]
    • build standard floor
    • build extra stable floor
    • build acid-resistant floor
    • build max level
    • build basic lamp
    • quick save
    • quick load
    • journal
  • Players can now repair walls using the click-and-drag building system when the wall is selected from the building menu. This allows you to quickly rebuild the wall pieces that have been lost while also repairing the remaining ones at the same time.



  • Added an up/down gamepad D-pad shortcut for the Research Screen that allows you to move research items within the research queue.
  • All Headquarters building levels now have their own custom models. Level indicators were removed from the Headquarters building.



  • Mr. Riggs will no longer take damage during the sunburn event when the mech is hidden in shadows.



  • Rare Element Mine now has different models for all building levels.



  • A blinking 'Storage Full' icon appears in the top-right corner of the screen when you run out of storage capacity. The icon will blink only ten times and then disappear.



  • Implemented seasonal events. During holiday seasons you will get the option to use modified models for some objects in the game. It is a purely cosmetic change. You will be asked whether you want to enable this setting the first time you launch the game during a holiday season. It can be changed at any time in the options menu. We'll share more details and secret codes for two new Mr Riggs skins in the next news update!
  • Ghost 2x2 buildings will now snap to the middle of the grid instead of the bottom left grid. This should improve your feel for their placement and make it less probable to misplace a building
  • Added formatting for displaying values equal to or larger than one billion.
  • Added 'Restore to Default' button to the Custom Difficulty settings screen.
  • Added key 190 - "." - to use in the Customize Controls screen.
  • [Modding] Commands.lua: Added cheat_destroy_entities_by_type type, for dealing a lot of damage to entities
  • [Modding] Added EnvironmentService:RemoveResistance( Exor::Entity id, Exor::String type, Exor::String name );

CHANGES
  • Changed the building floor mechanic to be more immediate and easier to read.



  • Changed the dissolve pattern on floors while selling them.
  • Building time in floor increased to match the new building mechanic.
  • Optimized resource consumption in powerplants by adding high priority to resource converters. - Power plants utilizing liquids will no longer turn off before power plants that burn off fuel such as carbonium, plant or animal biomass, or uranium.
  • All Stregaros strains will now count towards the 'Find the unusual creature' objective.
  • Reduced damage values for Spears of all quality levels - their damage output proved to be problematic in conjunction with high range and the slowing effect.
  • Changed ammunition display - the game will now show you the number of shots left instead of ammo units. For example: if your weapon consumes 10 ammo per shot and your maximum capacity for that ammo is 100, the game will display 10/10 and go down by one after you shoot.
  • Ammo display changed for continuous weapons (ex. the flamer) - the ammo display updates more frequently now.
  • Resource-depleted announcements will be less frequent now.
  • Save file opening method has been changed to a more stubborn one - the game will now try to open a file several times before declaring surrender.
  • Resource display on HUD is smoother now. We refresh the display every second but gather values over 5 seconds to take an average. This will prevent your balance display from blinking between positive and negative values.
  • Information about saving the game is now displayed 3 seconds ahead of time to prepare the player for it.
  • Changed the default autosave interval to 10 minutes from 5 minutes
  • Enabled the Carnicynth species in the discoverable system to prevent warning messages when playing with cheat_full_bestiary enabled.
  • Added a small delay for 'working' state effects in power plants. This allows us to prevent the annoying 'blinking' effect when your power capacity is near maximum or if the plant has insufficient fuel.
  • The 'Send Feedback' option in the menu now has a bigger text box, supporting longer messages. Please keep that feedback coming - we really do read all your comments!
  • 'Storage Full' icon was replaced with the 'Research' icon on the Alien Research Laboratory building. The icon appears when the Laboratory is idle.
  • Less building cube effects will now spawn when building long walls to improve performance.
  • Added the upgrade popup warning to all HQ upgrade levels instead of only the first one.
  • Disabled HQ upgrading using the upgrade tool to prevent upgrading it by mistake.
  • The 'sell outpost' popup will no longer incorrectly display information about AI cores to be transferred to the HQ.
  • Mr. Riggs' model will no longer blink when it resists damage.
  • Building Time Multiplier option in the Custom Difficulty menu does not affect the HQ building time.
  • Added a new explosion effect for the Cryogenic Mine.
  • Randomized loot removed from buildings - changed to an automatic system that drops 10% of the building's cost upon destruction.
  • Range circle added to Short Range Radar ghost while building.
  • Less expensive and less intrusive time damage effects on enemies.
  • Smaller debris explosion force for magmoth - less clutter on screen.
  • Rotated the model and increased the polycount on arachnoid_boss_projectile.
  • Added proper magmoth boss projectile textures.
  • Updated magmoth projectile materials to use unique textures.
  • Changed hedroner alpha projectile to fit the creature model.
  • The player now starts survival mode with full SMG ammunition 320/320 (courtesy of SenorRagequit)

