It is time for another co-op mode development progress update for The Riftbreaker. A lot of good things happened since the last time we shared the news with you, including some major developments and improvements. A lot of those upgrades happened thanks to the data you provided us with during the closed beta. We appreciate your help so far! .We even managed to complete a 3-person playthrough live on stream several times. Here’s a new VOD from one of those streams:
As you can see, the game runs quite well, and even though the performance still leaves a lot to be desired, especially in the later stages of the game, we feel we are on the right track. Plus, we have a new, fancy 3-face cam setup and managed to convince some EXOR members to break their ‘stage’ fright! But you’re here because you want to learn more about our development process, not just to watch a video. Let’s take a look at what our brave programmers have been doing for these past couple of weeks.
A PROMISING START
At the very beginning of the year, on January 2nd, one of our programmers, Starbugs, sent us a screenshot from his Survival run. It was a single mech, a Headquarters, and a ton of defensive towers - obviously running an infinite resources cheat. The screenshot was taken at the end of the run, and Startbugs told us that he managed to almost complete a run. It was an improvement since the game used to crash within 15 minutes in similar conditions. It was a positive message to start the year, but we were careful to share this enthusiasm.
Yes, we use Skype. Yes, we know about other software. No, we won't switch. Yes, we are stubborn.
This is a screencap from our group chat on the 2nd of January 2024. It goes like this:
Starbugs: Some good news for the start of the year. 5 more minutes till I finish a survival run in multiplayer! Angin3: But you’re cheating! Doesn’t count! Starbugs: shut up Prosatanos: That’s not a real base, still cool tho Starbugs: Smartasses. I was trying to be positive here. It used to crash after 15 minutes. You ruined everything! I won’t tell you anything anymore!
Most of us were skeptical at this point, as the “base” Starbugs presented wasn’t representative of what you usually see in the game. There were no factories, no power generation setup, or basically anything else. That’s important because every structure you build increases the computational cost for the game. A setup consisting of an HQ and a couple dozen towers using an “unlimited money” cheat is far less resource-intensive. Our snarky comments about Starbugs’ (cheater) tactics did not manage to extinguish his inner flame. Both he and lukaasm braved on, playing through multiplayer run after multiplayer run, fixing numerous bugs on their way.
The benchmark results point out a continuous improvement in data transfer optimization. The reduction of bytes transferred is one of the most important things we can do to increase performance and ensure a comfortable play experience. At present, the transfer rate is acceptable for a fast internet connection. However, we still have much to improve.
Thanks to your active participation in the closed beta of the multiplayer mode and the data you provided, our team could deduce which components they should pay attention to. Some bugs the programmers encountered during gameplay were a direct result of some game systems being unoptimized for online play. Reworking these allowed our team to improve the game's performance significantly and eliminate many bugs in the process. As you can see in the screenshot above, the results are clearly reflected in our benchmark scores - the lower these lines go, the better the performance.
THREE-PLAYER SURVIVAL MODE RUN THROUGH THE STEAM NETWORK
When you play with others, you might actually have the time to build some more walls! Who would have thought?
After a couple of weeks of intense development and rapid improvements, The Run™ happened. We managed to complete a Survival Mode run, playing as a three-person team. We have done this before, but it was the first time the game felt truly stable, and the performance was acceptable (for this stage of development). We were ecstatic. Then, we repeated our feat a couple more times during our development streams at www.twitch.tv/exorstudios, gradually improving our streaming setup. At one point, one of us even connected from outside the office - and the experience was okay as well. Sure, the distance between the office and Paweł, who worked from home at that time, was more or less ten kilometers. Still - it was an outside network, the data was transferred through Steam’s datagram relay network, and we completed a full playthrough of the Survival mode. It was a success - no doubt.
CO-OP CAMPAIGN PROGRESS
We all have to sacrifice something for the greater good in co-op. Even your own mech upgrades (I choose to completely ignore the fact that maintenance tools would have made buildings cheaper, which would benefit everyone).
The programmers were quite sure that they could pull off even more. They decided to try running an entire campaign in co-op mode. Given that no one has tried that before, it was a huge undertaking. They started by making sure that the save system was functional. It turned out that it needed a little bit of encouragement, but after some bugfixing, we are now able to save the state of the game on the server. It is currently stored on the server itself and can be loaded from the menu as usual. Once the game is running, the clients can join in, and if they participated in the game, they also receive all their equipment back. This is a very basic implementation - we are still unsure what it will look like in the final game. We have a couple of options to consider - keeping saves on the server, giving each player a copy of the save file, etc. However, we will make our final decisions closer to release - now, we are focused on getting the game running in the first place.
If it's ugly, but works, is it really that ugly?
With a functional save system in place, it was time to start the playthrough. Since the guys playing were programmers, they were able to debug the game on the go and fix all the game-blocking issues they encountered. Naturally, there were a lot of crash bugs, things not working as expected, and other minor inconveniences. However, the bugs that are not obvious at first glance are always the hardest to spot and fix - and there were quite a lot of them.
ERADICATING BUGS
You can take a guess whether the power plant survived or not.
One of the first such bugs was connected to the radar. As you know, the mech in The Riftbreaker has a short-range radar connected to it, revealing points of interest within a certain radius around the mech. That radar also reveals the fog of war, marking the map cells as ‘discovered.’ Those cells are quite small in our game, and a lot of them can fit into the 15-meter radius of the short-range radar. It turns out that the clients synchronized ALL those revealed cells with the server, each and every frame the game was running. The more players there were, the worse it got. Hundreds of kilobytes of precious data, up to 30 times a second. This bug has been fixed, and clients only send new information to the server.
Remeber to always communicate clearly.
Another bug our team discovered was connected to the objective system and the way we handle its updates. Whenever a player was given a new objective, finished their current one, or when an objective failed (it can happen!), we synchronized the state of the objective system between the client and the server. Sounds logical, right? We thought so, too, until we realized that the mission timer ticking down was an objective update, too. That meant the need to synchronize the system every second. Still doesn’t sound too bad. What made matters truly awful was the fact that we forgot about the mission log - the menu page where you can see the entire history of your campaign. All changes in your mission goals are stored there, including timers. Suddenly, we were facing an update with a massive amount of data every second. We made the decision to exclude timers from the synchronization process, which fixed that bug.
Our tests are usually carefully planned and conducted according to our internal rulesets. Usually. Sometimes we just jump in the deep end and see what happens.
In a similar fashion, the research also caused problems with an unnecessarily high number of updates, but for a different reason. When you add any technology item to the research queue, a timer is displayed, showing you how much longer it takes until it’s done. In reality, however, research is not time-based at all. Every tech item in The Riftbreaker costs a certain amount of download points. Communication Hubs produce those download points at the rate of 1 point per Hub per level. The amount of that resource is updated every frame, meaning it has to be synchronized every frame. Considering that download progress couldn’t have been updated without sending over information about the entire research tree, you get way too much data way too often. Decoupling the research progress and download values from the rest of the research system solved the issue.
Show me what you got.
