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Breachway screenshot
Genre: Strategy, Indie

Breachway

Experimental Branch Hotfix #1 - UI fixes and improvements

Hey everyone
We've got some reports of the resource UI not displaying properly in combat for some players, rendering the game unplayable. Hopefully this hotfix will address these issues

Changelog:

  • Wreckage event: Fixed an issue where combat would not start on the disliked event branch
  • Charged shot+: Fixed an issue where the base damage would not be buffed by enemy brittle, added the total damage display to the upgraded card version, for consistency with the base card
  • Defense lattice: Removed it displaying the blind card as a child card on hover
  • Repurpose: Fixed an issue where the persistent effect card would not display the variable correctly
  • UI: Fixed issue where the reactor upgrade costing 400 credits would overflow
  • UI: Added tooltips to the Equipment upgrade buttons
  • UI: Added a failsafe to hopefully remove instances where the resource area is not completely visible in combat
  • UI: Scaled up the node labels in the map, as well as various tooltips
  • UI: Fixed Escalation checkmark being unresponsive
  • UI: Adjusted shop subsystem section to accommodate 2 extra slots
  • UI: Added equipment tier display in the equipment inspector window
  • UI: Updated Escalation UI description in the map


Thanks again for all the bug reports, keep them coming!

- The Breachway Team

Experimental Branch Update #3 – Equipment upgrades

Hi everyone, it’s time for another update.

This patch focuses on adding the last missing bits of content on the Experimental Branch in preparation for the meta-progression update.


Read on how to access the experimental branch here: https://store.steampowered.com/news/app/2118810/view/536594572115968105?l=english



Let's break the three main additions in this update:

Finalized equipment rework


We now have all the equipment pieces we wanted to add for this update, that means dozens of new cards since the last update, and dozens more upgraded cards, so you can look forward to a lot of new content, especially for hacking , PDCs and Radiators!

Equipment upgrades


One of our most requested features is finally implemented. You can now upgrade any equipment on your ship when visiting a hangar, either by adding more card slots, more subsystem slots, or improving its drafting library

All ships are now playable


As the equipment rework is finished, all the content we've had before is now back in the game. In total , we've more than doubled the amount of cards, compared to the stable version on the main branch.


We're almost done implementing the new unlock system for the improved meta-progression, which should make for a smoother introduction to the game for new players, as all the new game content is unlocked.



Help Steer the Future of Breachway


Breachway keeps evolving, and your feedback drives each update. From balance changes to new mechanics, we’re always listening. If you’re enjoying the game—or have ideas for improvement—leaving a Steam review is the best way to support development and influence what comes next.

We’re always looking for player insights, discussions, and ideas to improve Breachway. If you want to share feedback, report issues, or talk strategy live, join us on Discord and the subreddit—your input helps us make the game better with every update.



Without further delay, here are the main changes in this patch:


Patch notes 1.77.0.0 (Experimental branch):



  • Added Quality levels, new cards and upgraded cards to the PDC Equipment
  • Added Mk.II and Mk.II versions of PDC equipment (was missing before)
  • Added Quality levels, new cards and upgraded cards to the Radiator Equipment
  • Added Mk.II and Mk.II versions of Radiator equipment (was missing before)
  • Added Quality levels, new cards and upgraded cards to the Corruptor Hacking Equipment
  • Added Quality levels, new cards and upgraded cards to the Disruptor Hacking Equipment
  • Added Equipment upgrades: You can now add more card slots, subsystem slots, or improve the drafting library on your ship's equipment , when docked at a space station. The maximum quality level is 6 currently (purple), you can't upgrade equipment beyond that for now.
    (Please note that only a few equipment types have the Mk.III drafting library available, we will add it to the rest in the coming weeks)
  • The Pyroclast is now playable again
  • Reduced price of equipment across all quality levels
  • Fixed an update issue that prevented players from adding or removing cards from equipment they just bought
  • The PDC has been changed to now be a Kinetic Area weapon, enabling it to be buffed by anything that buffs that category. This gives the PDC more interaction with the other weapons, and a greater offensive power.



