Before we began the work on our first world expansion we asked you what kind of new skills and weapons you would like to be added to The Riftbreaker arsenal. The winners of those two events - the Orbital Strike Cannon and the Bioscanner Turret (names subject to change) - will make their way into the game with the release of the Expansion update. Today we want to give you a chance to influence the shape of the world of Galatea 37 once more.
What kind of random encounters would you like to see added to the game?
The winner of one of the previous fan voting competitions: Orbital Strike Cannon! Coming to you with the World Expansion update.
Before you answer that question, let us explain what we mean by ‘random encounters’. We use that simplified name for the entire group of events that pop up every now and again when you’re playing the game. They range from weather events, like rain, hailstorms, tornados, or fog, to actual cosmic cataclysms like meteor showers or ion storms. This group of events also contains other events, like large creatures or nests appearing somewhere on the map.
The Orbital Strike Cannon also gets an explosive variation, because why not?
These events take place in between the attack waves. Their aim is to slightly alter the way you play the game by changing the environmental conditions and nudging you to change your plans. While it is possible to ignore those events, most of them come with benefits and you only have a limited window to take advantage of them. For example, the rain stops your solar panels from producing electricity but boosts the wind turbines. The ion storm blocks your minimap but increases the power output of all power plants. The resource comet might hit your base, but it will bring in plenty of resources with it.
The Orbital Strikes are just an excuse for us to give you more tools for effective deforestation of Galatea 37.
Do not limit your creativity. Your random encounters can test the players’ skills for extra rewards, throw a wrench in their plans, or attempt to facilitate an unconventional approach to gameplay.
You can submit your ideas in the comment section of this article and the #rb-encounters channel of our Discord server (www.discord.gg/exorstudios). Use the following template:
Suggested name: Travelling magnetic anomaly Effect: Magnetic singularity travels at a constant speed in a straight line through the map. As it goes through the map, it attracts the creatures it encounters - they start running after it. If the group reaches the player base, it will result a mini attack wave. The anomaly turns off all equipment in its radius. The player can only destroy it using energy-based weapons. Potential rewards: The explosion results in a temporary boost to energy production. The singularity drops high-quality mods. Visuals: A small bright object that refracts the light around itself.
We are waiting for your entries until Wednesday, the 27th of April 2022, 11 AM CEST. After that, we are going to shortlist our favorites and let you vote for the winner!
We would like to share some different news with you today. Lumencraft, the latest game from our friends over at 2Dynamic Games and Star Drifters is releasing today! Lumencraft is a top-down action game with tower defense elements. After the surface of the Earth became uninhabitable, the remnants of humanity moved underground. As a brave scout, your job is to dig and drill deeper and deeper in search of Lumen - a powerful mineral that might just save your people from the brink of extinction. However, you’re not alone there…
Lumencraft allows you to freely explore the fully destructible environment below the Earth’s surface. That’s right - you can drill and shape the terrain around you any way you like. Naturally, the process will be quite slow at first, as your basic hand drill can only push through the dirt, stone, and other materials so quickly. You will have to get better tools to have a chance at survival. Luckily, there are plenty of buildings you can raise and lots of upgrades to get that will allow you to increase your efficiency.
As you dig deeper and deeper, you will find some natural inhabitants of these unknown depths. They are not thrilled with your presence and will only get angrier as you build up your underground industrial empire. To survive you will have to place barriers, gates, and automated defensive turrets that will help you defend your precious equipment and might just save your life. You can also develop better weapons and do the dirty work yourself. Oh, did we mention that you can get dynamite as well? Well, you can!
We are really excited about Lumencraft. It’s a lot of fun already and more features are going to make their way into the game throughout the year as it moves from Early Access to full release. We think you might enjoy it as well! Let’s check it out together live on stream - we’re on right now! head over to https://www.twitch.tv/exorstudios and let’s explore it together before the official launch (it’s happening at 6 PM CEST).
If you enjoy what you see during the stream, head over to the store page and give the game a chance!
And if you like special deals, we have one for you as well - for a limited time, you can get BOTH The Riftbreaker and Lumencraft as a bundle, which you can find right below. Fight hordes of monsters above and below the ground!
The Lumencraft devs are waiting for your feedback on their Discord, too! Join them over at https://discord.gg/p4pzffEfmA and help them create something truly special!
We have been a little quiet lately, so we decided to write up this situation report and let you know about the ongoing developments and our plans for the following weeks.