By this point, you should see a pattern emerging - our systems often send more information than necessary. It was no different in the case of the energy graph system. Each building, power plant, and energy connector is a part of the energy grid in the game. They can get truly massive, as there is no limit to how many structures you can place. What if we told you that the first versions of the co-op build wanted a full synchronization every single frame? Sub-optimal is the mildest way to put it. Luckily, compartmentalization, packing, and reduction of the update frequency also fixed those issues.
Words to live by.
In multiplayer mode, The Riftbreaker relies upon constant communication between the server and its clients to keep the game world state in check. Problems occur when the syncing happens too often or too rarely, as you will learn from our next example. If one player started an HQ upgrade process while the other player was somewhere else on the map, it was possible to get an infinite loop. When the player who was away came back to the base during the construction time, their game would notice that fact… and start another HQ upgrade process underneath. Rinse and repeat, infinite level 2 upgrades, infinite level 2 waves. We decided that some events need to be broadcast globally and reach all players, regardless of their position on the map. That fixed the issue.
You can set up some pretty powerful tactics while working with others.
Apart from fixing bugs, Starbugs and lukaasm ran a round of optimizations on every game component that looked suspiciously big or caused spikes in transfer. If you watched any of our co-op attempt streams, you might have noticed that whenever a player wanted to join the game, there was a huge stutter as they connected to the server. Turns out that the culprit was the MechComponent - a set of properties that every mech in our game has, giving the players the ability to move around and take game actions. The component was absolutely huge for multiplayer standards, generating up to 500 kilobytes of traffic per second per mech. After optimizing that data structure, the boys managed to reduce that rate to about 30 kilobytes a second. It's still too much, but it's a lot closer to the target.
OUR GOAL AT THE MOMENT
This is one of the symptoms of replication bugs. Thay make the game really hard to play sometimes and might have game-breaking consequences.
The biggest problem we are facing right now is replication. Replication is the process of recreating gameplay state changes from client to server and vice versa. In order to save performance, we divided some processes into those that happen on the client side and those that happen on the server side. When combined, we should have the full picture of what events are happening in the game world - ‘should’ being the keyword here. At the moment, it is possible for the server to ‘think’ that it sent all the necessary data to the clients, but some of that information never reaches their PCs. As a result, we see some strange bugs. For example, if you build walls, some of them are not visible to other players. The buildings player A builds can’t be sold or upgraded by player B. Creatures that died during combat on one player’s screen show up as standing corpses for the other.
After a while you get used to it, but you shouldn't have to get used to something like that. It's our focus at the moment.
There are many possible reasons for this behavior, and we are currently working through them to prevent this phenomenon from being a problem. The server is convinced that the data packets have been uploaded and sent to the client. However, they either never reach their destination or never get sent at all. It is also possible that the packets arrive out of order, and the data in them can no longer be applied to the game state. Either way - we have easy ways to reproduce these issues since they happen all the time. Data packet loss is something that can’t be prevented entirely. All that is left is to experiment, find all the problems that it’s causing, and work around them. It is definitely a complicated task, but we’re sure that we will have it fixed. As soon as we are able to finish a full campaign playthrough, we will begin the next round of the iteration process.
WHAT IT ALL MEANS FOR THE BETA
We hope to let you gang up like this with your friends as soon as possible.
For the time being, unfortunately, not as much as you would expect. Despite the huge progress we’ve made, we’re still not ready to release the co-op mode to the beta testers. We have our hands full trying to fix the issues we have discovered ourselves. The list of known problems would probably grow by an order of magnitude once other people joined in. Their feedback would be lost or become irrelevant over time. Once again, we need to ask you for your patience. We will update the beta once we have a stable build and decide that we are ready for public scrutiny.
I mean, how long can you play with yourself before you get bored?
Still, there is good news. The previous round of beta testing, which was focused solely on PVP and networking aspects of the game, was a major success for us. The data you gave us has led to major breakthroughs, and we are sure that it is going to repeat once we add co-op into the mix. No effort from a team of 15 people (not all of whom work on the multiplayer mode) can beat the collective power of the internet. For this reason, you can be sure that we will give you the chance to try out the co-op in closed beta conditions as soon as we are physically (and mentally) ready to take on the challenge.
CONCLUSION
A perfect summary of our progress. We are going in the right direction, but sometimes things go sideways!
The past few weeks of work have been very fruitful, leading the co-op mode for The Riftbreaker to reach the most promising state yet. It finally feels like a real game and a fun one to boot. While we’re not ready to release a coop beta build yet, we encourage you to sign up for the waiting list, as public testing is very important to us. We plan to start it as soon as we have all the elements in the right places. For the time being, join our Discord at www.discord.gg/exorstudios, where we publish our daily changelogs and share even more information about what’s going on in the studios. Join our streams on Tuesdays and Thursdays at https://www.twitch.tv/exorstudios to have a chance to see our live playthroughs and chat with us. Things are good. Just let us cook a “bit” more.
To sign up for The Riftbreaker Multiplayer Beta please fill in the following form:
We reserve the right to contact only select participants.
These plants have nothing to do with the rest of the article, but they are cute and funny and shy and awesome.
The Swamp biome that is coming to The Riftbreaker in World Expansion III is a beautiful place filled with all kinds of life. Plants, creatures, and fungi living here have perfect conditions to grow, multiply, and thrive - all thanks to the abundance of water and fertile soil, rich with minerals and nutrients. Given enough time, any form of life can reach a truly gigantic size in the Swamp. However, Galatea 37 likes to surprise us. Apart from towering, ancient trees that have been growing for the past few thousand years, you will encounter other unexpectedly large life forms. Life forms that grow quickly and claim all the land they can find. Let’s talk about Vine Walls today.
This place doesn't look inviting and the creatures don't want us there. Let's go inside before we see reason!
A large portion of the Swamp biome is covered with a sprawling growth of what we call Vine Walls. At first, they seem to be a very large formation of intertwining bushes that are impossible to cross for something larger than a Quelver. However, they are not just a field of shrubs. In fact, it is one giant organism, probably one of the largest ones on Galatea 37. Vine Walls spread like wildfire, taking over every piece of land they can. As the Vines spread, some of their branches get rooted into the ground, soaking up all the nutrients and water a plant needs to survive. Vines are very densely packed, blocking all the sunlight and leaving nothing for competing organisms. In the world of plants, they are as close to the top of the food chain as they can get.
You can carve a path into the vines to regenerate ammo, charge a shot, or simply run away from a creature. It's a nice little tactic.
Encountering a growth like this on your path to exploring the secrets of the Swamp biome is going to pose a challenge. While Vines are not a direct threat to Mr. Riggs, they will limit your movement options. They might seem a bit similar to Limestone Walls from the Crystal Caverns biome, but you will quickly realize that they are very different. Walls and Vines can both be cleared with Mr. Riggs’s drilling arm, and this is where the similarities end. While Limestone Walls stayed open after you drilled through them, Vine Walls will grow back just a couple of seconds after you initially cleared them. You will have to carve your path as you go, with your escape route closing all the time.
Given enough time, the vines will grow back and trap you within. Luckily, good old brute force helps.
