The Riftbreaker Open Co-Op Beta Hotfix, June 18th, 2025
Hello Riftbreakers!
We're back with another round of fixes and improvements for The Riftbreaker Beta! Have fun and try to break it as much as you can! The changes apply both to the main build and the Multiplayer Playtest. Check out the full changelog below!
We plan the next patch to arrive next week.
The Riftbreaker Closed Co-Op Beta Update, June 18th, 2025, Changelog
Outposts can no longer be abandoned when there are megastructures built in that area. You have to manually sell all megastructures within an outpost before you can abandon it.
Fixed the loot drop algorithm to prevent items of wrong rarity from dropping.
Fixed an issue that caused research to stop while upgrading Communication Hubs.
Fixed issues with pipes that occured when you were a client of a co-op session.
Fixed a crash in the inventory System.
Fixed research tooltips to show what buildings you need to upgrade in order to research a technology item.
Fixed dissolve effects on glass materials.
Megastructure texture resolution limited to 1024, saves about 40 MB of VRAM.
EXOR Studios
The Riftbreaker Open Co-Op Beta Hotfix, June 17th, 2025
Hello Riftbreakers!
We're back with another round of fixes and improvements for The Riftbreaker Beta! Have fun and try to break it as much as you can! Check out the full changelog below!
The Riftbreaker Closed Co-Op Beta Update, June 17th, 2025, Changelog
Fixed targeting errors after a player's avatar was destroyed.
Fixed an issue that caused players to receive the host's Steam achievements in specific circumstances.
Fixed difficulty level translations in Chinese and German.
Fixed campaign name and mission type names in Chinese translation.
Fixed issues that prevented Quantum Core Laboratory from working as intended. If you encountered this error then you will have to sell the building and place it again - we're sorry about that!
Fixed a crash in PersistenCampaignSystem caused by missing blueprint in global storage.
Incremented master build number to properly report potentially incompatible mods.
Mods are currently disabled by default. You will have to re-enable them manually. Old mods were causing a lot of crashes, so please check them one by one if you want to play with them. Alternatively, please wait for their updated versions from their creators.
Fixed crashes caused by gravity holes and other LUA-based projectile weapons.
EXOR Studios
Co-Op Campaign is in Open Beta!
Hello Riftbreakers!
[p] [img src="https://i.imgur.com/VXuDPSh.gif"][/p][p]Assemble your team - it's time to explore Galatea 37 together!
We are delighted to tell you that we are finally ready to show you what we have been working on. The Riftbreaker 2.0 update is now live in Open Beta. We have been working very hard, improving the Co-Op mode and preparing the entirety of the game for the launch of The Riftbreaker 2.0 update - the most significant free expansion the game has received up to this point. Every owner of the full game can now try out the latest update ahead of launch and see what we have been cooking up all this time. This article provides an overview of the update, including how to access it and when it will be available to everyone.
[/p][p] This trailer will tell you everything you need to know about the update. Share it with your friends - we would really appreciate that!
2.0 UPDATE IN A NUTSHELL
[img src="https://i.imgur.com/1ZfZ9ig.gif"][/p][p]Yes, we have implemented a dancing emote. No, Mr. Riggs can't learn any more dance moves. Unless you mod them in, that is.
The Riftbreaker 2.0 update has two major components. The first is the Online Co-Op mode. The entire Story Campaign and Survival Mode can be played by up to four players. All the missions and features that you know from the single-player game are here, adapted, and improved with multiplayer in mind. The second part of the 2.0 Update is the Expanded Story Campaign, with new, long-term progression goals. After completing all the main missions from the main portion of the Story Campaign you will now have the option to stay on Galatea 37 and prepare it for human colonization.. This will begin a brand-new story arc involving massive Megastructures. They are specialized buildings that will test the limits of your economy and logistics. Completing these Megastructures will lead you to a new conclusion to The Riftbreaker’s story. Apart from these two major components, the 2.0 Update brings improvements to almost all aspects of the game - new features, better balance, and massive performance optimizations.
HOW DO I GET IN?
[img src="https://i.imgur.com/aMGtZx7.gif"] Sharing responsibilities will allow you to get going much quicker than in single-player modes. Naturally, you will also face much more significant challenges along the way, but it's nothing that you can't solve by working together.