First of all, we are still waiting on a couple of features and fixes we want to include with the upcoming Quality of Life patch. Thanks to your brilliant comments and ideas, the mass repair/upgrade/deconstruction tools that we showed you before have received some additional functionality. We have added tooltips with resource information and changed the colors of the tools selection rectangles to reflect which tool is active at the moment. Apart from that, we have also added the option to enable or disable multiple buildings at once and build floors on a larger area than before. All those things, along with an improved .build max level’ system will arrive before the first World Expansion patch. As always, we will test these changes first on the Experimental branch first. We’ll let you know when it drops.
This is what selling multiple buildings will look like...
...and this is the repair tool. We changed the colors and added tooltips.
That brings us to our second topic - the expansion itself. As you know, it will allow you to visit an entirely new region of Galatea 37. Its unique fauna, flora, and natural resources will allow you to develop new and exciting technologies. However, by now you probably know that Galatea 37 doesn’t like giving up its treasures that easily. We won’t tell you what dangers you will face there - at least not yet. But we can let you have a little sneak peek at what the biome will look like, one cute friendly face included. Current ETA: end of May/beginning of June.
One word to describe this biome: sharp.
We also have some news for our fans in the USA. Although we originally did not plan on attending PAX East we have received an opportunity to join the Polish Games booth, thanks to the courtesy of the Indie Games Polska Foundation. That means we (at least two of us) are going to be in Boston, MA for the entire duration of PAX East, showing the game off and (hopefully) talking to a lot of our players! Hit us up if you’re planning to be there!
Gamescom 2019. Mr. Riggs won't be joining us this time, but you should still come and see us!
The last piece of news is about co-op. We don’t have anything to show just yet, but we want to reassure you that we’re working on it. We’re laying down a lot of technical groundwork to get the game running in network mode. That requires rewriting a lot of code to do the same thing, but this time with multiplayer in mind. That is why we don’t have anything to show you just yet. We’re planning a beta test, too, so join our Discord at www.discord.gg/exorstudios so as not to miss the news about it.
See you soon, this time with more content and more good news! EXOR Studios
Being close to our community has always been our focus while developing The Riftbreaker. We have run multiple Betas, surveys, competitions and read all the feedback you have been giving us since the announcement of the game back in 2019. We feel that we have developed a very special bond with you over these years. Our connection has made this game truly special. To celebrate our shared passion for The Riftbreaker we have prepared a special surprise for you.
To make you feel like you’re in the studio together with us, we made the decision to replace all voiceover lines recorded by the voice actors with the lines recorded by our community manager, voidreaver. Here’s a teaser of what that’s going to be like:
By doing so we hope to make you feel like you are a part of our team. Most of the time, game developers hide behind their studio name or appear only in the credits. We want to break that wall down. Our aim is to show you that The Riftbreaker is a game made by real people, not an abstract entity called EXOR; that it’s a game developed by you and us both.
We know it is a controversial decision. We have really enjoyed our time working with Francesca and Ryan, the actors voicing our main characters. We are very grateful for their time and effort, especially for working from home during the difficult period of 2020 and 2021. We believe it would be wrong to take work away from them, so they will still record new lines for Ashley and Mr. Riggs for future content expansions. However, instead of putting them in the main game release, we will just use them as guidelines for void to record his own takes.
Ever since we made this decision void has been really excited about this new opportunity and he is determined to do the best job he can. He even intends to record all the voice lines in the game in all of our supported languages. Void has already started a couple of intense language courses to convincingly portray our characters in languages other than Polish and English. The learning process might take some time and we will not be able to release all versions simultaneously. However, we expect to have all the voiceovers ready by the end of 2032.
This change is not optional. Void is a really sensitive person and it would hurt him a lot if any of you decided not to use his version of The Riftbreaker voiceover. We also kindly ask you to refrain from posting any critical comments regarding his acting skills. If you need to let us know about something, please do so privately. We will relay the news to void in a controlled environment to avoid any accidents.
This minor update introduces an updated version of steam_api64.dll to prevent a startup crash for users running an outdated version of the Steam Client.
Today we would like to share a little bit of a ‘behind-the-scenes’ look at some of our work. This article will tell you what it takes to release a patch for The Riftbreaker. We will give you a step-by-step explanation of all the processes, tests, and verification each of the new builds undergoes. We hope that it will provide you with some valuable insight into how we operate, what kinds of issues we pay special attention to and why patching the Riftbreaker does not happen on a daily basis. It’s a long journey from our hard drives to your gaming devices, so let’s dive into it!
You can't talk about patching without mentioning bugs, so this article is filled with gifs of some weird bugs that happened during development. Here's Mr. Riggs discovering his hidden flight ability, for example.