Luckily, Vines are quite brittle, and most of your melee weapons will punch through them with ease. This is going to be especially helpful in combat - and there is going to be quite a lot of combat here! While the Vine Wall does not enjoy sharing space with most plants, it forms a symbiotic relationship with carnivorous plants, like Artigians and Carnicynths. The Vine allows these species to grow within its ‘body’ in isolated pockets. Carnivorous plants are supplied with food and shelter. In return, if something is trying to carve its path through the Vine growth, the plant will try to trap it in such a way that Artigians and Carnicynths can destroy the threat from a safe distance. Be careful not to fall into one of these traps.
Mr. Riggs knows he won't burn it all down, but it won't stop him from trying anyway.
Since Mr. Riggs is the biggest pyromaniac on Galatea 37 (this is an official title (edit. no, it’s not)), he quickly discovers that the branches of the Vine Walls can be easily cleared using the good old flamethrower. It is a plant, after all, and plants burn. However, the Vine’s defensive mechanism stops the flames from spreading by secreting a flame-resistant substance that covers the branches near the source of the fire. You can burn a path forward, but you will never get rid of the entire growth.
Fights taking place within the growth require you to find new strategies and look for the most efficient solutions.
It is unclear at this point if the Vine Wall colonies spread around the Swamp have a positive or a negative effect on the ecosystem. That will be left for you to discover. One thing is certain - you will either have to learn to live alongside them or use something other than brute force to destroy them. You will solve this and many other secrets in World Expansion III, which you can wishlist here:
If you would like to see previews of World Expansion III even before the update goes to the experimental branch, join us on Tuesdays and Thursdays on www.twitch.tv/exorstudios - we stream both World Expansion III Survival runs and our brave first attempts at Co-Op sessions. We’d love to hang out with you and answer all the questions you might have. You can also catch us on our Discord at www.discord.gg/exorstudios.
See you there! EXOR Studios
P.S.
We have a bundle going with our friends from Far From Home, allowing you to get The Riftbreaker and Forever Skies, an awesome, post-apo survival game that should be right up your alley. Forever Skies is on a 20% discount at the moment, and if you already own The Riftbreaker, you can get an additional 15% off using the bundle. Check it out!
Last week, we presented the various plant species of the Swamp biome that will require you to stay sharp while exploring the area. By this point, you know that the new biome is not that welcoming despite its lively and colorful looks. However, it’s not all doom and gloom! You will find plenty of interesting and valuable things during your excursions into the fungal forest. One such addition coming to The Riftbreaker in World Expansion III is Power Wells - incredible artifacts that let you harness game-breakingly powerful skills for a short period. Let’s talk about them now.
GOTTA GO FAST
Power Wells are our take on a classic action RPG game mechanic. They are mysterious objects scattered across the entire map. Once activated, they grant you short-lasting but very powerful bonuses that have the potential to change the way you play the game for the time they are active. In today’s article, we will take a look at what kind of Power Wells you will be able to encounter in the game, starting with World Expansion III. Please remember that this feature is still being actively developed. The visual representation of the Wells and the duration and exact bonus values are all subject to change. That’s how we do things - prototype, iterate, and see what comes out of all this!
The Wells are large, alien-looking structures that radiate energy all around them. Mr. Riggs can walk up to any of those and interact with them to channel the energy into his systems to reap the rewards. Power Wells are for one-time use only and work for a short time. Activating one of these artifacts drains their power completely, so sometimes it is better to save them for later use - especially since the bonuses they grant are really diverse and helpful for various situations. Let’s look at the broad categories of Power Wells you can find.
OFFENSIVE
The arsenal of weapons available in The Riftbreaker makes Mr. Riggs a force to be reckoned with. Sometimes, it is not enough, though, and you need a bit of extra firepower. Finding one of these power wells will help you boost your power level when you really need it.
High Fire Rate Power Well affects all weapons, melee included. It can lead to unexpected results at times!
Higher Fire Rate: Sometimes, you don’t need to shoot more projectiles - you simply want to shoot more often. Using this buff, you can achieve ridiculous results, such as firing your Mini-Nuke Launchers almost at a machine-gun pace. We’re sure that the Schmetterling Engine can handle such firepower. We’re also sure that your enemies won’t.
fire rate + unlimited ammo = yes
Unlimited Ammo: It's the most straightforward upgrade you could think of. Thanks to activating this Power Well, your weapons will not consume any ammunition while firing. Pack your most powerful, ammo-consuming mods into your favorite miniguns and go nuts! This round is on the house.
Quad Damage: People sometimes say that a good offense is the best defense. This Power Well will quadruple your damage output from all weapons. With power like that, you don’t really need any survivability because no creature will ever manage to get close to you. Just be careful once it runs out - you don’t want to be caught in the middle of a horde without this buff.
DEFENSIVE
Mr. Riggs is a very powerful machine when in the hands of a skilled pilot. Still, he is not indestructible. The most powerful foes among the Galatean creatures can easily overpower him, especially if Mr. Riggs is backed into a corner. These Power Wells will help you overcome your Mech’s weaknesses.
The regen speed matches the health increase, making you really difficult to beat.
Mega Health: Activating this bonus grants your Mech a major HP boost (300% at the moment), making it able to withstand a lot more hits before having to reconstruct at the HQ. You also start regenerating health rapidly, helping you replenish your lost health. Hint: your repair kits work with percentages, not flat HP amounts - use them while the bonus is active to get the most out of them.
With this buff you can basically 'walk it off' when you take damage.
Mega Forcefield: Similarly to Mega Health, this Power Well boosts your Mech’s forcefield beyond what is possible while using regular upgrade modules. Apart from increasing the number of hitpoints, the forcefield also gains the ability to replenish very quickly, allowing you to make use of your bonus hitpoints multiple times throughout the fight.
Reflect Damage: It is a perfect power for those Riftbreakers who love to jump head-first into battle. Whenever you take damage from an enemy, a portion of that damage will be returned to the sender. It’s an incredibly powerful ability, especially against the large, heavy-hitting creatures like Krocoons, who attack once every couple of seconds. Don’t get too brave, though - you’re not indestructible!
Resist All: A much more indirect form of help with survivability. This Power Well gives you a 50% resistance to all forms of incoming damage. While it won’t make you impervious, it will give you the ability to stay in the fight for a longer time. It will also help during accidental dives into pools of acidic sludge or molten lava.
Apart from a Well that grants you resistance to all types of damage, you may also find those that grant you a more powerful buff against only one type of damage. Those variants will be found in appropriate biomes.
UTILITY
Sometimes, you do not need extra firepower or survivability - you just want to do things more efficiently or cheaper. This group of Power Wells will grant you bonuses that can be useful outside of combat, too.
Reduced Cooldowns: After activating this Power Well, you can use all the items in your consumable slots without much delay. It might seem like a typical offensive ability, letting you bombard your foes from the orbit, shoot flame waves at them, as well as disintegrate them with antigravity balls. However, many items can benefit from shorter cooldowns outside of combat, too, such as various landmines. Activate the boost before the wave, set up a minefield, and watch the world burn from the comfort of your base.
Increased Radar Range: This buff does exactly what it says on the tin. For a short time, the range of Mr. Riggs’ radar becomes much greater than usual, allowing you to quickly discover everything that the surrounding area has to offer. You will know where to look for resources and where the creature nests lie.
You'd better get some storage ready for all these treasures you're about to collect.