The above list does not include all the bug fixing we've done thanks to your reports, keep them coming!

Please keep in mind, this version is still Experimental so it is not guaranteed to be totally stable at this point.


We’re very grateful for your continued support —it means a lot. Whether you’re leaving feedback, testing out new features, reporting bugs, or just enjoying the game, you’re helping us improve Breachway every day. We can’t wait to get the meta-progression update out there and hear what you think!

– The Breachway Team

Experimental Branch Update #2 – More Gear, More Missiles, More Control

Hi everyone, it’s time for another update.

This patch focuses on adding more content on the Experimental Branch.


Read on how to access the experimental branch here: https://store.steampowered.com/news/app/2118810/view/536594572115968105?l=english



We've been working on getting more equipment updated to the new system, including upgraded cards and expanded drafting options based on library level, card slots, and subsystem slots.

Good news for missile fans—the Avalanche is playable again. We've overhauled missile equipment, added new missile types, and introduced missile card upgrades to expand build variety.

Another key change is giving players more control over equipment acquisition. Faction shops now offer guaranteed equipment types, and enemies drop specific gear based on their faction. You’ll find a full breakdown in the changelog.

We’re one or two updates away from finalizing this massive meta-game progression update (ironically, the actual meta-progression comes last). We can’t wait to share the full update with everyone soon.



Help Steer the Future of Breachway


Breachway keeps evolving, and your feedback drives each update. From balance changes to new mechanics, we’re always listening. If you’re enjoying the game—or have ideas for improvement—leaving a Steam review is the best way to support development and influence what comes next.

We’re always looking for player insights, discussions, and ideas to improve Breachway. If you want to share feedback, report issues, or talk strategy live, join us on Discord and the subreddit—your input helps us make the game better with every update.

Without further delay, here is the latest change log:


Patch notes 1.65.0.0 (Experimental branch):



  • Added Quality levels, new cards and upgraded cards to the Shielding Bay Equipment
  • Added Quality levels, new cards and upgraded cards to the Maintenance Bay Equipment
  • Added Quality levels, new cards and upgraded cards to the Suppressor Hacking Equipment
  • Added Quality levels, new cards and upgraded cards to the Weapons Bay Equipment
  • Added Quality levels, new cards and upgraded cards to the Missile Pods (External attachment) equipment
  • Added Quality levels, new cards and upgraded cards to the Missile launcher (weapons bay) equipment
  • Added Quality levels, new cards and upgraded cards to the Pyroclast equipment
  • Added the Pyroclast to the shop and enemy drop tables (It was only present as a starting weapon on the Firebrand initially)
  • Accessibility: Added icons next to a card's cost (mini card variant)
  • Accessibility: Added icons on the card type indicator (mini card variant)
  • Map changes: Special nodes of the same type (Elites, Space stations) will now spawn at least 1 node away from each other
  • More powerful starting equipment: All ships now start with a higher quality starting weapon that should last you well into the second sector.
    Currently the starting weapon is a big part of a ship's identity, so it's fitting for it to be relevant well into the second sector
  • (Avalanche) Modified the Missile Fabricator subsystem it starts out with to match the missiles card rework:
    - It now affects only depleting launched missiles belonging to the equipment you have it on
    - The subsystem can be removed from starting equipment and moved to a different missile equipment between fights
    - Fabricate Missile card also specifies how many missiles are available for production now
  • Swapped the starting resource bay for the Avalanche with a Weapons Bay
  • Changed enemy drop tables to the following:
    Solarii:
    40% chance to drop a non-precision weapon
    20% chance to drop a flak weapon specifically
    20% chance to drop a support equipment (Resource or Engineering bays)
    20% chance to drop any equipment
    Starkin:
    40% chance to drop a precision weapon
    20% chance to drop a railgun specifically
    20% chance to drop a tactical equipment (shield only until we add hacking back)
    20% chance to drop any equipment
    Free-roamers:
    40% chance to drop a non-weapon equipment
    20% chance too drop a laser weapon
    20% chance to drop an Ion weapon
    20% chance to drop any equipment
    Deadweights:
    40% chance to drop a non-precision weapon
    20% chance to drop a missile equipment specifically
    20% chance to drop any weapon
    20% chance to drop any equipment
  • Changed shop item population the following way:
    Solarii:
    One guaranteed Flak equipment
    One Non-precision weapon (Flak/Missile/Ion)
    One Support equipment
    One Equipment of any type
    Starkin:
    One Precision weapon (Railgun, Pulse/Light Laser)
    One Weapon of any type
    One Tactical equipment
    One Equipment of any type
    Free-roamers:
    One Laser or Ion weapon
    One Weapon of any type
    One Tactical equipment
    One Support equipment
    Deadweights:
    One Missile equipment
    One Non-precision weapon (Flak/Missile/Ion)
    One Weapon of any type
    One Equipment of any type