If you have been following our Discord server for some time, you might have noticed the daily developer changelogs that we publish there. They contain information about all our team's changes to the game over the past 24 hours. Currently, we have three major things we are working on: the World Expansion, the Co-Op mode, and maintenance of the live version of the game. With that many things happening at once, it is natural that we will not want all the changes to make their way to the public version of the game. When it is time to release a patch, we choose the changes we want to include and create an experimental version with those changes only.
Here a Gnerot just decided that they want to slowly dive head-first into lava.
The first step to releasing a new update for The Riftbreaker is always identifying what we want to include in the update. These can be new features, changes to existing systems, fixes, and optimizations. We spend a significant amount of time scouting the Steam Discussions, our feedback and tech support channels on Discord, and our social media to learn about any problems. Sometimes we ask for additional information or a copy of your save files. That helps us find what causes bugs and allows us to prevent them in the future. When our programmers fix those issues, the developer version of the game on our repository gets updated.
A classic 'one zero too many' while setting up effects.
It is now time for an extensive round of testing. We usually focus most on the areas that have seen the most changes. For example, if we have been messing with the liquids system, we will do our best to break it and identify potential issues. Apart from that, we also check if all the game elements are working correctly during a ‘sanity check.’ It is a round of testing covering all the game areas where we found issues before. We make sure that all options work the way they should, all game modes are playable, and we haven’t missed anything important.
We heard you like resources, so here's a resource vein inside a resource vein.
Another area of focus is the save system. To ensure that all the changes that we make will not break the compatibility of your saves, we run automated tests on the experimental version. We have 122 save samples made in the 1.0 version of The Riftbreaker - the very first one that was burned to console discs on the 8th of September 202,1 more than a month before the game was released to the public on October 14th, 2021. Moreover, we prepare a set of save samples from each major game version released later. That quickly adds up to hundreds of tests. Our script loads each saved game individually, then re-saves the same save in the new version of the game and tries to load the updated version of the save file. If there are no issues, the script moves on to the next sample. Rinse and repeat hundreds of times. This automated process takes about 5-6 hours to complete. In the meantime, we do our best to break the save system on our own. We create giant bases, name our save files in a weird way, delete campaigns while playing them, shut the game down while saving - you name it.
No amount of testing will ever beat giving the game to real users. Once we are reasonably confident that the update we are working on should not cause any issues, we post it to the experimental branch so that the community can prove us wrong. Since our players play the game on different machines than ours, and in various ways, they often find bugs that would have otherwise eluded us. We fix those bugs, update the experimental branch and check if there aren’t any new problems as a result of the fixes. After we stop receiving bug reports, we move on to the next step - creating a ‘stable’ version.
This GIF is NOT sped up. They just drank too much coffee.
The major difference between our stable and experimental builds is error logging. The experimental build saves quite a lot of data about potential errors. Our programmers use that additional information for debugging. Unfortunately, that costs a lot of performance. For the “stable” build, we create a separate version of the game’s executables that do not keep track of the debug data. Removing logs might seem like a relatively minor change, but it is more than enough to warrant one final round of testing. We run through our checklist again, and if everything seems okay, we publish the patch.
A classic flickering shadows bug.
When it comes to publishing updates on PC platforms, we can make them public anytime we want. We are in complete control of that process. The matter gets a bit more complicated when it comes to consoles (and PC Game Pass). All changes that we make to the game need to be revised by the console vendors’ internal certification teams. They check if the updated version of the game is still in compliance with all the legal and technical standards. This process takes a couple of extra days, which is why you often see a slight delay between a patch arriving on PC versus consoles.
These Zorants decided they were not interested in fighting anymore. They just left.
‘If you spend so much time testing our builds, why are there still bugs in the game?’ you might ask. Well, The Riftbreaker is a very expansive and open-ended game. You can play any way you like and create strategies we have not even thought about while developing the game. With thousands of players trying out new things every day, some of them will inevitably run into errors we had no idea about. This is why the data from our crash reporter is so valuable to us - it allows us to figure out where we made a mistake and fix it in the next patch.
We hope you learned something interesting about our update process, and it has become a bit clearer why game patches don’t usually happen overnight. Let us know about any other aspects of game development you would like to read about. Perhaps one of these articles will inspire you to try a career in game dev?
We would like to give you a little sneak peek of one of the quality of life changes we have been working on lately. It is, in fact, one of the most requested changes since the launch of the game. We’re talking about the mass repair, upgrade, and building deconstruction tools. While they may not sound very exciting, we had to solve some interesting issues while working on them, which we will tell you about in this article.
