The Riftbreaker - voidreaver
Hello Riftbreakers!

As we promised yesterday, we have developed a patch for The Riftbreaker that will fix the issues with blocked progress that many of you have reported after yesterday’s patch.

The new patch should fix all the maps and objectives where the game flow got stuck, right after loading your save file. No tricks necessary - it should just work.

We are pretty sure that this is a safe change, but we’d rather test it more extensively on the experimental branch. If you were affected by the error yesterday, follow these steps to gain access to 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

After that, you will be able to choose 'experimental' from the drop-down menu.

Once again, please accept our apologies for causing this mess in the first place. We hope that this patch will help you progress with your Campaigns as expected. If you still encounter issues, please do not hesitate to contact us here, on the Steam Forum, or on our Discord at https://www.discord.gg/exorstudios

EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

We have just pushed a hotfix to remedy the issue that caused players to be unable to progress in many areas of the Campaign mode - scouting missions, various areas in the DLC missions, and others. We are very sorry for any problems we have caused.

This patch will not help if you have reached a point where the campaign has gotten stuck. We will develop a patch that will push your campaign flow further, but we need until tomorrow to get it done. In the meantime, loading an earlier save file should allow you to proceed without issues.

Additionally, we have received reports from users that Windows Defender throws a false positive, preventing them from accessing their save files. These are the troubleshooting steps that helped them:

https://steamcommunity.com/app/780310/discussions/0/598536531263685649/

Our investigation shows that this problem occurs when you have the 'Controlled Folder Access' feature enabled in Windows Defender Ransomware Protection. By default, it protects the Documents folder. If you have it enabled, you can probably see a lot of attempts by our game to write to your disk by checking the 'Protection History' section. You can whitelist the app from there.

If you encountered this issue, please make sure The Riftbreaker is whitelisted in your Windows Defender app.

Once again, please accept our sincere apologies for any problems caused.

EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

Here is the changelog for the latest patch. We have not seen any significant problems on the experimental branch, so it is time for an update on the main branch. Give the changelog a read - we have managed to fix quite a lot of problems with this one!

The Riftbreaker Experimental Update, September 10th, 2025. EXE: 1096 DATA: 727 Changelog:
Changes:
  • Factory buildings will now correctly display their production values if the building produces "fractions" of resources. For example - Carbonium Factory Level 2 produced 1.5 carbonium per second - the tooltip will now show the correct value.
  • Improved multiplayer gameplay performance - we added a set of low level engine improvements that should improve CPU performance. This will primarily affect low-end CPUs. This change is barely noticeable on machines with above recommended CPU specs.
  • Changed the Prime Rift Station activation attack wave composition. Reduced the wave congestion to improve performance and gameplay pacing.
  • Changed the final attack wave in the Heart of the Swamp DLC - replaced some weak enemies with fewer strong enemy units to improve performance.
  • Survival Mode - biocache respawn mechanic is now silent (does not include an on-screen notification) and spawns biome-appropriate biocaches.
  • Removed laser pointers from the Mortar when using the charged shot.
  • Added a glow effect to the Laser muzzle to improve the visual effect of the beam.
  • The fireflies random event weather has been changed to be a bit brighter.
  • Redesigned the "Report a Bug" menu screen. It now features a larger title and a smaller text box size. Changed the description for the "Report a Bug" in-game menu screen.
  • Changed the weather effects for the super moon event.
  • Reworked the prologue objective markers to use the new dynamic marker color system. The objective marker colors in-game, on the minmap, and on the HUD should now match.
  • Changed the volcanic rock rain event - added a new effect for big meteor explosions, added a small amount of resource drops from each bomb.
  • Changed the meteor shower event - added a new explosion effect for small meteors, reduced camera shake, increased burning radius, and added a small amount of resource drops from meteors.
  • Added Chinese localization to the Report a Bug screen.
  • Changed the Heavy Plasma projectile visual effects - shorter and smaller trail, sharp sparks.
  • Added resin tree tiles to the Fungal Forest mission generator script.
  • Added resin tree tiles to the Fungal Plateau mission in the Heart of the Swamp campaign.
  • Implemented the "server_rcon_password" console command. It allows you to set up a password for remote control of your server via console commands. Here's how it works:

    • By default, the "server_rcon_password" is empty. When there is no password set up, clients can't run console commands on the server.
    • The host sets up the password by typing in: set server_rcon_password XYZ, where XYZ is the password you want. The client must enter the exact same command to be able to run remote commands on the server.
    • If both the host and the client entered the password, the client can now run commands remotely using the "rcon" command. For example, if the client wants to enable God Mode on the server, the command will look like this: rcon cheat_god_mode 1.
  • Added an option to change the user display name by clicking on the name bar at the top of the menu screen.
  • Added sound effects for many elements in the in-game UI. (Skills and consumables items, crafted item popups, back/cancel buttons, disassembly selection, etc.)