The Riftbreaker 2.0 Update is available for all game owners on the coop_beta branch on Steam. It is available on an opt-in basis - it will not get downloaded without your explicit permission. You should definitely make a backup copy of your saves before you try playing the beta. Once you update to the new version, your saves will no longer be compatible with the older releases, so this is very important.
With all these warnings out of the way, here’s how to access the coop_beta branch: [/p]
[p] create a backup copy of your save folder (Documents/The Riftbreaker) [/p]
[p] disable Steam Cloud save backup for The Riftbreaker [/p]
[p] go to your Steam Library [/p]
[p] right-click on The Riftbreaker [/p]
[p] select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing [/p]
[p]
SHOULD I UPDATE OR WAIT?
[img src="https://i.imgur.com/z6ZSnUN.gif"][TAG-70] As long as you have sufficient resources (easy), team cohesion (not so easy) and a plan (impossible), setting up new resource outposts is a piece of cake!
That depends on how adventurous you feel! We tested this update and it should largely work fine, but this is still a beta. Some features are incomplete and might not work entirely as expected. You might experience instability or poor performance. As we stated, this is the largest update to a game we have ever done. There is a good chance that something managed to slip by us. If you want to help us get through this final stretch, then this test is definitely for you. We also encourage you to give it a try if you have an “unconventional” PC setup. 5 displays? Driving sim rig permanently plugged into your PC? Playing on a trackpad? Give it a shot! There is a chance that we can catch issues with that configuration early and get it ready for release. However, if you don’t feel like experimenting with branches, feel free to skip the beta. It won’t be long before the update is officially out.
THE RIFTBREAKER 2.0 UPDATE - MAJOR NEW FEATURES
The development of the Co-Op Mode has been running in parallel to our other releases for the better part of the last 4 years. There’s barely any part of the game’s code that remained untouched by this point. Preparing a detailed changelog for an update like this would not make sense. Let’s stick to the main features instead.
[img src="https://i.imgur.com/5QvHuCo.gif"][TAG-80] Having each other's back is much easier with no friendly fire - you can shoot through each other, so don't worry about blocking your projectiles.
FOUR-PLAYER CO-OP - Gather your team and conquer Galatea 37 together. You can play the entirety of the Campaign and Survival Modes, as well as the Prologue mission.
[img src="https://i.imgur.com/2Iq1fQZ.gif"]Megastructures are the main focus of the Expanded Endgame Campaign. These buildings have massive requirements, but offer completely unique bonuses as a reward for completing them. Trying to fit them all in one map is a fun challenge, but you can also build them all around the planet.
EXPANDED ENDGAME CAMPAIGN - A brand-new story arc involving Megastructures - specialized buildings with massive resource and upkeep requirements that will test your planning skills and grant powerful passive boosts in return. The 2.0 update is fully voiced by Francesca Meaux and Ryan Laughton, reprising their roles as Ashley and Mr. Riggs. The new plot adds as much story content as each of our previous World Expansions: 40 minutes of new dialogues, giving you new insights into the world of The Riftbreaker. The Megastructures, which are the backbone of this part of the game have seriously extreme requirements. Let us know if we should adjust them!
[img src="https://i.imgur.com/Fx0SuK4.gif"] The Omega-Strain creatures are not only faster and stronger than their regular counterparts. They also look much more menacing. All Omega models have received a complete visual overhaul, including custom elemental variants.
NEW OMEGA-STRAIN CREATURES - These are new, more powerful and tougher versions of the existing species. They are the new backbone of the enemy hordes, bringing destruction wherever they go. Defeating them will yield great rewards. Our artists had the opportunity to let their imagination go wild and have updated Omega creature models to command respect. Omegas also come in “elemental” forms, requiring you to vary your arsenal while fighting. Each Omega creature receives additional abilities from a wide range of available options - we have explained all of them in this article.
[img src="https://i.imgur.com/RJ8uQBI.gif"][TAG-106] The updated Orbital Scanner interface allows you to choose a mission type you want to play: exploration or resource extraction. It will also tell you the most important details about the newly-found location. You decide where you want to go.
RANDOMIZED MISSION GENERATOR - After completing all of the main missions in any given biome, you will now have the option to look for new planetary locations. You can either look for hidden treasures and Bioanomalies in exploration-style maps or you can set up new resource outposts in resource-rich areas. The Campaign is no longer limited to a predefined set of maps. The Randomized Mission Generator gives you access to countless variations of maps with unique characteristics. Utilizing this tool will grant you access to additional resources, equipment, and space to relocate your infrastructure if needed. Here's a more detailed article about this feature!
