Another day, another portion of updates to the Multiplayer Beta. We will send out more keys on Monday. Stay tuned!
The Riftbreaker Closed Co-Op Beta, September 19th, EXE: 9485 DATA:52 Changelog:
Reduced the boss aura skill radiuses from 25-28 metres to 12-15 metres.
The maximum number of players on the server has been limited to 4 in the menu. It is possible to override this with the server_max_players_available_count variable.
Added HP scaling for enemies. The amount of HP on creatures spawned during the attack will now adapt to the number of players on the server. 2 players give the creatures a 50% boost. 3 players - 100%. 4 players - 150%.
Added audio announcements when the player's HP goes down to zero and when a mech explodes.
Volume sliders in the options menu are now logarithmic, not geometric.
Added overcharge symbols to HP and shield bars on the HUD when the players are boosted.
Fixed the Z-order of the player icon on the minimap to make teleporting to a downed player easier.
Fixed some voice announcements not being properly played in multiplayer.
Fixed dynamic music system not changing playlists when it should.
Fixed several crash bugs.
Introduced memory and network optimizations.
Known issues:
Using a shared weapon will deplete the original owner's ammo.
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, September 18th, 2024. DATA: 49 EXE: 9463 Changelog:
We reworked the game's behavior after the player's mech is destroyed. This is the biggest change in this build. Your feedback on this is very welcome.
When a player's HP drops to zero, and there are no other mechs taking part in the game, the character blows up and is respawned in the HQ, just as usual.
When a player's HP drops to zero, and there are other mechs present, the mech enters a 'disabled' state. The mech can spend up to 30 seconds in that state.
During the 30-second countdown, other players can walk up to the downed mech and 'resurrect' it by pressing interact. The resurrection is almost instant.
After resurrecting a player, both mechs receive a "Revive Boost" - temporary double damage, health regen (up to 50% HP, more or less), and invulnerability for 5 seconds. These values are subject to change.
The player can opt out of waiting to be resurrected. They can press and hold the spacebar to speed up the 30-second timer. After the timer expires, the mech blows up and resurrects at the HQ.
If a player is resurrected from the downed state, they don't lose any weapons.
If a player is not resurrected in time, they will drop one equipped weapon.
The dropped weapon is visible to all players, but can only be picked up by the player who lost it. The weapon is automatically re-equipped upon pickup.
In downed state, players can enter all menu screens, except the inventory screen.
When your mech is down, you can spectate any other players taking part in your session.
The downed mech is marked on the minimap and players can teleport to it at any time.
These changes have been introduced to discourage the self-sacrifice strat of dealing with bosses and to increase the amount of player interaction during gameplay. This mechanic needs more work and careful consideration. Try playing around with it and see how you like it. We are open to making any necessary changes to make it feel good and natural.
Players can now heal each other. Walk up to another player's avatar, press and hold the 'interact' button, and wait. The healing rate is 30HP per seconds at the moment, and it is possible to overcharge the player beyon their current max health.
Added overcharged health and shields icons to let players know they are above the maximum values.
Naturally occurring creatures on the map will now respawn faster after being killed. the respawn speed is increased with the number of players on the server.
Added a loading progress bar with descriptions of loading stages. Thanks to this it will be easier for us to identify any errors during loading. For multiplayer mode, the progress bar is replaced with a 'spinning' bar, letting you know that an operation is in progress.
The localization of the proximity boost has been changed from "Apes together strong" to "Team Boost". Riot in the comments.
Tweaked the "Team Boost" activation parameters. The players still have to be close to each other to start charging the boost, but can now move away from each other significantly further before the connection is broken. We also added a cooldown display.
Added support for enemy damage scaling. It is currently disabled for all difficulty levels, but if you fancy a bigger challenge, you can increase the enemy damage by X percent per player using the 'enemy_damage_factor_per_player x" modifier when starting a new server.
The first wave on all difficulty levels will not be accompanied by a boss creature to give players more time to build up defenses.
Tweaked the Hammerocerros boss and Krocoon boss units to make them more effective in combat.
Added a new boss skill - damage wave. After a melee attack, a small directional shockwave appears, dealing damage to everything in a small arc.
Your Steam avatar should now appear next to your nickname in the main menu screen.
