Thank you for the positive reception of our last Roadmap Update article. It was really heartwarming to see the comments section full of acceptance, understanding, and kindness. As we told you last time, online co-op mode for The Riftbreaker is our top priority. For most of the development time, we have been working on solving the technical issues and adapting the Schmetterling Engine for online play. Now, the technical issues are mostly sorted out. The Survival Mode is playable in co-op from start to finish, as we have done several times on stream. This means that we can finally start working on gameplay improvements to make the co-op mode fun and engaging. Let’s talk about some of the changes we have already implemented and our plans to ensure you always have something interesting to do when playing The Riftbreaker with your friends.
Working together you can build up and fortify your bases much more efficiently.
When we first started playtesting the multiplayer mode we were happy to just complete a run. More often than not, we would crash before finishing the mission, so there was not much point in making gameplay changes. However, as the months passed, we started completing co-op runs more and more often. Of course, we faced some issues here and there, but none of them were serious enough to affect the game’s playability. It quickly became apparent that when everything was working fine, four players could easily clear the entire map in just about an hour, build an impenetrable fortress and then start yawning and playing checkers. Some changes were necessary.
The majority of our testing has been done on the Brutal Survival mode. We are adjusting this difficulty level first. Don’t be afraid that we are going to make the game too difficult. The other difficulty levels will receive their individual treatments. You will still be able to customize the difficulty level. None of the changes are final, and we will make adjustments based on the feedback we receive from you during the beta. We know that different players have different preferences, and we’re not forgetting that!
Even early on, co-op will require you to work together to succeed. It's going to be Riftbreaker on overdrive!
The first thing we decided to change in the Survival Mode was the pace of gameplay. On most biomes, there is a seven-minute-long pause between attack waves. You can use that time to repair the base, build up your defenses, and prepare for the next round. It might seem obvious, but the more players we had, the less time it took us to rebuild and prepare, leading us to look for some additional challenges to pass the time while we waited for an attack to come. To combat this, we made quite a radical change, reducing the cooldown time from seven to just four minutes (for brutal difficulty - hard and normal have one and two minutes more). On paper, this change seems quite big, but in reality, it is more than enough time to maintain and upgrade the base - at least in Survival Mode.
Attacks with bosses get much more engaging. Apart from dealing with the main wave, you have to also pay attention to other parts of the base, which might be attacked by bosses.
We have also removed the attack waves tied to the Headquarters upgrades. We believe that they upset the rhythm of the survival run too much and allowed some unintended exploits. Previously, the players could trigger the HQ upgrade sequence and cancel an upcoming attack. After defeating the custom HQ attack, there would be a pause of a random length, allowing for even more time to build up the base and its defenses. With these attacks gone, players no longer have to worry about timing the HQ upgrade right. They can also comfortably predict when the next attack is about to come, even without looking at the timer, as nothing disturbs the mission flow. That leaves the players without any tangible reward for upgrading the HQ in Survival Mode. We are actively thinking about this, and we promise you will get something cool in return.
This boss unit has a 'Canceroth' skill that creates a barrier of little cells around it that serve as a shield. You will have to join your forces to beat it.
Another angle we chose to make co-op survival more engaging was the introduction of our prototype bosses. We told you about them in the previous article, but in short - we are experimenting with adding more challenging boss fights to the game. We prototyped a system that takes one of the biggest creatures we have in the game, gives them bonus stats, and anywhere between one and three special abilities. That can be a healing aura, damage resistance, or the ability to spawn meteor showers. A dynamic difficulty manager decides what kind of stats and abilities a boss gets. At present, we send out one boss every wave, plus additional ones when opening bioanomalies. This changes the anatomy of the fight. The team has to focus on the boss - otherwise, it will roll over the base. However, the base is also being attacked by the regular creatures from the attack wave. Players can split up or focus on one task at a time, but they must make sure that they can survive both of these aspects.
Even if you fail, you can always count on your friends to finish the job for you.
Speeding up attack waves and making them stronger via bosses definitely made the game more engaging but also quite difficult. We had to find a way to give players the tools they needed to survive. When we increased the difficulty level, we started dying more often as well. That lead to dropping weapons, often multiple times per wave. At times, we did not have any weapons left to use. We removed that penalty. Players no longer drop weapons upon death. This has a negative side-effect as well - it promoted kamikaze gameplay, with players running into hordes and blowing up for massive damage.
The solution to that is two-fold. First, we limited the power of the player’s death explosion. That’s already implemented. The second part is still in the works - we’re going to introduce a respawn cooldown. Players will drop a “wreck” after death. If someone interacts with it, the “owner” of the tombstone will be revived on the spot. Otherwise - they will have to wait a couple of seconds before joining the fray once again.
Bombing targets with the Mech's explosion is not a good play pattern, and we are looking into ways of fixing that.
One other major bottleneck when it came to survival were the crafting costs of various items. While it is true that you earn resources quicker in co-op mode, their amount is not infinite, and they are often sorely needed all around the base, leaving players with nothing to spare for improved weapons or armor. We have come up with a cunning plan to reduce the crafting costs of items according to the number of players. The more people you have in your party, the cheaper the weapons become, giving everyone a chance to craft something useful.
Getting caught out like this is harsh, but you can always teleport to any other player and continue the fight where you left off.
We also decided to pump a bit more resources into the economy to give the players a much-needed boost, especially in the early stages of the game. The small loot caches scattered across the map now respawn a couple of times during the Survival run. Thanks to this, it is beneficial to explore the map early, as opening one of these caches can pay for several important structures all at once. Additionally, we added an event that occurs several times during the run that respawns the opened loot caches. They respawn at random quality levels and their contents change between spawns. Collecting them in between attack waves can greatly offset the costs of rebuilding the base and growing your defensive network.
The fire damage aura that some bosses can get is one of the most spectacular things you can see in the game. Have fun dealing with that, though!
