Breachway cover
Breachway screenshot
Genre: Strategy, Indie

Breachway

Hotfix #2 - Elite combat bugfixing

Hi everyone, we just caught and resolved a bug that would cause a soft lock if you were trying to provide the identity of your crew to a Starkin or Solarii Elite and had a Deadweight crewmember on board.

Patch 6 is out now. Check it out here:
https://steamcommunity.com/games/2118810/announcements/detail/4691151906596268402

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.

Patch #5 - Balance and Perk fixes

Hi everyone,
We’ve been truly blown away by your continued support and feedback over the past 24 hours. Your enthusiasm drives us, and we’re committed to improving Breachway until it reaches its full potential.

Today, we’ve got another balance and bug-fix update for you. This patch focuses primarily on balancing the second sector while addressing some key issues with first-sector enemies.
We have over-tuned most enemies, thus preventing new players from fully enjoying the game. The base level of the game's difficulty should be achievable by anyone willing to put some time into it.
For those of you who want a bigger challenge, we have our escalation mode , where you can test the limits of your skills in an ever-increasing difficulty mode.

We’ve also resolved several common issues players encountered when unlocking perks and perk slots.

Change log



Bug fixes



  • Fixed bug that would prevent players from returning to the store once having left already
  • Fixed bug that would show the first unlockable slot locked even though you had met the conditions already
  • Fixed bug that would display the text of the first unlockable slot on the second unlockable slot, once the first slot was unlocked
  • Fixed bug where dragging and dropping a subsystem to your equipment when buying it from the shop did not register the equipment being bought and thus did not increment the counter for the Overstock perk


Balance changes




  • Increased turns to play Heavy Blast on the Custodian (Sector 2 boss) from 1 to 2
  • Increased the Reload time on the Custodian's Torpedo launcher from 1 to 2
  • Increased the time it takes to play the Arm PDC card for the Custodian from 1 turn to 2
  • Removed the Custodian's instant shield equipment repair when starting the shield phase
  • Replaced the Buckler shield equipment on SOL-B02 with the Barrier Shield equipment - this will allow for a larger attack window between shield cards
  • Set the durability of the Flak Mk.I to 12 for all factions (was previously 15 for Solarii only)
  • The Hoplite Shield equipment type starter Rampart card now takes 2 turns to play, was previously 1 turn. Affected enemies are: FR-B04, SK-B04, SK-C02, SOL-C01
  • Fixed the child card display on Swift Charge
  • Reduced HP by 15 on: DW D03, DW D01
  • Reduced HP by 5 on DW D02, DW B03
  • Reduced HP by 10 on enemies: SK-D01, SK-D02, SK-D03, SK-D04, SOL-D02
  • Reduced the enemy equipment HP for Punisher Rack from 18 to 14
  • Reduced the enemy equipment HP for Service Bay from 20 to 16
  • Reduced the amount of repairs dealt by AI Card Convergent Repairs from 2 to 1 for each destroyed equipment
  • Reduced the number of missiles fired by vengeful volley/upgraded vengeful volley from 2 to 1 for each destroyed equipment
  • Increased turns to play for enemy's light flak Mk.II Card Twin Barrels from 1 to 2
  • Increased turns to play for enemy's light flak Mk.II Card Follow-up Fire from 1 to 2
  • Increased turns to play for enemy's light flak Mk.II Card CounterOnslaught from 2 to 3
  • Increased rewards for starkin espionage mission being complete to 90 (hated/disliked), 120 (neutral), 150 (allied)
  • Fixed Expulsion not responding to Blueprint's mass discount
  • Fixed Swift Charge not displaying the child card Blink



Thank you for your ongoing support and interest in our game—it’s a huge source of motivation for the entire team!

As always, we encourage you to keep sharing your thoughts and feedback. Every review and suggestion helps us make the game better, and we’re grateful for each one.

Patch #4 - Tyrant, balancing and data saving

Hi everyone,

We’re back with another balance patch, to smooth out some of those rough edges off the game.

Your feedback and patience have been incredible! While we may not reply to every post, we’re reading all of them and addressing issues based on their urgency.

We’ve got a long list of things to tackle, but we’re taking it one step at a time and aim to resolve everything as quickly as possible.