[img src="https://i.imgur.com/lA9UUJu.gif"] You can now find powerful items in Bioanomalies, Biocaches, and as drops from Omega Creatures. Use them, give them to your co-op buddies, or disassemble them for extra resources.
LOOT SYSTEM REWORK - Crafting is not the only way of getting new gear anymore. You can now find weapons, mech upgrades, and other useful items as loot from enemy creatures, Biocaches, and Bioanomalies. The items you find have the potential to be much more powerful than those you can craft yourself - always check for upgrades! You never know what cool additional characteristics an item might have. As you complete research tree nodes, the lootable items will progress as well, increasing the pool of available items. You might even find ones that exceed your current level of research, making each find exciting. And if you don’t find what you want - you can always disassemble the junk and enjoy the extra resources. It’s a win-win. Read more in this article.
[img src="https://i.imgur.com/PtiYgdE.gif"] Think twice before confronting an Omega Gnerot head-on. This guy packs quite a punch.
GAME BALANCE ADJUSTMENTS - We have rebalanced the entirety of The Riftbreaker campaign, taking all your feedback into account. The difficulty modes in version 2.0 have been redesigned to fit the majority of players better. Easy Mode has been toned down to allow for a more casual, leisurely style of play. Hard and Brutal Modes have been “intensified” to offer a greater challenge to those who want their skills tested. Additionally, difficulty levels are customizable, meaning that you can adjust the game parameters exactly to your liking.
[img src="https://i.imgur.com/BDDvlsJ.gif"] Omega creatures come equipped with unique skills. The higher the difficulty level, the more Omega skills they will receive.
WEAPON SYSTEM REWORK - We have rebalanced the entire weapons system to improve firepower scaling across the entire campaign. Weapons that were previously too weak have received significant upgrades, making more builds viable. We have also introduced functional changes to some weapons, like Root Gun and Laser. We highly encourage you to experiment with all of them. You might discover a new favorite! We have also taken a good look at the weapon mods to make sure that everything you find and install in your guns has a meaningful impact on your firepower. We've discussed this process in detail here.
[img src="https://i.imgur.com/1nEQgFG.gif"] The Randomized Mission Generator will help you build resource farms even in the most inhospitable places. We have added many new map tiles to help you find the perfect spot for your new cactus garden. We do not guarantee it is pest free, though.
RESEARCH REWORK - All research items in the Story Campaign will cost not only time but also resources. Adding a research item to the queue will require you to pay a one-time resource fee. This cost will offset the extra resources that you will get during the new campaign. Survival Research tree remains unaffected. We highly encourage reading the article that we have written on this topic. You can find it here. It explains our reasoning behind this change.
[img src="https://i.imgur.com/LrZHlaW.gif"] The Campaign Mode is no longer limited to a predefined set of locations. You can delete unused outposts and set up new ones in better locations. Crystal Caverns are great for harvesting mushrooms, for example!
QUALITY-OF-LIFE IMPROVEMENTS - We’ve added many features, such as mass item disassembly, research search bar, quick multiplayer teleports, and many other options to make your gameplay experience as smooth as possible. These tools have been added thanks to the feedback from our brave Beta testers, who suggested some brilliant solutions. Thank you to everyone who participated!
[img src="https://i.imgur.com/vJLxEF2.gif"] Maintaining even the most complex bases is much easier when you have teammates around. Remember to communicate with each other - you share all resources apart from ammunition.
MASSIVE PERFORMANCE GAINS - Since this update required us to rework the entirety of the engine, you will now be able to enjoy The Riftbreaker with much smoother performance, able to handle truly massive bases and enemy numbers.
The list of major changes we have included above is not exhaustive by any means. During the development of the 2.0 Update, we have introduced several smaller changes that you will notice when playing the game. The new game balancing has dictated some of them, while others have been long-standing feature requests that we had no time to implement in other updates. On paper, some of them might seem weird at first, but we encourage you to give them a shot. They are a result of an extensive rework of major parts of the game. Countless iterations, following hours of internal and closed beta playtesting, have all led us to this point. The game is significantly improved and more enjoyable as a result.
Here are the select changes in the 2.0 Update:
The capacity of Solid Material Storage has been increased from 200 to 500 units per building on lvl1 and proportionally on Levels 2 and 3.