Fixes:
  • Fixed liquid resource requirement for the Rift Station activation procedure. It now requires liquid resources to be properly stored before the procedure starts.
  • Fixed research requirements for Armory Levels 4 and 5. Previously, they required the HQ building, levels 3 and 4 - now they require the Armory building, levels 3 and 4.
  • Fixed a typo in the English description of one of the plants.
  • Fixed a very rare game progression bug where if a user destroyed the Rift Station when the objective to "step onto the Rift Station to initiate its check procedure" was active, then the game progression would be broken.
  • Fixed "Run Robot, Run!" achievement progress tracking in single-player game modes.
  • Fixed animation scale issues for the Power Well mesh.
  • Fixed animation issues in the Portal Bomb Tower mesh that caused black polygons to appear.
  • Fixed animation issues in the Liquid Compressor mesh that caused black polygons to appear.
  • Fixed GUI screen stretching issues on Widescreen displays in several screens (like the new Mission Generator screen, for example).
  • Removed the outdated "Armory building limit increase" award from higher-tier Armory research items. Removed the mention of the limit increase from the tech description.
  • Fixed issues that caused Crystal Walls not to rebuild automatically from ruins.
  • Fixed a crash in extractor.lua that occurred when an event arrived after its owner's death.
  • Introduced a number of fixes for the Pipe system.
  • Fixed an issue that caused only one size of floor tiles to appear in the Build Menu.
  • Fixed a crash caused by the minimap.
  • Fixed issues with the 'Remove From Research and Add To Research' buttons availability.
  • Fixed a crash in PauseSystem.
  • Liquid resource icon will no longer display on buildings with liquid storage.
  • User-selected minimap filter toggles should now persist through game loads and map changes.
  • Fixed a bug that caused the mission status to flip from "Win" to "Lose" in some situations.
  • Fixed an issue that caused the research requirements in the Research Tree to display incorrectly.
  • Fixed the display of the "unlocks" tooltip for completing a research item.
  • Fixed missing building icons on the Statistics Screen.
  • Damaged buildings will now disappear from the minimap when they are repaired (with the 'damaged buildings' filter toggle active).
  • Underground treasures will no longer spawn underneath resource deposits.
  • Fixed objective markers in the "Destroy Plutrodon Nests" random event objective.
  • Added missing scroll bars to the Journal Screen.
  • Fixed a crash caused by text overflow on the "Report a Bug" screen.
  • Fixed "dedicated server" translation in Russian language.
  • Fixed errors with the behavior of the 'Continue Game' menu button.
  • Fixed a dodge roll bug that caused players to teleport if they weren't in motion while activating the skill.
  • Fixed an error that caused the Garlimonium fruit to disappear while carrying sometimes.

Thank you for all the feedback so far, keep it coming!
EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

We hope you've been having a lot of fun with the 2.0 Update! We're happy with the current state of the game, but it doesn't mean our work stops there - we still have a lot of things we can fix and improve!

Today, we are bringing our Experimental branch back to life. This is a special branch where we test our upcoming patches in preparation for their official release, usually a couple of days later.

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.

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.

With all these warnings out of the way, here’s how to access the experimental branch:

  1. create a backup copy of your save folder (Documents/The Riftbreaker)
  2. disable Steam Cloud save backup for The Riftbreaker
  3. go to your Steam Library
  4. right-click on The Riftbreaker
  5. select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing

After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game, and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.

The Riftbreaker Experimental Update, September 5th, 2025. Changelog:
Changes:
  • Factory buildings will now correctly display their production values if the building produces "fractions" of resources. For example - Carbonium Factory Level 2 produced 1.5 carbonium per second - the tooltip will now show the correct value.
  • Improved multiplayer gameplay performance - we added a set of low level engine improvements that should improve CPU performance. This will primarily affect low-end CPUs. This change is barely noticeable on machines with above recommended CPU specs.
  • Changed the Prime Rift Station activation attack wave composition. Reduced the wave congestion to improve performance and gameplay pacing.
  • Changed the final attack wave in the Heart of the Swamp DLC - replaced some weak enemies with fewer strong enemy units to improve performance.
  • Survival Mode - biocache respawn mechanic is now silent (does not include an on-screen notification) and spawns biome-appropriate biocaches.
  • Removed laser pointers from the Mortar when using the charged shot.
  • Added a glow effect to the Laser muzzle to improve the visual effect of the beam.
  • The fireflies random event weather has been changed to be a bit brighter.
  • Redesigned the "Report a Bug" menu screen. It now features a larger title and a smaller text box size. Changed the description for the "Report a Bug" in-game menu screen.
  • Changed the weather effects for the super moon event.
  • Reworked the prologue objective markers to use the new dynamic marker color system. The objective marker colors in-game, on the minmap, and on the HUD should now match.
  • Changed the volcanic rock rain event - added a new effect for big meteor explosions, added a small amount of resource drops from each bomb.
  • Changed the meteor shower event - added a new explosion effect for small meteors, reduced camera shake, increased burning radius, and added a small amount of resource drops from meteors.
  • Added Chinese localization to the Report a Bug screen.
  • Changed the Heavy Plasma projectile visual effects - shorter and smaller trail, sharp sparks.
  • Added resin tree tiles to the Fungal Forest mission generator script.
  • Added resin tree tiles to the Fungal Plateau mission in the Heart of the Swamp campaign.
  • Implemented the "server_rcon_password" console command. It allows you to set up a password for remote control of your server via console commands. Here's how it works:

    • By default, the "server_rcon_password" is empty. When there is no password set up, clients can't run console commands on the server.
    • The host sets up the password by typing in: set server_rcon_password XYZ, where XYZ is the password you want. The client must enter the exact same command to be able to run remote commands on the server.
    • If both the host and the client entered the password, the client can now run commands remotely using the "rcon" command. For example, if the client wants to enable God Mode on the server, the command will look like this: rcon cheat_god_mode 1.
  • Added an option to change the user display name by clicking on the name bar at the top of the menu screen.
  • Added sound effects for many elements in the in-game UI. (Skills and consumables items, crafted item popups, back/cancel buttons, disassembly selection, etc.)

Fixes:
  • Fixed liquid resource requirement for the Rift Station activation procedure. It now requires liquid resources to be properly stored before the procedure starts.
  • Fixed research requirements for Armory Levels 4 and 5. Previously, they required the HQ building, levels 3 and 4 - now they require the Armory building, levels 3 and 4.
  • Fixed a typo in the English description of one of the plants.
  • Fixed a very rare game progression bug where if a user destroyed the Rift Station when the objective to "step onto the Rift Station to initiate its check procedure" was active, then the game progression would be broken.
  • Fixed "Run Robot, Run!" achievement progress tracking in single-player game modes.
  • Fixed animation scale issues for the Power Well mesh.
  • Fixed animation issues in the Portal Bomb Tower mesh that caused black polygons to appear.
  • Fixed animation issues in the Liquid Compressor mesh that caused black polygons to appear.
  • Fixed GUI screen stretching issues on Widescreen displays in several screens (like the new Mission Generator screen, for example).
  • Removed the outdated "Armory building limit increase" award from higher-tier Armory research items. Removed the mention of the limit increase from the tech description.
  • Fixed issues that caused Crystal Walls not to rebuild automatically from ruins.
  • Fixed a crash in extractor.lua that occurred when an event arrived after its owner's death.
  • Introduced a number of fixes for the Pipe system.
  • Fixed an issue that caused only one size of floor tiles to appear in the Build Menu.
  • Fixed a crash caused by the minimap.
  • Fixed issues with the 'Remove From Research and Add To Research' buttons availability.
  • Fixed a crash in PauseSystem.
  • Liquid resource icon will no longer display on buildings with liquid storage.
  • User-selected minimap filter toggles should now persist through game loads and map changes.
  • Fixed a bug that caused the mission status to flip from "Win" to "Lose" in some situations.
  • Fixed an issue that caused the research requirements in the Research Tree to display incorrectly.
  • Fixed the display of the "unlocks" tooltip for completing a research item.
  • Fixed missing building icons on the Statistics Screen.
  • Damaged buildings will now disappear from the minimap when they are repaired (with the 'damaged buildings' filter toggle active).
  • Underground treasures will no longer spawn underneath resource deposits.
  • Fixed objective markers in the "Destroy Plutrodon Nests" random event objective.
  • Added missing scroll bars to the Journal Screen.
  • Fixed a crash caused by text overflow on the "Report a Bug" screen.
  • Fixed "dedicated server" translation in Russian language.
  • Fixed errors with the behavior of the 'Continue Game' menu button.
  • Fixed a dodge roll bug that caused players to teleport if they weren't in motion while activating the skill.
  • Fixed an error that caused the Garlimonium fruit to disappear while carrying sometimes.

Thank you for all the feedback so far, keep it coming!
EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreaker Modders!

We have just released the latest version of The Riftbreaker Editor Suite, updated for the 2.0 version of the game. Validating your mods through this version of the modding tools will allow you to make sure that your mods are compatible with the 2.0 Update of the game.

The new version is available both through Steam and GitHub.

This release also features minor improvements and bugfixes. It is still work in progress, so feel free to report any issues with the tools.

EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!



Today is the day you and we have been waiting for - The Riftbreaker 2.0 Update is now live! After almost four years of development, the Online Co-Op mode for The Riftbreaker is now available to everyone in the form of this massive, free update. However, the 2.0 Update is much more than the addition of Co-Op mode - it is also a massive expansion of the original Story Campaign, which will test your building, combat, and logistics skills more than anything you’ve encountered before. This update also comes with a host of gameplay improvements, quality of life changes, and performance optimizations.


Gather your team and jump in!

Thank you all for your patience and support during the development process. It was a bumpy road. Over the past few years, we have refactored almost the entirety of the game’s codebase to make online play possible. Such a massive rework wouldn’t have been possible without your help. Thank you for the countless hours you spent testing the game during our Closed and Open Beta periods. Thank you for all the bug reports, improvement suggestions, and feedback. Today’s release is our mutual success.