Alright, on to the patch notes:

Balance changes



  • Reduced Shield cost for the non-basic shields from 200 to 130 credits
  • updated reward nodes to only spawn in front of the player
  • Added the mechanic Keyword to Finn Mora (Marauder) to help with the lack of shields
  • Increased play time of Lighter Rounds and Barbed Shrapnel on the sector 1 boss (Tyrant)
  • Increased the cooldown of the Tyrant's heavy Flak weapon to 2 turns from 1 turn
  • Reduced the Tyrant Flak Engineering equipment Durability from 20 to 14
  • Changed the shop item populator to not add resource Bay Mk.I Equipment to its stores if you already have a Resource Bay equipment on your ship. This will increase the chances of getting more relevant store content
  • Reverted the cost of catalyst pulse to 2/2, and increased its cooldown to 4 turns


Bug fixes



  • We added a different way of handling save data, it is now a text file. We've previously had issues with some changes in the save files with corrupted runs, this should be way more robust now.
  • Fixed a soft lock where you would not be able to enter the ship selector from the tutorial if your language was set to russian
  • Fixed Hot Reload buff not costing the 5th attack as well as the 6th
  • Fixed Hot Reload affecting cost values on drafting screen
  • Fixed Railgun Support card not doing support card cost calculation
  • Fixed bug where the player did not have the option to buy a transponder in the pirate base


Moving forward, we’ll be carefully reading your feedback, reviews, and suggestions. We've already received some great ideas from you today, sparking many thoughts on how we can improve the game in the coming days and weeks.

Our launch wasn’t perfect, but your feedback is what will help us grow and enhance the game, and we’re incredibly grateful for it.

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.

Patch #3 - Arbalest and Marauder balance changes

The balance patch



Hi everyone,

After going through your reviews, we've identified some balance issues, especially with the first two ships. Below are the changes we've made and the effects we’re aiming for:

Change list




  • Due to some potential bugs, we temporarily replaced wolf's crew ability to add +1 reactor power
  • Reduced the cost and cooldowns of many crew abilities
  • Added the Rearm upgrade card to Marauder's starting deck ensuring better ordnance production
  • Changed Arbalest's perk so it makes every 6th attack cost 0 ordnance
  • Added a PDC equipment on the Arbalest's starting loadout
  • Increased Flak equipment damage from 0.65 per point of hull damage, to 1 - This makes flak significantly stronger when it comes to damaging and destroying enemy equipment.
  • Reduced cost for adding and removing cards in stations to 20 credits if allied, 25 if neutral, and 40 credits if disliked or hated
  • Added drafting after each combat: 1 card on regular enemies, 2 cards on elites
  • Pirate Hideout is automatically revealed with the Marauder
  • Reduced Rearm mass cost from 4 Mass to 3 Mass
  • Reduced Fuel cost from 50 to 25 credits
  • Replaced one of the Marauder starting Shield Pulse cards with a Flash shields card


The intended effect


We want you to fully enjoy all of the game's content, so we made a few changes that will make the Arbalest and the Marauder more of a force to be reckoned with.
Additionally, we removed some of the randomness on when you get to draft cards, so right now you are always guaranteed a consistent card drafting occasion after every enemy defeated.

You can expect more balance changes and bug fixing on an ongoing basis. We won't stop until Breachway is rock-solid.

Thank you again for your ongoing support and for sharing your opinions with us, all reviews and suggestions are enormously appreciated, we are committed to improve the game with the help of your feedback.

Patch #2 - Fixing store soft-locks

Hi everyone, we're here with a hotfix for an issue that was preventing people playing in Chinese from entering any stores in the game.

We are going to post more hotfixes throughout today, all solving various issues reported by our players.

Thank you for your patience as we work through the issues and get Breachway into a stable state for you to enjoy as quickly as possible.
All reviews and suggestions are enormously appreciated, and we will use your advice to help improve the game together!

Patch #1 - Bug and Crash Fixes

Day 1 Patch nodes


This patch addresses some of the most glaring issues we've come across during the first 24 hours of the game after launch. We have focused on improving the game's stability, especially when playing from 2 separate devices through cloud saves.

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.

Change list



  • Added an achievement checker for cases where people had previously unlocked ships in the demo, and were thus unable to get achievements for it
  • Made stores be able to be visited multiple times
  • Fixed soft lock if quitting on the enemy's turn
  • Fixed data mismatch issues that could result in soft locks from playing the game from 2 different devices using cloud saves (still some edge cases left we need to figure out tomorrow)
  • Fixed an issue with the player ship status and faction relations UI disappearing in the cluster map.
  • Removed black rectangle that would show up in some events (Pirate Ambush and Solarii tade security mission - if you were allied with the Deadweights)
  • Fixed Superposition giving tons of resources on turn end and having the wrong card art
  • Fixed Uranium Slug dealing damage to destroyed equipment edgecase
  • Fixed Impetus Support Card not getting the support cost discount from Blueprint
  • Fixed Blueprint not resetting the mass cost discount properly
  • Fixed Capacitor Upgrade not being playable under certain conditions not defined to the player
  • Reduced Catalyst pulse cost from 3 ordnance 2 energy to 2 ordnance, 2 energy
  • Fixed some minor typos


As we have made some sizeable changes to the way the data is saved to address some of the soft locks, please note that run progress will be lost after the update.