You no longer need to build multiple Armory buildings - the new limit for this building is one. Its production output has been adjusted to compensate for the new limit. Upgrading it as soon as the next level becomes available will guarantee the maximum ammo production. One Level 5 Armory is equal to 5 Level 5 Armories before the update.
The limits for Ammo Storage buildings have also been adjusted. You can build 2 at Level 1, 4 at Level 2, and 6 at Level 3.
Maximum weapon ammo has been adjusted to the new firepower balance.
Carbonium and Ironium Factories Level 2 and Level 3 output has been reduced from 2 and 4 per second, respectively, to 1.5 and 2 per second. Energy requirements have been reduced to match the new production level. This has been done to offset all the extra resources you will be getting from various drops and generated missions. We have also significantly increased the amount of resources that are available in campaign missions.
Crafted weapons no longer have randomized statistics. You are always guaranteed the weapon of the exact characteristics as advertised during the crafting process. You can still use mods in those weapons to improve them.
Weapon Mods have been thoroughly revised. We have removed some categories that went largely unused and improved the truly useful ones.
Defensive Towers no longer have mod slots. This feature didn’t work correctly for the majority of the time, and modding 1000+ towers in the late game was a dubious pleasure. We decided to scrap that feature altogether to avoid further issues.
Mech Upgrade parameters have been revised to improve the usefulness of various combinations. Bonuses granted by mech upgrade modules are now additive, not multiplicative. Previously, if you equipped a 10% resistance bonus upgrade and then another one, you would get 11% as a result. Now, the bonuses will add up to 20%, as one would expect.
Removed Grid Culler from various medium-sized trees and other props to make building large structures easier. You won't have to cut down all the trees before you set up your HQ anymore.
Damage reflection limits have been added to various creatures to prevent them from getting one-shot by reflective armor builds.
Nuclear Power Plants no longer have a uranium upkeep cost.
Reduced the size of the collision box for Walls to prevent the player's projectiles from hitting them when standing on the Heightened Wall Floor.
Changed the effective radius for the Shockwave Tower from 13 to 18.
Added healthbars to all Canceroth central cells.
Laser beam behavior has been improved. Previously, the beam would get stronger the longer you kept it on target, but you lost the bonus immediately after you stopped shooting at the target. Now, the beam will retain the damage increase even if you switch targets - as long as you keep hitting enemies. You only lose the bonus damage if you miss completely. This change will make the Laser a better weapon overall.
Changed the looks and functionality of the Minimap and the large Map screen. Instead of ambiguous colors, resources, and important buildings are now marked with icons. There are also several toggles to adjust the objects displayed on the map.
Fixed the streaming integration by switching the OAuth token generation from an external website to www.riftbreaker.com.
Biocaches now always drop Carbonium and Ironium, with a chance to drop advanced and rare resources.
The Acidic Yeast Colony event has been changed - the colony now grows at a rapid pace, making it a real threat that you can't ignore for more than a couple of minutes before it destroys your base.
Drexolian Ultra has been added to the Volcanic Zone survival ambient creature pool as a possible spawn after completing the Heart of the Swamp storyline.
…and many more. It’s a whole new world out there.
As with every beta release, there are some features that are not 100% there. These are the known issues that we know are present in this build. They will be fixed/activated in the upcoming updates for the beta build: - Unique mission encounters are currently disabled in the Random Mission Generator. We are still working on finishing those. Once we are done with this feature, you will get the chance to encounter unique locations that stand out visually and narratively and expand on the lore of The Riftbreaker. - Some in-game dialogue hasn’t been voiced yet. You may encounter a few lines of dialogue that are silent. Those voice lines are being recorded by Francesca nad Ryan and will be featured in the final version of the 2.0 build. - We have a few hundred smaller issues reported on our internal bug tracker. These shouldn’t prevent you from having fun. However, it is possible that we missed something “fun” that would give you godlike powers. Try to break the game! No better time than now. You’ll tell us if you find an exploit, right? Right?
FREQUENTLY ASKED QUESTIONS:
[img src="https://i.imgur.com/gAP2Dt8.gif"][TAG-200] The Expanded Endgame will allow you to reach new heights in Galatean colonization. Both figuratively, and narratively.
Q: Can I run a dedicated server for the game? A: Yes. You can run The Riftbreaker in dedicated server mode by selecting that option while creating the game. You need a separate Steam account with a copy of the game to do that at the moment. We are working on a free, standalone app to do that instead. PLEASE, DO NOT BUY additional copies to run dedicated - you will not need them after the beta!
