Breachway cover
Breachway screenshot
Genre: Strategy, Indie

Breachway

Patch #13 - Missiles and Hacking Arrive in Breachway

Hi everyone,


We’ve added some new equipment to Breachway, designed to expand the options for viable builds across the different ships.

While we’re still hard at work on the Meta-Progression update, which we’re confident will be a great addition to the game, it just needs a bit more time to fully come together.

Looking ahead, we plan to shift to a more regular patch release cycle. Instead of waiting for one large patch every couple of months, you can expect more frequent updates that introduce fixes and fresh content, like new enemies, cards, subsystems, and events. Larger updates—like the Meta-Progression patch—will still happen every couple of months, but smaller updates will keep things moving at a steady pace.


In the meantime, we hope you enjoy experimenting with the new Missile Launcher and Hacking Array equipment, and let us know what you think!

Changelog:


  • New Equipment type: Missile Launcher. This allows players to install a missile equipment on a Weapon Mount slot, there's never too many missiles!
  • New Equipment type: Hacking Array. A "lite" version of the hacking module that can be installed on a ship's Aux Mount, allowing ships to use hacking cards without swapping out their Shield Generator.
  • Made a balance pass to first sector Starkin and Free-roamer enemies, to reduce the attrition damage they could cause in the early game.
  • Fixed a bug that would result in players being blocked in the Buy/Sell dialog in hangars
  • Fixed a bug that would not unlock the third and fourth perk meta-progression slots
  • Hack Heatsinks: the card now reduces enemy heat tolerance to 0 for 1 turn, instead of reducing it by 1 + your Security counter for multiple turns.
  • Removed Launch bay Equipment appearing in stores when playing as the Marauder (as the ship did not have a Launch bay)
  • Fixed a display issue where the Pinpoint card would not correctly display the damage it did based on damaged or disabled equipment


To the Community


As always, we want to thank you for your patience and support for Breachway.
Please keep sharing your thoughts and opinions with us—every review and suggestion is hugely appreciated, and the game will only get better because of them.

Breachway: 2025 Roadmap Part 1

Hi everyone,

We’re excited to share what’s next for Breachway as we come to the end of the year -- behold Part 1 of the Early Access Roadmap for 2025! Here are some of the big updates and features coming (in no particular order):

Early Access Roadmap - 2025



From a reworked star map and deeper faction interactions to introducing a third sector and crew progression, there’s plenty to look forward to as Breachway grows.

Planned Key Changes:

  • Third Sector: A new sector will bring fresh challenges, new events, and its own boss encounter.
  • Reworked Starmap: Improved map generation, curated layouts, and refined player interactions will make navigating the galaxy even more engaging.
  • Better AI Faction Interaction: Granular faction relations and faction-specific events that evolve based on your actions.
  • Environmental Effects: Tactical battles will now be influenced by hazards like asteroid fields and ion storms, which impact ship stats and decision-making.
  • Crew Levels: Crew members will gain experience and improve their skills over time, creating deeper long-term progression.
  • New Ship: An additional playable ship alongside new ship variants for greater variety.
  • Expanded Content: More enemies, cards, items, and weapons to diversify your tactical options.
  • UI Improvements: Streamlined and updated interfaces for smoother gameplay.
  • And More: Additional features and content will be revealed as development progresses.


To the Community: Thank You


We want to take a moment to thank all of you for playing, sharing your feedback, and supporting Breachway. Whether it’s through reviews, suggestions, or discussions in the community, we’re always listening. Your thoughts have a real impact on how we approach updates and prioritize what comes next.

As always, we’d love to hear your thoughts on the roadmap. Let us know what excites you, what stands out, and where you’d like to see Breachway go in the future.

Here’s to the next chapter — see you among the stars!

Breachway is on sale!

Nominate Breachway for the Steam Awards

Hey everyone,

The Steam Autumn Sale has started, and so have the nominations for this year’s Steam Awards. Today, we’re hoping you’ll help nominate Breachway for the Outstanding Visual Style award.



Over the last few months of Early Access, it’s been a pleasure to watch you all command your ships and forge your own paths across the galaxy. When designing the world of Breachway, we wanted the galactic ambience to really shine through.

We've also been putting in a lot of work under the hood of Breachway to make sure we’re providing our players with the best possible experience. Since launch, we’ve released 12 updates to address technical issues and make significant optimizations to the game’s design.