Thank you so much for all your support in trying the game!


We are hard at work on additional patches, which will cover the reported issues, and we are also working on improving the game's balance and adding more significant meta-progression elements. -- all reviews and suggestions are enormously appreciated, and we will use your advice to help improve the game together!

Hotfix 1.30.1.1


  • ]Fixed possible soft lock in a smuggling event when trying to evade combat
  • Fixed possible soft lock in merchant ship event when contacting the ship via a transponder but not having enough money to afford their wares

Breachway Early Access is Available Now!

The wait is over, Captains!



Breachway is out now in Early Access! You can get Breachway now with a 25% off launch discount.



Command your crew, customize your ship, and navigate a galaxy of danger, opportunity, and morally gray choices. With every run, you’ll encounter new challenges, unlock powerful upgrades, and forge alliances (or rivalries) with factions like the militaristic Solarii and the fiercely independent Free-roamers.

Breachway combines intense, turn-based card battles with deep strategic ship customization, giving you countless ways to synergize your crew and equipment. The galaxy is vast, and each journey brings fresh discoveries, unpredictable battles, and tough decisions that will shape the fate of your crew and the galaxy itself.

Early Access Features



  • Four Playable Ships: Each with unique layouts, synergies, and faction bonuses.
  • Diverse Combat Systems: Lasers, missiles, railguns, flak, and hacking—all in strategic, turn-based combat.
  • Over 300 Cards: Customize your ship’s loadout with a vast array of equipment.
  • 60+ Submodules: Enhance your ship with submodules that unlock synergies and power boosts.
  • 6 Recruitable Crew Members: Each with special abilities for combat.
  • Challenging Enemies: Battle 40 regular enemies, 16 elites, and two bosses.
  • 2 Star Systems: Explore unique systems with their events, enemies, and bosses.
  • Meta Progression: Unlock and combine bonuses across runs for evolving gameplay.
  • Escalation System: Master the mechanics and increase the difficulty for more significant challenges.
  • Faction Events & Allegiances: Interact with 4 fully developed factions with unique events.
  • Space Stations & Random Events: Discover new missions, items, and surprises.
  • Epic Soundtrack: Immerse yourself in 19 space-themed tracks as you explore and battle.


Thank You!


Today, as we launch into Early Access, we want to extend our deepest gratitude to all the players who have joined us on this journey. Your feedback, suggestions, and support have been invaluable in helping us shape Breachway. Every piece of input, from testing different ship load-outs to giving us thoughts on faction balance, has made the game what it is today.

With your help, we’ve added new equipment, refined mechanics, balanced factions, and even expanded storylines. We can’t wait for you to experience all the changes and embark on even more spacefaring adventures!

Hooded Horse Publisher Sale!


While you're gearing up for your journey in Breachway, take advantage of the Hooded Horse Publisher Sale happening now until October 10. Enjoy up to 90% off on all Hooded Horse titles, and explore even more epic strategy and simulation games to add to your collection.



Share Your Journey!


We’d love to hear your thoughts! Please keep letting us know your feedback — all reviews and suggestions are incredibly helpful, and we will use your advice to improve the game together.

See you soon, Space Cowboys!
Victor & the Edgeflow team

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

Breachway EA release times + a word from the developer

Hello everyone,

Breachway is releasing into early access tomorrow! It’s been a long road to get here, with a few delays along the way, but the wait will come to an end soon! For everyone who is curious, here is a handy graphic that shows the release time in your region:



We also wanted to take a moment to share what the game will feature on release, and what the general directions are that we are going to expand on throughout early access.

Early Access Launch



Breachway’s initial early access offering will feature:

  • Four playable ships, each with their own layouts, synergies, specific bonuses, and initial faction standings.
  • Multiple types of combat systems to wield in tense turn-based combat, from lasers and missiles to flak and railguns, and even hacking!
  • A large collection of over 300 cards to discover for your equipment allowing you to fine-tune your loadout.
  • Over 60 submodules with a wide variety of effects. Add them to your equipment to further increase their power, and unlock more synergies and possible combos.
  • 6 unique crewmembers to recruit along the way, each bringing their own special ability to deploy in combat.
  • 40 regular enemies, 16 elite enemies, and 2 boss enemies.
  • Two star systems to traverse, with their own events, enemy types, and boss encounters. Use the fuel system to reach difficult areas, and navigate on the optimal path to your target!
  • Meta progression between runs – a wide variety of bonuses you can unlock and then mix and match.
  • An escalation system that make runs progressively more challenging as you master the game’s mechanics.
  • Four fully fleshed-out factions, each with their own associated events and allegiances.
  • Space stations, missions, items, random events, and more!
  • A soundtrack of 19 space-themed tracks to accompany you as you chill in space stations, explore, and fight other ships.