Let’s break down all the new features coming to you in this grand update.



Share responsibilities. Build bigger. Expand further. Conquer all.

FOUR-PLAYER CO-OP - Gather your team and conquer Galatea 37 together. You can play the entirety of the Campaign and Survival Modes, as well as the Prologue mission. You can play with your friends by setting up a server and inviting them to play with you, or you can join other Riftbreakers from all around the globe and find the perfect game through our in-game Server Browser. Our difficulty level scaling ensures that gameplay remains challenging but fair, requiring you to work together to reach the goals you set for yourselves. We have also implemented many co-op-centric features to enhance your online play experience. Use the in-game chat to coordinate your team. Teleport to other players at any time. Reactivate the mechs of your fallen teammates. Stick together and receive a temporary power boost. Most importantly, though, have fun together!


Our endgame content will allow you to build amazing structures, much larger than anything before. You can build them all over the world, or cram them all on one map. Which one will you choose?

EXPANDED ENDGAME CAMPAIGN - A brand-new story arc involving Megastructures - specialized buildings with massive resource and upkeep requirements that will test your planning skills and grant powerful passive boosts in return. The 2.0 update is fully voiced by Francesca Meaux and Ryan Laughton, reprising their roles as Ashley and Mr. Riggs. The new plot adds as much story content as each of our previous World Expansions: 40 minutes of new dialogues, giving you new insights into the world of The Riftbreaker. Expand your economy beyond what was previously possible thanks to the new outpost limit set to 15. Discover new planetary locations for resource gathering or exploration thanks to the new Orbital Scanner functionality (more on that in this article). Build up a massive mining operation, or cultivate resources to fulfill your needs. Whatever you do, don’t forget about defenses. Enemy attacks in the Endgame make the previous battles look like child’s play.


Omega-strain creatures hide everywhere. If you anger the wildlife enough, they will come knocking to your door.

NEW OMEGA-STRAIN CREATURES - These are new, more powerful, and tougher versions of the existing species. They are the new backbone of the enemy hordes, bringing destruction wherever they go. Defeating them will yield great rewards. Our artists had the opportunity to let their imagination go wild and have updated Omega creature models to command respect. Omegas also come in “elemental” forms, requiring you to vary your arsenal while fighting. In total, you will be able to encounter 73 varieties of these monsters! Each Omega creature receives additional abilities from a wide range of available options - we have explained all of them in this article. Given that the toughest Omegas out there can receive up to four of these special skills, the number of possible combinations is enough to ensure that no two encounters are quite the same!


The improved Orbital Scanner functionality will enable you to establish new resource outposts and explore never seen areas of the planet.

RANDOMIZED MISSION GENERATOR - After completing all of the main missions in any given biome, you will now have the option to look for new planetary locations. You can either look for hidden treasures and Bioanomalies in exploration-style maps, or you can set up new resource outposts in resource-rich areas. The Campaign is no longer limited to a predefined set of maps. The Randomized Mission Generator gives you access to countless variations of maps with unique characteristics. Utilizing this tool will grant you access to additional resources, equipment, and space to relocate your infrastructure if needed. Here's a more detailed article about this feature! As we mentioned previously, the new limit for outposts is 15, and with the ability to look for areas with lots of resource veins, you can easily boost your production to hundreds, if not thousands, per second.

Alternatively, you can give exploration missions a go. They serve as a great palate cleanser between planning and building your factories. You might even stumble upon some of our brand-new, unique encounters. They are special in-game events that happen on handcrafted tiles you won’t see often. When ‘rolling’ a new map via the Mission Generator, there is a chance that one such tile will be featured on your map. Ashley and Mr. Riggs will immediately notify you via custom-made dialog lines, tailored for that occasion. Each encounter stands out visually and narratively, and is guaranteed to never repeat in one Campaign playthrough. Once you see it, it’s gone forever (unless you set up an outpost to admire the view. It’s a viable strategy).


The more you explore the planet, the better the rewards you will find in the wild - they now range from decorations to powerful weapons.

LOOT SYSTEM REWORK - Crafting is not the only way of getting new gear anymore. You can now find weapons, mech upgrades, and other useful items as loot from enemy creatures, Biocaches, and Bioanomalies. The items you find have the potential to be much more powerful than those you can craft yourself - always check for upgrades! You never know what cool additional characteristics an item might have. As you complete research tree nodes, the lootable items will progress as well, increasing the pool of available items. You might even find ones that exceed your current level of research, making each find exciting. And if you don’t find what you want, you can always disassemble the junk and enjoy the extra resources. It’s a win-win. Read more in this article.


Even one mech is a force to be reckoned with. Given that you can now play with up to four, we had to give the Galatean creatures a fighting chance!

