Our decision to set the action of the latest World Expansion for The Riftbreaker - Into the Dark - in the Crystal Caves biome below Galatea 37 lead us to answer a couple of interesting design questions. The first major one was how to give players enough space to build their bases, which we solved by introducing the excavation mechanics. The second question was how to make the top-down camera work in an environment which largely consists of rock walls that obstruct the player’s view of the game world. Answering the latter turned out to be a more complex problem. This article will tell you all about our route to finding a solution. Read on!
It's sometimes hard to see creatures hiding behind rocks. It's even harder to shoot them.
It is not uncommon for creatures in The Riftbreaker to disappear behind a tall object - it is an inherent problem of the top-down camera view. Our search for answers started by looking for inspiration in the classic dungeon crawlers, both old and new. We jumped into a couple of our favorites and investigated how much of an area around the player those games reveal. As it turns out, there is no golden rule regarding culling objects around the player. The Riftbreaker combines combat with base building, and each of those elements requires a slightly different approach. We quickly realized we would have to make our own set of rules.
We decided to put together a culling system that works in two phases. First, it classifies the props based on whether they should be removed from the camera view. Then, it applies the final effect - a nice, soft, dithered radius around Mr. Riggs that allows you to see everything you need to play the game comfortably. The way these algorithms work is quite interesting, so let’s dive into them a little deeper.
A simulated view of the culling cylinder. It is aimed at Mr. Riggs, runs parallel to the camera, and marks props for deletion.
If we decided to cut everything around the mech from view, we would end up with an unappealing ‘hole’ in the middle of the screen following the main character. To avoid that, we devised a technique to help us avoid that. We prepared a special physical object in the shape of a cylinder that runs parallel to the focal point of the camera - usually Mr. Riggs. The cylinder feeds us information about which objects come into collision with it. You might notice that the lower end of the cylinder is cut short. The reason for the vertical cut is to prevent objects behind Mr. Riggs from popping in and out of view. The horizontal cut guarantees that only objects above a certain height will be considered for culling. In our case, it’s 10 meters. This prevents the culler from deleting the props on the ground from the player’s view.
Fighting gets much easier when you can see everything around you.
The cylinder recognizes three different categories of props on the scene. The first is ‘world props’ - all the elements that make up the structure of the level, such as solid, indestructible stone walls. Another category is destructibles, which designers may put on the walls for decorative purposes. The final category is ‘soft rocks’ meant for excavation during gameplay. Each of these object categories has a slightly different ruleset when it comes to culling. Categorizing them properly allows us to avoid the unpleasant ‘popping’ effect when props appear and vanish from existence, seemingly at random, and prevents the algorithm from deleting more objects than it has to.
Although not perfect yet, we are confident that exploration of the Crystal Caves biome is going to be much easier thanks to our culling solution.
Finally, we can move on to the visual part of the algorithm. The technique we use here is called the stencil test. It allows us to discard parts of the information (pixels of the objects we want to remove from view) by making a comparison between the stencil buffer and the reference value. It goes like this: world props, destructibles, and destructible walls within the cylinder we described earlier are marked as potential candidates for culling. We then filter them through our purpose-made stencil mask, which looks like this:
This is what the stencil mask used for culling looks like.
MAGNIFY!
This pixel structure allows us to get an approximation of transparency.
The mask is circle-shaped, with solid red in the middle and fading to black gradually. The key to this is very simple. Red means ‘do not render,’ while black means the opposite. All the pixels that make up the objects we marked as ‘ready for culling’ are cut from view if they fall underneath the red part of the mask on their way to the camera. Pixels that meet the black part of the mask are rendered normally. The mask is ‘noisy’ on the edges on purpose. Thanks to that, we achieve dithering - a simulation of transparency.
Sounds quite easy and logical. However, we also needed to apply camera culling when it came to the player’s cursor. This allows you to build up your base and aim at distant foes regardless of their position on the screen. That changes the perspective, which introduces a lot of problems for the culler. We used trigonometry to adjust the culling results based on the screen position, which proves that maths has its uses outside the classroom. We also had to ensure that the stencil mask would support multiple culling sources.
When building mode is enabled, the area around the cursor also reveals objects hidden from view by tall objects.
