Sanctum Breach: Rebirth cover
Sanctum Breach: Rebirth screenshot
Genre: Role-playing (RPG), Hack and slash/Beat 'em up, Adventure, Indie

Sanctum Breach: Rebirth

Patch V0.5.0 Let The Games Begin!

Please see below for the latest Patch Notes:

Patch 0.5.0 marks the half way part of the Beta Development and the start of the Beta Season! There is a Leaderboard with various challenges that grant points when completed. You will be automatically enrolled using your Steam name as your ID and all characters can be used to collect points from now until the season ends (when beta ends). Prizes will be rewarded to top players so be sure to join Discord for all the information. Good luck!

> Fixed a bug that was causing Fireball to not be usable.
> Improved auto loot of Materials and Consumables.
> Improved physics on loot drops.
> Fixed a bug that caused Rings and Amulets to be equippable in both slots.
> Changed Lucidity's requirment to Wisdom from Dexterity.
> Increased interaction radius for NPC's and objects such as Runekeeper's Codex and Blacksmith Anvil.
> Increased the visual size of the "Broken Blade of Necrosis" to make it easier to spot!
> Fixed a nasty bug that was causing Runekeepers Codex to not function properly in packaged game, but working properly in editor.
> Reduced the amount of Snow in The Depths.
> Slightly reduced Boss Damage in Normal.
> Fixed rotation bug on overlay (tab) map.
> Fixed a bug that caused Shrine and Totem map markers to move on the minimap.
> Totem and Shrines now have an objective arrow on the minimap when they are out of sight.
> Added an Auto Sort to Inventory.
> Runekeeper Codex can now be closed with Escape.
> Quest Items now only drop if you are on the Quest.
> Fixed a bug in Runekeepers Codex that used up your max points even if you didn't actually spend it in a valid node.
> Fixed a bug that caused "Ride The Lightning" to not proc.
> Added Runekeeper Skill Trees for: Berserker Stance, Vorpal Throw, Storm Strike, Meteor Shower and Whirling Death.

V0.4.5 Another Step Into The Inferno

Please see below for the latest Patch Notes:

> Reduced the amount of Orc's killed to 100 down from 250 on the Runekeeper Quest.
> Reduced the amount of Bears, Wolves and Foxes killed to 200 down from 500 on the Runekeeper Quest.
> Reduced the amount of Werewolves killed to 100 down from 200 on the Runekeeper Quest.
> Reduced the amount of Centaurs killed to 75 down from 150 on the Runekeeper Quest.
> Fixed "reflections must be built" message in Outpost and The Vigil.
> Increased the Damage of Enemies in Act 2, 3 and 4 Normal.
> Improvements to the Minimap and "Tab" Map.
> Added Totems. They can spawn in any Zone and will summon a large amount of Enemies when activated.
> Added Shrines. They can spawn in any Zone and will drop a large amount of Gold, Materials or Consumables. They can also drop up to 3x random Legendaries, 1x random Unique or 1x random Set item (these outcomes are weighted).
> Fixed a bug that caused many Skills to not function.
> Added a lot more Runekeeper quests (2 per Act per Difficulty, currently up to Act 4 Nightmare).
> Added a new method for Graveyard to Domum movement that should help prevent a rare bug in which the Player cannot enter Domum.
> Added inferno Difficulty 4.
> Added a potential fix for a rare bug in which the Player would start in Domum instead of Graveyard.

V0.4.0 Heads Will Roll

Apologies for the long wait between content patches, I currently work full time so cannot devote too many hours to the game each week, slow but steady wins the race!

Please see below for the latest Patch Notes:

> Further balance improvements and changes.
> Players now start with a full set of basic equipment.
> Items equipped are now reflected on the Character model (previously it was just for Weapons - more items will be added over time).
> Improved the Character Creation menus.
> Lots of backend code improvements.
> Demon Lord has been revamped.
> Added 13 new Unique items.
> Performance Improvements.
> Added physics to item drops.
> Added the Rune Codex - this system allows you to complete Quests that grant points to be spent in upgrading Skills (not all Skills or Quests are complete and this will be an ongoing point of development).
> Changed Rare Enemy Aura Tick Rate to 1 second up from 0.5 seconds.

V0.3.5 Further Into The inferno We Go

Please see below for the latest Patch Notes:

> Added Inferno 3.
> Displayed Internal Cooldowns on tooltips.
> Fixed Fields of Despair Waypoint.
> Fixed up a few issues with Tempus of Echoes.
> Improved teleporting mechanics.
> Can reset Tempus of Echoes for 250k gold.
> Fixed Loading Screen issues.
> Improved FPS in many zones.
> Fixed movement for Gruntling Brute.
> Nerfed "Ferocity" by 50%.
> Increased drop rate for Quest Items.
> Reduced Dummies Defence.
> Reduced Exp required for level 30-50.
> Increased Quest Exp reward.
> Reduced time that enemies can be stunlocked.
> Improved FPS when applying a lot of DoT's.
> Fixed an issue with Gladiator's Stance stunning too frequently.
> Removed Crit Chance from Bosses. Currently I am looking to rework Bosses in an upcoming patch so for the time being I am making them relatively weak and more of a stat check. This will change!