We didn't get into the details, but we also fixed most bug reports that were reported on the experimental branch.

Please keep in mind, this version is still Experimental so it is not guaranteed to be totally stable at this point.


We’re very grateful for your continued support —it means a lot. Whether you’re leaving feedback, testing out new features, reporting bugs, or just enjoying the game, you’re helping us improve Breachway every day. We can’t wait to get the meta-progression update out there and hear what you think!

– The Breachway Team

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Expanding Choices: The Meta-Progression Update


The Breachway team has been hard at work on a major update aimed at increasing replayability and reducing run similarity by overhauling equipment progression. Enemies now drop loot based on their faction, ensuring each battle influences loadout evolution. The new equipment quality system adds varied card slots, subsystem slots, and drafting tiers, so even early-game drops can offer strategic choices.

The card upgrade system further differentiates Mk.I, Mk.II, and Mk.III equipment, offering stronger card options as players progress. Drafting libraries are now fully visible, allowing players to preview available cards before making choices. These updates set the stage for crew leveling, which will affect card rarity in future patches.

Read more here:
https://store.steampowered.com/news/app/2118810/view/536594572115968105?l=english

Public Test Branch and What’s Next


A public test branch is now available for players to experience these changes and provide feedback. The goal is to ensure meta-progression unlocks feel meaningful, with additional perks and subsystem variety coming in the next update.

Beyond this, the team plans to apply similar progression-focused improvements to other parts of the game, maintaining the roadmap outlined for 2025. More details will be shared as development continues.

Read on how to access it here: https://store.steampowered.com/news/app/2118810/view/536594572115968105?l=english

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

Breachway Update – Experimental Branch Now Live!

Hi everyone,

We’re back with another update! We had a one-week delay due to some health issues, but we're back on track.

In our last post, we teased some of the changes in progress, but due to the high volume of work involved for our small team of four, it will still take time to finalize everything we want to improve. That said, we want to share all our progress with you and get valuable feedback on the direction we're moving. To make this easier, we've set up a public test branch where you can see the latest developments.

How to access the experimental branch.

The plan is to update the experimental branch every two weeks (or sooner if major bugs are found). Once a set of changes is finished, it will be moved to the main branch, and the next set will begin testing.

What’s in This Update?


We’re still calling this the Meta-Game Update, and the goal is to increase replayability by:

  • Providing more opportunities to change loadouts
  • Giving players a clearer power progression through a run
  • Making meta-progression unlocks more meaningful
The first two parts are nearly complete. Enemies now drop equipment, and equipment variety has increased, though some types are still missing and will be added in the next update.

What’s still in progress:

  • meta-progression unlocks for items and additional perks. These will be added in the second update from now, after which we expect to move the full update to the main branch.
  • Subsystem overhaul: more varied Subsystems to upgrade your equipment. These will come in at different power levels, so you can afford to buy a few subsystems even in the first sector.


Once this update is live, we'll apply similar changes to other parts of the game, focusing on run variety and more impactful player choices. The roadmap we posted at the end of last year is still valid and represents the order in which we plan to tackle things.

https://steamcommunity.com/games/2118810/announcements/detail/537714770822823940

⚠️ Test Branch Disclaimers


Before jumping in, please keep in mind:

  • This is a testing branch – Expect instability and unfinished features.
  • Meta-game progress will not carry over – Any progress made in the test branch will reset when returning to the main branch.
  • Tutorials won’t reflect new features yet – We’ll cover changes in update posts like this instead.
  • Localization is one update behind – New cards and mechanics will initially be in English, with translations coming in the next test branch update.