To make Co-Op play a more social experience, we have also increased the mobility of our players. Portals are a large part of The Riftbreaker’s gameplay. Placing them in strategic spots helps you move around the map efficiently and saves a lot of time. However, there will be some situations where you don’t have a portal at hand and a friend is in dire need of assistance. For this reason, we decided that every player is a walking portal that is always active. This means that when you open the minimap, you can simply click on any of the player icons and instantly join them to help with clearing a wave, opening a Bioanomaly, or simply exploring the map.
Every player acts as their own Rift Portal. That allows you to join the battle at any point and assist any of your teammates in a matter of seconds.
Another addition we are working on is a system of pings and emotes. We do have a live chat built into the game, and we are aware that most of the time, you’re going to do a voice chat while playing Co-Op. However, there are times when you can’t use voice chat, and there is no time to type anything into the chat. This is where the ping wheel comes in. It will feature some of the most useful phrases in multiplayer context, such as a warning or a call for help. After choosing one of these options, the server displays a message to all players and marks a location on the minimap. This way, you can communicate easily and efficiently. Please note that this is not the final shape of this feature - just a prototype.
There are probably plenty of things we will change and add over the course of the beta testing period of The Riftbreaker Co-Op mode. What we do and which direction we go will largely be shaped by your feedback, so make sure to sign up for the test!
To sign up for The Riftbreaker Multiplayer Beta please fill in the following form:
We reserve the right to contact only select participants.
It is our pleasure to let you know that you can get The Riftbreaker at 45% off as a part of the Tower Defense Sale on Steam. This historically highest discount is accompanied by an additional promotion on our two large story DLCs: Metal Terror and Into the Dark, both at 30% off.
The Riftbreaker is a base-building, survival game with Action-RPG elements. You are an elite scientist/commando inside an advanced Mecha-Suit capable of dimensional rift travel. Hack & slash countless enemies. Build up your base, collect samples and research new inventions to survive.
If you would like to see whether this game is right for you, check out our free The Riftbreaker: Prologue. It features a self-contained training mission, which is designed to take you through the gameplay basics, as well as show you what the game has to offer.
If you own The Riftbreaker, but are missing some of the DLCs, you can take advantage of an additional 15% discount when buying the Complete Edition bundle.
A couple of weeks have passed since the release of our latest major update for The Riftbreaker - the World Expansion III and the Heart of the Swamp DLC. We’re grateful for all the feedback and support we received from you during the release period. We hope you’ve enjoyed the new additions to the technology tree and the brand-new Fungal Swamp biome. We have to admit - it is very fun seeing you solve the challenges of the biome and find ways to maximize the potential of the new weapons and defensive towers. We will continue monitoring the situation and addressing the critical issues. We are working on a larger maintenance patch that will include several optimizations and resolve many remaining problems. It will be released near the launch of the World Expansion III update on consoles. Today, however, we would like to look at our updated roadmap and discuss our plans from a broader perspective.
Let’s grab the bull by the horns and tackle the hottest topic first - the Co-Op Multiplayer Mode. We are continuously working on adding it to the game, but because this process has been taking so long to finish, a number of legends have grown around it. We would like to use this opportunity to talk about the topics that show up most often in the online discussions:
The Co-Op Mode update for The Riftbreaker is happening. It is taking longer than we expected, but we have not reached any obstacle that we could not overcome. We had to rewrite the entirety of the game’s engine to support online play, which was an enormous task. However, it is working now, and you can take a look at how it’s working in one of our recent coop playtest videos. We are currently preparing to start a limited closed beta within the next few weeks.
Co-Op will NOT be a paid expansion. It will be a free update, much like the World Expansions accompanying our DLC releases.
We DID NOT prioritize doing paid DLCs in favor of the free Co-Op Update. The only people in our 15-person team who can contribute meaningful work on the multiplayer mode at this time are programmers, who make up 6/15ths of the entire team. The rest of us need to do something in the meantime. With all game mechanics and systems in place, creating new content is possible with very little programming input.
We have NEVER advertised The Riftbreaker as a Co-Op title, which is a common misconception. Initially, we said that The Riftbreaker would not support multiplayer features, but we decided to make an attempt to add one after the release. You can read the original Co-Op development announcement here. Co-Op is never mentioned as a game feature in our marketing materials. We will only start doing so after successfully adding the multiplayer mode to the game. We have also NEVER been in Early Access so we couldn’t have advertised that feature in EA.
Adding online Co-Op is our top priority, but it isn’t our only priority. We understand that a lot of you are frustrated with how long it takes to add multiplayer functionality, but please be respectful of the rest of The Riftbreaker community. Campaign mode extensions and other single-player content have been requested by a large part of the community, which you can verify on our feature request board: https://riftbreaker.featureupvote.com/
We are working on adding multiplayer support as fast as we can, but we never said that it is the only thing that we want to add to the game.
We know this entire section feels very defensive - and it is. We simply can not allow misinformation about our work to spread further. Having a couple dozen ‘coop when’ comments every time we post is pretty funny, but reading false claims that spread like wildfire is unacceptable. It is okay to voice your disappointment, but please be respectful of the rest of the community. We do our best to keep you informed about our progress. We’re sorry it is not as quick as expected, but we are 100% doing our best. You can read our previous posts about the co-op development progress here:
With that out of the way, let’s talk about our plans.
We have been conducting online Co-Op playtests regularly, improving as we go. We believe that we have reached a satisfactory level of performance and that the current functionality is sufficient to start a closed beta test. During the closed beta, we are going to cooperate very closely with our testers to determine the areas where the game needs more work. One such area is communication. As the closed beta test unfolds, we will test various solutions for in-game pings, voting systems, chat, and many other social aspects of the game. We will also try out various ideas to make the game more dynamic and engaging to compensate for the extra firepower each player brings to the table. This part of the test will likely take a couple of months, during which we will steadily increase the number of players, trying to give everyone who signed up for the test access via our online form.
To sign up for The Riftbreaker Multiplayer Beta please fill in the following form:
We reserve the right to contact only select participants.