Q: Is there crossplay between Steam and other platforms? A: The Open Beta is limited to Steam at the moment. We are looking into the possibility of allowing crossplay between different PC storefronts.
Q: Will it work on Linux/SteamOS? A: At the moment, we can’t guarantee that the game will work on platforms other than Windows. We will likely try to make that happen at some point, but Windows is our focus platform at this time.
Q: Do mods work in multiplayer? A: As with every major release, expect mods to become incompatible. Additionally, during the beta testing period, we aim to prioritize getting the vanilla game working smoothly first. Please try playing unmodded first.
Q: How beefy should the host PC be? A: The more cores, the better. Eight-thread CPU or higher is recommended when hosting a four-player game. Other than that, there is not a huge performance overhead. Clients can run our minimum configuration. Single-player should work faster than before on all CPus, though! As with every online game, though, we recommend playing on a wired network, as WiFi is magic and works in mysterious ways.
Q: Will my old saves work in the 2.0 update? A: Yes. Your old saves are backwards compatible, and you can continue playing your old campaign in the new version, however, only in single-player. If you want to play with friends, you have to start a new, multiplayer save.
Q: How do I get to the endgame content? A: Let the Rift Station portal collapse and stay behind on Galatea 37.
Q: Will we get the option to set up more outposts at the same time? A: We've increased the number of maximum allowed outposts from 12 to 15 on PC. Other platforms will remain unchanged due to hardware limitations. Additionally, you can now delete all the old story-locked outposts to make room for new ones.
Q: How do DLCs work in multiplayer? A: In campaign mode, unfortunately, all players must have the same DLCs installed as the host. You will get a pop-up window if you try to connect to a server that is running a DLC you do not own. We tried to find a way around it, but we couldn’t. We’re sorry about that. Survival Mode gameplay is unrestriced by DLC ownership.
Q: How long do you plan the Open Beta to run? A: We expect two or three months of intense testing/bugfixing before this update is ready.
Q: What will happen to The Riftbreaker Multiplayer Playtest app? A: The playtest app will serve as a demo of the Survival Mode, allowing you to play all biomes until the official release of the 2.0 Update.
Q: Can I keep playing the game without these changes? A: Yes. The pre-2.0 version will be kept forever on a legacy branch. You can keep playing the current version of the game but will no longer receive any updates.
WHAT DO YOU NEED TO KNOW FROM US?
[img src="https://i.imgur.com/mZbctI0.gif"] Revive your buddies if they fall in combat. An active mech is the most terrifying force on the battlefield.
All kind of feedback is welcome at this point. We want to know how the game performs for you - both when playing solo and online. We want to hear about the difficulty level, the new endgame features, and all the reworked aspects of the game. We want to hear about every potential roadblock you encounter in the campaign. Are there any options that we are missing? Any features that you would like us to add? Every bit of information is useful to us at this point. Also - make sure you send in all crash reports and state whether you have been running multiplayer or singleplayer.
CONCLUSION
The Riftbreaker 2.0 Update has been a long time in the making. It is a collection of features and improvements that we originally envisioned for the game long before its release in October 2021. The entire Riftbreaker project began in February 2018, and the original concept already featured many of the ideas included in this update, such as the Randomized Mission Generator. Our limited resources did not allow us to make all those plans a reality. Slowly but surely, over the four years of post-launch support, we have been adding bits and pieces of our original design into the game. The Riftbreaker 2.0 Update is the best version of the game so far. We would like to thank you all for the ongoing support, feedback, and “Co-Op When” posts that have fueled our progress to this point. The work is not yet done - the last 10% always takes 90% of the effort. However, in a couple of months, we think that you will all be able to enjoy the definitive Riftbreaker experience.
We hope that you will enjoy what we prepared for you in The Riftbreaker 2.0 Update. Let your friends know about it and try playing together. It is the final stretch before the official release of this update. If you have any additional questions, please let us know here and on our Discord at www.discord.gg/exorstudios - we have also set up “looking for a game” channels to help you find a team, as well as voice chat rooms to coordinate your conquest of Galatea 37.
Have fun! EXOR Studios[/p]
The Riftbreaker Closed Co-Op Beta Update, June 12th, 2025
Hello Riftbreakers!