The method that we described in this article ensures that you will be able to see everything you need to stay in complete control of the game while playing the Crystal Caves biome. It also opens up new possibilities for level design when it comes to other biomes since the technique is universal and should work everywhere in the game without any issues. We can also imagine that some of you might not want camera culling enabled, so it will be possible to turn it off in the game’s options menu.
Please note that this feature is still work in progress. This functionality will likely face a lot of changes, both visual and functional - especially once we get your feedback from the beta testing period!
We hope that you learned something new today and that you enjoyed reading this article. For more looks behind the scenes of The Riftbreaker: Into the Dark, make sure to follow us on Steam, join us on Discord at www.discord.gg/exorstudios, and join our regular streams on www.twitch.tv/exorstudios every Tuesday and Thursday. Also, remember that we are waiting for your suggestions and recommendations on our suggestion board at riftbreaker.featureupvote.com. A lot of your feedback from there has already been taken into account for the future, and we’re waiting for more!
The Crystal Caverns biome that you will explore in the second World Expansion for The Riftbreaker, entitled Into the Dark, is a dark and unwelcoming place. Despite the undeniable beauty of the numerous natural crystalline formations, bioluminescent mushrooms and unusual flora, you can never feel entirely safe. Especially not when the hero of today’s article lurks around the corner. World, please meet the bread and butter of the Crystal Caverns creatures - the Crawlog.
Wouldn't want to meet this in the wild...
Crawlogs are relatively small creatures that live in large packs, scattered around various caves and caverns below the surface of Galatea 37. They look as if they were taken out straight out of a horror movie. Their heads look as if they were nothing but bare bones. The skin is wrapped so tightly around the creature’s face that it almost lets you see its bone structure. Be not mistaken - even though they look pale and thin, their jaws can still easily snap any living creature in half. Well, except for Gnerots and Krocoons.
Crawlogs’ slender bodies are covered with thick, pale skin, broken by strange, glowing crystalline formations on their backs and heads. It is unclear what their purpose is - perhaps they are the creature’s way of adapting to the crushing darkness of the depths, luring unsuspecting prey to its doom. Empty eye sockets suggest that Crawlogs used to live above the ground but lost their eyesight as a result of evolution, honestly making them even scarier.
Crawlog's idle animation and running loop.
Once an unfortunate animal gets too close to a Crawlog, it is quickly torn to shreds by the massive claws that stick out from both the hands and legs of the predator. They appear to share the characteristics of the crystals on the rest of Crawlog’s body, giving credence to the theory that the creature grows the crystals on its own, without any outside assistance, be it natural or unnatural. However, not all things about Crawlogs can be explained scientifically.
Why won't you just stay dead?!
The strangest thing about these creatures is that they seem to return from the dead! Obviously, that is impossible, right? Well, not quite. After defeating Crawlogs in combat, a couple of seconds after all their life functions have ceased, the crystals on their body glow up with bright light. Once that happens, the creature rises up once more. The only way to stop this is to destroy the body before it can reanimate. Hammers work well!
Opening each new cavern may disturb a pack of Crawlogs. Be wary!
Crawlogs are fast, brutal, and relentless. Every cave you open can hide another nesting ground, leading to problems if you are not prepared to face a pack of creatures angered by your intrusion. Their speed and agility allow them to take advantage of even the smallest passages within the cavern system of Galatea 37. If there is a way to get to you, they will do so. Prepare for the worst.
The Crawlog is only the first of the new creatures in the second World Expansion for The Riftbreaker. Into The Dark will introduce a lot of new content for you to explore - the Crystal Caverns biome, new weapons, technologies and buildings. Read all about them in the coming weeks - more articles are coming your way. Join our Discord at www.discord.gg/exorstudios not to miss the closed beta period ahead of release. Also, visit our streams at www.twitch.tv/exorstudios every Tuesday and Thursday for exclusive previews!
In our announcement article for the second Riftbreaker World Expansion - Into The Dark, we told you about a major new game mechanic - rock excavation. The areas beneath the surface of Galatea 37 are teeming with life and troves of resources, often buried under tons of rocks and rubble. However, the naturally formed caverns and tunnels aren’t always accommodating for a four-meter Mecha-Suit. The only way of getting to those underground riches is by getting your hands dirty and doing the digging yourself. This article will tell you all about our excavation system, how it will affect the gameplay, and what you can expect to find in the unknown depths of Galatea 37.
Sometimes Crystal Caverns offer nice views!