Let’s start with the reason why many players requested these features in the first place. When The Riftbreaker first launched, negative weather effects, such as hailstorms or acid rain, were global, not regionalized. All buildings were damaged because of those events, which was especially painful for players who wanted their bases in pristine condition. Obviously, you could build Repair Facilities around your base, but setting them up takes time and resources. Manual repairs were always instant, but their point-and-click nature has led to negative experiences.
We have the technology.
We realized that we should give our players the ability to repair buildings in a larger area. The idea is pretty simple - select the repair tool, use the mouse scroll to choose the desired size, click once, and have all your buildings repaired in no time. However, since manual repairs were instant, you could easily keep repairing structures under attack, making them virtually indestructible. We needed to make changes to the repair mechanic as a whole. These are the changes we decided to make to facilitate mass repair:
Manual building repair will no longer be instant. Mr. Riggs will send drones to repair the damaged buildings in the selected area. The drones will repair those structures in a short amount of time.
The maximum repair time is 10 seconds. The drones will repair buildings at a constant rate, 10% of maximum health per second. If a building is at 50% health, it will take the drone 5 seconds to bring it back to 100% condition. This rate is the same for all buildings, whether it’s a wall or a Fusion Power Plant.
If a building gets damaged during the repair process, the process is stopped. This is necessary to make ‘cheesing’ attack waves impossible.
Maximum repair cost stays unchanged - it’s 20% of the original building cost.
These assumptions allow us to keep the mass repair process relatively cheap and quick while avoiding various potential issues.
The game will automatically detect all the damaged structures in the area selected with the repair tool and mark them with a green highlight. Once you give the order to start repairs, the system will try to repair as many structures as you can afford.
Keep an eye on your economy - mass upgrades can be costly!
We decided to give the upgrade and deconstruction utilities the same treatment to keep parity between tools. Once the update goes live, you will be able to use your mouse wheel to increase the area of the selector for these tools. The upgrade tool will highlight all the structures that can be improved and try to make that happen for as many buildings in that area as possible. Obviously, you can still select and upgrade buildings one by one if you’d rather have complete control over the process. The deconstruction tool will simply sell all structures on the highlighted area - be careful what you choose!
Choosing to sell all your defenses instead of repairing them might be a suboptimal move.
The updated versions of these tools are still in development. There are still some aspects that require tweaking and some bugs to iron out. We also want to add a tooltip that will inform you precisely about the costs of the operation you are about to carry out. Plenty of work ahead of us, but there are even more highly-requested quality of life changes coming to you in the near future, including the ‘build max level’ upgrade. We will keep you updated on our progress. The best way to get all the latest news is to join our Discord at www.discord.gg/exorstudios. You can also tune in to our streams - Tuesdays and Thursdays, 3 PM CET at www.twitch.tv/exorstudios.
It's been quite some time since our last FAQ update. As the time goes on, your questions change - we receive fewer and fewer questions about the basics of the game, and more about it's future and our plans. That's why we decided to release an entirely new FAQ to act as a supplement to the previous one. We won't be erasing the old FAQ from existence, as we feel the two documents support each other quite well. Instead of that, they will function together as an easy-access knowledge base of all things Riftbreaker.
The list of questions, of course, is non-exhaustive and subject to change. If you have any additional questions, please ask them in the comments - the most helpful ones might even get added to the FAQ.
Q: Will you add multiplayer support for The Riftbreaker? When? A: Yes! Our current estimate is the end of the year 2022.
Q: Will there be cross-play? A: Unfortunately, no. Cross-play is a Pandora’s Box that we do not want to open. We haven’t managed to close the previous one yet.
Q: Will the multiplayer portion of the game be available in co-op or PvP? A: We are focusing on optimizing the game for co-op play. However, the road from co-op to PvP is not that long, so we’ll see what the future (or modders) brings.
Q: Are you going to expand the game's content in any way? A: We are planning to release a couple of World Expansion updates, adding a lot of content to the game. New regions, new creatures, new technologies. The first one is scheduled to launch in Q2 2022. Right now it looks like about 25%-30% of the main campaign. A part of this is going to be released as a free update in the form of a new survival biome and new content accessible across the game. The story driven campaign portion of the World Expansion is going to be a paid DLC.
Q: Why isn’t there Steam Workshop support? Will you add it? A: The Riftbreaker is available on many platforms. We don’t want to alienate any users and would like to offer equal access to easy modding for everyone. We are working on another solution for content distribution that’s going to be available to the broadest possible group of users (we can't guarantee mods on consoles)
Q: Where can I find mods at the moment? A: You can check out The Riftbreaker section on Nexus Mods: https://www.nexusmods.com/theriftbreaker - there is a variety of mods available there. From simple tweaks, through packs of additional map tiles, to entirely new weapons - you will surely find something that you will enjoy. You can also visit the modding channel on our Discord: www.discord.gg/exorstudios - you can always find the latest mods in the pinned messages section.