We're back with another round of fixes and improvements for The Riftbreaker Beta! Have fun and try to break it as much as you can! Check out the full changelog below!
The Riftbreaker Closed Co-Op Beta Update, June 12th, 2025, Changelog
Changes
We have implemented the first draft of an "active pause" system. When the server is paused, all players can now access the various menu screens. It allows you to swap inventory items, craft new weapons and upgrades, as well as set up the research queue without worrying about losing time (at least in the game). This is a very early implementation of this system and needs a lot of testing. Let us know about all the bugs you find there!
We have implemented the "Skull Penalty System" to prevent cheesing strategies and encourage players to stay alive by all means necessary. Here are the basic rules:
If a player goes down in combat, they receive a skull marker after they respawn which lasts for 180 seconds.
Each skull marker increases the time necessary to reactivate that player's mech by 1 second.
If a player has an active skull marker and is not revived in time, the team will receive a base resource penalty proportional to the number of skull markers on that player.
One skull marker = 10% of currently stored Carbonium and Ironium.
The goal of this system is to prevent players from exploiting "death-spam" and to make them value Mr Riggs's health status just a bit more :) This is also the first iteration of the system, and we are not overly attached to these values. Play around with it, see what you like and dislike, and let us know how we can improve it.
The resource earthquake event will now spawn three resource deposits in close proximity to make the event better.
Added many translations. Please try playing in your native language and look for any inconsistencies or errors.
Fixes
Fixed the revive boost invulnerability time. It stopped working after recent changes, now it is back.
Added an option to remove a save file from the lobby screen.
Fixed an issue with detaching the Carbonium brick from the Factory building which caused the brick to hang forever mid-air if the factory is destroyed.
Fixed buttons and localizations on the end game screens.
Fixed several issues with fonts in the engine.
Fixed the player targeting algorithm for the meteor shower event.
Fixed a problem that caused building healthbars to display 99% health when the building was 100% okay.
Fixed many crash bugs.
EXOR Studios
The Riftbreaker Closed Co-Op Beta Update, June 5th,, 2025
Hello Riftbreakers!
We're back with another round of fixes and improvements for The Riftbreaker Beta! This update brings back a highly requested feature - Custom Difficulty mode. Have fun and try to break it as much as you can! Check out the full changelog below!
The Riftbreaker Closed Co-Op Beta Update, June 5th, 2025, Changelog
Changes
Custom Difficulty settings are back. You can now choose "custom difficulty' and create your own setup when starting a new Survival Run. You can also modify the existing difficulty levels. This is not the final version of this feature. We would like to ask you to test this thoroughly, because it is very much possible that some combinations of the customization settings produce unexpected results. We do not guarantee that all options will work perfectly fine in this release.
Updated the layout of the Server List to make it more legible and easier to use. The server list opens in "Friends Only" mode by default. Uncheck this option to see all available servers.
Projectiles now have proper lifetime settings across the board. You should no longer experience any unexpectedly disappearing projectiles.
Auto-refresh server list now only triggers if the list is empty.
Improved game version compatibility checking. If you are trying to connect to someone who is using a different game version, the game will now display a popup informing you what you should do in order to be able to connect.
Corrected minimap colors for AI Hubs and Storages for easier identification.
Added "beep" notification for new chat messages.
Added debug commands: debug_dom_finish, pause, and resume. You can use these to temporarily stop the normal game logic and prevent attacks and random events from happening.
Fixes
Fixed the scrolling behavior on the Server List - it will no longer zoom the table out. Sorry for that!
Fixed issues with the "Customize Controls" screen.
Fixed awkward Mech arm animations during harvesting.
Fixed issues with mech poses after reactivating a downed mech.
Removed incorrect crafting complete sound from disassembly screen.
Invalid stats now correctly hidden from statistics screen.
Added new tooltips and corrected minor UI elements.
Cleaned up redundant survival mission names causing strange entries in the server list.
Introduced network code optimizations.
Improved general stability of the game.
Introduced many small bugfixes.
The Riftbreaker Closed Co-Op Beta Update, May 21st, 2025
Hello Riftbreakers!
We're back with another round of fixes and improvements for The Riftbreaker Beta! This update focuses on stability, gameplay polish, and quality-of-life tweaks across the board. Check out the full changelog below!
The Riftbreaker Closed Co-Op Beta Update, May 21st 2025, Changelog
Added explicit entity state clearing request in outdated packet handling.