Let’s start with the technology behind the excavation mechanic. Maps in the caverns biome are filled with two general kinds of rock formations. The classic, indestructible rocks give each map tile its individual layout and set the structure of the play area. What’s more interesting is the second category: destructible rocks. They are visually distinct from the structural rock formations and make up the majority of what you’re going to see in the caverns. This doesn’t mean things are going to get boring - far from it. You can dictate where you want to go, which areas to defend, and exactly how much you want to explore. The soft, destructible rocks can be excavated using Mr. Riggs’ upgraded drilling arm. The process is very simple: you walk up to the wall you want to get rid of, hold the interact button, and in a couple of moments, you will be able to enjoy more room for your future endeavors.
When you get bored of manual digging, you can use nukes.
Now, let’s get down to the bottom of how all of this really works. The destructible rock formations are really comprised of individual boulders. They are densely stacked one next to another in what we call a ‘prefab’. For more information on prefabs and how they work, you can check out this article. The destructible rock prefab fills the area marked by the level designer with tons of individual pieces that you can later dig out. To save performance, the game renders only the outside walls of these areas, spawning new ones as you progress to give you the feeling of digging out individual pieces of rock. If we simply stacked 2x2 walls next to each other, it would be impossible to dig out any shape other than a square. Utilizing boulders of various shapes and sizes and rotating them gives us much more freedom and granulation.
As for the gameplay itself, the Crystal Caverns biome will welcome you with a couple of open areas where you can set up your initial headquarters. However, the existing caverns won’t be large enough to set up a base strong enough to withstand the enemy attacks (yes, you read that right, you’re not safe, even underground). You will have to walk the fine line between excavating more room for expansion and opening your base to attacks from creatures of the dark. Every corridor you open and every cave you create has the potential to be crawling with monsters straight out of your nightmares. They can feel your presence… and they can dig, too!
Always watch your back!
Even the best plans can fail miserably if a massive creature decides to dig a path right to the middle of your outpost. Radars play a big role in detecting these threats early and preventing the destruction they might bring. Large creatures that are able to excavate tunnels are often followed by a horde of smaller ones. Make smart decisions and make sure you take the necessary precautions, otherwise, you might lose everything.
Terrifying as it might be, excavating new tunnels and caverns also yields great benefits. Apart from discovering new resource deposits, you can also find places that will allow you to boost your energy production. Wind Turbines and Solar Panels do not generally work in the Crystal Caverns biome. However, you can find some spots where the cave's layout creates strong air currents. You can take advantage of that by placing a Wind Turbine farm around the spot. That won’t be enough to power you for long. What you really want to find and take advantage of are Geothermal Vents. They will keep the lights on in your base and keep the darkness at bay.
You can find a lot of treasures in the caves. Treasures and horrors beyond comprehension.
Into the Dark changes the way you play The Riftbreaker in many ways. We are excited for what’s to come and we can’t wait to let you play! We’re definitely going to hold an extended experimental period for Survival balancing purposes. If you want to get information about that first-hand, you should definitely join our Discord at www.discord.gg/exorstudios. You can also check out our VOD of the first pre-alpha Survival mode session right here: https://www.twitch.tv/videos/1718954824. We will tell you more about Crystal Caverns in the coming weeks, so don’t miss it!
Every time we launch the live build of The Riftbreaker, we can’t stop ourselves from clicking on the ‘mods’ menu and checking what’s new. Your response to the modding integration has been great. Ranging from balance tweaks to complete overhauls of certain game modes, your mods have been nothing short of amazing - and they get better every day. Today we would like to showcase a couple of truly special mods created by a Steam user by the nickname Molch. They have created a couple of custom survival maps for The Riftbreaker, which are nothing short of amazing. Let’s take a look at them now!
No, Mr. Riggs! You can't eliminate your competition in a running contest!
Rift City
The first map from Molch is called Rift City. It is a 12x12, non-randomized map, taking the game’s action to an urban environment. It might seem like an easy idea at first until you realize that there are pretty much no assets in the vanilla version of The Riftbreaker that you could use to create such a map. Sure, you can use some flags, potted plants, statues, and regular lamps as decorations, but that won’t be enough to create a full-fledged city. Molch had to get creative. Spoiler - they did not disappoint.
