Breachway cover
Breachway screenshot
Genre: Strategy, Indie

Breachway

Patch #8 - Second Boss Fight and Many More Bug Fixes

Hi everyone,

We've managed to track down and solve the issue with the soft locks happening on the second sector boss and fix some minor events-related problems.
Thank you for your patience while we fixed the save game data issues. We've pinpointed the issue and are working on a permanent fix.

Regarding balance, we've moved the fuel cost increase to the first escalation level, as it was too punishing for a new player. Additionally, we've changed some cards on the Marauder's starting loadout to make them more synergistic with the associated resource types.
The game's balance is an ongoing process, so thank you for all your feedback. If the game's launch has proven one thing, it's that you can be blind to many obvious things if you've worked on something for long enough.


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 patch notes.

Changelog



  • Fixed a soft-lock issue on the second boss if quitting and resuming battle after the first turn
  • Fixed an issue with the second boss where he would play the Command Center card again if reloading combat after the first turn
  • Moved fuel price scaling from the default difficulty to the first Escalation level
  • Changed icons for space stations from a credit icon to a more descriptive space station icon
  • Added missing text to the Scavenging Remains event when resuming the scavenge after being attacked by a hostile ship
  • Updated the text on the Neutral Gunship event to reflect the actual morale change based on your choice
  • Set Recycle card cooldown from 0 to 6
  • Fixed NPC portrait mismatch in Solarii station on allied dialogue
  • Replaced Flash shields with Hasty defense on the Marauder's starting shield
  • Replaced Ordnance surge with Asteroid Ore on the Marauder's starting resource bay
  • Replaced Mass surge with Ordnance surge on the Firebrand's starting resource bay
  • Removed deplete from Palisade, set cooldown to 6 turns
  • Removed Defense Protocol from shops until its issues can be fixed


Thank you. Please keep the comments and reviews coming; they are extremely helpful in locating and fixing bugs and design issues.

Hooded Horse Publisher Sale 2024

The Hooded Horse Publisher Sale Has Arrived!


Now through October 10, explore the galaxy, assemble your crew, and customize your ship in Breachway! Prepare for your next spacefaring adventure and take advantage of incredible deals across all Hooded Horse titles during the sale.





Breachway is a turn-based tactical game where you command a starship crew, engage in strategic card-based battles, and navigate the complex relationships between space factions. Customize your ship, manage your crew, and prepare for high-stakes adventures in the stars.


Here's what is waiting for you in Breachway's Early Access:



  • 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.


Hooded Horse Publisher Sale 2024

Hotfix #3 - Wolf Escape Pod Fix

Hi everyone,

We’ve just pushed a hotfix to resolve the soft-lock issue reported when finding the escape pod with the crewmember Wolf inside while playing as the Marauder.

I appreciate your patience.

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 #7 - Scaling fuel price

Hi everyone,
We've got another patch packed and ready to ship! This update primarily focuses on fixes, including some that address potentially game-breaking bugs.

The main balance adjustment is to the fuel system. Based on your feedback, we realized the fuel prices were too cheap, trivializing the fuel system to some extent. To address this, we've introduced a scaling cost system. Now, each time you purchase 1 unit of fuel from stations, the price increases by 5 credits (10 credits on escalation level 5+). This change should keep fuel accessible while discouraging farming the entire map.

changelog




  • Fixed a bug which could cause bloat of player inventory save file data as well as act as a memory leak.
  • Fixed Backup Shields interacting with crew abilities
  • Fixed Provisional Slot event losing its extra slot to a repeating laser beam attack
  • Fixed Combat Readiness also removing 2 ordnance production while in effect
  • Fixed Combat Readiness missing it's reticle when dragging
  • Fixed Pacify not disabling the correct weapons on SK D04
  • Fixed Selective Ionization removing the wrong card pips on SK D04
  • Fixed issue with Draw Power resulting in player taking 5 HP damage per turn.
  • Fixed Denial sometimes not applying its effect if targeting directly on the ship equipment and not enemy card UI
  • Fixed Raised Firewall not returning to the players draw pile when played
  • Fixed Raise Firewall having its original cost affected by active security in drafting screen
  • Fixed Force Draw adding more heat than the card says
  • Fixed issue where Flak Mk.I price was 200 instead of 100
  • Fixed a soft lock if you were on a combat node belonging to a hostile faction in the first 7 nodes traveled on the map
  • Fixed micro charge having 0 cooldown, increased to 6, reduced price from 2E/5M to 2E/3M
  • Fixed build-up having 0 cooldown, increased to 6
  • Fixed an error in the weapon picker event that made random choices 2 and 3 always be the same when playing the Firebrand.
  • Added some more guardrails for damage render texture issues and some more logging in case it keeps happening
  • Added in some missing/mismatched UI sounds


We'll be keeping a close eye on your feedback for this patch, to quickly catch any potential bugs that might have slipped through.