Increased Loot Chance: This is a perfect find if you lack the resources to craft that sweet, extreme-quality weapon you couldn’t afford earlier. After activating this Power Well, all creatures, plants, and anything else you can destroy will reward you with a fountain of resources and weapon mods (and possibly more; read about our loot system rework here). You can maximize this boost by activating it just before an attack wave arrives at your base. Remember the 5-second rule and collect everything quickly - we don’t want anything to go to waste.
Beautiful automated chaos.
Drone Swarm: After you activate this Power Well, Mr. Riggs will gain control of a couple of additional drones - a mixture of all available types. They will repair your structures, attack the enemies, and intercept projectiles. Moreover, this buff can be activated even if you already have the maximum number of drones in your build. Become the swarm.
Building Speed Power Well, aka instant base upgrade
Building Speed and Cost Reduction: Imagine you just completed research for Defensive Buildings - Level 3 but have little to no carbonium left to upgrade your walls. This Power Well will fix that problem for you. It greatly reduces prices for all buildings and slashes building times to a fraction of the original. There are two ways to maximize this power: upgrade many smaller elements around your base or build something massive, like a Fusion Power Plant, at a great discount. This might be the most potent Power Well of the bunch. Note: if you build something at a reduced price, you will also sell and repair it for that cost. No infinite money glitches - at least not because of this.
We are likely to add even more types of Power Wells you will be able to find in the wilderness of Galatea 37 - not only in the Swamp biome. As we said before, the gameplay details are yet to be determined. We don’t know how often you’ll find these, how long they will last, or what precise numbers you can expect from their boosts. However, we will make sure that they are both fun and impactful and that they are always an exciting find. We will likely beta-test this feature with our Discord community - join us at www.discord.gg/exorstudios. Our experimental branch updates are free for everyone to join. We can use all the feedback we get once we’re ready to test!
Also, remember to join our streams on Tuesdays and Thursdays at 3 PM CET on www.twitch.tv/exorstudios. We have recently completed full co-op playthroughs of three different Survival Maps. Last Tuesday, we even ran a session when one of us connected outside our local network, and nothing exploded! It’s wild, but it seems we’re getting closer and closer… Sign up for the multiplayer beta here: {LINK REMOVED}https://bit.ly/rb-multi-beta.
Happy 2024 - we made it around the Sun once again! Let’s celebrate the new year with our Lunar New Year Festival in-game seasonal event. We have also prepared a brand-new skin for you to unlock and enjoy - read on for details!
The Lunar New Year features play along really well with the decorations introduced in the 2023 Summer Update.
Much like the Winter Holiday event that we held just a couple of weeks ago, the Lunar New Year Festival is an optional and purely decorative event that takes place between February 7th and February 21st, 2024, to spice up the Galatean atmosphere a little bit. Some of the basic structures in your base will be replaced with special, seasonal versions.
Almost like a red carpet. Almost.
Enjoy the premium wooden floors designed by the best carpenters in the galaxy. Let the light of the paper lanterns warm up the night. Combine these props with the other decorative structures matching the color scheme and transform the looks of your base with the warm red-and-gold color scheme.
The basic floor will automatically switch to the festive variant while the seasonal event is active.
Your base is not the only thing that will change during this event. The Tropical Zone of Galatea 37 will also get more festive with the new weather event. You will be able to see fireworks popping all around the place, and the air will turn slightly red, giving the entire place a cozy, warm look. Combined with the festive decorations, this will give your Headquarters a truly distinct look.
To unlock this skin go to the options menu, select 'Redeem Code' and type in: DRAGON.
We all know that Mr. Riggs loves playing dress-up as well. For this reason, we have decided to give him a new paint job. You can unlock this skin for your favorite Mecha-Suit by entering the code DRAGON in the ‘Redeem Code’ section of the Options menu. The code is free to use for everyone and does not expire. Even if you missed this event - you can still get this skin.
We made separate variants of festive lamps for the basic lamps of each color available in the game. The models are replaced automatically, and you can revert this at any time with one toggle in the options menu.
Naturally, seasonal events are not everybody’s jam. If you decide you prefer the classic look for the game, simply go to the ‘Gameplay’ section of the options menu and disable the ‘Seasonal Events’ option. You can turn it back on at any time while the event remains active.
In our descriptions of the Swamp biome, we mentioned that not only the creatures inhabiting this area pose a threat to our Riftbreaker duo. The wildlife of the Swamp is vastly different from the other areas of Galatea 37 and gives home to species of plants that are not seen anywhere else - not even in the rich Tropical Zone. The plants we are about to show you will spice up the exploration of the new biome. Watch your step - here are the carnivorous plants of Galatea 37!
Carnivorous plants are not uncommon, even on Earth. They can survive on their own, using photosynthesis to get their nutrients. However, they can also trap and digest small animals using their specialized organs. Still, we need to be clear here - they are no apex predators. They are slow and will never catch something that is more capable of identifying threats. On Galatea, this type of plant has evolved one step further. Not only have they developed various offensive strategies, but also act much faster than their cousins from Earth, giving them an element of surprise. There are several species that you will encounter in the Galatean Swamp - let’s take a look at them now.
The most common species you are going to encounter is the Carnicynth. A Carnicynth spends most of its time with the majority of its body hidden underground. Only a couple of leaves stick out above the surface, growing around a ‘tree trunk,’ disguising the Carnicynth’s underground hiding hole. The leaves act as radar - the tiny needles covering them react to the movement of the air and vibrations of the ground. If they detect movement in the vicinity, they send a signal to strike. Then, the Carnicynth’s body unburrows in a split second, ready to strike, unveiling its terrifying maw. This plant's main form of attack is spitting razor-sharp needles laced with acid and toxins at unsuspecting creatures. The bodies of Carnicynth’s prey decompose quickly, enriching the soil with valuable nutrients.
The next creature/plant you’re going to see is the Artigian. These humongous pitcher plants will grab your attention by the large sack that hangs beneath their ‘mouth holes.’ Unlike their counterparts from Earth, Artigians do not try to lure anything into their mouths. Instead of that, they form an explosive ball of acids and enzymes that they aim at their prey. The ball explodes on impact, covering a large area in Artigian’s corrosive substances that start dissolving matter around them. Much like Carnicynths, they later scoop up whatever nutrients seep into the ground using their extensive root networks.
The last species on our list does things a little bit differently. It is called Invigor. Its body is long and slender for the most part, with no leaves or branches around the plant’s stem. At the top of the stem, there is a large and heavy head bulb with just a single antenna sticking out on top. That antenna is the only thing you will usually get to see - and the only thing you want to see, to be honest. If the antenna detects any movement from suitable prey, the rest of the Invigor will burst out from beneath the ground. The plant uses its head bulb as a beater, trying to smash the prey to pieces. Whatever’s left behind gets dragged beneath the ground for the digestion process.
I always feel like somebody's watching me...
Other plants in this biome took example from their carnivorous counterparts. They evolved mechanisms that make them seem more dangerous than they really are. While exploring the Swamp, you are going to see many such plants - identifying which ones pose a threat to you and which ones don’t will be key to survival. Try not to fall into a trap, but don’t panic if you do - all the plants we described today are firmly rooted in the ground. They have no ability to chase you, so if you run far enough, you should be safe - unless you run into an entire field full of Carnicynths, Artigians, and Invigors, of course. Then you might be in trouble.