GAME BALANCE ADJUSTMENTS - We have rebalanced the entirety of The Riftbreaker campaign, taking all your feedback into account. The difficulty modes in version 2.0 have been redesigned to better suit the majority of players. Easy Mode has been toned down to allow for a more casual, leisurely style of play. Hard and Brutal Modes have been “intensified” to offer a greater challenge to those who want their skills tested. However, the game’s difficulty is not only about combat - the economy also plays a huge role here. With the new Loot System, the addition of Omega Creatures, and the increased number of outposts, we had to take a long look at how our buildings operate. We adjusted costs and production outputs and introduced other necessary changes. Also worth noting, difficulty levels are customizable both in single and multiplayer, meaning that you can adjust the game parameters exactly to your liking.


More weapons are useful now! We made sure that even the weakest weapons have a good use case. Not only did we tweak the stats, but we also introduced functional improvements to many of them.

WEAPON SYSTEM REWORK - We have rebalanced the entire weapons system to improve firepower scaling across the entire campaign. Weapons that were previously too weak have received significant upgrades, making more builds viable. We have also introduced functional changes to some weapons, like the Root Gun and Laser. We highly encourage you to experiment with all of them. You might discover a new favorite! We have also taken a good look at the weapon mods to make sure that everything you find and install in your guns has a meaningful impact on your firepower. We've discussed this process in detail here.


Researching new technologies will allow you to build even more complex bases.

RESEARCH REWORK - All research items in the Story Campaign will require both time and resources. Adding a research item to the queue will require you to pay a one-time resource fee. This cost will offset the extra resources that you will get during the new campaign. Survival Research tree remains unaffected. We highly encourage reading the article that we have written on this topic. You can find it here. It explains our reasoning behind this change.


You can now disassemble mods, mech upgrades, and weapons in multiples. Took us long enough, right?

QUALITY-OF-LIFE IMPROVEMENTS - We’ve added many features, such as mass item disassembly, research search bar, quick multiplayer teleports, and many other options to make your gameplay experience as smooth as possible. These tools have been added thanks to the feedback from our brave Beta testers, who suggested some brilliant solutions. Thank you to everyone who participated!


You will notice performance increases in the face of large hordes and in map-wide bases.

MASSIVE PERFORMANCE GAINS - Since this update required us to rework the entirety of the engine, you will now be able to enjoy The Riftbreaker with much smoother performance, able to handle truly massive bases and enemy numbers.

While we won’t be able to create a comprehensive changelog (the update is simply too big and it spans several years of changes), here are the most important changes coming to you in this build in a nutshell:


You can play in a group of up to 4 players over the internet or using LAN. The game dynamically adapts to to the number of players.

CO-OP MULTIPLAYER
  • Online Co-Op has been added. All game modes are available for online play - Story Campaign, Survival Mode, and the Prologue mission.
  • Added a Server Browser screen. Browse all available servers, check what they’re playing, and join the one that suits you.
  • Added the Dedicated Server option. It allows your PC to serve as a host of a Co-Op session, without the performance overhead that comes from rendering the game scene. Warning - if you enable this option, you can’t play in the session you’re hosting. We will move this option to a separate, free app in a couple of weeks.
  • Added multiplayer-centric features: in-game chat, emote wheel (accessed with the ‘H’ key by default), and teleports to other players.
  • Added the ability to reactivate the mechs of your fallen co-op partners. After a mech is destroyed, you have 30 seconds to get to your friend and pick them up. If you manage to do it successfully, both of you will get a temporary invulnerability and a damage boost.
  • Added the option to share items with co-op partners via the inventory screen. You can share mech upgrades, mods, and weapons this way.
  • Added “Join through Link/IP” option. You can use this option to play on a LAN network even when you are completely disconnected from the internet. This is also currently the only way to connect to players who own the game on other PC storefronts.


You will have the chance to start the endgame after activating the Rift Portal. Two important pieces of info: 1) the endgame is entirely optional, but highly recommended, and 2) you can start the endgame on a save from your old campaign if you wish to do so.

ENDGAME
  • Introduced a new part of the Story Campaign that becomes available when Ashley decides not to go back to Earth through the portal. The mission objective text has been adjusted to hint at that option.
  • Added Megastructures - 6 massive buildings that pose a significant challenge in a couple of ways: large upfront costs (requiring you to build up your economy), high upkeep requirements (posing a logistical challenge), and enormous size (requiring you to plan space for them in your base). Completing these building projects will lead you to the ‘true’ ending of the game.
  • Added new Story Missions and encounters to guide you through the process of building the Megastructures. They are fully voiced by Ashley and Mr. Riggs.
  • Added the Mission Generator feature to the Orbital Scanner screen. After completing the main storyline for any given biome, you will now have the option to look for new areas of interest within that biome.
  • Added more than twenty handcrafted gameplay tiles with various shapes and sizes to create new tactical gameplay scenarios. Fun fact: The Riftbreaker 1.0 launched with 30 unique gameplay tiles for 4 biomes. The Riftbreaker 2.0 currently includes 225 gameplay tiles across 7 unique biomes.
  • Added 14 new ‘encounter tiles’ - special map tiles that you can find during the generated exploration missions. They stand out visually and narratively, giving you new insights into the world of Galatea 37.