After the Closed Beta phase, we will switch to an Open Beta phase. The shape and duration of the Open Beta will depend on the feedback that we gather during the process, so it is too early to talk about the details of this process. We see all of these steps as necessary to say that this feature is finished and ready for everyone to enjoy without frustration.
As you might have noticed, we have purposefully avoided any date announcements in the previous paragraphs. We can’t predict what issues we will face or how long it will take us to solve the significant problems. One thing we can say for sure, however, is that we are committed to giving you the best online playing experience that we can. If it turns out that the game has to stay in beta for a bit longer, we will be OK with that, and we hope that you will be there with us.
Next up on our roadmap is the Expanded Story Campaign update. This massive update will completely overhaul many of the game’s systems. We have already mentioned some of the upgrades in our Steam News, but we will summarize everything once more so that you have an overview of what we’re still planning to add to the game.
The Expanded Story Campaign update will bring you the following:
The ability to access randomized planetary missions via the Orbital Scanner interface. Each of these missions will take place on a new map in the biome of your choice. You will also be able to choose if you want your mission to focus on exploration and finding new wildlife or if you are looking for a resource-rich mining location.
One of the map tiles we prepared for the randomized planetary missions. Can you guess what you will have to investigate here?
The Improved Loot System and Weapon System Rebalancing. Our data suggests that Extreme quality weapons you can craft now are too strong, compared to other quality levels, mainly due to all the extra properties they get during crafting. We aim to make the power level increase across all levels more linear. We will achieve that by reducing the number of extra properties that craftable weapons receive. However, we don’t want to get rid of powerful weapons. Instead of having to craft them, each boss you kill, each bioanomaly you encounter, and each treasure cache will have a chance to drop a unique, powerful weapon way more potent than something you can craft. This will give you an extra incentive to explore the maps further and complete all those extra missions!
We have already tested some of our prototype bosses and they are a handful even in multiplayer. We can't wait to see how you handle them!
More challenging boss fights. We will implement a new boss creature system that will send out powerful creatures along with the attack waves. These bosses will get additional abilities, such as damage or healing auras, summoning other creatures, and special attacks. Each boss fight will be different. Any species of creature can become the boss of the wave. Their abilities will be chosen at random. You will have to figure out their weaknesses on the spot. It will be a challenge, but the rewards you will get will make it all worth it!
These additions will give you additional replay value after completing the main campaign storyline. Adding co-op on top of that will make it better, as you can explore all the new content and face new challenges with friends. The Expanded Story Campaign will be a free update for all our players. We will be developing it alongside the closed beta of the Co-Op mode. As such, we can’t offer any actual date - for all we know, we might release these two updates simultaneously.
We know you have been waiting for these additions for a very long time, and we’re sorry they couldn’t happen earlier. However, we finally see the light at the end of this tunnel. All we’re asking for is a little bit more of your patience.
We have just published an update for The Riftbreaker. It contains fixes for various progression-blocking errors and crashes and a host of other bug fixes and changes. If you have encountered problems with the latest updates for the game, please try playing with this patch and see whether your issues have been solved.
Please restart your Steam client if the update is not available to you yet. It will force Steam to check for the latest updates and begin the patching process.
The Riftbreaker Maintenance Update, July 10th, 2024. EXE: 978 DATA: 573 Changelog:
Fixed the critical issue that caused the 'Destroy the Fungor Spawning Mounds' objective to get stuck. This patch applies retroactively (if you encountered this issue, the game should recognize it and fix it after loading your saved game) and should work in all cases. Please let us know if you encounter any issues with it.
Introduced rendering optimizations to reduce excessive render times in various biomes.
The game will now force its shader cache to reset after a version update to avoid conflicts.
Units should no longer get stuck in tight spots during attack waves, which should reduce the possibility of blocking the mission flow.
Laser Tower and Minigun Tower now have their own firing sounds.
Steel Floor added to the bioanomaly award pool.
Improved minimap icon Z-order.
The 'Indecisive' achievement has been fixed and is now obtainable.
The 'Treasure Hunter' achievement has been fixed and is now obtainable.
Fixed an issue that prevented the creature nests from appearing on the minimap.
Fixed a crash that occurred when using the Gravity Modulator.
Fixed a case that caused Mudroners to enter a 'deadlock' state.
Fixed a crash in GUI related to using the D-Pad on a controller.
Fixed a crash in GUI related to using scroll lists.
Fixed several crashes related to the Terrain Grid System.
Fixed several usability issues in the Inventory Screen and the Action Menu.
Fixed localization texts overlapping in several places.
We have just published an update for The Riftbreaker. It contains fixes for various progression-blocking errors and crashes and a host of other bug fixes and changes. If you have encountered problems with the latest updates for the game, please try playing with this patch and see whether your issues have been solved.
Please restart your Steam client if the update is not available to you yet. It will force Steam to check for the latest updates and begin the patching process.
The Riftbreaker Maintenance Update, July 4th, 2024. EXE: 975 DATA: 570 Changelog:
Updated the initial configuration options for Steam Deck and Safe Mode. They now include a default setting for the new graphics options, like water simulation.
Mr. Riggs' skills can now be used while carrying an item with the Gravity Modulator.
The "new" DLC 3 trigger scenario (have Cobalt, Uranium, Titanium and Palladium AHndling researched) is now more robust and should trigger on all saves.
Updated the map layout for the Hedroner boss fight tile.
Introduced minor improvements to several DLC 3 story map tiles.
Added the "too close to another portal" warning to the Outpost building.
The Phirian Egg now has a unique icon that is more visible and egg-shaped.
The Canceroth Spawner now has a custom minimap icon.
Updated the visuals for the Steel Floor and the Extra Stable Floor to make them more unique.
Crawlogs should no longer revive "mid-air" and get stuck there for eternity.
Fixed additional issues with Mr. Riggs' "interact" options.
Fixed issues with the Z-order of icons on the minimap.
Fixed an issue that corrupted the messages sent to us through the game's built-in "Send Bug Report" option.