Including meaningful adjustments to RNG (Patch #6), revamps to the save system (Patch #10), and some highly requested changes to the card system (Patch #11). Yesterday, we introduced the new Avalanche ship alongside a complete overhaul of Flak mechanics and expanded card synergies (Patch #12).



For a more complete rundown of every change, revisit each of our major update notes here:

  • Patch #1 - Bug and Crash Fixes
  • Patch #2 - Fixing store soft-locks
  • Patch #3 - Arbalest and Marauder balance changes
  • Patch #4 - Tyrant, balancing and data saving
  • Patch #5 - Balance and Perk fixes
  • Patch #6 - Addressing RNG, and more balancing
  • Patch #7 - Scaling Fuel Price and Bug Fixes
  • Patch #8 - Second Boss Fight and Many More Bug Fixes
  • Patch #9 - Card, Event Fixes and Upcoming Content Plans
  • Patch #10 - Save Game & Tutorial Fixes
  • Patch #11 - Streamlined Systems, Fuel Scarcity, and Ship Customization!
  • Patch #12 - Flak Rework, Expanded Card Synergies, and a New Player Ship

    In a recent developer blog, we outlined our plans for the next few updates. Players can expect more meta-progression, starting loadout customization, streamlined card mechanics, and increased weapon synergies.

    It’s been an incredible journey to reach this point, and we’re so excited to keep bringing you more out-of-this-world Breachway content in the coming months. The enthusiasm of our community is what drives us forward. We feel so honored to have you all on this ride with us, and are grateful for your continued support.

    Please consider nominating Breachway in the Outstanding Visual Style category for the 2024 Steam Awards. Click the “Nominate” button at the top of this post to put us in the running.

    Many thanks again,
    – The Edgeflow Studio Team
  • Hotfix #6 - Minor Bug Fixes

    Hi everyone, there were some minor issues that were reported after the last update.
    We're fixing them as we see them, so here's the first hotfix after our Avalanche update:


    • Fixed enemy's Bombard card effect and text
    • Fixed Barbed Shrapnel text
    • Fixed Flak Shell effect
    • Fixed Shield Amplifier Displaying 0 on card text at times
    • Modified SK-B03 to fire Heavy Blast instead of Eruptive Blast
    • Modified map node placement to make it better fit into a 16:10 aspect ratio
    • Modified card keyword explanation window position so it's no partly longer off-screen on enemy cards
    • Fixed issue with Amplifier Blast not initiating the +50% laser damage buff
    • Fixed Paired Pulse damage display in all instances
    • Offensive Assurance is now correctly displayed as a support card
    • Increased Shield added by Flash Shields from 8 to 9
    • Fixed text issues on the Light Torpedo when played by the enemy
    • Prep Volley now properly returns to draw pile after being played


    Expect more fixes in the near future as more issues are discovered.

    Thank you for your kind words regarding our latest update, it really means a lot to us!

    Patch #12: Flak Rework, Expanded Card Synergies, and a New Player Ship

    Hi everyone,

    First, thank you for your patience while we worked on this update. We know it’s been a while, and we apologize for the long wait.

    This patch turned out to be more ambitious than we initially planned. As we dug into the game, we discovered more areas that needed attention, and we couldn’t resist tackling them to improve Breachway.

    We want to start by presenting you with our latest ship:


    Introducing: The Avalanche



    Say hello to the Avalanche, a brand-new ship designed to dominate the battlefield with missile attacks. If you’ve ever wanted to overwhelm enemy point defenses and watch them crumble under a relentless barrage, this ship is for you.


    The Avalanche’s playstyle revolves around deploying missile volleys to keep constant pressure on your enemies. It excels at bypassing enemy defenses through sheer volume, and its cards synergize with the new Blast damage mechanics (more on those later in the patch notes).



    With the introduction of this ship, you’ll have more options to explore missile-based builds and strategies.




    This update also includes a host of changes. We wanted to address some of the most common feedback from the community.