> Rebalanced enemy Life/Damage.

This is an overall balance to the game. However, it WILL NOT be perfect. I have done as much testing as I can as a one man team for the current patch and I am happy with the overall enemy balance. HOWEVER, this means that some Skills (perhaps many of them) will not be balanced properly. If you are playing a skill/build and feel that you are very weak (or very strong), please contact me either on Discord or sanctumbreach@hotmail.com and I can check it out and rebalance it. I appreciate it's a pain having to give feedback, or your skill/build being weak, but I am addressing it, I just can't balance the entire game alone in a vacuum.

The next content patch will add a new system (Runekeepers Codex) that is a Skill Enhancement System for each Skill so that will also improve Skills overall power (or the way they perform).

V0.3.0 I Echo That Sentiment

Greetings! The latest content patch completes the Tempus of Echoes endgame passive tree and starts work on an aesthetic and gameplay overhaul of all zones and enemies in the game. This will continue for the next few patches. I have also started working on the "Runekeeper" NPC, his quest storyline and the Skill Tree that will be added for every Skill in the game. This will be added in the next content patch and expanded upon right up until release (I want to save room in some skills for interaction with classes that have yet to be released).


> Tempus of Echoes has now been completed! You can unlock the Tree once you reach the Ancient Ruins (Endgame Hub). There is a total of 50 points to be spent, and points are acquired by completing Bounties (also found in Ancient Ruins).
> Begun revamping all enemies, bosses and zones (mostly polishing, some layout changes and enemy overhauls).
> Various other improvements and changes, nothing massively game changing though :)

Cheers,
Sam

Sanctum Breach: Rebirth V 0.2.5 A Fragmented Future

Greetings! Patch v 0.2.5 marks 25% of the way through Early Access development and I wanted to thank everyone for their continued support and feedback, it really does help :)

This patch brings another round of bug fixes, polish and balance changes to the game alongside the addition of a new Endgame feature: Fragments.

Here is the full list of patch notes:

> Replaced "Level Up" text with "Level: x!" notification.
> Added SFX for level up.
> Reduced loot drop rates by about 20%.
> Added SFX to Attribute point allocation, Skill Tree point allocation and Tempus of Echoes point allocation.
> Increased Basic Attack speed by 50%.
> Reduced Z axis on blood splatter.
> Increased lifespan of blood splatter.
> Increased Radius of Player Light, but slightly reduced brightness.
> Player Damage light is now affected by Current Life.
> Dramatically increased the Experience granted by Quests.
> Added markers to the Minimap and Overlay map for Vendors, NPC's, Quest Items, Stash and Blacksmith Anvil.
> Improved Player and Enemy Movement.
> Reduced the height of "Lacerated Soul" spikes.
> Buffed a lot of Enemies in Normal difficulty.
> Reduced Crit Damage of Rare enemies in Normal difficulty.
> Increased the amount of Exp required from levels 8-15 by about 30%.
> Added a few more information messages for actions.
> Improved Freeze and Stun visual mechanics.
> Added more Abilities for basic enemies.
> Increased the Radius of "Fiery", "Necrotic", "Chaotic" and "Icy" to 450 up from 300.
> Adjusted Enemy Pack Sizes, Normal and Brutal has less enemies, Nightmare and Inferno has the same and Endgame Content has more.
> Improved Boss mechanics.
> End of Act Bosses now drop a Loot chest which has a 20% chance to drop a Unique item from that Act (and difficulty).
> Improved Camera fading of Objects.
> Added "Fragments" to the game. These are Endgame Zones that can be teleported to using an item/s which are found in Inferno difficulty Acts. They have regular enemies, a Boss at the end a Chest that unlocks once the boss is defeated. This chest has an increased chance to drop Unique and Set items specific to the Act the Fragment belongs to. The Fragments scale with Inferno difficulty and are subject to random Enemy Modifiers upon entry of the zone. If you die inside the zone, you cannot re-enter and will need a new Fragment to do so. There is 8 Fragments to be found in total, good luck!

As always any feedback or bug reports let me know!

Cheers,
Sam

V0.2.25 The Long Road

Greetings!

It's been a while since the last patch. I aim to release content patches every 6-8 weeks and this is sometimes tough to manage because I also work a full time job. I have been playing the game a lot lately and trying to get into the mindset of the player and make sure that everything is performing how I want it to.

With that said I decided to shift focus my previous patch plans and focus more on polishing current content and trying to make the game as smooth and fun to play at all stages of development.

The next Endgame content patch (A Fragmented Future) is well under way and SHOULD be with you in less than the typical 6-8 week schedule, however, I want to make sure it's done right. So no promises :)

The patch notes can be seen below, and I hope it improves the minute to minute playing experience for everyone, any feedback, as always, let me know!