Instead of modeling entire buildings, texturing them, and using them as ready-made props, Molch took a modular approach. They created a set of 1 and 2 grid-sized cubes and applied our floor tile textures to all faces of the model. Thanks to that, Molch ended up with a collection of bricks that could be used to create buildings, pathways, walls, and any other architectural structure you could come up with. Granted, these won’t be the most detailed structures ever, but with enough creativity, they can still form stunning art pieces. Just check out the EXOR HQ and the abstract sculptures surrounding it!
To breathe more life into Rift City, Molch also added custom flying objects to the map. Instead of our classic birds, jellyfish, or unidentified insects, the skies of the City are populated with hot air balloons, as well as blimps. You can also catch a glimpse of a jet plane soaring through the skies. Best of all - there is also a full-sized airport, complete with airway beacons, hangers, and a control tower. Molch achieved all that by skillfully connecting their own custom-made elements with clever use of the assets that were already available in the game.
Speaking of using assets in a clever way, raise your hand if you remember our previous game - X-Morph: Defense. XMD featured a destruction system that allowed you to destroy buildings piece by piece, bulldozing cities one skyscraper at a time. Molch managed to replicate that using… tree trunks! There is a shack built from wooden logs hidden on the map. Since it’s made from individual, destructible parts, you can tear it down piece by piece, revealing the internal structure of the cabin, which even includes supports under the roof! It’s just like a building from X-Morph: Defense, but on a much smaller scale. Amazing stuff.
Rift City offers a ton of easter eggs and hidden features. We don’t want to spoil them all, so just go ahead and play it! The map is intended for regular survival gameplay. You will find all the necessary resource deposits to set up your base. However, you will need to be cautious - the city is currently inhabited by tons of creatures from all the Riftbreaker biomes, including several dozens of boss creatures, just waiting for you to misplace your key infrastructure. Conquering this map is certainly going to be a challenge.
Arctic Map
Molch’s next creation is slightly different from the one we discussed previously. Unlike Rift City, Arctic Map takes advantage of The Riftbreaker’s map generation system to provide you with a new level layout every time you launch a Survival run. This means that no two games played on this map will ever be the same. Molch created a bunch of custom tiles, each featuring something special that separates this map from the ‘natural’ formations found in other Galatean biomes.
The Arctic Map is a masterclass in utilizing already existing props in new and unconventional ways. Molch combined assets from the vanilla version of The Riftbreaker into awesome, atmosphere-building contraptions. Not to spoil too much, you will find evidence of yet another alien civilization taking interest in Galatea and its inhabitants. The equipment they left behind is still operational - take a walk around the map yourself and try to see what secrets you may uncover.
Creative tile construction is not the only thing that stands out in this mod. Molch added custom ground textures and modified the existing boulder sets to fit the Arctic atmosphere much better. Thanks to that, all tiles are very detailed and simply feel right - this is what you would expect from a polar region of a planet such as Galatea 37. A perfect place to plan your next science trip!
The Arctic Map is fully adapted for Survival mode gameplay, meaning you will easily find all the necessary resource deposits and plenty of good spots to set up your headquarters. Be cautious, though, as once again, Molch did not go easy on the number and difficulty level of the creatures you will encounter! Bring your best gear and tactics if you plan to take on the challenge.
We highly recommend downloading both Rift City and the Arctic Map. They are both available on the Steam Workshop, which you can easily access through The Riftbreaker’s main menu. Don’t forget to rate and add the mods you like to your favorites! It gives the creators a chance to see that you appreciate their work and want more!
We've just released a patch addressing the most common crash bugs and stability issues you've reported to us over the course of the past two weeks. There are no content changes in this patch - only stability fixes. Here's the full log:
The Riftbreaker Stability Update, January 19th, 2023. EXE: 674, DATA: 298 Changelog:
Fixed a crash in ActionMapResource system that occurred when trying to read a broken action mapper configuration file.
Fixed a crash in DeserializeNodeIntoStruct that occurred randomly.
Fixed a crash in RaytracingFramePrepareMeshRenderable that would randomly occur when playing with raytracing enabled.
Fixed raytracing thread assignemnts to avoid crash bugs.
Tweaked raytracing acceleration node container capacity to reduce crash bugs.
Fixed error handling during mod.io service initialization - the game would hang at certain moments during startup if mod.io couldn't initialize properly.
Fixed building menu item highlights visibility.