Changed the disconnect message from "You have been kicked from the server" to "The server has been shut down".
Optimized the number of entities that liquid resource volumes generated, reducing their impact on system memory.
Solved multiple issues with the engine's way of handling OGG Vorbis audio files.
Renamed 'cheat_{win,lose}_game` to `debug_{win,lose,end}_game` and moved it to debug.lua.
Fixed an error that could occur when restarting a server.
Fixed the starting position of the cursor when entering the build mode. It will no longer jump to the upper left corner of the screen when entering the build mode for the first time, which was especially painful when using a gamepad.
Fixed a crash that could happen when players were browsing their inventory.
Fixed a problem that caused the depleted shield bar to never disappear from above the player's avatar.
Fixed a problem that prevented the "Don't show again" checkbox in the maim menu intro pop-up message to not work properly.
Fixed a crash in the BuildingService system.
Fixed a crash in gather_resource.lua function.
Fixed an error that prevented users from switching the menu screens using the right and left shoulder buttons on gamepads.
Fixed a crash that could occur in the menus due to custom action mappers.
Fixed a crash in GUI that occurred when interacting with tooltips and slider/scroll by pointer mouse drag.
Fixed an issue that could cause the player to spawn in without equipment,
We have introduced a ton of memory usage optimizations in the game, which should result in quicker loading times, shorter saving slowdowns and general improvements in performance.
We have also fixed a ton of smaller issues with the game's network code, which should result in greater connection stability.
In our Closed Beta Progress Update article last week, we discussed the communication options for The Riftbreaker's multiplayer mode and what improvements we need to make. While we believe that most players will use voice comms during online play, we don’t want to leave anyone without the means to coordinate their efforts with their team. This is why the Co-Op mode of The Riftbreaker will feature both an in-game chat and a “ping wheel.” On the surface, these two might seem like pretty simple tools. However, designing them requires careful consideration and deliberate design. We value your input immensely, and today, we will talk about the design process behind these devices and how your feedback is not just important but integral to what they look like in their final form.
The current, barebones implementation of the chat. It needs a lot of improvements and added features, but it works - for now.
Let’s start with the text chat. Its current implementation is straightforward. Press ‘enter’ to bring up the chat box, type in your message, and press ‘enter’ once more to broadcast your message to all players on the server. The message is accompanied by your nickname so everyone knows who they’re talking to. The message disappears after a couple of seconds. That sounds simple enough. What could go wrong here? As it turns out, quite a lot of things!
The building menu overlapping the chat box is just the tip of the iceberg. If you miss the message, it's gone forever, which isn't good, either.
The first problem is the placement of the chat box. Currently, the messages are displayed right where your building menu would go. If you’re building simultaneously as someone sends a message, it is easy to miss it. Furthermore, we currently have no chat history, so you cannot see what they typed if you miss the message. To solve these problems, we plan to move the chat window to the middle-left portion of the screen, right above the weapons HUD and below the objectives list. This new location ensures that the chat window is always visible, even when you're building, and the chat history feature will allow you to catch up on previous messages by scrolling the window with your mouse wheel if the chat box is open.
Our playtesters suggested moving the chat to the side. This is a mockup of what it could look like. However, the space on the left of the screen is occupied by building information tooltips. The right side of the screen might be a better choice. Luckily, nothing is set in stone at this point, and we will make improvements based on your feedback until the very end.
Now, let’s talk about the ping wheel. It is a well-established feature of online games that allows players to send out short phrases and mark objects of interest with a short series of button presses or gestures. This solution works very well in games ranging from first-person shooters to strategy. We decided to implement it in The Riftbreaker as well since it is a great tool regardless of whether you are on voice comms or not. Allowing players to pinpoint an exact location on the map that requires attention is very valuable in the heat of battle. In our case, when you use the ping wheel, your current location is marked on the minimap, and a message is displayed to all players on the server.
This is a very early mock-up of what the D-pad ping wheel would function like. We scratched that idea thanks to the improvements in our GUI model.