Q: Are you planning any changes to the Survival mode? A: We are planning a large rework of the Survival Mode structure, with separate tech trees and different starting load-outs for each biome. We want to make more gameplay strategies viable from the start. Additionally, we are planning to give you the ability to make use of the Cultivators and Harvesters in a more meaningful way. One other thing we would love to add is persistent unlocks and progress between runs, similar to a roguelike game. That’s still a distant future, though.
Q: We voted for new weapons and items in your competitions! When will those be added? A: Those items will be introduced into the game with the release of the World Expansion Update.
Q: I'm struggling, where can I find help/strategies? A: You can either come to our Discord at www.discord.gg/exorstudios and ask the community for advice. You can also watch us play live during our Twitch streams at www.twitch.tv/exorstudios
Q: I’m getting an ‘Access Denied’ error when trying to save! A: That is because Windows is preventing us from accessing your documents folder. We don’t know why that happens, but here’s a workaround:
1. Google windows mklink, pick instructions 2. Create a new "The Riftbreaker" folder in another directory like "D:\The Riftbreaker" 3. Find/Search for "CMD" in your windows search. 4. Right-click on "Command Prompt", right-click and select "Run as Administrator" 5. Go to the Documents folder and delete the old "Documents\The Riftbreaker" directory. 6. Run the command inside the Documents folder, "mklink /J C:\Users<your username here>\Documents\The Riftbreaker" "D:\The Riftbreaker"
Q: My game opens on the wrong display! A: Try using the configuration tool - open your Steam Library, select The Riftbreaker, press play, then choose the config tool. You can change your preferred display there.
Q: I saw some new Patch Notes on Steam. Are all versions of the game up to date? A: For PC releases - yes. We try to release our updates for Steam, GOG, and Epic simultaneously. Console and Windows Store (Game Pass) patches usually take 1 or 2 extra days.
Q: Is The Riftbreaker going to be Steam Deck Verified? A: We are working on making the game fully playable on the Steam Deck and we hope we can get that sweet green checkmark soon.
Q: If Steam Deck is confirmed, does it mean the game will run on Linux? A: Officially - no. We have done a lot of work to ensure compatibility with the latest Proton library, but we won’t be providing official support for the game on Linux.
Q: My game is running sloooooooooow. Is there anything I can do to increase my FPS? A: Unless you are playing on an integrated GPU, your FPS is probably fine. The game slows down when the CPU can’t complete all the necessary game logic calculations in time. Rather than skip frames, which would result in visible chugging, we slow the game’s pace down, so that the logic can catch up to the rendered image. We know that it isn’t pleasant, but it’s the lesser evil. If you have a huge base, you can try to reduce the number of buildings - floors, energy connectors and pipes should be your focus. Meanwhile, we are introducing new optimizations - the game will run better with each update.
Q: Are you planning to add more achievements? A: Yes - we want to add more achievements with the next World Expansion Update.
Q: My antivirus software has quarantined your game because of suspicious activity. What’s the deal? A: We have an integrated crash reporter tool that opens when the game crashes. From that tool you may send us a log file to help us figure out what might have caused the game to crash. Some antivirus programs don’t like that the game wants to phone home and block it. You’re 100% safe, promise.
Q: Are you going to add the Sandbox Control Panel to consoles? A: We are working on it, but it's quite complicated because it can't be as unlimited as on PC. It is very difficult to crash the game on PC because it can virtualize system memory. Console platforms are completely different in this regard and require MUCH more effort to keep the game stable at all times.
Q: Repairing/upgrading buildings one by one is tedious! A: Yeah, we know that. We are working on upgraded tools that will allow you to do that more efficiently.
Q: I don’t know what is happening with my economy. Can you make it clearer? A: Yes. We will add a new economy management screen that will show you exactly what’s going on with your resources and facilities.
As always, if you have any other questions or ceoncers, let us know in the comments! EXOR Studios
We have released a substantial update for our Modding Tools. It is the result of weeks of work, both ours and the work of our community, who relentlessly hunted bugs and reported them to us. This update brings improvements, fixes, and features you requested, either on our Discord, Steam forum, or Github. We hope that thanks to these, we will see even more brilliant modifications for The Riftbreaker.
The single most significant addition in this patch is the Model Editor. It’s a tool that we did not include with the previous release. It had some problems that we needed to solve first. Now that we have brought it back to its former self, you can finally have a look at it. The Model Editor gives you access to the following tools:
You can open any .ent file in the game to view the model, its animations and any associated blueprints.