    Core System Updates



    • Stability Improvements, Especially in the Tutorial: Bugs have been resolved to enhance stability during the tutorial experience. Refined onboarding ensures clearer communication of game mechanics, enabling new players to get into the action more smoothly and quickly.
    • Reducing Randomness in Combat: Flak functionality has been adjusted to minimize unpredictable damage swings. Combat is now more strategic and predictable, empowering players to plan counteractions against enemies effectively.
    • More Variety in Runs: Weapon drafting options have been expanded, especially for starting equipment. This diversification allows players to experiment with unique builds and strategies during their runs, enhancing replayability.
    • Improved Card Synergy: New damage types — Precision, Blast, and Ion — have been introduced. These additions foster deeper interactions between cards and equipment, promoting creative deck-building opportunities.
    • Streamlined Mechanics and Gameplay Readability: Complex mechanics, such as persistent enemy beam attacks, have been simplified to give players clearer counterplay options. Card text has been revised for better readability, ensuring abilities and interactions are easier to understand.
    Flak Rework: Flak mechanics have been completely redesigned to emphasize strategy and predictability over randomness.

    • Shred Counters: Most Flak cards now apply Shred counters to enemies.
    • Brittle Effect: When an enemy accumulates 10 Shred counters, they gain 1 Brittle, increasing the damage they take from Blast attacks.
    • Controlled Impact: These changes maintain the destructive power of Flak weapons while making their effects easier to plan and utilize effectively.
    Introducing Damage Types: To enhance card synergies and combat creativity, three new damage types have been added: Precision, Blast, and Ion.

    • Cards now interact based on their damage type rather than their equipment type.
    • This update allows greater synergy across weapon categories, encouraging diverse and innovative builds.
    • Players can now explore previously unavailable combinations, making combat strategies more dynamic and meaningful.

    Cards now interact based on their damage type rather than their equipment type. This opens up a lot of synergies between cards and weapons, encouraging more creative and varied builds. You’ll discover exciting combinations that weren’t possible before and find more meaningful ways to approach combat.


    Ignite Mechanic Redesign



    • Clearer Functionality: The Ignite mechanic has been simplified for better understanding, with each Ignite card now assigned a specific Ignite value tied to its Heat generation potential.
    • How It Works: Each point of hull damage dealt by an Ignite card generates 1 Heat on the target up to the card's Ignite value.
    • Expanded Design Opportunities: Existing Ignite cards have been updated to fit the new system, and new Ignite cards have been introduced to explore the design possibilities opened by this change.

    Gameplay and System Changes



    • General vs. Specialized Equipment: Early runs now feature more variety with Mk. I equipment becoming generic instead of specialized. This change encourages creative builds, making early drafting more engaging and synergistic with the newly introduced damage types.
    • Subsystem Swapping: Players can now switch out subsystems at will, allowing for easier experimentation with strategies and reducing the penalty for changing equipment mid-run.
    • Enemy Updates: Enemy behaviors have been updated to align with new mechanics. Their actions are now more predictable, providing clearer opportunities for counterplay and strategic planning.
    • Save System Revamp: Significant improvements have been made to the save system for enhanced reliability and stability. Progress now saves at critical points:

      • Entering combat.
      • Entering the hangar or star map.
      • Starting and ending events.
      • This overhaul also addresses previous bugs and prevents exploits during runs.

    Streamlined Space Station Menu


    The initial space station implementation was a placeholder until we could fully integrate all the options. Most station services are now consolidated into the Hangar screen, creating a more intuitive layout with less back-and-forth between the hangar and the station. This update provides a smoother space station experience, reducing the time spent navigating menus.

    Looking Ahead: Meta Game Progression and Loadout Customization


    The ship starting loadout customization feature is still in development and has not been added to this update. While the groundwork is already in place, we focused on ensuring its quality before release. The next update will prioritize meta-game progression, one of the most requested additions from the community.

    Here’s what to expect in the upcoming update:

    • Unlockable Starting Loadout Options: Mix and match equipment variants to create multiple starting configurations tailored to different playstyles.
    • Expanded Starting Perks: Unlock and experiment with new perks to add depth and variety to your runs.
    • Achievements and Progression Features: A range of unlockable achievements, including alternate ship starting gear, will be introduced, making each run feel more rewarding and impactful.
    • Quality of Life Improvements: Additional updates to improve the overall gameplay experience.

    This update will aim to give players more choices and replayability, further fleshing out the meta-progression part of the game.


    To the Community: Thank You



    With this patch, we’ve worked to tackle some of our players' most frequent feedback and concerns. This is just the beginning of our journey toward improving the game, and we hope these updates will enhance your experience while unlocking more viable card and equipment combinations.