We’re usually reluctant to add new user interface elements. Programming GUI elements has always been difficult in the Schmetterling Engine. Usually, we try to reuse as many parts of the interface as possible, which is not possible here. Additionally, we needed to make the ping wheel functional for both keyboard + mouse players and gamepad users. Our first design utilized the keyboard's up/down/right/left movement buttons or the directional keys on a pad. A player would bring up the ping wheel using a dedicated button. Then, players could send messages with a single or double press of a directional key. This seemed simple enough to implement but felt clunky compared to modern titles with similar features.
Luckily, as we were refactoring most of the game’s engine in preparation for the co-op gameplay tests, we also worked on the GUI. We streamlined the entire user interface framework, making it easier to change existing elements and add new ones without a headache. This allowed us to move away from the clunky button-pressing to the sleek and modern radial menu. For now, it is usable only with the mouse controls, but eventually, we will allow players on gamepads to choose the command they want by just pointing one of the analog sticks in the right direction.
The current implementation of the ping wheel. It is adorned with placeholder 'programmer art' and fancy, wrap-around text that is impossible to read. We will improve on those! Welcome to the 21st century.
As we moved away from the D-pad idea to the analog stick, we needed to introduce changes in the layout. It was necessary since we wanted to fit eight phrases on the wheel instead of four, and we didn’t want players to hit the division line between phrases if they swung the stick in one of the cardinal directions. After shifting the wheel around a couple of degrees, you can send a ping by moving your cursor straight up, for example, without looking. This solution works much better in gameplay but is still far from ideal. Our playtesting has shown that there is only one truly useful phrase - “Assist,” affectionately known as “Gondor calls for aid” at the moment. This decision was made to improve the user experience and make the ping wheel more intuitive and efficient.
Clicking a command sends a message to the server and marks a location on the map. We also implemented some placeholder emotes.
What phrases should we feature on the ping wheel? What sort of quick commands seem the most useful to you? We already have some ideas, and our Beta playtesters have also shared their suggestions. However, in this case, the more information we get, the better the results will be. After all, we’re building these tools for you, so let us know what you need. Your feedback is not just welcome, it's crucial to us. We are open to customizing the wheel with additional phrases, pings, and gestures, but that will come later. First, we want to build a first usable prototype. Then we can improve on that. Leave your suggestions in the comments section of this article and on our Discord at www.discord.gg/exorstudios!
To sign up for The Riftbreaker Multiplayer Beta please fill in the following form:
We reserve the right to contact only select participants.
We let more and more people in every week, and we plan only to keep expanding. All people invited to the beta also receive additional keys for their friends, so you always have someone to play with! As beta participants, you can also join our server during streams and take part in the action every Tuesday and Thursday at 3 PM CEST at www.twitch.tv/exorstudios/
The Closed Beta test of The Riftbreaker Co-Op mode has been running for about a month. Throughout this time, our playtesters devoted hundreds of hours to trying out the brand-new multiplayer mode. It is fair to say that the test is going much better than expected. We were concerned about the game's performance and potential connection issues when tested in real-world conditions. People have access to PCs of varying configurations, and not all internet connections are created equal. These things can lead to a lot of issues. However, most of the feedback we received was about the gameplay itself, which leads us to believe there are fewer tech problems than we expected. This does not mean that everything is working perfectly - of course, it’s not. There is still a lot of work to do. In today’s article, we will summarize the conclusions from the first month of MP testing and the steps we will take in the immediate future.
We're happy with how the beta test has been going - which means we can let more of you play really soon!
Let’s start by talking about the performance of the game. Our playtesters have two options when hosting a new gameplay session:
Personal (Listen) Server: In this case, one of the player’s PCs serves as the client and the server at the same time. This means all the game calculations are conducted on that player’s PC and then sent to all session participants. This is the most typical usage scenario.
Dedicated Server: A dedicated server must run on a separate PC. The game is not playable on that PC, but all the calculations are carried out in the background. Players connect to the server as usual. The advantage is that no one has to take the cost of running the server AND the game simultaneously. A dedicated server could also have a preferable geographic location, e.g., a server in France could sit halfway between a player in Germany and a player in Spain, cutting the distance that data has to travel in half. The disadvantage is that an additional PC has to be involved.