🆕 What’s New in the Experimental Branch?



  • Upgraded and Brand new Cards – Equipment now comes with both regular and upgraded cards to draft.
  • A Clearer Power Curve – Mk.II versions of equipment now include upgraded versions of Mk.I cards, along with stronger options.
  • Revamped UI – Station and ship status UI has been cleaned up to reduce clutter.
  • Equipment Drafting Tables – Now viewable directly in the equipment inspector.
  • Expanded Equipment Quality Levels – Currently seven levels, increasing to 9 when the third sector is introduced.
  • A lot of Equipment Variations – Each piece has pre-drafted cards, subsystems, and unique slot counts.
  • Card drafting changes - Skipping drafting no longer gives credits, but any drafted card increases an equipment's sell value by 20 credits.
  • Resource Stockpile Limits – You can now stockpile 3 resources per max resource production unit, with a new bar indicating stockpile levels.




🚧 Equipment Still in Progress


Some equipment is still being adjusted, and won’t drop from enemies or appear in shops yet. These include:

  • All Engineering Bay Equipment
  • 1 Resource Bay Equipment
  • Missile Launcher & Missile Pods
  • Point Defense Cannon
  • Radiators
  • Hacking Equipment

Thank You for Your Support!


Breachway wouldn’t be where it is without your feedback. Every suggestion, every bug report, and every discussion helps refine what comes next.

This update is just one more step—we’re not done yet. More improvements are on the way.
We look forward to hearing your thoughts on the new features and content!

– The Breachway Team

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Development Update: Meta-Progression Rework & UI Overhaul

Hi everyone

It’s time for another update post.

As you might know, the meta-progression update turned into a pretty hefty rework, focused on addressing one of the most frequent pieces of feedback: improving replayability by reducing run similarity. This required a significant refactor of several systems tied to equipment progression and variety.

To the Community


Before we get into it, we'd like to take a moment to thank you for all of your Steam reviews and feedback. Steam reviews and community feedback are the compass guiding the future of Breachway. They’re not just a way for new players to find the game — they provide us with the insights we need to deliver impactful updates. Every review, comment, and suggestion so far has helped shape the journey.

Now let’s break it down:

Equipment Overhaul: More Loot, More Choices


To add some much needed variety to your equipment loadout, enemies will drop equipment as loot.
The type of equipment each enemy drops is based on the faction they belong to, so Starkin might drop Laser weapons more often, while Solarii ships are more likely to drop Flak weapons.
This means your loadout will evolve differently depending on who you’re fighting.

Variable Equipment Quality


Our new equipment quality system now varies items by card slots, subsystem slots, and drafting library tiers (from Mk.I to Mk.III).
No longer is all Mk.I equipment 4 card slots and 1 subsystem slot, all equipment can range from 2 to 8 card slots, from 0 to 3 subsystem slots, based on the equipment quality level.
Quality level is marked by a colored bar on the right side of the equipment UI, as seen in the mockup below (We have 6 different levels at the moment, with more to come).


For example: An early-game Mk.II weapon drop might offer powerful cards but only 2 card slots. So while this may be useful power spike in the short term, eventually you will want to sell it and get something more powerful.

Card Upgrades & Drafting Libraries


In order do differentiate Mk I, II and III equipment more, we added card upgrades. While Mk.I equipment has weaker, basic cards, it can also roll upgraded versions of those cards as rare drafting options, creating more interesting and exciting drafting choices.

Besides more powerful cards, a Mk.II version of an equipment comes with upgraded versions of the Mk.I as the default common picks, creating a clear power progression.

This will also synergize with the Crew leveling system coming out soon after this update, higher crew levels means improved chances to draft rare/uncommon cards on their equipped gear.