Disabled assert in global precache system to avoid startup interruptions.
Fixed charged weapons not functioning properly.
Fixed crafting armory not functioning properly when upgrading.
Fixed GUI anchor bounds issue in specific layout configurations.
Fixed issues with movement during drilling.
Fixed issues with AI core values not updating after building upgrades.
Fixed jittering of dead units in multiplayer.
Fixed mech detector deactivation issues.
Fixed mech rotation lock after using interactive objects.
Fixed UI elements for loot skins, quest visibility, and refresh logic.
Fixed weapon fire rate timers not initializing correctly.
Hidden irrelevant UI options (like settings in lobby mode).
Improved debug info and reliability in entity replication logic.
Improved harvester behavior when moving and harvesting at the same time.
Improved prediction of inventory item activation state.
Increased GUI movie read cache for better performance.
Increased server delta acknowledgment timeout to improve stability under load.
Minimap now correctly positions items that spawn outside normal grid bounds.
Optimized world initialization with better parallel load balancing.
Prevented crash when closing network connections while sending data.
Prevented issues when entities are removed after upgrades.
Prevented shadow bounding box inflation in empty scenes.
Re-enabled inventory runtime data replication on clients to improve item state tracking.
Reduced unnecessary re-replication of unchanged entities.
Refreshed multiplayer lobby to show the selected save name.
Reorganized UI shortcuts for cleaner navigation logic.
Resolved several player ID mismatch issues across weapon and feedback systems.
Safeguarded server from crashing when receiving outdated network state.
The Riftbreaker Closed Co-Op Beta Update, May 16th 2025
Hello Riftbreakers!
We have just published a minor update for The Riftbreaker Closed Co-Op Beta. It includes many changes and bugfixes listed below. We also sent out a MASSIVE Playtest Access wave, courtesy of Paweł's generosity, and not at all a bug with page refresh which caused us to release twice as many as we initially intended. We are calm.
The Riftbreaker Closed Co-Op Beta Update, May 15th 2025
Changes:
Gathering tools now include loot drones as a base parameter.
Reworked the main menu flow and added a new “What’s New” section.
Added password and text input popup templates with support messages.
Added “Follow Us” toast to the main menu.
Multiplayer saves are now filtered correctly to avoid mixing with single-player files.
Added detailed warnings for version/content mismatches when joining games.
Server now handles kick/ban events more reliably.
Improved visual fidelity of alien comet decals and boss tornado skills.
Fixes:
Fixed issues with flickering shadows.
Temporarily disabled raytracing to filter out crash reports caused by raytracing issues.
Fixed prediction bugs and deadlocks in burst-fire weapons.
Fixed melee weapon stuns not triggering properly on clients.
Added logic to prevent simultaneous use of the detector and melee weapons.
Fixed softlocks and improved safety logic in various weapon systems.
Improved handling of controller input changes.
Fixed rare bugs in player migration when loading saves from another account.
Cleaned up empty tooltips and removed outdated GUI shortcuts.
Refined gamepad navigation across the survival screen and menus.
Fixed incorrect gamepad shortcut behavior in the equipment screen.
Fixed screen alignment and selection node issues.
Fixed portal activation issues in multiplayer games.
Improved entity replication logic and reduced desync potential.
Added safeguards for network entity creation and removal during packet loss.
Marked sensitive multiplayer data as non-persistent.
Improved delta acknowledgement timing for smoother server operation.
Fixed jittering of dead units in multiplayer.
Fixed mech spectator camera orientation.
Fixed creature health scaling based on player count and difficulty level.
Added internal helper for unexpected async results.
Fixed rare crash in the research tree if a node was missing.
Multiple backend tweaks, bugfixes, and QoL cleanups.
EXOR Studios
Beta Milestone: All Biomes Playable in Co-op!
Hello Riftbreakers!
At the end of the previous month, we officially sent out all the remaining beta invitations to users who signed up via our Google Form. Thank you for being a part of this test! We’d also like to remind you that email isn’t perfect—some invites might have been blocked or lost altogether. If you haven’t received a message with your beta keys, feel free to contact Void at piotr.bomak@exorstudios.com. If you were on the original list, we’ll sort it out for you.
We took this opportunity to update our loading screen artworks. Here's the new "unoccupied" Desert art.
Now, let’s move on to this week’s exciting updates!