Fixed a random crash in TransformSystem caused by buffer reallocation.
Fixed an issue that caused movement key rebindings to revert to defaults in certain conditions.
Welcome to 2023! We hope you had a wonderful holiday season. As you know, we have a lot of things planned for you this year, so there is no time to waste. Here's the first maintenance patch of '23, aimed at fixing the most common issues you have been reporting to us over the course of the past couple of weeks. Enjoy!
The Riftbreaker Stability Update, January 9th, 2023. EXE: 661, DATA: 287, Changelog:
Fixed a crash that occurred if the game encountered incorrect text encoding.
Fixed a crash in Transform System caused by buffer reallocation error.
Fixed a crash in the XAudio2 system.
Fixed various GUI issues - animation start/end points, layering, offsets and visibility of GUI items.
The game will no longer crash if the VfsZipArchive system detects a corrupted zip file.
We've just published a small stability update for the game.. It fixes several crash bugs in various areas of the game. If you have had crashes in any of the areas mentioned in the changelog, try out this version, as it might fix your issues.
The Riftbreaker Stability Hotfix, December 22nd, 2022. EXE: 649, DATA: 275. Changelog:
Fixed several crashes connected with the crafting system.
Fixed a crash that occurred when jumping to different maps in Campaign Mode (it looks like the same thing that we did last time, but this is a different crash!)
Fixed a crash in Blueprint Component Manager.
Fixed a crash in State Machine Transistion System that occurred after loading the game.
Fixed skybox blending at night.
Fixed an error with skybox mipmap generation.
There are no gameplay or content changes in this build.
2022 is almost behind us. It’s been a very busy year for us, and we are looking forward to taking a short break from the office and clearing our heads a little bit to put our future plans in motion. The support that we’ve been receiving from you has been simply incredible. Thousands of players visit Galatea 37 daily. Our inboxes are filled with messages of support, feedback, and questions about co-op (wink, wink). Today we’re taking a look back at what we’ve managed to get done in 2022, the lessons we learned from those events, and what we aim to make happen in 2023. Read on!
Let’s start with a short summary of the major milestones, as well as some statistics that characterized the course of The Riftbreaker’s development in the year 2022.
An artistic depiction of void crunching the numbers and mashing all these stats together. 2022, colorized.
We released 7 major updates for the game in the past 12 months:
World Expansion I and Metal Terror DLC - a huge free update and a brand new part of the Story Campaign taking place in a new biome. The update included a new survival map and dozens of technologies, weapons, and enemy species never seen before. https://steamcommunity.com/games/780310/announcements/detail/3367020691428249994
We released 46 updates on Steam. 7 of them were major updates, 21 were experimental updates, and 18 were either smaller patches or hotfixes. A major update for The Riftbreaker sees 3 preceding experimental updates on average.
We released a total of 136 updates for the game across all versions on all platforms. That’s one patch for some version of the game every 2.68 days!
For every update, we need to perform several manual and automated save tests: loading, saving, and reloading 132 save samples. The automated process takes 3:09 hours on average. We ran save tests a total of 295 times this year. They took 55,755 minutes to complete. You can watch The Lord of the Rings Trilogy Director’s Cut 77 times during that time.
On the 1st of January 2022, The Riftbreaker repository revision number was 26911. We end the year on revision 34397. That’s 7.486 changes we’ve made to the game over the course of the year. That’s 20.5 changes a day. An average member of EXOR contributed 499 times.
We had to expand our server storage by over 24 TB this year alone.
Void streamed 68 times for you while you watched him for 6610 hours, or 275 days. That’s about how long it takes for a baby to come into this world!
We published 81 news articles on Steam, amassing 26.489.858 impressions (times they showed up when you were browsing Steam). That’s 327.035 views per news article. Naturally, a very small percentage of that converts to reads, but let’s imagine that every time we publish a news item, the entire population of Orlando, Florida, looks at the thumbnail. Weird. They have so many nicer things to look at over there.
The population of Riftbreakers has grown by another 350.000, bringing up the total to slightly over 1.000.000 players across all platforms, with more than 90.000 braving the Metal Terror.
That’s quite a lot, isn’t it? Naturally, with loads of tasks to complete, there are plenty of opportunities for things to go wrong. Miscommunications, lapses of concentration, or pre-existing biases will inevitably lead to mistakes. However, it is important to learn from those and take steps not to repeat those errors in the future. Here is a short summary of some of the things that we learned while working on The Riftbreaker through 2022.