Fixed issues with lightning-based weapons target finders.
Fixed some issues with Energy Grids not working properly when loading an older saved game.
Fixed a crash that occurred when a resource deposit was spawned outside the grid bounds.
Fixed a crash that occurred when the game tried to spawn loot from a non-existent entity.
Fixed a crash in build mode on missing building blueprint.
Fixed a crash in WaveSystem that occurred when content of the game was modified.
Fixed a crash in PipesSystem.
Fixed a crash in PrepareMirrorItemsBlueprints that occurred if the game's content was modified.
Fixed a crash when using the Gravity Modulator on modified content.
Fixed a crash that occurred on saved games when opening the build menu.
Fixed crashing on startup that occurred if the monitor was using BGRa color space instead of RGBa.
Fixed a crash in the InventorySystem that occurred when loading a saved game on modified content.
We just published an experimental version of tomorrow's (if everything turns out okay) patch. It contains fixes to a lot of issues you've reported.
This update is (most likely) incompatible with any current mods. Please remove all mods before playing. MAKE SURE TO MAKE A BACKUP COPY OF YOUR SAVE FILES! Make a copy of 'The Riftbreaker' folder from your documents and keep it safe.
This Experimental Release is available to everyone on an opt-in basis. Please be aware that things might not work as intended and you may encounter problems. If you don’t want to take any risks, please wait for the public release of this update.
With all these warnings out of the way, here’s how to access the experimental branch:
create a backup copy of your save folder (Documents/The Riftbreaker)
disable Steam Cloud save backup for The Riftbreaker
go to your Steam Library
right-click on The Riftbreaker
select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing
The Riftbreaker Experimental Patch, July 3rd, 2024. EXE: 975 DATA: 570 Changelog:
Updated the initial configuration options for Steam Deck and Safe Mode. They now include a default setting for the new graphics options, like water simulation.
Mr. Riggs' skills can now be used while carrying an item with the Gravity Modulator.
The "new" DLC 3 trigger scenario (have Cobalt, Uranium, Titanium and Palladium Handling researched) is now more robust and should trigger on all saves.
Updated the map layout for the Hedroner boss fight tile.
Introduced minor improvements to several DLC 3 story map tiles.
Added the "too close to another portal" warning to the Outpost building.
The Phirian Egg now has a unique icon that is more visible and egg-shaped.
Updated the visuals for the Steel Floor and the Extra Stable Floor to make them more unique.
Crawlogs should no longer revive "mid-air" and get stuck there for eternity.
Fixed additional issues with Mr. Riggs' "interact" options.
Fixed issues with the Z-order of icons on the minimap.
Fixed an issue that corrupted the messages sent to us through the game's built-in "Send Bug Report" option.
Fixed issues with lightning-based weapons target finders.
Fixed some issues with Energy Grids not working properly when loading an older saved game.
Fixed a crash that occurred when a resource deposit was spawned outside the grid bounds.
Fixed a crash that occurred when the game tried to spawn loot from a non-existent entity.
Fixed a crash in build mode on missing building blueprint.
Fixed a crash in WaveSystem that occurred when content of the game was modified.
Fixed a crash in PipesSystem.
Fixed a crash in PrepareMirrorItemsBlueprints that occurred if the game's content was modified.
Fixed a crash when using the Gravity Modulator on modified content.
Fixed a crash that occurred on saved games when opening the build menu.
Fixed crashing on startup that occurred if the monitor was using BGRa color space instead of RGBa.
Fixed a crash in the InventorySystem that occurred when loading a saved game on modified content.
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.
Thank you for all the feedback so far, keep it coming! EXOR Studios
We have just published an update for The Riftbreaker. It contains fixes for various progression-blocking errors and crashes and a host of other bug fixes and changes. If you have encountered problems with the latest updates for the game, please try playing with this patch and see whether your issues have been solved.
Please restart your Steam client if the update is not available to you yet. It will force Steam to check for the latest updates and begin the patching process.
The Riftbreaker Maintenance Update, July 2nd, 2024. EXE: 974 DATA: 569 Changelog:
Fixed an issue that caused the required mission objective entities to spawn beyond the playable map bounds. This will prevent the situation when the Fungor Spawn Mound in the Swamp Outpost appeared in an unreachable spot, blocking mission progress.
If an objective entity has been spawned outside the playable bounds, we will detect and remove it to prevent progress blockers.
Added 'Show Incompatible Mods' toggle switch to the Mod Management Screen.
Moved "character_base" from the character.ent file to its own file. This will prevent an issue when a mod that changed something in the character.ent file caused problems with patching the game and resulted in corrupted Mr. Riggs character that couldn't complete Campaign Missions.
The font in Event Log screen has been reduced to allow lengthier strings to fit on the screen.
Updated scroll bars in the Settings and Customize Controls menus.
Poogret's light effects will appear correctly even if the creature itself is just beyond the visible area of the screen.
Fixed an issue that caused a crash during loading when jumping between outposts.
Fixed rare issues that caused buildings to be built or sold at incorrect resource prices.
Fixed issues with the Crash Reporter tool.
Fixed visual issues with resource deposits hidden within the limestone walls in the Caverns biome.
Fixed an issue that caused the building level markers to be rotated incorrectly.
Fixed deactivating items after a forced map change in the Campaign Mode.
Fixed an issue with the "Interact" option on the Alien Research Laboratory and the Orbital Scanner buildings.
Fixed several GUI issues on the Mod Management Screen.
Fixed a crash caused by the Alien Camouflage item on old saves.
Fixed an issue that caused the resource name label to cover up the resource intake in the Gas Extractor building.
Fixed missing scroll bars in the Sandbox Control Panel.
We have just published a patch addressing your issues with World Expansion III and Heart of the Swamp DLC. The most significant point of this build is a change to how we handle incompatible mods. Instead of loading them outright, we will first ask you if you want to play with said mods and give you a chance to turn them off.