    These foundational changes have delayed some of our planned content releases. We felt it was essential to address core gameplay mechanics first to ensure that the game’s foundation is solid before we start adding new features and content.

    We can't stress how crucial your feedback is in identifying the game's issues, so please keep it coming. We're a small team, and progress is slower than we'd like, but we're here for the long haul and are determined to do our best to bring out the potential so many of you saw in the game.

    We can’t wait to hear your thoughts, so please keep the feedback coming — it truly makes all the difference.

    Breachway at the Hooded Horse November Publisher Sale

    Greetings, Captains!

    We’re here to share the latest developments for Breachway, including updates from Patch 11, the latest in a series of 11 patches since the game’s launch. These updates bring refined ship customization, improved stability, and features inspired by community feedback. Additionally, Breachway is part of the Hooded Horse November Publisher Sale, available at 30% off until November 23rd.

    See other Hooded Horse games in our publisher sale.
    Hooded Horse November Publisher Sale 2024




    Recent Highlights: Patch 11


    Patch 11 continues to build on Breachway’s foundation, focusing on player customization, technical stability, and performance improvements.

    • Ship Customization and Design Updates:
      The crew system has been streamlined, offering players more flexibility in ship setups. Each crew member now determines card slots, while equipment always adds cards to your deck, regardless of operation. This redesign allows for more strategic options, whether prioritizing crew roles or equipping the ship to its fullest.

    • Technical and Performance Improvements:
      Addressing combat saves and memory usage issues, the game runs more smoothly, with reduced crashes and optimized texture sizes. Although saving during combat is temporarily disabled, these updates resolve long-standing bugs and improve stability.

    • New Feature – Ship Renaming:
      Players can now rename their ships in the hangar, adding a personal touch to gameplay. In future updates, ship names will appear in events, further enriching the game’s immersion.

    Hooded Horse November Publisher Sale



    Breachway is available at 30% off through November 23rd as part of the Hooded Horse November Publisher Sale. Discover all the details about Breachway’s latest updates on the Steam store page, and join the discussion in the forums or on Discord. See you among the stars, Captains!
    https://steamcommunity.com/games/2118810/announcements/detail/4513261623762311210
    https://steamcommunity.com/games/2118810/announcements/detail/4513262258492539114

    Breachway is on sale!

    Now until November 23, dive into tactical space battles in Breachway at a 30% discount as part of the Hooded Horse Publisher Sale. Breachway combines deck-building strategy with turn-based combat, allowing you to customize your ship, manage resources, and face challenging encounters across the galaxy. Upgrade your ship and adapt your tactics to emerge victorious.

    See other Hooded Horse games in our publisher sale.
    Hooded Horse November Publisher Sale 2024



    https://store.steampowered.com/app/2118810/Breachway/

    Next Update Plans: New Ship, Custom Loadouts, and More.

    Hi everyone,



    First, I want to apologize for the recent silence. We all felt the effects of intense work leading up to and following the release, so we took a few much-needed days to recharge. Now, we're back at full speed and eager to make the game better, fueled by all the incredible feedback you've shared. Your dedication to testing and offering clear suggestions has been amazing — especially since we've worked on this for so long without much outside input.

    The good news? Based on your feedback, we have a solid plan to make some key improvements. The groundwork is set, and while there's still testing and polishing ahead, we're excited to share what we're working on for our first significant update, targeted for mid-November.

    More Meta-Progression and Starting Loadout Customization


    Many of you mentioned wanting more ship unlocks and customization options after a few runs to add variety and strategic depth. So, we’re creating a system that lets you unlock different starting load-outs for your ship, each with unique strengths and weaknesses. This should give more room for varying playstyles rather than being pushed into a particular direction by your starting loadout.

    This will also address a common concern: lack of variety in runs. The previous system limited how much you could diverge from your initial ship's setup. Now, with more flexible load-outs and a broader card pool, you’ll have more ways to explore different builds.

    New End-of-Run Screen


    We’re close to completing a proper end-of-run screen, showing stats like nodes traveled, damage done, damage blocked, enemies defeated, and most damage dealt in a single turn. This screen will form the basis for a scoring system, paving the way for features like leaderboards, daily challenges, and more.