Most important change: there is a dancing emote. Activate the emote wheel by pressing "H" by default.

OTHER MAJOR CHANGES
  • Added 73 new Omega-strain creatures. These are more powerful and tougher versions of existing Galatean species. Each of them has received a visual overhaul to emphasize their high power level and terrifying nature. They serve as Boss encounters in attack waves on higher difficulty levels (but not only there! You can also find them in the wild!)
  • Introduced a major rework of the Loot and Weapon system. You can now find complete weapons and items as rewards for exploration and combat challenges. Weapon firepower has been adjusted to ‘flatten’ the power disparity between the most and least useful weapons. The least popular items have been reworked to encourage players to find new uses for them.
  • Changed the looks and functionality of the Minimap and the large Map screen. Instead of ambiguous colors, resources, and important buildings are now marked with icons. There are also several toggles to adjust the objects displayed on the map.
  • Introduced the Mass Disassembly option, which allows you to quickly dismantle large quantities of unused mods, mech upgrades, and weapons.
  • Added a Search option to the top of the Research Tree Screen.
  • Added the Death Skull system - a new way of encouraging a more measured and careful approach to combat. You can read about this system here.
  • Added new compositions of attack waves for Endgame purposes. You’ve seen nothing yet. If you think your defenses are enough - think again!
  • Reworked the UI of the Liquid Compressors and Decompressors to improve your experience with them. We also fixed a lot of bugs connected with these two buildings.
  • The capacity of Solid Material Storage has been increased from 200 to 500 units per building on Level 1 and proportionally on Levels 2 and 3.
  • You no longer need to build multiple Armory buildings - the new limit for this building is one. Its production output has been adjusted to compensate for the new limit. Upgrading it as soon as the next level becomes available will guarantee the maximum ammo production. One Level 5 Armory is equal to 5 Level 5 Armories before the update.
  • The limits for Ammo Storage buildings have also been adjusted. You can build 2 at Level 1, 4 at Level 2, and 6 at Level 3.
  • Maximum weapon ammo has been adjusted to the new firepower balance.
  • Carbonium and Ironium Factories Level 2 and Level 3 output has been reduced from 2 and 4 per second, respectively, to 1.5 and 2 per second. Energy requirements have been reduced to match the new production level. This has been done to offset all the extra resources you will be getting from various drops and generated missions. We have also significantly increased the amount of resources that are available in resource deposits in campaign missions.



  • Crafted weapons no longer have randomized statistics. You are always guaranteed the weapon of the exact characteristics as advertised during the crafting process. You can still use mods in those weapons to improve them.
  • Weapon Mods have been thoroughly revised. We have removed some categories that went largely unused and improved the truly useful ones.
  • Defensive Towers no longer have mod slots. This feature didn’t work correctly for the majority of the time, and modding 1000+ towers in the late game was a dubious pleasure. We decided to scrap that feature altogether to avoid further issues.
  • Mech Upgrade parameters have been revised to improve the usefulness of various combinations. Bonuses granted by mech upgrade modules are now additive, not multiplicative. Previously, if you equipped a 10% resistance bonus upgrade and then another one, you would get 11% as a result. Now, the bonuses will add up to 20%, as one would expect.
  • Removed Grid Culler from various medium-sized trees and other props to make building large structures easier. You won't have to cut down all the trees before you set up your HQ anymore.
  • Damage reflection limits have been added to various creatures to prevent them from getting one-shot by reflective armor builds.
  • Nuclear Power Plants no longer have a uranium upkeep cost.
  • Reduced the size of the collision box for Walls to prevent the player's projectiles from hitting them when standing on the Heightened Wall Floor.
  • Changed the effective radius for the Shockwave Tower from 13 to 18.
  • Added health bars to all Canceroth central cells.
  • Laser beam behavior has been improved. Previously, the beam would get stronger the longer you kept it on target, but you lost the bonus immediately after you stopped shooting at the target. Now, the beam will retain the damage increase even if you switch targets - as long as you keep hitting enemies. You only lose the bonus damage if you miss completely. This change will make the Laser a better weapon overall.
  • Fixed the streaming integration by switching the OAuth token generation from an external website to www.riftbreaker.com.
  • Biocaches now always drop Carbonium and Ironium, with a chance to drop advanced and rare resources.
  • The Acidic Yeast Colony event has been changed - the colony now grows at a rapid pace, making it a real threat that you can't ignore for more than a couple of minutes before it destroys your base.
  • Drexolian Ultra has been added to the Volcanic Zone survival ambient creature pool as a possible spawn after completing the Heart of the Swamp storyline.
  • Added more dialogue variation to multiple game objectives.
  • Added unique meshes for all upgrade levels of AI Hubs and Liquid Storage buildings.


We're not laying down arms. Job's not done!