Our main focus for the early access release was to have the game be as close to a complete experience as we could manage. This meant eliminating hundreds of bugs, adding extra music, sound effects, a polish pass on everything graphical, etc.

However, because of this, we had to put a pause on creating content, and ensuring what already is there, is as enjoyable as a team of 4 developers working on such a complex project can make it.

Early Access Roadmap - the general plan



Our main focus going forward is going to be content. We want players to be able to experience a full run as soon as possible, that means traversing three sectors, gaining more powerful equipment and cards, encountering new events, and facing more challenging enemies.

Some features, such as items players can find and use, still offer a lot of untapped design space. We have some interesting plans for them, and we’ll share more details soon.

The same is true of the crewmembers, we have a crew leveling system that we we want to flesh out more before bringing it to players, that will also be one of our focus points going forward. We also plan to have special events for how each crewmember you find along your journeys joins you.

Another major part of our focus going forward will also be expanding on the universe of Breachway. Besides further fleshing out the main motive for each ship to get to the source of the signal, you will also find some small pockets of exposition— on defeating the first sector boss, on reaching the second sector, and so on. These narrative moments will be unique based on your crew and ship, and they’ll only appear once to avoid disrupting gameplay. We plan to add many more of these small slices of world-building, triggered by in-game events and conditions, and tailored to your ship and crew composition.

Early Access updates


Speaking of which, we should outline what our plans are for updates.

Initially, we’ll likely need to patch the game frequently, as thousands of players will find bugs that our smaller group of testers missed. Sadly this is the nature of games with such interdependent systems with some crazy edge-cases.

After the initial flurry of hotfixes, we plan to settle into a rhythm of smaller updates every few weeks where we do balance changes, add new events here and there possibly, and polish and further develop out visual effects.

Then once every couple of months, we are going to release larger updates, that will feature things like new ships, new enemies, new regions, missions, crewmembers, and more—possibly even some surprises we haven’t thought of yet. We already have a new ship we’re working on for the first big update. This ship is all about missiles and blowing enemy ships to (space)dust.

That’s all for now. Back to work—just one more day until we can finally share the game with you.

See you soon, space cowboys!
Victor & the Edgeflow team

Breachway Demo update

Hello everyone!

We are happy to release another update to our demo, and look forward to getting your feedback and suggestions as the Early Access launch approaches.

We've added some major new features to Breachway since the last update, including a meta-progression system and an incrementally scaling difficulty system.
Along with these, there are numerous smaller changes and new content additions—too many to list individually. Here's a breakdown of the key updates:

Main Changes and Additions:



  • Persistent progression - As you play, you will unlock perks you can add to your ship on starting a new run, giving you some much-needed assistance in tackling all the challenges you'll face.
  • Escalation levels - On completing the demo, you will unlock Escalation levels that add more and more challenges to your run.
  • The Lancer - You've seen it in the hangar a few times, and now you can unlock it by defeating the first system boss on Escalation level 5.
  • Longer runs - We've increased the number of nodes you can visit before facing the first boss, giving you more options to upgrade your ship and find better gear.
  • Boss rebalancing - The boss should now be easier to beat, reflecting his status as a first system boss.
  • Cheaper equipment and repairs - allowing you to experiment more with different equipment builds and reactor power without being punished too harshly for taking damage in combat. (this is just the first system after all :) )
  • Card balance changes and additions - We've done a significant amount of balance changes to cards and cost and added some new cards since the last build.
  • Reworked the waypoint node system - You can now discover new events on the map as you travel, potentially changing your route through the system.
  • Drafting changes - We've made some changes to the way drafting works; you will now only draft once every 2 fights against regular enemies, but you have 2 options to pick from per piece of equipment. We're still playing around with various setups for drafting cards.
  • More crewmembers and events for you to discover. Each crewmember will have their own event eventually, but for now there’s a generic placeholder event when you come across them.
  • A LOT of bug fixes (we lost count , but somewhere around a couple hundred), this should result in a smoother play experience.


Any Escalation levels or meta-progression perks you unlock in the demo will carry over to the full game.


We hope you enjoy the update, and we look forward to discussing the game with you in the Steam forums and on our Discord.

Victor