Apart from that, you reported a couple dozen bug fixes for both minor issues and crash bugs to us. Thank you to everyone who sent in detailed crash reports and sent in their saved files for analysis. Your help allows us to quickly fix some substantial but quite obscure issues. Keep the feedback coming!
We plan to publish more updates shortly, so if you experience an issue that this patch doesn't cover, please let us know.
The Riftbreaker World Expansion III Maintenance Update, June 26th 2024. EXE: 971 DATA: 566. Changelog:
Changed Heart of the Swamp DLC trigger logic from mission based to research based. The DLC will trigger after researching Titanium, Palladium and Uranium handling technologies, regardless of mission progression status.
Introduced the new Mod Compatibility Warning Pop-Up. Due to the high number of issues reported by users playing with outdated mods, we decided to take measures to warn players about them. If you launch the game with an outdated mod, you will see a pop-up window on the game launch that will alert you about the potential incompatibility. You will be asked to either manually disable the outdated mods, or continue with mods still enabled. The choice is yours - we will not force you to choose one option or the other. You can also select the 'Don't show this again' option to prevent the window from appearing in the future.
Outdated mods are now hidden in the Mod Management window by default. You can choose to view them if you wish by checking a box in the Mods menu.
Improved the look and feel of a couple of map tiles in the Fungal Swamp Campaign.
Improved the Thornvine layout in the Swamp Meadow map to make creature navigation less problematic.
The Blooming Air event should now affect the vegetation growth as intended.
The small loot containers in the Acid, Desert and Caverns biomes have been updated to their new, regional variants.
Added missing rewards to the Bioanomaly reward pool.
Improved the Swamp Survival missions Easy, Hard and Brutal final waves.
Fixed issues that caused Drone Repellent Hubs to stop working correctly when selling or modifying the setup.
Fixed damage highlights on transparent parts of objects. Damaged Drexolians should now be highlighted properly, thanks to that.
Fixed the option to disable Volumetric Fog.
Fixed errors with loading the correct mipmap levels, which should make the texture quality option work properly now.
Fixed DPS calculation math formula.
Fixed issues with Energy Graph that caused players to see their main grid incorrectly labeled as 'local'.
Fixed an issue that caused Garlimonium Fruits to sometimes get stuck in limbo between life and death.
Fixed an issue that caused overlapping radar range radiuses to display incorrectly.
Fixed missing localization strings for many in-game items.
Fixed issues with interactive itmes that caused crashes or caused players to get stuck in the interaction pose.
Fixed a ctash in GetSameWeaponEquipped method.
Fixed a crash in UpdateBeamEffects method.
Fixed a crash at startup when the game fails to create a render window.
Fixed multiple crashes related to actions taken in the Inventory Screen.
Fixed a crash in Resource System that occurred when the game referenced an invalid resource.
Fixed a crash in Research System that occurred when a node was missing.
Fixed a crash in BuildingInfo system.
Fixed a crash in DiscoverableSystem.
Fixed a crash in the Database Screen on "No Inventory item component in loot".
Fixed a crash in PlayerService.
Fixed a crash in DestroySystem that occurred when destroying certain buildings.
Fixed a crash in GridMArkerSystem on missing or invalid terrain type.
Fixed multiple crashes in various Lua scripts.
Fixed an issue that caused the game to crash when upgrading certain towers to Level 3.
Fixed an issue that caused the game to crash when jumping between player outposts.
Fixed crashes when teleporting.
Fixed issues that caused buildings in the [0, 0, 0] point to disappear after building a Wall Gate.
Fixed many more bugs and crashes. If your issue has not been listed in the changelog, please try playing anyway - there is a chance we fixed your bug, too.
Heart of the Swamp is the third World Expansion for The Riftbreaker. In this brand-new Story Campaign branch, our heroes must venture into the Fungal Swamp - an extremely rich and diverse ecosystem centered around The Great Mushroom Tree. Unfortunately, the balance of this beautiful biome is in danger. Parasitic species are wreaking havoc across the land. Ashley takes it upon herself to restore balance to the Fungal Swamp.
World Expansion Contents
The World Expansion Update has two components; a huge free content update and a story-driven paid DLC - The Riftbreaker: Heart of the Swamp. Here is a short summary of what both of them include:
The World Expansion III free content update:
Fungal Swamp biome - a complex ecosystem localized in a vast river delta. The warm temperatures and high humidity make it a perfect place for mushroom growth.
Two new Survival Mode scenarios taking place in the new biome. Fungal Forest map is a classic Riftbreaker Survival experience - you explore the map, fight for resources, and build a sprawling base. The second scenario, Fungal Swamp, takes place on a flooded map with limited building space and limited resources, encouraging changes in your approach to gameplay.
New gameplay mechanics: build new, specialized buildings and defensive towers on water, cross pipelines with two different liquids using pipeline junctions, and feed a special neutral creature - Poogret - for gameplay rewards.
Multiple new species of creatures, unlike anything you’ve seen before. Fight hordes of fearsome monsters lurking around every corner.
More than 70 new research items and technologies to further enhance your base and Mr. Riggs’ abilities.
New weapons and defensive towers. Build powerful weapons that will obliterate anyone threatening your base. That includes brand-new, massive, community-inspired 3x3 defensive towers with insane firepower - straight from the Feature Suggestion board’s 5th spot.
Numerous quality-of-life improvements, performance optimizations, and balancing changes.
The Riftbreaker: Heart of the Swamp paid DLC:
Experience an exciting new branch of the Story Campaign taking place in the Fungal Swamp biome.
Investigate the massive Great Mushroom Tree - a 100-meter-tall fruit body of a massive fungus that looms over the entire biome.
Expand your Campaign Mode technology tree by researching unique technologies that can only be acquired in this biome.
Collect information on new creatures, vegetation, and other curiosities found only in this environment.
Bring the Great Mushroom Tree back to its former glory by helping it get rid of the parasites that seem to be swarming it.
Adapt your base-building methods to make the most out of the limited building space in the flooded Swamp.
Face fearsome enemies that will test your skills in all kinds of combat.