- The Attachment Editor - this tool allows you to create and edit attachments for in-game entities. You can then use those attachments to add effects to a unit. If you want to make Mr. Riggs into a Christmas Tree with hundreds of lights - this is the tool you're looking for.
If you are fascinated with watching looping animations over and over again, this is the tool for you.
- The Animation Viewer - allows you to preview what the animations look like for any given unit.
And if you like watching monsters get gibbed over and over again, this is the tool for you, as well!
- The Blueprint Viewer - lists all blueprints available in any given .ent file, along with their effects and destruction simulations.
This 'simple' tree makes all the in-game animations tick. Have fun figuring it out!
- The Animation Graph Editor - okay, we'll admit it, it's still totally broken and work-in-progress. It's a black magic tool for creating and editing animation graphs. No one knows how it works, though.
Please note that The “Model Editor” name might be a little misleading. It does not allow you to change the models themselves. We make them using a different set of tools (Zbrush for sculpting, Blender for further modeling, and Substance Painter for texturing, if you’re interested).
The Editing Tools are separated from The Riftbreaker main release version. 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/0.1.4950
Apart from the Model Editor being added, there are a lot more changes in this release. Here is the full changelog, divided into sections for each tool.
The Riftbreaker Editor Suite Update #2, March 4th, 2022. TC#4950 Changelog:
Tools general:
Unified the dialog windows backend for all editors.
The editors should no longer crash when SegoeUI font is missing from the system.
Unified the TextEdit controls in all editors with a colored border on focus.
File > Exit menu option should work properly now
The editor apps should throttle when they are run in the background to prevent them from wasting CPU cycles.
The rendering framerate will no longer exceed the detected monitor's refresh rate to prevent your RTX 3090 from becoming a space heater.
Added the 'About' section with all credits and legal information.
The 'About' section will open all license text in a separate text file if clicked.
Improved font legibility for users who had DPI scaling enabled in their display settings
Added a 'clear' button for list/tree filter input fields.
The 'undo' and 'redo' shortcuts now work across all editors.
Launching any of the editors will no longer hijack your hardware RGB lighting schemes.
Performance: The application update has been moved to the main thread
Dialog Boxes are not forced to the foreground, so they are no longer lost behind the main window
Added a native splash screen support that replaces the ugly black window during the editor initialization phase with a not-so-beautiful (programmer quality) splash image.
...and tons of backend changes for future updates :)
Level Editor:
Converted and cleaned up most dialog windows to shared backend.
Fixed the time flow for particle simulations.
Prevent camera zoom in/out on mouse wheel when a dialog window is open.
validate tile name on tile creation/load ( )
Creating a new biome from within the editor is now possible.
You can now pin tiles as your favorites in the Open Tile dialog window.
Purged invalid references in `File > Recent` menu entry.
Improve 'Play Game' dialog window. You can now select mission/difficulty before launching the game (Custom difficulty customization in the future). Press the green 'play' button in the top right corner of the window, and you're in the game! This is a great solution for testing changes quickly, as it skips the main menu sequence entirely and doesn't require you to place any zip packs in the game's main folder.
Improved 'New -> Mission tile' flow.
When creating a new mission, the editor will automatically create a custom 'time of day' file for you, containing settings about lighting and weather effects that you can tweak to your liking.
The newly created tiles will use the 'Jungle Survival' mission as a placeholder for their mission logic.
Fixed a crash caused by `project_resave_tiles` action when running in non-development mode.
Creating missions from .mapdump files is now easier. If you play The Riftbreaker and stumble upon a map you like, you can enter the console and type in: 'dump_map_layout. You can then open that file in the Level Editor. The Editor will automatically create all the necessary files for you
Fixed an issue where the prefab list was empty after new tile creation
Added an option that allows the editor to auto-load the last opened project on app start.
The 'Open Level' option in the Level Editor has been renamed to 'Open Tile'.
You can now edit the lighting settings and save custom presets directly in the Level Editor.
Riftbreaker Editor:
Fix a crash when deleting selected nodes with external requirements.
Research Tree now displays centering guidelines.
The Research Editor on campaign tree save will no longer generate an additional tree for survival mode, as the trees for both campaign and survival have been separated now.
Creating a new ResearchTree will mark it as `custom,` and when found, it will be auto-injected into the game research tree as a separate tab.
Added support for displaying the DPS calculation in the Weapon Editor.
Added LocalizationEditor to ease localization lookup/preview (we are missing glyphs for non-ASCII characters, so they are displayed as ???)