> Fixed a bug with loot filter.
> Fixed a bug with vendor filter.
> Reduced the amount of loot that drops, but increased the overall quality of the loot. This should work out to roughly the same amount of Magic and Rare drops, slightly more Legendary drops, the same amount of Uniques, Consumables and Materials and significantly less Common drops.
> Improved player movement.
> Improved lighting in various zones (particularly dark ones).
> Improved FPS in most zones.
> Improved the walking/running animations for different Weapons and improved the basic attack animations where needed.
> Improved the way Players hold Weapons.
> Reduced the amount of spawn nodes in most zones (I felt like the current density pack to pack was a bit of an overkill for most of the zones).

Cheers,
Sam

Patch V0.2.0

This patch brings a nice Lighting overhaul to the entire game, thanks to a shift to Unreal Engine 5. Alongside this is the addition of Veteran mode for normal, brutal and nightmare, plus much more!

Latest Patch Notes:

I am aware of a minor bug with Loading Screens: When they have finished loading there is no "click to continue" text and they instead hang for a second before loading the next zone.

This is due to an engine bug when swapping from UE4 to UE5 and will be resolved asap, but is out of my hands.

> Fixed a bug with Floating Numbers sometimes displaying in incorrect locations.
> Fallen World now has the correct loading screens.
> Fixed a bug with Life Per Hit and Mana Per Hit Floating Numbers not saving it's state.
> Revamped Magic and Enemy Mob vfx.
> Reworked Frozen/Stun logic to prevent enemies turning when Frozen/Stunned.
> Decreased base Stun and Freeze duration to 1 second, down from 2 seconds.
> Reworked all Lighting in the game.
> Added 2 basic Potions.
> Added 3 Unique Potions.
> Added 6 Act 2+ Nightmare Uniques.
> Polished some Campaign Zones.
> Added HUD text for Life/Mana/Exp and Keybindings.
> Added Veteran Mode for Normal, Brutal and Nightmare. This mode has Increased Enemy Stats, but grants more Bonus Loot (Uniques,
Consumables and Materials).
> Added a way to Import Character files.

Cheers,
Sam

Patch V 0.1.5

Hello!

I have spent the past few weeks completely replacing the UI and I hope that you guys enjoy the new look :) Reported bugs have also been fixed and there has been some changes to performance related things that should improve FPS for everyone!

Thanks for your continued support, I very much appreciate it.

> Completely overhauled every UI element in the game, also, Globes, am I right?
> Added a much more powerful loot filter.
> Fixed a bug with various Set items proccing unintentionally.
> Reduced the chance for Bounty Portals to spawn.
> Fixed a bug with Ground Slam.
> Reduced Enemy Crit Power.
> Improved the culling of Items to increase FPS when clearing zones.
> Improved Projectile tracking over elevated terrain.
> Improved AI Movement.
> Fixed a bug with Nature's Recipe wording.
> Various backend coding improvements that should help FPS during combat.
> Spears now require Dexterity instead of Strength.
> Fixed a visaul bug with Glimmering Flame.
> improved movement near edges of cliffs which should prevent falling/sliding down them.

Stayed tuned for the next update which will include another Endgame activity: Fragments!

Cheers,
Sam

Endgame Patch V 0.1.0

The first major content patch has finally landed! I have been working hard on this for over a month now and it's a huge stepping stone on the way to an awesome game.

I wanted to take the time to thank each and everyone of you for playing and supporting the game during these early stages of development, your feedback and dedication to bug hunting has really made a huge impact on the quality of the game already and it's only up from here.

Without further ado, the notes:

> Added more Affixes to Rare enemies.
> Added the first phase of Tempus of Echoes.
> Added the first wave of Bounty Bosses.
> Reduced the amount of Basic Loot drops by about 30%.
> Fixed a bug where enemies killed by Pets had a higher chance to drop loot.
> Added Inferno I and Inferno II difficulties.
> Added 23 Inferno Set's (3 or 4 pieces per Set).
> Added 13 Uniques.
> Updated Burning VFX.
> Updated Bleeding VFX.
> Updated Poison VFX.
> Buffed Magic enemies base stats to 150% up from 130% and Rare enemies base stats to 250% up from 175%. This value is increased in Inferno to 200% for Magic and 300% for Rares. Life is increased by 500% for Inferno Rares.
> Reduced Gold Drop Chance when killing enemies.
> Nerfed Flame Mantle by 50% at all Levels.
> Increased "More Spell Damage" on 2H weapons.
> Fixed a bug with Frozen Wrath not ticking enough times.
> Refactored the way Defence and Resistance works to be in line with traditional ARPG setups and to provide a better curve into Inferno difficulty.
> Nerfed All Resist.
> Fixed a bug that caused Demon Lord to be interruptible when below 50% Life the second time (after he heals).
> Improved Enemy AI Movement.
> Improved movement in The Hidden Tomb of Raz'Bal.
> Reduced Proliferation's Cooldown.
> Fixed a bug with Unique drops.
> Gold can now be transferred between characters in your Stash.

... and many more bug fixes, balance changes and tweaks here and there!

Now get out there and find some loot!

Sam