FIXES
  • Fixed game flow being stuck in the desert_scout mission if the base Stregaros species would not spawn and only alpha or ultra variants were present.
  • Fixed Tower Ammo Factories turning on after the player uses a consumable. This bug could potentially result in huge resource drainage if the player had plenty of Tower Ammo Factories built.
  • Upgrading the Headquarters no longer blocks you from building other structures.
  • Fixed an error that prevented some players from activating the Rift Station in the final sequence. The game logic doesn't check the timer now, but the state of the station, making the flow more robust.
  • Building limit for Headquarters is now separate from Outposts. This fixes the issue where a player could not rebuild their Headquarters if they already had 7 Outposts built elsewhere.
  • Fixed an error that prevented players from respawning on a side mission after their outpost got destroyed, potentially blocking progress.
  • Fixed a bug that caused players to get stuck in permanent invisibility while using Alien Camouflage and building shortcuts.
  • The Maintenance Tools upgrade will no longer decrease AI core resource requirements for AI-powered buildings.
  • Fixed an error that prevented users from building the maximum level building due to running against the building cap.
  • Fixed a crash that happened when a building was trying to display a missing icon.
  • Fixed the Arachnoid Boss ranged attack. Visually, it looked as if the creature shot five projectiles, but in reality, it was twice as many. Now, there are five physical projectiles.
  • Fixed muzzle attachment position in Laser.
  • Slightly reduced the effectiveness of Reflective Armor.
  • Fixed textures for one of the tree types that prevented them from swaying in the wind.
  • All ground types that deal damage to the player should now do so correctly.
  • Fixed an error that caused the timer to display an incorrect value while harvesting the Bioanomalies.
  • 'Not enough ammunition for defensive towers' announcement will no longer play when buildings are missing energy or AI cores.
  • Fixes for inaccurate hitboxes on the Customize Controls menu screen.
  • Fixed constructor in logic_set_global_variable.lua to prevent memory corruption issues.
  • Fixed errors in journal paging with filters enabled. Previously it was possible to skip some entries while changing the page due to an error. All information will be displayed correctly now.
  • Moved graphics synchronize update after end frame sync point in GameplayExecutor to avoid memory corruption issues.
  • Fixed an issue that prevented dialogues related to underground mushrooms from triggering.
  • Fixed the disassembly popup when selling buildings from an outpost - it will now correctly stretch according to the number of buildings being sold.
  • Fixed elemental dash effects blocking damage from other sources.
  • Fixed research information disappearing while upgrading your Communications Hub.
  • 'No research selected' announcement will no longer play immediately after completing the construction of the Communications Hub.
  • Fixed the 'sell outpost' popup background scaling.
  • Fixed the Headquarters upgrade display error that caused the building limit to blink red while upgrading.
  • Fixed a problem with the auto aim feature on the Floating Mines that caused the mines to spawn sideways.
  • Fix categories sorting in the inventory screen - categories are always in the same order
  • Additional fixes for problems that prevented users from activating the portal in the endgame sequence.
  • Fixed a problem that prevented the Fusion Power Plant from producing plasma when the energy storage was full.
  • Fixed incorrect radius display in Attack Drone Tower.
  • Fixed range display in Cultivator and Collector (ghost level 2 and 3).
  • Fixed bioscanner collision problems that sometimes prevented users from scanning objects.
  • Fixed death_att orientation and position in all enemies.
  • Fixed time damage effect scale in enemies - some are bigger, some are smaller.
  • Effect inheritance added to the Phirian species.
  • Fixed multiple smaller bugs and problems.

GRAPHICS
  • Added a special shader for animated quicksand, as well as liquid resources - mud, water, and sludge.





  • Added new models for projectiles shot by Hedroner, Arachnoid Boss, Magmoth, and Corrosive Gun. New particle effects have been added to their attacks to properly align with physical projectiles.
  • The dash attack effects for Phirian have been improved.
  • Improved weather effects for the Super Moon event. The lights, fog, and particles should be more visible now.
  • Gravity Grenade icon updated to resemble the in-game model.
  • Proximity Mine icon simplified.
  • Desert levels loading screens have been altered - the crystals on the artwork now match the color of the crystals found in-game.
  • Added a highlight for the crafting button when selected.

MODDING SUPPORT AND TOOLS

The Editing Tools are separated from The Riftbreaker main release version. In order to download them, go to your Steam library, check the 'Tools' checkbox in the list on top, then find and install The Riftbreaker Tools. If you are not a Steam user, the tools are also available on our official GitHub page, right here: https://github.com/exorstudios/riftbreaker-tools/releases/tag/0.0.4884



We have also created a series of videos that will teach you the basic aspects of working with our editors. You can find it right here:



WorkSpace Editor - This is a new tool that we've created specifically for modding. We recommend that you launch it first. It will allow you to create a new workspace for your Mod. All of the other tools will use this workspace and save all of the files that you create within that directory tree. This will additionally allow you to simply zip that single folder and distribute the zip as your mod.



Level Editor - This tool is used to create new entirely custom maps as well as tiles and prefabs for randomly generated levels.



Mission Editor - This tool is used to create and edit custom mission logic. It's a bit complicated, so until we create some instructions, we encourage you to first browse the .logic files that already govern the game.



Riftbreaker Data Editor - This is our swiss army knife for editing various game data - Weapons, Mods, Loot, Crafting, and Research.



You will probably soon be asking - when is Steam Workshop coming? - we are already evaluating the best way to distribute mods and we'll let you know as soon as we have some details to share.

Thank you,
EXOR Studios

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