Sometimes things take a turn from bad to worse when you're running away.
You can watch us do live playthroughs of Survival missions in the Swamp biome every Tuesday and Thursday live on www.twitch.tv/exorstudios. We introduce a plethora of changes every week, so you never know what the next stream will bring. We also do co-op test streams from time to time to check on our progress. They have been going well, and we can’t wait for the moment we get to play together! Until then, catch us on Discord at www.discord.gg/exorstudios.
In our Roadmap Update published last week, we revealed some extensive changes and reworks that we are either planning or developing as we speak. One of those changes is connected to the loot system in The Riftbreaker. While loot rewards are quite generous in our game, offering fountains of rare resources, high-quality mods, and unique unlockables, we felt that they could be upgraded. In this article, we will show you what we’re planning to upgrade in World Expansion III.
Better be prepared to open one of these!
Bioanomalies are the main source of loot in The Riftbreaker. They are the unique, interactable objects that you can find scattered across each map. Opening one of these objects will shower you with a randomized mixture of resources, mods, and unlockables that persist through your Riftbreaker runs. However, there is a price to pay. Coming into contact with Bioanomalies triggers an additional attack wave, which is often much stronger than what you might encounter in the wild. Still, if your economy needs a boost or if you’re looking for some additional decorations, Bioanomalies have done the job quite well, offering a reward for exploring the map.
If you do come prepared, great riches await!
With the introduction of World Expansion III, we are going to give you more incentives to travel around Galatea 37 and look for treasure. The large Bioanomalies you already know are getting smaller but more common counterparts. Bioanomalies were quite limited in numbers, with only a couple of them spawning on each map. The new containers won’t stick to the same rules. In fact, we plan to make them appear on most of the map tiles! What is more, opening them will not trigger any sort of a special attack wave. Sure, the creatures in the immediate vicinity might get angry at you for interfering with nature, but apart from that, you should be safe.
We do not have a name for them yet - could you help us with that? Let us know in the comments what we should call these.
The new, smaller loot containers will not be as densely packed with resources as the old ones, but the sheer number of them available on each map should more than make up for that. You will also be more eager to open one of these, as you will not have to fight an entire army to get your rewards. Apart from the standard assortment of resources, you will also be able to find mods and unlockables inside of these containers - although at a lower ratio than in the case of Bioanomalies. The rewards inside will be especially valuable in the case of Survival Mode, where every piece of Carbonium matters. However, we think that they will be an interesting proposition in Campaign mode, too, since you will get a chance to get good mods, unlock an upgrade, or even find a new weapon.
These little containers are scattered across the entire map. If you look for them, you are guaranteed to have all the resources you could ever need and possibly more!
Yes - you read that right. Starting with World Expansion III, ready-made weapons will join the pool of loot rewards. The range of weapons that you will be able to find will depend on your progress in the research tree. However, every once in a while, you will find a weapon that is slightly above the maximum level you could craft, boosting your firepower significantly. Weapons you find will also have the chance to get unique properties, often much better than what you could craft yourself. This way, we can reward you for taking your time and scouting the entire play area. Even if the weapon you find doesn’t fit your playstyle, you can always deconstruct it and earn some valuable resources. Naturally, we will need some help playtesting this feature. You can expect an experimental update sometime before the official launch of the update. Remember, all of the aforementioned changes are subject to change based on your feedback during the experimental phase of the update. Our primary goal is to make the game better, and we are always open to feedback and further refinement of features that are found lacking.
Poogrets are some of the most unique creatures we've made.
The mini-bioanomalies are not the only new sources of loot we will add in World Expansion III. Various biomes of Galatea 37 will receive additional, region-specific loot caches. We’re going to start with the Swamp biome, where you will be able to find piles of… fertilizer left behind by the goofy Poogret species of neutral creatures. Turns out that these cute but definitely not smart creatures consume a lot of valuable resources when they feed. Those resources can be later retrieved by digging in their feces. Luckily, you do not need to use your own hands, as Mr. Riggs will happily do the dirty work for you.
Poogrets play a vital role in the ecosystem of the Swamp. They will also play a vital role in World Expansion III - but more on that another time.
The purpose of all these changes and additions is to give you more chances to find valuable rewards while exploring the planet. We hope that the new rewards will encourage you to check every corner of the map for hidden resources and other goodies. As we mentioned earlier, these changes will be available on our experimental branch first, so join our Discord server at www.discord.gg/exorstudios to be the first in line for the latest news.
Last week, we published our Roadmap Update for 2024. We explained our plans for this year: World Expansion III, Endgame Update and, of course - further online co-op development.
While we did mention this in the previous article, we managed to complete a co-op playthrough live on stream. Previously, all our attempts were stifled by bad performance and stability issues. However, this was the first time we managed to complete a full Survival Mode run. Ever since that day, we have been able to do live playthroughs in co-op consistently.
It is a huge milestone for us. It means that all our work, coupled with your feedback and data from the Closed Beta, has brought significant results. We're excited beyond belief - and for that reason we want to share this again. Give this video a watch, as we answer quite a lot of questions about the co-op development, the nature of the universe, and everything.
If you would like to watch future streams live, join us at www.twitch.tv/exorstudios every Tuesday and Thursday at 3 PM CET. We sometimes do random, unscheduled streams on other weekdays, which we announce on our Discord: www.discord.gg/exorstudios.
We would also like to inform you that The Riftbreaker is currently available at -40% on Steam. Also, thanks to a collaboration with the awesome people at Far From Home, you can get The Riftbreaker in a bundle with Forever Skies.
Forever Skies is a first-person post-apocalyptic survival game. You are a lone scientist returning to Earth, ravaged by an ecological disaster. Once there, you’ll get to fly, upgrade, and customize a mobile high-tech airship base as you explore. Scavenge resources, upgrade your tools and abilities and descend beneath the toxic dust that has enveloped Earth as you hunt for viral pathogens to complete your mission.
And remember, if you already own The Riftbreaker, you can still use the bundle to get an additional 15% off from Forever Skies.
With the holiday season firmly behind us, it is time to outline EXOR Studios' plans for the year 2024. We have plenty of exciting things scheduled for this year, including some of the biggest updates we have ever developed. This article will tell you what we plan to release in the coming months and the extent of changes you can expect. But first, let’s take a look at the freshly updated 2024 Riftbreaker Roadmap.
WORLD EXPANSION III
The first major release in 2024 will be the World Expansion III. Just like in the case of Metal Terror and Into the Dark in the prior years, WE III is going to consist of two parts: a free content update for all our players and an optional, paid DLC with a new Story Campaign branch. Here is all the information we can give you about the update at this point.
World Expansion III update will introduce an entirely new biome for you to explore: the Swamp. While swamps on Earth are rather uninviting and gloomy most of the time, Galatean Swamps are rich, colorful, and teeming with life. The unique creatures inhabiting these lands display adaptations never seen before in other Galatean species. The plant life is extraordinary as well, with several new species, including aggressive, predatory plants capable of attacking everything that moves. However, fungi are the true rulers of this land, as can be seen in the artwork we prepared for this biome.