Drafting Library Visibility


To handle all of these new cards and equipment drops, you can now click any equipment to preview its draftable cards, no more guesswork required!
(This update just got done yesterday, so excuse the placeholder UI art)


Station and ship status UI polish


We have updated the Ship Status and Station/Store UI to a cleaner look, doing away with the oversized station action buttons, and adding more compact buttons with icons under the "Store" category. Soon we'll fill that empty spot in the station services with a button for hiring a crewmember!
(The image is quite large, click to expand)


Starting loadout and enemy rebalancing


All of these changes also meant we took a closer look at balancing, something what was long overdue. The player now starts with weaker equipment, but will have a lot more opportunities to swap that equipment out for more powerful options as the run progresses. This leads to a more noticeable power increase for players, the further into a run they get.

There’s a lot of exciting content coming soon. This update is a massive undertaking—we’ve more than doubled our card count with upgraded versions, not to mention all the new cards and dozens of new equipment drops enabled by the equipment quality system. We really want to share this with you for feedback as soon as possible.

We’re testing the update internally and refining it this week, then rolling it out to our beta testers, and eventually to a public testing branch as we integrate all the content for this major update.

We'll keep you updated on when the public testing branch will go live.

Thank you
We’ve been heads-down making these changes (sorry for the quiet Discord and Steam Forums!), but your feedback directly shaped this upcoming update. Keep it coming—we’re listening!

—The Breachway Team

Patch #15 - Bug Fixes, Meta-Progression Update, and Third Sector Teaser

Hi everyone,

We're happy to report we’ve got this bi-weekly update ready to go, addressing some of the issues many of you have brought up on the Steam forums and our Discord. Your feedback has been invaluable and keeps us pushing to make Breachway the best it can be—thank you for that!

An Update on Meta-Progression


We know a lot of you are excited about the meta-progression update we’ve been teasing, and we wanted to give you a quick update. After taking some much-needed time to recharge over the holidays, we’ve made solid progress, and it’s almost ready to head into internal testing. This update is shaping up to bring a lot to the table—better balance and power scaling, new cards, upgraded cards, more meaningful progression and ways to track it, and plenty of reasons to dive back in for another run.
It's turning into our biggest update yet!

A Peek at the Third Sector


While we’ve been working on meta-progression, we’ve also been adding more content in preparation for the game’s third sector. We’re really excited about the powerful ships you’ll encounter there, and we wanted to share a little sneak peek of one of our latest designs: the Starkin Heavy Cruiser. Check it out!



Patch Notes for This Week


Here’s what’s new and improved in this patch:

  • Fixed some Deadweight enemies always starting with missile fire support.
  • Fixed Force Optimization card disabling specified productions for the rest of the fight instead of 1 turn
  • Fixed Force Optimization card disabling wrong amount of resource production
  • Fixed Force Optimization depleting despite not saying so
  • Fixed Force Equivalence card disabling specified productions for the rest of the fight instead of 1 turn
  • Fixed Force Equivalence card disabling wrong amount of resource production
  • Fixed Force Equivalence depleting despite not saying so
  • Fixed Forced Conservation card disabling specified productions for the rest of the fight instead of 1 turn
  • Fixed Forced Conservation card disabling wrong amount of resource production
  • Fixed Forced Conservation depleting despite not saying so
  • Fixed Drilling Beam depleting despite not saying so
  • Fixed Uranium Slug sometimes not dealing additional equipment damage
  • Fixed Uranium Slug only dealing damage to the first enemy equipment when working
  • Thermal blockade: card effect now reads "Apply 1 Coolant Loss to the enemy ship for every 3 shield points it currently has."


We’re very grateful for your continued support—it means a lot. Whether you’re leaving feedback, reporting bugs, or just enjoying the game, you’re helping us improve Breachway every day. We can’t wait to get the meta-progression update out there and hear what you think!

– The Breachway Team

Hotfix #9 - Addressing white backgrounds in combat

Hi everyone,
We got some reports in the past couple of days about a white screen in combat, we found and addressed the issue in this hotfix.
The issue was a result of us cleaning out the project of unnecessary files, and some settings were lost in the process.

We really appreciate all of your bug reports, they are invaluable in detecting and fixing issues in a timely manner.

Thank you for your patience and support,
The Breachway Team