Added an experimental DARK theme (add `set editor/theme 0` to editor config for preview)
Workspace Editor:
Copying files to the workspace shouldn't corrupt files any longer.
Editor reacts a little better to external workspace directory changes.
More colored icons!
Reveal in Explorer/Edit file action should be now a little more reliable.
Fixed issues with starting external editors.
Added an experimental DARK theme (add `set editor/theme 0` to editor config for preview).
Mission Editor:
Removed deprecated actions from graph nodes.
We highly encourage you to leave bug reports and feature requests on our GitHub.https://github.com/exorstudios/riftbreaker-tools/releases/tag/0.1.4950 That way, we can track them easily and update you on the status of the issue. If you find GitHub hard to use, we also pay attention to the Steam Forum and the Modding section of our Discord: www.discord.gg/exorstudios. Discord is also a great place to share your mods and ask for help if you find any aspect of working with our tools troublesome. TL;DR join Discord. This is the way.
A lot has changed in The Riftbreaker since its October release. Ever since that moment, you have been sharing your insights with us non-stop, showing your care and dedication. Thanks to them, we have improved on plenty of aspects of the game. However, our work is far from over. Today, we would like to share a bit of a perspective view on The Riftbreaker, how your voices shaped the game and what changes we are planning to implement over the course of the following months. It’s time for our first ever State Of The Game!
THE CAMPAIGN MODE AND GENERAL GAMEPLAY
The Campaign Mode has been receiving improvements with almost every patch we release. You have informed us about many potential roadblocks and given hints on improving the flow. The difficulty spectrum has been greatly improved. The Easy difficulty was made more accessible, while the Hard and Brutal modes became slightly more challenging. This change allows more players to enjoy The Riftbreaker Campaign at a more suitable level. Additionally, we added the option to use Custom Difficulty settings to play the entirety of The Riftbreaker Campaign. This way, if you don’t find a setting that’s quite right for you, you can fine-tune almost all parameters that define how difficult the game is going to be.
At the same time, we have been doing internal playthroughs of the game. Each member of our team has completed the Campaign and then shared their feedback with the rest of us. What came out of all this is a medium-sized book of ‘to-dos’. Covering all of them would be impossible. Instead, we’re going to reveal the most significant upgrades that you can expect to arrive in the short-to-medium term.
The first one is an all-new economy management screen. With this feature, we aim to give you a new degree of control over what comes in and what goes out of your base at any given moment. The economy screen will show you what kind of resources your facilities are using, where your power comes from, and what consumes the majority of it. Best of all - we are working on giving you control over your buildings through that screen. For example, when an attack wave threatens your base, you will be able to disable all your Synthesizers or Comms Hubs with just a couple of clicks instead of frantically running around the base.
We are also working on expanding the endgame content. Without going into spoilers - we want to introduce new endgame goals and new ways of enjoying the campaign mode for a much longer time. That will include the ability to visit more planetary locations, discover all the flora and fauna species, and cultivate resources to form a self-sustaining base. The first step to that was the Agricultural Revolution from a couple of days ago. That point deserves its own paragraph (or even a couple).
The Cultivators have proved to be very powerful. With that technology, some players were able to even fast-track their way to opening the Rift Portal - which is excellent. Giving players more options, especially the less obvious ones, is a net positive for everyone. Unfortunately, their efficiency and versatility were so high compared to the cost that they could make all other resource production obsolete. Cultivators are intended to be a late or endgame mechanic. If they are available en masse too early, they become problematic. At launch, their costs were not reflective of the power behind them. We decided to tweak their upkeep costs, yields from particular saplings, and the number of drones that operate simultaneously. Additionally, to reflect the fact that Resource Cultivation is the ultimate, eco-friendly way of preparing Galatea 37 for human colonization, we limited certain saplings to their native biomes. That, in turn, requires you to set up several farms around the globe if you want to harvest all of the available resources
That reduced the overall yield you got from your existing setups. There are several reasons for this. First of all - the ratio of Harvesting Stations needed to fully operate one Cultivator has changed. Harvesters now have more drones at their disposal but a reduced operation radius. There is a chance that your current setup is still good, but now you have more room for optimizations. The resources you gain from individual saplings have changed too. If you have noticed that, for example, your previous tanzanite farm might not be producing tanzanite anymore, you might just have to choose a different plant. All resources are available from at least two different species, so we encourage you to experiment.