The Story portion of this Expansion is integrated with the Main Campaign from the base edition of The Riftbreaker. The new branch and the contents of the expansion will unlock as you progress through the game. If you have previously completed The Riftbreaker Story Campaign, you can continue your adventure where you left off. The additional part of the Story will unlock immediately, allowing you to explore the new part of the world.
We want to give everyone something new with this update. All players will gain access to the new content in Survival Mode and Sandbox Mode. Everyone will also be able to utilize the new assets in the Riftbreaker Editor Suite to create custom maps and campaigns. Purchasing the Expansion will in turn allow players to play through the new portion of the Story Campaign and make use of the new technologies in the Campaign Mode.
The Riftbreaker: World Expansion III Changelog:
FEATURES:
Two New Survival Mode missions. Try your skills in the classic, land-based Fungal Forest map, or take on a new challenge in the flooded Fungal Swamp.
NEW CREATURES:
Invigor. They will spring up from the ground if prey gets close and bash it with a powerful melee attack.
Carnicynth. Usually disguised as harmless bushes. However, if a suitable target comes close, the Carnicynth will reveal its maw, which shoots venomous projectiles.
Artigian. It attacks its targets from a distance by hurling large, explosive projectiles formed within its massive pitcher-like maw.
Stickrid. If threatened, it will keep its distance and try to attack the target with an acid projectile.
Plutrodon. They attack their targets from a distance with razor-sharp spikes that come up from the ground.
Fungor. These behemoths are quite slow, but they make up for that with their sheer physical strength. They hit like a truck and can make quick work of defensive structures.
Mudroner. They can attack their targets both from a distance and in melee range. When severely wounded, they will try to reposition themselves behind the aggressor.
Drexolian. Capable of fighting from a distance and in melee range. They are quite slow but can limit your mobility by raising temporary barriers straight from beneath the ground.
Canceroth. At first, it looks like a colony of some sort. The colony moves as one, with the central cell controlling the entire group's behavior, rolling over the planet's surface with no regard for anything on its way
Poogret. This large, neutral creature spends its days traveling across the Fungal Forest biome looking for the fruit of the Garlimonium plant. Poogrets are known to leave behind piles of waste filled with unrefined minerals.
Parabian. It's a nasty parasite that has a natural affinity towards certain fungus species of Galatea 37.
Darnot. A neutral flying creature. It resembles a very large moth. It flies around the Fungal Forest biome, pollinating the local flora and collecting nectar and small fruit from plants.
Lurkid - a small, neutral creature that crawls around the Swamp. It feels comfortable both on the ground and in water.
Spawning Mound It is used by multiple species of nesting creatures within the Fungal Swamp biome as a home structure. What makes it dangerous is a giant acid-spitting maw located at the very top.
Gnerot Bosses now appear in previously missing versions: Acid, Energy, and Cryo.They all have damage resistances set to their corresponding elements and deal damage of different types.
NEW BUILDINGS:
Floating Immolator Tower. It uses liquid ammunition to shoot small fireblasts at the targets within its range. It can only be placed on liquid surfaces. However, the tower does not require any additional power source.
Floating Piercer Tower. It is one of the most powerful weapons in The Riftbreaker arsenal. Like the Immolator Tower, it must be placed on water, but it doesn’t require anything but ammunition to operate.
Power Rod Tower.It launches power rods straight into the air. The rods maneuver mid-air to land in the designated zone. When they do, they deal massive impact damage to everything in the vicinity.
Heavy Cluster Missile Launcher. It is a missile silo that shoots rockets filled with cluster bombs straight into the air, allowing the missile to avoid any terrain obstacles. The missile explodes mid-air, leaving cluster bombs free to carpet bomb a very large area.
Shotgun Tower. It utilizes Large Caliber Tower Ammo to shoot volleys of projectiles at incoming targets. Its relatively short range is offset by the high firepower and fire rate.
Gas Extractor. When the Gas Extractor is placed on top of a Flammable Gas Vent a vent, it collects all the gas escaping from beneath the ground and transports it through pipes for further use.
Bio-Condenser. It will extract the organic matter from mud pools to create a concentrate, which is later mixed with water. The result is organic sludge that can be later processed into flammable gas.
Pipe Junction. The number two most requested feature. Build this to allow two pipelines with different liquids to cross each other and not mix up.
Vine Walls. When you come close to this wall, it will automatically lower itself beneath the ground, allowing you to shoot straight through it. These walls also have self-regenerating capabilities, meaning there is no need to repair them manually if not completely destroyed.
Grass Floor. Unleash your inner gardener and turn your base into a garden with this perfectly-trimmed lawn.
Roots Floor. Turn your base into a little piece of a forest with this new floor design.
NEW ITEMS AND WEAPONS:
Gravity Modulator. It allows you to carry interactive objects from one place to another using your Mech’s arms. The use of this item is contextual - you don’t have to craft it or equip it.
Mortar Gun. It’s a variation of a Grenade Launcher that shoots explosive projectiles at an even higher arc, allowing you to overcome terrain obstacles more easily. Mortar projectiles deal cryo damage and slow enemies.
Repeater Rifle. This weapon uses Large Caliber Ammo. It is capable of very quick fire rates, limited only by your ability to pull the trigger. If you prefer a salvo instead of continuous fire, try the charged shot mode, which shoots a volley of bullets.
Trident. It is a long-range melee weapon that attacks like a spear at first but then is separated into three damage-dealing spikes. It is effective against both individual and groups of creatures, thanks to its high fire rate and significant damage output.
Root Gun. It shoots a column of spikes that deal damage to all targets along the way. It’s as if the gun had infinite piercing! Perfect for reaching targets in the back of a group, while also dealing with the enemies up front.
Flame Blade. It is a large, bladed melee weapon with a medium attack speed. Additioanlly, when you attack, a wave of flames bursts out in front of you, setting everything in front of you ablaze.
Wasp Launcher. New research conducted in the Fungal Forest biome allowed Ashely to construct a weapon that works like a portable hive of angry, explosive bees.