This is a lot of changes already, but we are not slowing down one bit. Here’s just a couple of things that we are still working on that we aim to add in the following weeks:
  • A standalone dedicated server app is in the works - please DO NOT BUY additional copies of the game to host a dedicated server. You won’t need them.
  • We’re still tweaking gamepad controls within the game’s UI.
  • We have more performance and network optimizations incoming!
  • We’re listening very closely to your feedback, and we’ll be reacting to any “hard edges” that you may find while playing this update.


With a good team behind your back, no horde will be able to stop you.

We've been testing this update with the Riftbreaker community for more than a year - since the start of our Co-Op Playtest. At first, it was a closed test, with a couple hundred invites going out every couple of weeks. By the end, we have reached truly staggering numbers. 88 140 people took part in the testing process via our Multiplayer Playtest app alone. They spent more than 280 000 hours playing the game, reporting bugs, and suggesting improvements. We have also received incredible help from all of you who participated in the Open Beta via the Steam branch. While we don't have the exact numbers in this case, you can rest assured that they helped us immensely with Campaign Mode testing. With today's release, both the Multiplayer Playtest app and the Open Beta branches will be closed. They have done their job - it is time to rest now.

If you would like to "relive" the process of the Co-Op mode development, we have compiled all our 'Co-Op When?" articles in Linktree format. You can check them out here.

If, for any reason, you would prefer to play the 'old' version of The Riftbreaker, we are keeping it live on the legacy branch on Steam. You can find it by right-clicking on The Riftbreaker in your Steam Library, choosing 'properties', then 'betas'. You can choose the legacy branch from the drop-down list. No password is required. This version will no longer receive any updates.

We would like to thank you once again for your patience and support that kept us going through the years. We hope that the results of our work will bring you hours of joy spent in the company of your friends. We don’t have much else to say, except for maybe one thing…

CO-OP NOW!
The Riftbreaker - Pacanutron
Hello Riftbreakers!

Here's yet another patch for the Open Beta of The Riftbreaker 2.0 build in anticipation for the big day on Monday!

The Riftbreaker Co-Op Open Beta Update, August 24th, 2025 Changelog:
  • Fixed a potential deadlock when inviting players into a lobby

  • Fixed rotating Metal Terror ending sequence

  • Fixed patching decompressors reservation

  • Fixed missing resource info on Decompressor screen

  • Fixed connecting pipes to empty decompressors

  • Fix for refreshing values in the DecompressorMenuScreen on client side

  • DecompressorMenuScreen: fixed selected values


EXOR Studios

The Riftbreaker - voidreaver
Hello Riftbreakers!

Some time ago, we released a free update to The Riftbreaker Soundtrack, which featured enhanced versions of all the tracks from the main game. Our music composer, Marcin Pukaluk, has reworked them to be more suitable for a ‘standalone’ listening experience. When we released that update, we also told you that the tracks from all our Story Expansions would also get remastered in the near future. We are happy to announce that the near future is today - we have just released a free update for The Riftbreaker Soundtrack, featuring all tracks from all our Expansions released to date.

We also have some additional news to share with you. We teamed up with the developers of Dyson Sphere Program and prepared a special bundle for you!



Dyson Sphere Program is a space simulation strategy game, where you can harness the power of stars to engineer the most efficient factories the universe has ever seen. Start small, with only your mech and a couple of basic structures. Utilize automation and blueprinting to increase your capabilities, and eventually build a Dyson Sphere - a megastructure that captures all the energy output from a star. We believe that if you enjoy playing The Riftbreaker and building massive bases, you might also be interested in Dyson Sphere Program. The game has been in active development since its early access launch in 2021, with the devs continually improving it, releasing new free content, and enhancing their game. Thanks to the bundle, if you already own The Riftbreaker, you can enjoy an additional 10% discount on the game. We highly recommend checking it out!

https://store.steampowered.com/bundle/57104/Dyson_Sphere_Program_X_The_Riftbreaker

First, let’s do a quick reminder of why we decided to do a complete remaster of all tracks from the game instead of just releasing all the music as is. The music that you hear in the Riftbreaker is designed to play in the background and in a loop. We don’t want to break your concentration at any point with track changes, breaks, or sounds that might be out of place. For this reason, Marcin has made sure to make all pieces start and stop very gradually, and not to include any sounds that might interfere with your gameplay. Some examples include any beeps or synths that might get mistaken for UI element feedback, or choirs that could interfere with your perception of dialogs playing in the foreground. This works great for in-game music, but it limits the artistic vision a little bit. This is why we decided to let Marcin remake these tracks without any creative limits to release as standalone versions for a better listening experience.



The first portion of the new tracks was composed for the World Expansion I and the Metal Terror story DLC. This part of the game takes place in the cold and alien Metallic Valley biome. The music reflects that very well - electric guitars, harsh-sounding synths, and industrial elements create an unwelcoming soundscape. Most tracks are slower in tempo, allowing drones to create an eerie atmosphere. However, not all songs from the Metallic Valley are all doom and gloom - the ‘adventure’ piece from this biome is one of our favorite ones so far, with The Riftbreaker theme featuring prominently throughout the entire song.