You will get the chance to discover the Swamp together with Ashley and Mr. Riggs in the brand-new Story Campaign DLC. Over the course of its several missions, you will get to know what led to the discovery of this biome. Ashley will face a new kind of challenge as she discovers that the Swamp is just a shadow of its former self. Our heroes are going to restore the natural beauty and peace to this place. You will also get to experience an all-new mission variant, taking place on a map that expands further as you complete your objectives.
All our players will be able to explore the Swamp in the new Survival Mode map, which will arrive as a free content update. However, the update is not just a new map. In fact, it is a massive upgrade and a rework of many game systems you had issues with. All of the following aspects of the game will receive an upgrade, which will be free for everyone to enjoy as a part of World Expansion III.
Exploring the new biome means more opportunities for research, and that can only mean one thing - shiny new technologies for you to develop and use! You will be able to craft plenty of gear pieces to adapt your mech to the threats of the Swamps. Your base will get a makeover as well, as we’re adding several types of defensive towers into the mix. You’ll also get an opportunity to improve your economy as we introduce new ways to power your base and utilize the resources you’ve gathered.
However, in order to fit all of these new tech items into our research tree, we needed to implement a radical rework. There was simply no room left to add any more nodes, and we were not happy with the legibility of our system in the first place. This is why World Expansion III will mark the release of our brand-new research tree. Instead of three tabs separating the research categories, the new system will feature only one large and scrollable tree. We are working on making the new tech tree as easy to use as possible, which is a great challenge, given its size. However, it is a necessary step to move forward. We will try to make the transition as smooth as possible. And that is just the first of the many reworks we’re planning.
We are experimenting with associating resource costs to individual research items. In the early stages, these costs will be symbolic at best. We do not want to hinder your progress by putting prohibitive price tags on basic technologies. However, more advanced and non-mandatory tech upgrades will require you to save up a bit of cash. We want you to be more mindful of the research and make conscious decisions about the research priorities during your campaigns. This approach will also give you a reason to build up a stronger economy and expand your outposts beyond the bare necessities. As we said, though, this is an experiment and we will see whether it makes it beyond the prototype phase.
Another area of the game that is going to see significant changes with the release of World Expansion III is the balance of weapons. The majority of Superior and Extreme quality weapons show significant balance problems. They are either overpowered, making them a must-have choice, or severely underpowered, rendering them useless against late-game enemies. We will try to fix this situation by flattening their power level a little bit. We will reduce the number of special properties that weapons receive during crafting. While it will slightly reduce the DPS of Superior and Extreme quality weapons, you will be able to add special properties later with the use of the revamped mod system.
Weapon Mods in The Riftbreaker were previously divided into two distinct categories: property enablers and property bonuses. If you had a +1 Piercing Mod, you could only use it in a weapon that had the piercing property, or you had to first insert a mod that enabled piercing for that item. The system was confusing and caused your mod collection to grow to an unreasonable size. After WE III update, all mods will enable their corresponding property on a weapon, saving you a mod slot in a weapon that was previously blocked by an enabler.
This simplification will make the system more welcoming and easily understandable. Mods will also be grouped in the inventory by type, reducing the size of the list significantly. We will also change the inventory screen to let you clearly see all the stats and properties of your guns and upgrades. The redesigned layout will allow you to check all the important stats at a glance and easily compare two items in your inventory.
The loot system is getting a major overhaul as well. Previously, we followed the logic of “a wild animal can’t drop a minigun for you.” We now realize it was an unnecessary limitation and did not reward you enough for dealing with increasingly difficult attack waves. With the new system in place, not only will you get the chance to find powerful weapons in the wild (sometimes beyond the level you’ve researched). You will also get more chances to find rewards scattered across the map in miniature versions of bioanomalies you already know. We hope to give you an incentive to explore each map and allow you more chances to find something exciting and useful.
EXPANDED STORY CAMPAIGN
All of the features and changes above are under development already. We’re introducing these reworks to lay the foundation for the endgame expansion, another free content update we are planning to release this year. We want to give you an optional goal to strive for after you have finished the Story Campaign mode. This part is not in the works yet (not everything, at least), but the refresh of the elements we mentioned before will give us a good start. Please bear in mind that the following are our plans, and they are subject to change as we make progress toward the release of the endgame update (or updates - with so many things getting reworked, it might turn out to be impossible to release it all at once).
The core of the endgame update is the ability to generate additional, randomized missions on the Orbital Scanner screen. You will be able to choose the biome you want to explore further and play an additional mission taking place on a new map. These maps will sometimes utilize a brand-new type of map tile we call “encounter tiles.” Encounter tiles feature unique spots that will serve as the main point of the mission. They will vary in purpose and character, giving the additional missions an aura of mystery and encouraging you to explore the secrets of the planet.
Another problem we would like to solve with the endgame update is outpost attacks. In the current version of the game, once you set up your outpost and leave the map, nothing can ever happen to that base unless you come back. It is not what we originally intended, and we would love to change that in a future update. Our plan is to allow outposts to be attacked when you’re not around. You will receive a warning about an incoming horde drawing near one of your bases. If you choose to ignore the danger, your remote base will get destroyed or severely damaged. However, you will have a couple of minutes to travel there and help defend your facilities. Hopefully, this will make the game more dynamic and exciting in the long run.
We would also like to add more variety to the sub-objectives you receive while on your missions. There are only a couple of them in the game at the moment: destroy a nest, hunt down a boss creature, or clear an infestation of acidic yeast. We’ve had more objectives planned and prototyped but simply did not have time to flesh them out before the release of the game. Now, with much more experience, knowledge, and your suggestions pouring in for years, we believe we can finally make this system worthwhile and less repetitive than it is currently.
Completing the activities in the endgame will bring you closer to an all-new alternate ending to the game. The details of this will remain a secret for now. All we can say is that it will require you to stay on Galatea 37 a little bit longer than expected, but with your help, the planet may yet become the second home for humanity.
CO-OP MULTIPLAYER
The final thing on our roadmap for 2024 is the Co-Op Multiplayer. As you know, we have been working on this for a long time and even started a closed beta program a couple of months ago. While the beta tests were limited to PVP only, they have provided us with heaps of much-needed data to improve the game's netcode. The progress we managed to achieve in the past couple of months, thanks to your help, has been significant. We have been able to complete a Survival Mode mission in co-op on stream for the first time! Here’s the full, unedited VOD from that stream:
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As you can see, while things are far from perfect, we have made considerable progress. We’re able to consistently clear Survival runs. Now, it’s only a matter of getting the performance to an acceptable level. Once we do that, we think that we are going to be able to expand our closed beta from Deathmatch to full Co-Op. From that point onwards, we will start introducing multiplayer-centric changes, like adjustments to the difficulty level, more interaction options between the players, additional challenges, and more. If you want to be a part of this, make sure to sign up for the closed beta here:
We do not have any estimates when it comes to the release date. Our progress has been quick lately, and it feels like, for the first time, we can finally see the end in sight. Still, we can’t predict what challenges lie ahead and prefer to be flexible. We will keep you informed throughout the year. The closed beta will receive updates frequently, and we will keep collecting data from your runs to see where our game is lacking. We will invite more and more people to test with us and stream live gameplay on a regular basis. If there is anything we can do to improve communication with you on the multiplayer front - please let us know.