Gas Grenade. It explodes into a cloud of toxic gas in a large area, dealing acid damage to enemies.
Drone Swarm. This consumable item allows you to call in a couple of drones to aid you in battle.
Charged Bomb. The technology known from the Portal Bomb Tower, now (literally) in your hands. Aim at the place you want to raze to the ground, charge your weapon, and release the trigger. An armed explosive will be teleported to the chosen location.
Mortar Sentry. This consumable sentry turret lobs explosive projectiles at the enemies in range for as long as the battery allows it to operate.
Power Wells. These mysterious objects will grant Mr. Riggs powerful ability boosts when activated. They last only for a short time, but can completely turn the tide of battle in your favor.
WEATHER EVENTS AND MORE:
More Lootables on the Map. When you start a new Campaign Mode run or a Survival run, you will find a lot of small objects similar to Bioanomalies scattered across the map. It might be worth checking them out - you never know where you can find resources.
Dynamic World Size. The map area can now expand as your missions progress. You may experience this in certain moments of the World Expansion III additional Story Campaign branch. However, modders may use this feature as well when creating their custom maps and missions.
New Resource: Fungal Resin. It can be obtained by attaching a pipe to one of the resin trees growing around the Fungal Forest biome. Resin can be used as a substitute for plasma.
Firestorm. This causes the wind to pick up significantly. Spontaneous fires start consuming flammable objects around the map and spread uncontrollably. Unfortunate, if you wanted to harvest plant biomass, but great if you relied on wind turbines.
Fireflies. Thousands of little, bioluminescent insects spark up in the night, flying around for you to marvel at.
Blooming Air. The air becomes thick with spores released by various plants and mushrooms around the swamp. It reduces solar and wind power production but makes all plants around the biome regrow much more quickly.
Monsoon. Massive rainfall, accompanied by very strong wind. Not as flashy as a thunderstorm but equally powerful.
Fire and Acid Tornadoes. Even more devastating than regular tornadoes you have been experiencing on Galatea 37 up to this point. On the bright side - they look quite cool.
New Skins for Mr. Riggs. In this Expansion we bring you a couple of our own designs, as well as skins submitted to the Skin Design Contest a couple of months ago. Here’s the original winners announcement!
New Soundtrack. Enjoy almost 30 minutes of original soundscapes composed by Marcin Pukaluk. The new tunes accompanying the biome feature ethnic instrumentations and wild rhythms you won’t hear anywhere else on Galatea 37.
CHANGES:
Increased the maximum number of outposts in the Campaign Mode from 10 to 12.
Non-raytraced shadow mapping has been refactored to enable multiple shadow-casting lights without raytracing. Thanks to this improvement, we were able to add shadow casting capabilities to additional scene elements like Power Wells, player skills, high-powered projectiles and more. The overal quality and performance of traditional non-raytraced shadow mapping has been significantly improved. The maximum number of shadow casting lights is currently determined by the Shadow Quality setting.
Creature damage resistance behavior has been changed. The maximum damage resistance for a creature of any type is now 90%. This means that creatures like Gnerots will now suffer a minuscule amount of physical damage when attacked with a small machine gun, for example. However, you will still see the ‘RESISTED’ message appear to let you know that what you’re doing is not very effective.
We changed the appearance and behavior of danger markers, which appear when you’re targeted by enemy artillery or other dangerous, time-delayed attacks. The markers are now much more visible and give you a proper chance to defend yourself.
The Automated Resource Gathering buildings have had their building speeds and costs changed, since the previous values have been too low. The drones have been buffed to match the new cost.
Lightning Towers now have a significant energy upkeep cost, replacing the previous placeholder value. This change has been made to make them more in line with other energy-based towers.
The Swarm Missile Launcher has been exhumed from the grave we put it in the last time. The missiles are much stronger, and the shooting pattern has been changed to increase the overall DPS. Firing accuracy also depends on firing time i.e. the first missile flies almost straight and the more you shoot the aiming spread becomes wider.
Minigun fire rate has been reduced to make its firepower more in line with the other weapons, especially at the extreme quality level.
Orbital Laser and Orbital Bombardment now have a slight delay between activating the skill and the beginning of the actual attack. Attack delay markers are also visible on the ground before the attack begins. For Liberty.
The maximum amount of damage reflection for boss creatures has been reduced from 20% to 10%, so that they don’t die to their own attacks so easily.
Flashing effect during thunderstorm has been reduced.
Reworked Shegret attacks. Now you will actually be able to see a Shegret Alpha and a Shegret Ultra in the game! The attacks have three difficulty levels that are chosen dynamically depending on the moment of the game you’re in.
Similarly, we’ve added three tiers of Kermon and Phirian surprise attacks that might happen in between regular attack waves.
The weapons display in the inventory has been reworked. Weapon stats now always appear in the same spot on the list. The list itself should be a lot more legible now.
Added grouping to weapon mods. Mods from the same category will now be grouped on the list of available mods, which will save you from scrolling a hundred miles.
Changed the weapon mod design: “X Stat Enabled” mods no longer exist. This means that if you want to add piercing to a weapon that didn’t have this stat before, you no longer need to install a “Piercing enabled” mod, and then another piercing mod on top of that. Just one mod will do the job. This way you can create more fun and powerful combinations of mods.
Main Menu has been reworked to accommodate more options. Let us know how you like the sleek modern design!
Liquid Rendering overhaul. Thanks to Tiled Deferred Rendering upgrade, we finally have support for transparent materials in The Schmetterling Engine. It allowed us to develop a completely new liquid simulation model with transparency, waves, light shafts, and all sorts of bells and whistles! We’ve written an article about it, and you can check it out here.
Mudroner material upgrade. Mudroners and Hedroners of all strains have received a visual upgrade - the liquid they are covered with now flows down their backs like in real life.