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

Hotfix #3 - Marauder Weapon Choice Fix

Fixed an issue where players would get stuck on the second node when playing the Marauder.



Thank you for your feedback and reports! We're carefully reviewing the Steam forums, Discord, Reddit, and Steam reviews. Please continue sharing your thoughts in a Steam review, and we'll continue improving Breachway!

See the latest patch here:
https://store.steampowered.com/news/app/2118810/view/4691151906596268401

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 #6 - Addressing RNG, and more balancing

Hi everyone,

We're excited to bring you another patch that addresses reported issues and enhances your overall experience with the game. We focused on the randomness (RNG) elements causing frustration this time. One common concern was the second node of the first map, where players choose a weapon for their run. Some options were significantly less viable than others, leading to unnecessary restarts.

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.

Now, let’s dive into the patch notes:



Fixes:



  • Fixed Hot Reload Perk consuming its active buff of no ordnance cost with a free repeating beam attack at the beginning of the player's turn
  • Fixed Player not getting a new Crewmember because of AI-filled slots in the outcome of the Colony Defender event. If the player has a whole crew and AI installed, the AI will be uninstalled, and an AI Core item will be placed in his cargo bay, thus allowing for the new crewmember to come on board. If the player has a whole crew and is all human, the Colony Defender character will not offer to join your crew but will give you the other rewards.
  • Fixed Advantage card Reactor Boost giving just +1 Reactor power instead of 2
  • Fixed a potential soft lock on defeating an enemy caused by the explosions on death


Balance Changes



  • Modified the weapon selection on the second node to offer 3 options instead of 2 , this should lead to less restarts to get the desired weapon. Also removed some anti-synergistic weapons from it.
  • Arbalest: removed the Light Flak and Quad flak equipment from the selection pool in the second node weapon pick event
  • Arbalest: added the Coil-gun to the selection pool in the second node weapon pick event
  • Marauder: removed the Beam laser and Coil-gun from the selection pool in the second node weapon pick event
  • Lancer: removed the Beam laser and Light Flak from the selection pool in the second node weapon pick event
  • Lancer: added the light laser to the selection pool in the second node weapon pick event
  • Firebrand: removed the Ion cannon and the Beam laser from the selection pool in the second node weapon pick event
  • Firebrand: added the Light Flak from the selection pool in the second node weapon pick event
  • Heavy Flak: reduced ordnance cost from 5 to 4, increased cooldown from 4 to 5
  • Titanium Shells: reduced 0rdnance cost from 4 to 3, increased cooldown from 3 to 4
  • Reckless attack: reduced energy cost from 2 to 0 , increased cooldown from 3 to 4
  • High explosives: reduced mass cost from 3 to 0, increased energy cost from 2 to 4
  • Overwhelming Barrage: reduced mass cost from 3 to 0 , increased cooldown from 4 to 6
  • Retribution: reduced mass cost from 4 to 3
  • Bombard: fixed bug where discarding or playing it would consume the card
  • Localization was added to the "Press tab to lock on screen" text in the equipment inspector, and it was made more evident by animating it.
  • Localized an escape pod event that was omitted
  • Improved Lancer's defense capability by fixing the drafting table of Suppressor Console Mk II.
    Changes exclude cards like:

    • Leech Defenses, Defiant Arms, Sap, Waylay, Diminishing Hack, Compromise Weapon and include previously missing cards such as:
    • Neutralize - Disable a random enemy Weapon each turn for 2/4 turns player turns (depending on security)
    • Missile Jamming - Delay incoming missiles by 1 + Security
    • Glitch - Disable targeted enemy equipment for 1 turn. Consume 1 security also to remove a pip
    • Wipe - Remove a Hack debuff
    • Reset - Discard a card from 1 random disabled enemy equipment. If not available, disable a random equipment
    • Stall - For 2 turns, enemy playing a card removes 1 pip from another random card. Consume 1 Security: +2 duration
    • Discharge - Remove 1 pip from all disabled equipment pieces
    • Denial - Disable targeted enemy equipment for 2 turns. Consume 1 Security: Return card to hand.
    • Security Bypass - Steal enemy’s security.
    • Pacify - Disable all enemy weapons for 1 turn.
    • Reboot - Disable enemy equipment for 1 turn after it plays a card.
    • The previously removed cards can still be found in the drafting tables of other hacking equipment, such as the Corruptor Consoles, which can be found in shops.

    While it may sound like a broken record, thank you again for all the support and goodwill you've shown us. We sincerely appreciate it, and it has motivated us to work hard through the launch week and address issues as quickly as possible.

    The patch cycle will slow down as we move forward in the coming days. We'll be taking some time to rest and recharge before returning with renewed energy.

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

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.