So that’s it - our roadmap for 2024. If everything goes according to our plans, by the end of the year, The Riftbreaker is going to be almost a completely new experience. We’re always eager to hear your suggestions and learn what we can improve, so join us at www.discord.gg/exorstudios to let us know what you think!
Just before the holiday season, we announced a Skin Design Contest. We asked you to come up with ideas for new designs for Mr. Riggs’ paint scheme. We received some great entries - you should all be proud of yourselves. However, we only have three spots for our winners. In this article we will highlight the winners, selected by our jury panel, consisting of the EXOR graphics designers. Congratulations!
The first winner is itsthompson88 with the Graffiti Mech skin.
Steam doesn't always want to zoom in after clicking on the image. You can find the original submission link right here: https://imgur.com/a/P3ubSpP
This design made the cut for obvious reasons - it is a real, game-ready skin! itsthompson88 clearly put a lot of effort into it. The graffiti theme plays along very nicely with the purple and blue color palette. The giant skull on the windscreen is also a nice touch that we used ourselves in a couple of spots. Overall, we felt that this was the most complete skin and that it wouldn’t feel out of place among the designs available in the game. Good job!
The second winner is Cat on a phone.
Click on any of the images to view them in a larger window. Alternatively, you can find the original submission link right here: https://imgur.com/a/GIR8EVh
There are a couple of potentially great designs here. Sure, you need to use your imagination to fully envision what the author wanted to show, but that’s not the point. The idea of Mr. Riggs dressed up as a cow made us laugh. The neon camo paint scheme made us think of the 80s glam metal image. The liquid metal skins could look great if they were animated and changed colors in real-time. It’s hard to even choose one here. Well done!
The last trophy goes out to akee3, the man who took down every competition we held so far!
Akee’s entries bend the rules a little bit when it comes to not changing Mr. Riggs’ geometry. However, we decided to accept these because the slight modifications in the shape of the Mech are not the most important thing here. These designs stand out thanks to the great color combinations, unique patterns, and clever use of materials. The combinations of metal, plastic, glass, carbon fiber, and rubber look great here. We can’t wait to see what they might look like in the game.
The winners receive a set of Steam keys for all EXOR Studios games, as well as a care package with EXOR Studios merch, including a Mr. Riggs plushie (you can mod it and make your skin come to plush life!). Additionally, we will use your designs to create new skins for The Riftbreaker - they will arrive with the next World Expansion.
Congratulations to all the winners, and thank you, everyone, for taking part in our little contest. We have direct contact to itsthompson88 and akee3, but no way to reach Cat on a phone. Please shoot me an email with your contact information to piotr.bomak [at] exorstudios.com.
Be on the lookout for future contests! EXOR Studios
2023 has gone by in a blink of an eye. The Riftbreaker is two years old now, but your passion for the game has not disappeared - not in the slightest. You keep us motivated to keep making the game better and better. We have compiled some facts and stats about EXOR and The Riftbreaker to summarize our work. Let’s take a look at what we managed to achieve over the course of the past twelve months and talk about our plans for the next year.
We have released four major updates for the game:
World Expansion II update - it accompanied the release of the Into the Dark DLC. This update allowed you to explore the Crystal Caverns biome, spanning for miles beneath the surface of Galatea 37. The new rock-digging mechanics allowed you to build bases deep underground while facing relentless attacks from the unwelcoming inhabitants of the limestone caves.
Building a giant base beneath the surface of the planet is a challenge, but try that while repelling relentless attacks from hordes of aliens!
Summer Update- It added 156 new decorative items in several sizes and styles, all available for free and awarded to players for their in-game progress. They allow you to customize the looks of your Riftbreaker bases.
Our screenshot contest asked you to put those assets to good use. Here's a great example by acideiffel!
Halloween Update- Added the Halloween seasonal event, fixed several major bugs, as well as brought the Prologue version of the game to parity with the main release.
Any ideas for new seasonal events in the Riftbreaker?
The Riftbreaker Multiplayer Closed Beta- It’s not an update, strictly speaking. However, we feel that it is an important milestone. We started conducting connectivity tests with players around the world. Our goal is clear - co-op multiplayer.
The closed PVP test will evolve into a co-op test over time.
Now, a bunch of statistics:
Apart from the major updates, we have also released 11 maintenance updates, stability updates, and hotfixes, bringing up the total number of releases to 14 in 2023 alone. Adding experimental branch releases increases this number to 30 for Steam alone.
Adding other platforms to the mix, we have published 71 versions of the game altogether. That gives us an average of one game update every 5.14 days. We were busy!
To maintain compatibility with saved games, each patch that we publish has to successfully complete not only a QA pass but also a series of automated save tests. This year, our save samples package has grown from 135 to 163 tests to accommodate the new Story Campaign from Into the Dark DLC. A full run takes 3 hours on average to complete. We ran the save test gauntlet 476 times this year, summing up to 1428 hours, or 59.5 days, or 85680 minutes of automated testing, give or take. You can watch all 9 Star Wars movies back-to-back 56 times in that time.
The Riftbreaker repository revision number at the beginning of the year was 34431. As of the time of writing this article, the number is 42130, only counting the main branch. That gives us 7699 contributions to the game’s content alone. The programmers additionally work on The Schmetterling Engine, which uses a separate repository. They started the year on revision 25931 and finished on revision 28922. That is an additional 2991 contributions, bringing the total number up to 10690. That gives us an average of 29 commits a day. An average member of EXOR contributed 712 times.
We streamed the development version of the game on our Twitch channel 80 times this year, and you watched for 5660 minutes, sending over 36500 chat messages. Most of them were stronger attack votes.
We published 72 news articles on Steam, ranging from simple patch notes to detailed breakdowns of the new rendering techniques. These articles amassed about 20.041.000 impressions (times they showed up in various places around Steam for you). That gives us an average of 278.000 views per article. That’s over 5.5 times the capacity of the Polish National Stadium in Warsaw.
This year, we officially added integrated modding support for the game, implementing an in-game mod browser. Mods can be hosted on Steam Workshop and mod.io. Our users have published 481 mods for the game. To promote modding in our community, we ran a community modding contest with high-end PC gear on the line. Our champions received customized gaming PCs with Riftbreaker artwork printed on the case.
The main prizes in the modding contest went to Frognik and WirawanMYT. Congratulations once again!
We released a substantial number of updates this year. However, the majority of our work has been focused on co-op multiplayer. We have released four Status Report articles - over 12000 words summarizing our progress and describing the issues we had to face. You can read them all here:
We’re still a long way from releasing the co-op version to you, but we have made a major step towards it. We started a closed multiplayer beta, utilizing our ‘accidentally developed’ PVP mode to diagnose issues with our net code. Thanks to the data we have already gathered during the beta, we have managed to clear many bottlenecks in network transfers. Each step forward brings us closer to the real deal - fully online co-op mode. We have over 300 testers now, but we still need more - you can sign up for the test here: https://store.steampowered.com/news/app/780310/view/3803913612004075220?l=english
What we wanted to improve:
Last year, we drew a couple of conclusions from our work, based on your feedback and our own experience. In 2023, we decided to put the theory into practice. Let’s see how that worked out!