    Reworking Flak


    One of the biggest gameplay issues we've heard is that randomness sometimes plays too big a role, especially with Flak attacks dealing wildly varying damage (4-12!). We've reworked Flak to keep its high-damage identity without relying so much on RNG, so it now scales damage as the enemy hull weakens rather than randomly damage spikes. This change also boosts synergy between weapon types, as Flak works well with other attacks.

    Simplifying card Mechanics and increasing weapon synergies


    We’re also refining the Ignite and Shred mechanics (yes, Flak is getting another tweak!). These changes will make them easier to understand while expanding ways to strategize and combine attacks from different weapon types.
    This is just the first step in a larger effort to create more synergies between equipment. Simplifying and generalizing these systems will lay the groundwork for more advanced and rewarding combos in the future.

    New Playable Ship: Missile Frigate


    We’re adding a new ship—the Missile Frigate! There’s nothing quite like launching a full volley of missiles and watching them hit sequentially. We think it’ll add an exciting new flavor to the game.


    Beyond these main additions, expect many smaller fixes and quality-of-life improvements. Thanks to your feedback, this first update will be packed. We’re grateful to have such a committed community helping us improve each step of the way in Early Access, and we're excited to keep this momentum going.

    Thank you for all your support!

    Patch #11 - Streamlined Systems, Fuel Scarcity, and Ship Customization!

    Hey everyone.

    It's been almost a week since our last official update, but this is a meaty one.
    We've broken the changelog into several categories to highlight the changes we added over the last week.

    Game Design Updates


    On the game design side, we've simplified some of the systems in the game, giving you more freedom in making decisions on how to equip your ship. For example, the crew now directly determines your card slots (number of the crew + 1 base card slot) and whether they operate equipment. Equipment items now always add their cards to your draw pile, whether operated by the crew or not. This allows more leeway in your ship's setup; you can have a fully equipped ship with only a few crew or a fully crewed boat with only a few pieces of equipment.

    Additionally, we've implemented a limit to how much fuel you can buy from stores (3 per store currently), which is a better way to add some fuel scarcity without increasing the price. We've also improved the odds of getting subsystems that are actually relevant to your current loadout, enabling more natural power scaling that is less reliant on RNG.

    Technical Updates


    On the technical side, we've eliminated a handful of nasty bugs that resulted from our combat save system. However, this also required us to disable saving during combat (at least for now) as it created more edge cases than our programmer could handle in a limited amount of time (there are a lot of cool additions we want to work on).

    Additionally, we've improved performance in some cases by addressing a memory leak and reducing some texture sizes that had to be written for the ship damage system.

    New Features


    We've also had some fun and added a ship-renaming option in the hangar as some of our players suggested. It has no effect, but we'll soon have people referring to the ship by its name at events.

    Run Reset Notification


    With these latest technical bug fixes behind us, we hope the game is stable enough for you to enjoy without any issues. This will also allow us to proceed with all the cool features and content we want to add.

    Due to the sizeable changes in this patch, your current run progress will be reset (meta progress will not be affected). We've tried to avoid this, but there's no way around it when we make fundamental changes to the game.



    Bug Reporting and Feedback


    If you have any issues to report, please use the bug reporting forum on Steam. You can also join our Discord and report your issues in our bug reporting forum. We also have a subreddit community found here.

    On to the change log:

    Patch 11 Changelog


    Stability and Performance Fixes

    • Combat Stability: Fixed issues where leaving combat on the enemy's turn could result in a soft lock.
    • Turn Resumption Fix: Fixed issue where leaving combat on the enemy's turn could result in the enemy playing cards on your turn when you resumed.
    • Texture Optimization: Reduced the damage map texture size for the first two enemies, as some people reported the game crashing when they exploded.
    • Memory Leak Fix: Added a new fix for a reported memory leak (save file massively growing in size as you played).
    • Combat Save System Update: Modified the combat save system to only save at the start of combat.