GUI refactoring and upgrade. Over the years, we have added layers upon layers of new code into our GUI system, making it almost impossible to work with. We decided to rewrite the entire thing from scratch to despaghettify (this is professional terminology) our GUI and allow us to introduce some changes and updates. This rework will allow us to add new screens more easily and make the current ones more functional. Since we reworked all buttons, sliders, pop-up windows, graphs, and text boxes, we need some feedback. If you find any errors, let us know. Fixing things will be much easier with our new, clean code-base.
We’ve introduced major performance optimizations. Initially, we did that to improve the multiplayer experience. However, it turned out that the optimizations we found also benefit the performance when running the game solo. You should see an improvement in performance in most scenarios with this update. For more details, read this article.
Online multiplayer framework changes. We have introduced thousands of code changes, making multiplayer more stable, more playable, and much closer to where we want it to be. We hope to share the results with you soon, but know that the majority of the game’s code base is now adapted to support online play.
Updated creature and item placement for all survival mode missions. Adding the new, smaller Bioanomalies and Power Wells required us to change the placement of in-game curios a little bit. We made sure that you will find something interesting on each of the map tiles, but beware - there are some dangerous creatures guarding these secrets!
New biome tiles. We have added more diverse map tiles to all the biomes from the original release of the game - Jungle, Acid, Desert and Magma. The number of tiles is now on par with those for the World Expansion biomes. This will result in more variability in map generation.
Changed plasma chain bulding costs in survival mode. Fusion power and Shield Generators were not a feasible strategy with their old cost. The new costs should make them a more viable option. Additionally, Fusion Power is unlocked by default in the Fungal Swamp biome.
Various creatures have been given the ability to traverse mud and other liquids. Apart from the native creatures of the biome, you will also encounter Baxmoths, Phirians, and Nurglaxes in the Fungal Swamp. This ability will allow them to actually reach your base and be a feasible threat.
Baxmoth balancing changes. The drone’s projectile speed and splash damage have been reduced. This makes them significantly easier to dodge. However, Alpha and Ultra strains now have improved drones that deal more damage. This way, the creature is still deadly for stationary targets, but not unavoidable by the player.
More environmental sounds. We have added ambient sounds playing in the background in various spots on our map tiles. These are subtle sounds - for example, water dripping from the cave walls, crickets chirping, or birds singing. The world will feel more alive thanks to this.
Introduced changes to the research tree - it uses the old, three-tab layout, but it can now be scrolled and zoomed.
FIXES:
Fixed shockwave explosion splash damage falloff.
Fixed memory leaks caused by some particle effects.
Fixed artillery projectile properties.
Fixed Ionizer text description.
Gravity Grenades no longer deal damage to friendly targets.
Fixed problems with fog on DirectX 11.
Fixed memory leaks in TimeDamageSystem.
Fixed memory leaks in DecalSystem.
Fixed issues with Mr. Riggs movement on slopes.
Fixed the math formula for DPS calculations.
Fixed problems with Caverns Sonic Grenades mission.
Fixed problems with the ‘Find Tanzanite’ mission - for real this time.
Fixed problems with skinning on Crystal Gun and Heavy Plasma Gun.
Fixed the Wingmite spawn problem in the last Survival Attack wave. The game spawns 50 Wingmites 2 times now, not 2 Wingmites 50 times.
Fixed problems with recharging traps using the repair tool.
Fixed wave announcements and difficulty levels for units spawned from Nests.
Fixed crash on resuming sound source that already finished playback.
Fixed objective progress problems in Campaign Mode.
Fixed a crash in the Sound System on game shutdown.
Fixed Necrodon behavior when running away from danger.
Fixed the ‘Take away all ammo’ stream event.
Fixed the Ion Storm bug that allowed players to get rid of map interference by opening and closing the map.
Fixed wrong level icons in Acid Spitters.
Fixed upgrade tool calculating cost taking building during an upgrade.
Fixed vegetation lifecycle getting blocked after a plant is burned down.
Fixed a crash on load in TerrainAffectorSystem.
Fixed the cost of Plasma Converter Level 3 (it used to be the same as level 2).
Fixed emissive textures not working on gun barrels.
Fixed description order in the building info window - all stats now appear in the same order in all cases.
Fixed ‘Acid Find New Resource’ mission main objective timer.
Fixed minimap zone display error in Metallic Valley ‘Investigate the Crater’ mission.
Fixed decal alpha blending.
Fixed a crash in the Sandbox Menu Panel when spawning Magmoths.
Fixed the Caverns entrance objective marker positions across multiple missions.
Fixed missing progression dialogue in Caverns Exploration mission.
Fixed multiple building collision sizes to prevent mech clipping.
Fixed cooldown categories in multiple consumable items.
Fixed a problem with Arachnoid Sentinels not firing their projectiles.
Fixed a problem with melee units not attacking buildings effectively.
Fixed Loot Drones ignoring mods on the ground.
Fixed an issue with lamps not turning on after loading the game.
Fixed a crash when trying to launch the game in safe mode.
Fixed weapons aiming angle after dropping a weapons when the player is killed.
Numerous fixes and optimizations to the pipes system. Compressors and Decompressors should work properly now.
Fixed a bug that caused the minimap interference to disappear after opening the large map during the ion storm event.
Fixed status icons missing from buildings.
Research Screen: fixed 'Build a Comm Hub' message visibility.
Build menu: fixed upgrades 'prev page' and 'next page' buttons visibility after use.
Way more fixes we would love to include in the changelog, but we ran into the Steam announcement character limit.
As always, we will be carefully monitoring our Discord at www.discord.gg/exorstudios, the Steam forums, and all our other channels for your feedback and suggestions. Make sure to let us know if you encounter any problems or if you have suggestions on how to improve things.
We would love to tell you more about our plans for the future and give you our roadmap update, but this article is probably already too long. Please give us a week or two to come off the 'release mode' and back to our normal selves (as much as that's possible). We will then give you a detailed update on what's happening at the studio, where we're headed with The Riftbreaker, and, of course, how co-op mode is doing.
Have a pleasant time exploring the Fungal Swamp! EXOR Studios