Lesson 1: Clearly communicate your intentions to the players, especially in case of changing existing mechanics. Being assertive and confident about your decisions is one thing. Making sure that others understand there is no ill will behind your actions is another.
We spent the early months of 2022 patching the game up and introducing various tweaks and balancing changes. Some changes were overwhelmingly popular and appreciated, for example, making the acid rain/hailstorm events local instead of global. Unfortunately, others were not - look no further than changing the yields from cultivators. In the early days, it was entirely possible to just ignore the economy aspect of the game as long as you had an array of cultivators and collectors working 24/7. While we still stand by our decision to reduce their output, we could have communicated our intentions behind this change much better, which we did a week later. Still, we should have given you the full picture up-front and will do so in case of major changes in the future..
Lesson 2: It’s okay to give yourself a bit more time. Plans work great on paper, but as life evolves from day to day, plans need to evolve as well. We underestimated the time needed to playtest and polish the Metal Terror World Expansion. We learned that extracting the ‘fun factor’ can take a lot of time.
At the beginning of the year, as we moved from one patch to another, the production of Metal Terror was going full-steam ahead behind the scenes. We originally planned to release the expansion on May 30th. We had everything lined up: the trailer, press release, we arranged for some content creators to play the game and make videos… We encountered a problem though - we needed more time. The expansion was almost ready. All the assets were there, the voiceovers and videos were already recorded, and all the missions worked as they should.
Unfortunately, it was lacking a couple of finishing touches and details that would bring Metal Terror to the standard that we aim towards. We didn’t want to disappoint you with something half-baked, so we made the difficult decision to postpone the release until July. Your response was amazing - we received hundreds of messages telling us that you were happy to wait a little longer if it meant the game would be more fun. It was heartwarming and motivating for the entire team. The extra time you’ve given us allowed us to reach the goal and deliver a sizeable expansion that ties in nicely into the entire story of The Riftbreaker.
Lesson 3: Don’t be afraid to share your work with the world ahead of release. Sure, keeping a game’s story a secret is a no-brainer, but everything else should be fair game. It allows you to get feedback early, introduce changes, and get everyone excited for what’s coming.
Staying on the topic of Metal Terror, our approach to sharing information about it was much different than during the development of the main game itself. We purposefully decided not to release any articles about the upcoming creatures, technologies, and storyline because we didn’t want to spoil things for you. In our fear of not letting you know too much, we missed an important opportunity to gather feedback and make improvements on what we’ve done. Holding everything in secret hampered our ability to gather feedback early. This resulted in a too optimistic approach to announcing release dates and a lot of resulting stress. This is why we will be sharing a lot more info with you leading up to the release of the second world expansion and its story-based part - Into the Dark.
Lesson 4: Minimize the effort that you require from players when giving you feedback.
This leads us nicely to another thing that happened last year: the introduction of our feedback board at riftbreaker.featureupvote.com. For a very long time, we have been collecting feedback and suggestions from across all our media channels. We knew that some issues came up more often than others and made a point to include them in our development schedule. However, what we didn’t take into account was the fact that we only collected feedback from those players who devoted time and energy to actually type out a message to us.
Only after setting up the suggestion board did we realize what your opinions on the requested features are. We learned that single-player content is just as important as multiplayer. We also realized that not that many of you would like us to prioritize PVP modes. That gave us a lot of information to work with. Feature Upvote doesn’t require setting up any accounts, logging in, or writing essays on things you would like to see changed. Any user can just come to the board, click ‘upvote’ on things they like and move on. The ease of use and accessibility have given us great, actionable feedback we could start implementing right away.
Lesson 5: Don’t be afraid to share information, even about the most difficult of topics. Our ‘Co-Op when?’ article was one of the most popular blog entries in EXOR history. Almost 60.000 of you gave it a read. Hundreds have left comments appreciating the explanation and asking for more.
The overarching theme of 2022 and the number one most requested feature has always been clear - CO-OP WHEN?! We’ve known since the beginning that implementing multiplayer mode for the game was going to be very tough, and it was going to take at least a year. It turned out to be longer than that, and with the Q4 2022 release becoming more and more unlikely with each day, we decided to tell you everything about it in a lengthy, detailed article. It explained the network architecture we chose for the multiplayer module, listed the things that we had already reworked, and pointed out the plans for future reworks and optimizations. That leads to a very important conclusion - take the time to share what’s going on behind the scenes. People will appreciate it!