Next up is the mysterious soundtrack of the Crystal Caverns biome, introduced in World Expansion II and the accompanying Into the Dark story DLC. The music from this expansion is much more delicate. Long, swelling synths are accompanied by strings and subtle synths, creating a mysterious atmosphere. We wanted this music to feel like the ambience you could expect from a vast cavern system. Reverbs and delays are king in this biome.



The third and final part of today’s update is the music from the Fungal Swamp biome, released in World Expansion III and Heart of the Swamp story DLC. In this case, we decided to replace the traditional, sci-fi Riftbreaker sounds with something more fitting this wild, chaotic, and undiscovered area of Galatea 37. You can hear a lot of tribal instruments and rhythms not found anywhere else in our soundtrack.



The tracks have all been added to The Riftbreaker Soundtrack DLC as a free update. Each part of the soundtrack should appear as a separate ‘disk’, so you can easily distinguish which track belongs to what part of the game. We are also releasing the full soundtrack in the form of a YouTube video if you want to listen to it on the go, for example. We hope you enjoy Marcin’s work on this release.

See you on Monday - just a couple of days left before The Riftbreaker 2.0 Update goes live!

EXOR Studios
The Riftbreaker - Pacanutron
Hello Riftbreakers!

Here's yet another patch for the Open Beta of The Riftbreaker 2.0 build in anticipation for the big day on Monday!

The Riftbreaker Co-Op Open Beta Update, August 21st, 2025 Changelog:
  • Fixed missing audio samples in the endgame campaign
  • Improved special encounter tile visuals and sounds
  • Building_base.lua: prevent crash when loading saves with missing/invalid modded content
  • ResourceVolumeSystem: prevent crash when loading saves that contains volume entities with missing/invalid GameplayResoruceDef
  • LootSystem: prevent crash on missing/invalid modded content
  • Updated game remaster version to 698 and disabled the forced "Disable Mods" setting.
  • Fix for missing player markers on screen edge
  • Forced GPU shader cache reload on the first-run after this update
  • Disabled unfinished swamp canyons tile from the mission generator
  • Added 6 Endgame related Achievements (don't worry, they can be achieved in singleplayer)
  • Enabled 3 additional mission generator encounters
  • Fixed multiple instances of multiplayer related crash bugs
  • Fixed rare instances of the game entering an infinite loading state when loading into a map


EXOR Studios
The Riftbreaker - voidreaver
Hello Riftbreakers!

Here's another patch for the Open Beta of The Riftbreaker 2.0 build. Since we don't know when to say stop, we will try to squeeze in yet another patch before the weekend. In the meantime, have fun!

The Riftbreaker Co-Op Open Beta Update, August 19th, 2025 Changelog:
  • Enabled 11 Campaign Mission encounters. You can try them out by finding new locations via the Orbital Scanner screen.
  • The Rift Station now has a small working buffer - if the required resource supply runs out for just a tiny moment, the whole sequence will not be immediately stopped.
  • The Dodge Roll skill no longer does damage to friendly structures when you roll through them.
  • Improved the sounds and visual effects of the Dodge Roll Skill.
  • Fixed an issue that caused the Crystal Caverns Survival Mode mission flow to be broken.
  • Fixed an issue that caused some projectiles to be invisible when playing in co-op as a client.
  • Fixed an error in loot collector drones that caused them to glitch out when failing to find a new target.
  • Fixed an error that caused outro videos to play twice if a player entered the pause menu after watching them for the first time.
  • Fixed a crash in GameplayState when old campaign state contained an invalid/missing MissionDef reference.
  • The popup saying 'Failed to connect to service' will now appear quicker in case of failure.
  • Fixed an issue that prevented the progress bar from appearing at first during co-op loading.
  • Fixed an error that caused problems with activating the Arcology Workshop.
  • Fixed conflicts between the auto aim and homing weapon characteristics.
  • Fixed the Megastructures build menu category highlight bug, which occurred if a player jumped to a different map after the highlight appeared and before it disappeared (120s window).
  • Fixed a crash in MultiplayerLobbyScreen on missing or invalid DifficultyDef.
  • Fixed an error that caused the mech melee attacks animations not to playback correctly when viewed by another player.
  • Fixed several issues with the spear and trident animations.
  • The minimized chat window should now always display the latest message.
  • The Pipe system will now refresh every time after removing or creating new connections to prevent crashes and other issues.
  • Fixed a crash in the InventoryScreen that happened if mech's hand slots became empty when the inventory screen was open.
  • Fixed an issue that caused other mechs to visually appear in [0,0,0] during multiplayer gameplay in very rare cases.
  • Fixed an issue with the vertical offset of the unlocked items popup.
  • Fixed UI button hitboxes overlapping on the Database screen.
  • Fixed a crash that occurred when trying to load a save file that was created precisely when a Necrodon's revive skill was active.
  • Fixed multiple other user-reported crash bugs.


EXOR Studios
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