We told you that we started testing our networking by playing PVP and that it happened by complete accident. You understood that and accepted our reasoning. It goes to show how far you can go when you actually take the time to talk to your fans.
The first lesson was about communicating with players clearly. We like to think that we have done a decent job with that. This year, we have not introduced groundbreaking changes to existing mechanics, so we did not have to explain nerfs or buffs and our reasoning behind them. However, we did have a chance to apply the conclusions from this lesson by telling you about the PVP mode. We stated that it’s used for testing only and won’t replace the co-op mode, ever. Your positive reactions to that news proved that being transparent on this topic was the correct approach.
The lessons we learned while developing Metal Terror allowed us to manage our resources better in the case of Into the Dark. We like how this expansion turned out.
The second lesson was about giving ourselves the time we need to complete tasks. We’ve given ourselves more time with Into the Dark and released it in good shape. It took exactly as much time to develop as Metal Terror did, as the two expansions were very similar in scope. The third World Expansion is going to be bigger, so we know we need to give ourselves a longer development window this time.
One of the first drafts of the cave excavation mechanic vs the final product. Showing off work-in-progress allowed us to gat your feedback early and make necessary changes ahead of release. Thank you!
The third thing we learned last year was to show off our work ahead of time, even if it’s not finished. We decided to take a much more open approach to development and reported on our progress every single week. You enjoyed our previews and shared a lot of feedback, which positively affected the final result. We even started publishing daily, unfiltered, and unmodified change logs from our development repository on our Discord. You can expect us to continue previewing upcoming releases - it benefits all of us.
As for the fourth lesson, we applied its results immediately last year. We learned that players are much more likely to share their feedback when it doesn’t require too much effort. For that reason, we launched our suggestion board, which you can find here: https://riftbreaker.featureupvote.com. You continue putting up great ideas there, and we’re thankful for that.
All of our articles about co-op were smash hits, despite being difficult content-wise.
The last lesson was perhaps the most important one. We learned that we shouldn’t stop ourselves from sharing information on some topics, even if they might be difficult. This year, we wrote several large technical articles, ranging from discussing the new rendering methods to discussing our progress on the co-op front. All of those articles have been met with your positive reception. It’s been a gratifying process for all the people involved in writing those articles. We will keep delivering more in-depth news, with the first ones scheduled to be released early next year.
We think that by applying what we learned last year, we have managed to keep you informed, entertained, and engaged. Still, we know that even hundreds of news articles will never replace new content releases.
Here’s what we’re planning to do in 2024:
The first thing on our to-do list is World Expansion III. It’s a bigger expansion than the previous ones. As we stated earlier, we expect it to take a bit more time to develop, but it is going to change The Riftbreaker on many levels.
The main component of this expansion is the brand-new Swamp biome. The Swamp will pose an interesting challenge when it comes to base-building, as the available terrain space is going to be limited by the numerous puddles, ponds, lakes, and rivers.
The base building in swamps is going to pose a challenge because of the limited dry land. However, you will be able to utilize a lot of liquids to generate power for your outposts!
Creatures inhabiting the biome have adapted to living in semi-aquatic conditions, and it won’t be a problem for them to barge into your base across a lake. You will have to place defenses in a much more strategic way.
Creatures that can traverse liquids might be a strategic disadvantage. But look at those water ripples!
Not only will the creatures try to get rid of you, but there are several types of carnivorous (mechavorous?) plants as well. Identifying them from a distance will be an important skill to master.
We know that liquid surfaces in The Riftbreaker left a lot to be desired. With an introduction of such a liquid-rich biome, we gave our water shaders a revamp, giving all liquids a new and, hopefully, much better look.
Introducing new elements into the already densely-packed Riftbreaker tech tree is a challenge. In order to facilitate the addition of new technologies, we will redesign the current tech trees.
Keeping tabs on balance after adding several new weapons and enemy types once more would also be very difficult. Some weapons fell into obscurity by prohibitive costs or simply because they lacked effectiveness. We will introduce a major rebalance of most weapons to make all of them useful once more.
While we don't have the images for the reworks mentioned above, we do have some new artwork prepared for World Expansion III. Enjoy!
Much, much more, laying foundations for…
The Campaign Endgame rework update. The massive changes coming with World Expansion III will lay the foundations for the endgame rework. You will get the ability to take part in more planetary missions after the end of the Story Campaign and set up new outposts. The reworked loot algorithm will keep you hunting for better loot and more resources. We will share more information about this as the update starts taking shape. Here’s what we can tell you now:
Improved world exploration - Galatea 37 will become a much more exciting place with our new additions. You will find much more objects of interest (and great power) on the surface of the planet. Smaller loot caches will join the bioanomalies you already know. They will be more common but also filled with resources, mods, and unlockables. Power Wells will grant you massive, temporary buffs capable of turning the tide in battle.
The new loot caches are smaller and not protected as heavily, but will still surprise you with fountains of sweet loot.
A wall of Krocoon Ultras is not a problem with the new QUAD DAMAGE power well, which gives you, well, quad damage for 60 seconds (WIP, changes pending)
Another great example - Loot Chance Boost power well, turning regular canoptrix into loot pinatas!
New, elite creatures - The ‘boss’ variants of creatures you could meet in the wild were much stronger, but not very special. The elites we’re cooking for you will have additional properties and attack capabilities, making them much more formidable and will test your combat skills to the maximum.
Redesigned inventory screen - we heard your feedback about the inventory and your difficulties figuring out the properties of your weapons. With the new version, we will try to remedy these problems and make the navigation simpler and more intuitive.
The new inventory screen will make it easier to directly compare the items you have equipped with those in your inventory
Reworked weapon mod system - The distinction we had between mods that enable certain properties (eg. Homing Projectiles Enabled) and those that improve them wasn’t a hit. The new system removes the “Enable” mods altogether. That gives you more clarity and more room for OP mods in your best weapons. The mod list has also been redesigned, grouping mods that affect the same property together with each other.
The mods are now grouped by type, making it a lot easier to scroll through the list. This is not the end of improvements when it comes to mod system.
…and much more. We will keep you posted, but check our stream periodically to see glimpses of the new systems and reworks of the old ones.
Apart from the updates mentioned above, we are going to continue our work on the co-op multiplayer mode. Since we started our closed beta test on a very limited PVP build, we have been receiving reports on the game’s performance on various types of Internet connections. We also ran tests with people situated all around the world. These tests, running on a lightweight build, revealed to us which areas of the networking code we need to work on. Since then, we have managed to clear a couple of roadblocks, but our work is far from over.
In 2024 we will continue distributing access keys to The Riftbreaker Multiplayer Beta. As the net code improves, we will gradually increase the feature set of the beta until we reach the point where you will be able to play a real Survival Mode session with each other over the web. There’s still a long way to go, but we think that with the knowledge we have now, the reworked codebase of the game, and your support, we can do it. Every week new people join the beta. We stream the gameplay to show the progress we’re making regularly. More status reports are coming. Let’s get it done.
And that’s a wrap - our 2023 in review. Fingers crossed for 2024 - we hope it’s going to be at least as good as 2023 has been.