    Card Fixes and Balance Changes

    • Diffraction Field Adjustment: Modified diffraction field to require targeting your ship, not the enemy ship; increased its cooldown from 2 to 3 turns.
    • Tinker Card Cost: Reduced the cost of Tinker from 2 Mass 2 Energy to 0, as the card depletes and takes 3 turns until its effect activates.
    • TEG Enhancer Duration: Reduced duration of TEG Enhancer to 4, as stated on the card.
    • Art and Display Fixes: Removed placeholder art from Dead Heat and removed variable from the card display.
    • Tutorial Card Fix: Fixed the wrong tutorial cards shown if you leave/continue between fights.
    • Heat Shift Bug: Fixed bug where Heat Shift could result in negative heat for the player.
    • Tutorial Expansion: Added a new tutorial node for getting your 4th crew member.
    • Exhaustive Card Mechanics: Added an icon for exhaustive cards (both on the card and in the keyword) and a tutorial panel explaining them in the 4th fight.
    • Light Flak and Flak Barrage Changes:
    • Light Flak Barrage cooldown increased from 2 to 3.
    • Flak Barrage cooldown increased from 3 to 4, minimum damage increased from 3 to 4.
    • Endothermic Reaction Fix: Fixed Endothermic Reaction not giving its bonus shield in certain edge cases.
    • Arbalest's Starting Laser Update: Added an extra Pulse Laser card to the Arbalest's starting laser.
    • Crew Ability Adjustments:
    • Force Production: Cost increased from 2 CP to 3 CP, cooldown increased from 3 to 4.
    • Overload Cannons: Cooldown increased from 3 to 4.
    • Cheap Shot: Cooldown increased from 2 to 4.
    • Reload: Cost increased from 2 CP to 3 CP, cooldown increased from 2 to 4.
    • Tune Generator: Cooldown increased from 2 to 4.
    • Emergency Shielding: Cost increased from 2 CP to 3 CP, cooldown increased from 2 to 4.


    Crew and Equipment Changes

    • Card Slot Allocation: Each crewmember always adds 1 card slot to your ship, regardless of whether they operate equipment or not.
    • Crew Abilities: Crewmembers need to operate equipment to use their ability.
    • Ability Activation Feedback: If crew can't activate their ability, a message explaining why is displayed next to their ability text.
    • Equipment Functionality: Equipment now adds cards to your deck even if not operated by the crew.
    • Cooldown Adjustment: Cards from equipment without a crewmember operating it have +2 cooldown.
    • Card Management Flexibility: Cards can be drafted or removed from equipment while not operated by crew.
    • Subsystem Operation: Subsystems function normally on equipment not operated by crew.


    Shop and Fuel System Changes

    • Fuel Availability: Each station now has three fuel available for sale.
    • Crew Ability Usage: Crew abilities are limited to once per station.
    • Subsystem Availability: Greatly increased the odds of having subsystems for your loadout on sale in shops.
    • Weapon Subsystem Frequency: Increased the chance of having weapon subsystems appear in stores.
    • Shop/Hangar Interaction Fix: Fixed issue where entering and exiting the shop and/or hangar would reset the card removal and addition option.


    Miscellaneous Changes and Additions

    • Ship Renaming Feature: Added the ability to rename your ship in the ship selector screen (to be later implemented in events whenever someone refers to your ship).
    • Tutorial Expansion: Extended the tutorial by adding an extra node that introduces a new character, showing that crewmembers are tied to card slots.
    • Exhaustive Card Explanation: Added a new tutorial panel in the 4th fight explaining exhaustive cards (still needs localization for languages other than English).
    • Exhaustive Card Icon: Added a new icon for the exhaustive card mechanic, making it more visible and adding it to the keyword.
    • Transponder Sell Price Adjustment: Modified the transponder sell cost from 50 to 20 (as the item itself costs 35).
    • Notification Icon Addition: Added a notification icon next to your ship status panel when you gain reactor power or receive a missile launcher in the weapon picker event.
    • Shield Mk.I Equipment Price Increase: Increased the sell price on shield Mk.I equipment to make it easier to buy higher-level equipment.


    Future Development Plans


    From now on, we should have more time to work on the features we discussed in the last dev update and patch notes.

    Roadmap Update


    We’ve also listened to your feedback regarding the presence of too much RNG in the game, and we’re currently reworking the Flak weapon system to reduce the excessive RNG while keeping its core identity intact. You can read more about the changes in the upcoming dev update next week.
    We're also working on a roadmap, but it will take longer. We want to ensure we present you with a clear and accurate development plan for Breachway.

    To the Community


    Thanks again for all of your suggestions and words of encouragement. They're a big help in improving the game and a great motivator that keeps us going! We're genuinely excited about what the future will bring for the game and can't wait to share more details with you.

    As always, we encourage you to continue sharing your thoughts and feedback. Every review and suggestion helps us improve the game, and we're genuinely grateful for each one!