These changes have been made to make resource cultivation more predictable and controllable. They are more in line with the endgame content we have in mind, facilitating more than one viable strategy. We understand that this might have made some of your setups obsolete and might have generated extra work for you. We are sorry for that and hope that you will understand that we have to make these changes to make the game more enjoyable in the longer perspective. We know that the adjustment period might be a little bit of a shock, but please trust us - it’s all going to be worth it in the end.
As you can see, we have a lot of plans for the Campaign Mode. Its modular structure allows us to expand the game’s mechanisms as well as the world of Galatea 37 and whatever lies beyond…
P.S. We’re making ALT great again. The users from the experimental branch have already had a taste of the ALT key shortcut for building the maximum level building working as a toggle, but we are going one step further. We have designed a system that allows you to toggle the default building level per building. For example, you will be able to set it up so that you always build Solar Panels Level 3 and Wind Turbines Level 2.No more holding the ALT key. No more locked movement. Greatness!
THE SURVIVAL MODE
We have received a lot of feedback regarding the difficulty level of Survival Mode. As it stands now, significant difficulty spikes are an issue for many players. We also heard complaints about the feeling of lack of accomplishment after beating it, as it offers no real gameplay advantage. We have some plans on how to fix that.
Survival Mode will be getting a major balance overhaul. It is definitely true that this game mode could be improved by introducing more variety of enemy attacks. A more gradual increase of difficulty over time could also bring some good. That is why we are going to be reworking all survival difficulty levels from the ground up. We aim to make survival on all difficulty levels demanding but fair. At present, players are sometimes attacked by waves of creatures that they are ill-equipped to deal with early on. That is going to change. We will also give each biome its own specialized technology loadouts. That will make more strategies viable, thus increasing the variety of options available to you.
One of the major changes that are coming for the Survival Mode is the revamped Research Tree. At present, it is shared with the tree used in the Campaign. As a result, you sometimes are forced to spend precious minutes of research on unlocking tech that you will not benefit much from. To solve this, the Survival Mode will get an entirely new Research Tree, to allow you access to as many upgrades as we can, thus increasing the strategic potential. The less impactful technologies will be available from the start, and the ones that have no use in this game mode (like Magnetic Stabilizers or the Research Station) will be removed from the tech tree. We are also planning to make Alien Research much easier to attain.
CUSTOM GAME CONTENT & MODDING SUPPORT
We have seen a lot of great mods published for The Riftbreaker already. Ranging from tweaks to select buildings to complete overhauls of entire biomes and weapon systems - it’s fascinating to see how you put the tools we gave you to use. And our support has only just begun.
An integrated, in-game content distribution service is coming. We know it’s taking a bit long, but as we have said before: this is an important decision that will have its consequences for the entirety of the game’s lifetime. We want users of all platforms across the entire world to be able to use the same platform and interface to share and download custom content. There are a couple of solutions on the line, and we are doing our best to make the best-informed decision. That will, unfortunately, take some time.
What will not take so much time, on the other hand, is an update to our game editing tools. Ever since we published the first version, we have received a lot of feedback and feature requests. We’re happy to tell you that we managed to implement a lot of those changes, and a brand-new editor suite is on its way. We hope to see even more amazing creations from you, just like the ones we spotlighted before: Jungle Variation Pack and Expanded Armory.
As more mods are being created, the number of questions about copyrights increases. To keep a long story short - you are free to use any assets from within EXOR Studios games to create your mods within other EXOR Studios games, and you are free to share them with other players for free. We will publish our policy guidelines around the time the integrated mod support is implemented. We just want you to know that we’re fine with you reusing any existing assets from our games.
Content Creation is a major point for The Riftbreaker. The possibility of using custom tweaks, adding new maps, and even entirely new mechanics are all amazing ways to keep you engaged and give you more creative freedom. Rest assured, we will not abandon this.
MULTIPLAYER
We have a plan. We have a schedule. We have developers. We are working on it as we speak. Even though we don’t have much to share at the moment, we can tell you that we have already implemented the basic client-server architecture and are working on refactoring many game systems that would not work well in a network environment. A positive side effect of that is that we can optimize some systems while doing so, meaning there is even a chance that the single-player game performance is going to improve from that. Our vague ETA is the end of the year 2022.
CONCLUSION
The Riftbreaker’s journey has only just begun. While it might seem that we are working on several big things at once (and we are), the work is structured and divided evenly among our developers. You can expect small, regular updates increasing the stability and quality of life every couple of weeks, leading up to the next point on our roadmap - World Expansion I. It will be an absolute banger, so make sure to stay up to date with the news - we can’t wait to share it all with you.
As always, if you have any questions, thoughts, or general feedback, the comment section is yours. We also encourage you to join our Discord server at www.discord.gg/exorstudios to get insights and updates daily.