Because not everyone has access to two powerful PCs, most multiplayer sessions have been run in the Personal (Listen) Server mode. We were worried that the player hosting the session would have a significant disadvantage because the server calculations generate major overhead, but that is not the case. In typical scenarios, when 3 or 4 players play simultaneously, the performance is well within the acceptable limits. The dedicated server is always a better choice, but the difference is not as big as expected. We have successfully played the game even with five players and did not encounter much bigger issues than when playing with two players. However, when this number increases further, more problems become apparent.
We're glad we don't do friendly fire, because walking across another player's line of fire is a common thing!
During one of our developer streams (Tuesdays and Thursdays, 3 PM on our Twitch channel), we encouraged people to join the session we hosted in our office. Feeling adventurous, we set the player limit to nine people and made the server public, allowing anyone with Beta access to join. What resulted was complete madness. At one point, we had nine players from around the world connect to our server in the office, playing a game of survival together. Fifteen minutes in, we had our first fusion power plant running. Half an hour later, the entirety of the map was cleared and built over, which absolutely killed the game's performance. That was a great sign. Even though we don’t officially plan to support play sessions with more than four people, we won’t block that option. If your PC is powerful enough to handle more than four players simultaneously - go for it!
The boss creatures receive a huge HP boost, elemental resistances, and additional abilities. However, some turned out to be a bit more OP than others...
Apart from the ‘officially hosted’ sessions, our beta testers have been playing their game on their own a whole lot. They have given us a ton of helpful feedback regarding gameplay. One of the most significant changes we introduced at the start of the Multiplayer Beta was the addition of boss creatures with each wave. The bosses are based on the largest creatures in the game and their strength depends on the number of players present on the server at the time of their spawn. They receive additional abilities that make them more dangerous and challenging. For example, you can encounter a Hammeroceros with Acid Damage resistance and a Fire Aura that damages everything in a large radius.
...but players found a way to defeat those OP creatures anyway. Still, not what we intended, we will do better!
The addition of bosses completely changes the dynamics of the battles in the game. Thanks to the feedback from our playtesters, we quickly learned that some creature/ability combos are a bit too difficult to deal with, especially in the game's early stages. When players have nothing but an SMG, a blaster, a sword, and a couple of grenades, perhaps sending in a creature that is resistant to most types of damage is not the best idea. This led to the introduction of what we call the 'kamikaze meta, a play pattern where players willingly run into the creature’s grasp and deal damage with the mech’s explosion. This is not a play pattern we want to cultivate. Additionally, dealing with bosses often becomes trivial in the game's later stages. We don’t want it to be a chore, so we will take steps to improve on this aspect of the game.
A Baxmoth can be terrifying on its own. An empowered baxmoth with an acid damage aura AND a Necrodon 'raise dead' ability is nightmare fuel.
We also received a lot of feedback when it comes to economy management. In single-player mode, you have all the knowledge about the factories you’ve built, the number of armories, ammo storages, and the power plants that sustain all those buildings. However, with four players running around the map, it is not the case. Without clear communication, knowing what your base actually needs is difficult. There should be a way of getting all that information with just a glance. This is why we have decided to upgrade the minimap. We will move away from representing the important buildings with colors and grant them icons instead. The common stuff, like energy or material storages, will still be marked with colored squares, but Armories, Comm Hubs, and similar buildings will be marked with individual icons. This way, you can get all that critical information by just looking at the minimap. This feature is crucial for effective team coordination and resource management. We also know that some of you will want the ability to personalize what is displayed on that map - we will give you filtering options to help with that.
Sometimes an attack comes at you from the worst possible side, leaving your base in shambles. It's important to have a team that will allow you to bounce back after that!
While watching others play, we also realized that the game needed features to encourage players to group up and work together. It is excellent that some players can take on the building duties while others go exploring, allowing you to play into your individual strengths. Still, it felt like players only joined in together when fighting an attack wave. We want to encourage you to play together, so we are experimenting with bonuses that activate when mechs are close to each other. At present, the bonus is straightforward - if two mechs stay within a 10-meter radius from one another for a few seconds, they get a temporary +100 bonus to shields and a +10% bonus to movement speed. It naturally boosts players during battles without a lot of thinking about it. We will experiment with this idea and perhaps introduce other buffs to encourage teaming up for other activities.