Enough about the past. Let’s talk about the future of The Riftbreaker.
A lot of good things are coming in 2023, starting with the second world expansion and its story-based campaign part - Into the Dark. The story will follow Ashley and Mr. Riggs into a network of caverns and tunnels beneath the surface of Galatea 37. The new expansion will open up a new biome, along with its unique fauna and flora, and give you access to tons of new technologies and gameplay mechanics. And as we promised - we’re not going to be secretive about it. Be on the lookout for articles featuring the new content!
We won’t slow down with regular updates, either. Our plans to expand the endgame of the Campaign Mode are big and won’t happen overnight. You can expect plenty of updates featuring new mechanics, reworks of existing ones (looking at you, mods!), as well as updates to the game’s balance. We can’t wait to see the final results!
We are also continuing our efforts on the multiplayer front. As soon as we have a working version that would allow two players to have a go at one of the survival maps together, we want to make it available as a closed beta. We will use that as a base for further development of the co-op mode that will allow you to enjoy all the content available in The Riftbreaker together with your friends. Those are, naturally, not the only things we have in store for you in the coming year. We plan to add even more content and technical innovations. We also want to involve you in the process of development in more ways.
Mr. Riggs wants to get involved, too!
Speaking of involving our community - a huge thank you for your positive response to the brutal survival challenge we issued a couple of days ago! We received many entries, and the first three people who successfully completed the challenge were:
Mr. Riggs plushies go your way! We also have an honorary mention - Harkonnen28, who was actually the first one to send in the video. Still, he was going to receive a plushie, either way, thanks to his contributions to the community.
Cracking presents means something different on Galatea 37.
We leave you with the Winter Holiday seasonal event active. The jungle biome of Galatea 37 is covered in snow, landmines turned into gift boxes, sentinel towers became snowmen, and the lamps in your base resemble gas lights. If you don’t see that in your game just yet, make sure to enable the ‘seasonal events’ option in the gameplay section of the options menu. If you prefer the classic look of The Riftbreaker, you can turn that option off, too. We don’t mind. You can even switch between the two modes on the fly. Go wild. We’re not going to tell you how to live your life.
Most of the EXOR Studios team will be back in the office in the second week of January. At that point you can expect the return of regular streams at www.twitch.tv/exorstudios, new articles about the upcoming content, as well as game updates. For now, though, we would like to wish you a great winter holiday. Spend some time with your loved ones, eat some good food and have a break from everything. You earned it.
We've just published a small update for the experimental version of the game. It fixes several crash bugs in various areas of the game. If you have not experienced any crashes on this list, there is no reason to switch to the experimental branch. If you have had crashes, try out this version as it might fix your issues.
Since we haven’t fully finished testing this update yet. We strongly recommend you to back up your save files before moving onto the experimental branch.
How to join the experimental branch:
create a backup copy of your save folder (Documents/The Riftbreaker)
disable Steam Cloud save backup
go to your Steam Library
right-click on The Riftbreaker
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.
The Riftbreaker Experimental Update, December 21st, 2022. EXE: 649, DATA: 275. Changelog:
Fixed several crashes connected with the crafting system.
Fixed a crash that occurred when jumping to different maps in Campaign Mode (it looks like the same thing that we did last time, but this is a different crash!)
Fixed a crash in Blueprint Component Manager.
Fixed a crash in State Machine Transistion System that occurred after loading the game.
Fixed skybox blending at night.
Fixed an error with skybox mipmap generation.
There are no gameplay or content changes in this build.
We have just released a small patch addressing some of the issues that you have reported with the latest update. Thank you for pointing out the issues and providing us with valuable feedback. The changelog today is not that long, so let’s get right to it.
The Riftbreaker Hotfix Changelog, December 14th, 2022. EXE: 646 DATA: 271
Gamepad icons should now change properly according to the hardware you have plugged into your PC.
Fixed the look of some debris particles that appeared black on one side.
Fixed a crash that occurred if the MinimapSystem failed to initialize on time
Fixed a crash that could prevent players from loading into other maps they visited before in Campaign Mode.