Earlier this week, we released an update to the Multiplayer Playtest version that includes the Radioactive Desert biome Survival mission. This is a major milestone for the beta test, as all the biomes you know from the single-player modes are now available to play in co-op. It’s no accident that we’re releasing this biome last. Thanks to your help, over the past few months of testing, we’ve managed to find and fix hundreds—if not thousands—of bugs and errors that plagued all the other biomes. The Radioactive Desert is, by comparison, the least complicated one, so we expect smooth sailing with this biome. That doesn’t mean it’s perfect, though—we’re still monitoring your feedback and implementing fixes daily. Keep the reports coming!
Visit the Store Page and click the button to sign up for access!
New Invite Wave – and You Can Invite a Friend!
We also have good news for those who signed up for the playtest via our Steam Store Page. We’ve sent out the first wave of invitations and will keep expanding the player pool over the coming weeks. Thanks to an experimental Steam Playtest feature, you can now invite one of your Steam friends to join the test! They’ll gain permanent access—and so will the person they invite. Over time, we’ll expand the number of invitations available to each player. Thanks to this system, it only takes one person in your group to get access—and from there, everyone can join in. Each invited player can bring in another friend, so it’s easy to assemble a full squad and dive into co-op together. (One small caveat: you have to be friends for at least 30 days before you can send out invites to each other!)
Once you get access to the playtest, you will get notified about this by Steam. Then, you can invite others via the Library Page, just like in the example above. Image courtesy of Valve.
And this is what your friend will see. Image by Valve.
Endgame Story and Voiceovers
Alongside major technical improvements, we’re also making huge progress in terms of game content and design. It’s an exciting time for us—we’re finally filling the game with high-quality assets and seeing it in its full glory after months of placeholder content. This week, we finalized the full list of voice lines for Ashley and Mr. Riggs that will carry the story of the Endgame expansion in Campaign Mode. It looks like the free Expanded Story Campaign will enrich the main campaign with almost as much content as the original main storyline. It might sound like a lot, but these lines bring the expansion’s long-term goals into focus and lead you to the game’s “true” ending. And since we’re talking about voice lines—some of you were concerned that the beta version contained AI-generated dialogue. We use those only for prototyping. Rest assured—these placeholder lines are just a tool. Only the real voices of Francesca Meaux and Ryan Laughton will appear in the final version.
Here's the loading screen you'll see after you have constructed an outpost in the Desert.
Stay Connected!
That’s a wrap on this week’s news! If you have any questions about The Riftbreaker or EXOR Studios, feel free to ask in the comments or join the conversation on our Discord: https://www.discord.gg/exorstudios. You can also catch us live on Twitch—we stream every Tuesday and Thursday at 3 PM CEST at https://www.twitch.tv/exorstudios.
See you there! EXOR Studios
The Riftbreaker Closed Co-Op Beta Update, May 8th 2025
Hello Riftbreakers!
We have just published a minor update for The Riftbreaker Closed Co-Op Beta, which includes the final survival Mode mission in the Radioactive Desert biome! All biomes are playable now - we're looking forward to hear what you think! Full changelog below.
The Riftbreaker Closed Co-Op Beta Update, May 8th 2025
The Desert Biome has been added to the playtest version. All biomes are now Survival playable.
Added a server password check option to the Game Server Lobby.
The game will now remember authenticated sessions, so you won’t need to re-enter passwords after map changes.
Added a WeatherEntityLocalDamageAccumulator to fix the earthquake event lag spike.
Fixed an issue where players couldn’t start properly after joining the game.
Fixed a bug causing double chainsaw attacks from the mech.
Added internal checks to prevent crashes related to melee weapon switching.
Improved co-op synchronization: items from team entities are now correctly transferred to all players.
Fixed a rare crash related to weapon detection in the Lua scripting system.
Fixed visibility of the ‘Back’ button on the Statistics screen.
Improved hitboxes for control buttons in the Customize Controls screen.
Minor visual fixes and asset updates throughout the game.
Added blueprint-level assertions in the Pause System for better debugging.
Fixed model usage bugs in the Crafting Screen.
Fixed multiple crash bugs and other issues.
EXOR Studios
The Riftbreaker Closed Co-Op Beta Update, April 30th 2025
Hello Riftbreakers!
We have just published a minor update for The Riftbreaker Closed Co-Op Beta, which includes fixes for the most common crashes you have been reporting. This build does not contain any other contant changes.