Here's what the 'Team Boost' proximity bonus looks like. Barebones for now, but we want it to be really meaningful, encouraging players to work together.
We could go on and on about the improvements we plan to make. However, they will take time, and in that time, we will invite more and more of you to test the game with us. In the coming days, we will move away from how we conducted the Beta tests up to this point - a separate, hidden Steam app - to the Steam Playtest feature. It will allow us to stay in touch with you better and open up some exciting growth avenues down the line. Until then - we want to reassure you that everyone who signed up for the test will get the chance to play the Beta before the official release of the Co-Op mode.
You will need to team up with the biggest and baddest creatures we're cooking for you!
To sign up for The Riftbreaker Multiplayer Beta please fill in the following form:
We reserve the right to contact only select participants.
When we released The Riftbreaker in 2021, we also published the Original Soundtrack album alongside the main release. The album featured select music pieces from The Riftbreaker, remastered and adapted from their in-game form to something more suitable for standalone listening. Not all songs from the game made the cut, but we promised that we would release them in due time. That time is now - we have just published a free update to the Soundtrack DLC, featuring all the missing songs from the original game soundtrack. In this article, we will tell you why it took such a long time, what the differences are, and what you can expect from us in the future.
Creating a good game soundtrack is an uphill battle. On one hand, it has to be unique and captivating. You want people to instantly associate the music they hear with the game they are playing. You want the soundtrack to emphasize what is currently happening on the screen. On the other hand, the last thing you want the music to do is distract players. It has to fit just right. The pace and dynamics of the music have to be relatively steady, with as few high and low points as possible. This also limits the range of instruments you can use. Some sounds might stand out too much and sound out of place in the context of the soundscape you want to create. Due to these constraints, the composer often has to limit their creativity, considering the good of the game as a whole rather than the song itself.
Our music composer, Marcin Pukaluk, encountered precisely these issues. He’s a super creative person and a brilliant artist. Although he was happy with the soundtrack of The Riftbreaker, he also thought he could do better. He suggested remastering the tracks from the game and giving them a more song-like structure. This meant adding intros and outros, changing the arrangement of some parts, and emphasizing different instruments within the mix. Take a listen to these two tracks. The first one is ripped straight out of the game files, and you’ve probably heard it a thousand times now. The other one is the remastered version.
Here's the original version of one of the tracks that accomapny you during the intense battles on Galatea 37.
And here's the remastered one. Which one do you like better?
We chose this piece because the differences are audible right away. The in-game track lacks the ‘marching’ intro from the remastered version. Additionally, the drums and brass instruments are brought much more forward in the mix. The atmosphere of the second version is much more heroic, which wouldn’t necessarily sit well with the chaos of the battle on screen.
Naturally, reworking the entire soundtrack into this new, standalone formula takes some time, which we did not have. The new World Expansions required brand-new music to fit the theme of the biomes we introduced, so Marcin was too busy writing new pieces and couldn’t work on the old ones. After the release of World Expansion III, however, we could finally start the Multiplayer Co-Op Closed Beta test, and we won’t be producing any new expansion content for a while. That gave Marcin a window of opportunity to remaster the remaining tracks.
In today’s update, The Riftbreaker Soundtrack expands by ten additional tracks from the main game. The OST is extended from the original 44 minutes, to 70 minutes. This update is free for everyone who purchased the soundtrack separately or got the Complete Pack edition of the game. All tracks from all playlists are now available for your listening pleasure (except for the ‘Anticipation’ playlist, also known in the community as the ‘no drop music.’ Listening to that stuff for too long could be unpleasant, so we skipped those songs). For those of you who don’t want to get the soundtrack - we got you! Here’s a YouTube video with the entire album.
The full extended soundtrack for your listening pleasure.
In the foreseeable future, Marcin will continue working on remastering the music from the World Expansions. We will also add them to the Soundtrack DLC as a free update, so be on the lookout for that! Meanwhile, we’re returning to work on the Co-Op Closed Beta Test. We have distributed over 100 access keys this week alone. Keep an eye on your Discord inbox so as not to miss your keys! And if you have not signed up for the test yet - do it! Join us, play The Riftbreaker in multiplayer before everyone else, and help us shape the game into something great!
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:
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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.