Thank you for your patience and all the testing sessions that you have conducted over the course of our break! We have cooked a new build up for you, introducing some much-needed fixes and changes. We're already working on the next one - we have a couple of cool tricks up our sleeves so stay tuned!
We will send out a new batch of beta keys tomorrow. Please make sure to sign up here:
The Riftbreaker Multiplayer Closed Beta, August 27th, 2024. DATA: 29 EXE: 9356 Changelog:
Fixed the 'Close Server' button on the dedicated sever options screen.
Boss Aura skills no longer destroy Energy Connectors - they will get severely damaged, but always stay operational not to disable defensive towers.
Boss Aura visible radius is now properly aligned with the actual damage area.
Bosses with the 'Waller' ability will not be able to use walls even in densely built-over areas. Their skill will now be able to damage buildings as well.
Tornadoes and meteor showers can now track all players, not just one.
Fixed blueprints spawned by objective and weather logic files not being precached. This will prevent stutters when dealing with creature nests, for example.
Added a team boost for players that can be activated by staying close to one another for a couple of seconds. It's a damage and resistance buff, just like a miniature Power Well.
Upgrade tooltips in inventory can now properly display all their bonus stats.
Fixed a freeze on loading screen when the client fails to connect to the server.
We will now display a 'Connecting...' message when the game is trying to establish connection with the server.
Buildings that bring up the menu screen during interaction (Armory, or Comms Hub, for example) are now able to do so.
Fixed the time of day indicator not being updated for clients.
Fixed time calculation problems on the Research screen that caused the research times not to sum up or display as infinity.
Fixed issues with comets jumping from spot to spot. They will now fly at a steady pace.
Fixed an issue that caused resource deposits to flicker on the minimap.
Fixed an issue that caused players to spawn inside of the HQ when joining the server or respawning.
Partially improved the camera interpolation during the mech's movement. This will be improved further.
Mech aiming direction moved to client, should reduce the feeling of lag.
Added support for quicker unit respawn timers. The more players take part in your session, the quicker the units will respawn.
Reduced the number of parts spawned by the tornado.
Fixed the problem that caused upgraded buildings not to display their localized names correctly.
Fixed boss healthbar problems.
Optimized the size of textures on various meshes that used emissive textures - should save you about 700MB of traffic.
Various fixes in GUI.
Fixed several crash scenarios.
Introduced minor performance, memory and network optimizations.
Thank you for your reports in the first phase of The Riftbreaker Co-Op Closed Beta Test! Thanks to you, we were able to address several issues already and add some missing features, including the custom difficulty options. The full changelog can be found below:
The Riftbreaker Co-Op Multiplayer Closed Beta Changelog, August 8th, 2024.
Added Custom Difficulty option to Multiplayer modes.
Added Sandbox mode to the Multiplayer build.
Added new information display on shared items.
Added more space for statistics display when viewing a mech upgrade module.
'Destroy Nest' objectives now have proper objective markers.
Fixed a crash in ResourceSystem that occurred when placing buildings with pipes.
Fixed line breaking in the text chat.
Fixed effect attachments in the Gas Extractor building.
Fixed player count in dom_manager.lua
Fixed several issues with GUI and the use of virtual cursor.
We are very pleased to announce the start of the long-awaited Co-Op Multiplayer Closed Beta test for the Riftbreaker! It is an enormous milestone, and we are very thankful for your faith in us and your encouragement leading up to this. The job is not done, though, and we’re here to tell you what the coming months will look like.
The first batch of playtesters have already received their access keys to the unique Co-Op Closed Beta version of the game. This special build is tailored for testing online play, featuring a single Survival Mode mission in the Tropical Zone biome. Players can select from three difficulty levels - Co-Op Normal, Co-Op Hard, and Co-Op Brutal - crafted based on our internal playtesting results. More maps and functionalities will be added to this exclusive Beta build over time.
As much as we would love to give everyone access at once, it is not in anyone’s best interest. This is the first time ever that the Co-Op build has left the walls of the EXOR Studios office. We know that a lot of things are going to be broken. We know that there are many gameplay and balance issues. We also know that you will request many additional features to make the gameplay experience smoother. We expect to receive a ton of messages about these issues. We will have to read through all of them very carefully to make progress at a good pace. Adding more players to the test now would likely only duplicate reports about the most common issues, making it less likely that we get to see those rare reports that might pop up only once or twice. This is why we need to keep user numbers low at first.
However, as we progress and improve the game, we will give away more access keys to the Beta. New rounds of Beta keys will be given away at various points of the test. They won’t be tied to version releases or any specific days of the week. Once we feel we’re ready for more playtesters, we will hand out the keys. Keep an eye on your Discord inbox or email address! At first, we will limit these additional batches to a couple of dozen keys and increase the numbers as we go. By the end of the beta testing period, we want to give everyone who applied through our sign-up form access.
To sign up for The Riftbreaker Multiplayer Beta please fill in the following form:
We reserve the right to contact only select participants.
We have created a special Discord channel for Beta feedback and bug reports. The channel is visible to everyone to keep the process transparent. However, to keep the channel free from off-topic activity, only testers with a special role will be allowed to send messages there.
We have come a long way since the days of 25% movement speed and creatures getting stuck in limbo, but there still a long way to go!
What kind of feedback we’re looking for:
Crash reports with detailed information. Please remember to provide your Discord nickname (in case we need to investigate further), information whether you were the server or the client, and what was happening in the game at the time of crash.
Your experience with playing over the web. Please include information about where the players and the server are located (general geographic area is fine e.g. my PC is in Poland, the server is in Germany and my friend is in France - no need to get into specifics).
Opinions about the game’s balance. What do you think about the strength of the attacks? How do you like the timers in-between waves? Are the bosses challenging?
What problems do you encounter in the game? Are there any things that are not properly explained? Where can we improve?
What social features would you like to see added? What would make it easier for you to communicate with other players?
Bug reports. Please report any strange situations or glitches you might encounter, such as disappearing creatures, flickering lights, or the UI not working properly.
Anything else that comes to your mind while playing. We are open to all kinds of suggestions, but the issues mentioned above are our priorities.
The next couple of months will be filled with rapid, iterative development, and you have a lot of influence on what the game will look like in its final shape. We’re looking forward to working with you!
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.