The Riftbreaker cover
The Riftbreaker screenshot
PC PS4 XONE PS5 Series X Steam Gog Epic
Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

The Riftbreaker

Win an AMD Radeon™ RX 6800XT!

Hello Riftbreakers!

As we promised, we have a couple of awesome things prepared for you for launch and here's the first one of them: during our stream on October 14th, starting at 3 PM CEST we will be giving away a Sapphire Pulse AMD Radeon 6800XT GPU!

Thanks to our partnership with AMD we will be able to give a rig upgrade to one lucky fan. It will for sure allow them to run the Riftbreaker with all the bells and whistles! With 16GB of RAM and support for DirectX 12 Ultimate features, such as ray-tracing, variable rate shading and many more, this GPU will handle whatever you throw at it.

Additionally, we will be giving away a couple of copies of the full version of The Riftbreaker!

HOW TO ENTER:




  1. Make sure to join our stream on October 14th at 3PM CEST.
  2. At some point during the stream Void will reveal a secret URL with the registration form. All you have to do is enter your email address, your nickname and confirm that you agree to the rules of the giveaway. The document with Terms and Conditions will be available with the registration form.
  3. Entries will run for a limited amount of time, disclosed on stream. No earlier or later entries will be taken into consideration.
  4. After entries close we will randomly select a winner from among valid entries and publicly disclose the winner on stream. THIS IS IMPORTANT - make sure that you enter a SFW name that you are comfortable with us sharing in case you win. If you break the SFW rule, you will be disqualified!
  5. We will contact you using the email that you provided in the registration form.


And that's it! Be mindful that this is not the only chance to win awesome stuff that you will get over the course of the coming weeks. We might even have more hardware to giveaway...



To stay up to date on all the awesomeness, join us on our Discord at www.discord.gg/exorstudios.

EXOR Studios

The Riftbreaker Beta Update Changelog October 11th 2021

Hello Riftbreakers!

It's release week! Only 3 more days until the Rift to Galatea 37 will break open and your wait will be over. We hope you are just excited as we are!

Today we are publishing the last pre-release update to The Riftbreaker: Prologue and The Riftbreaker Beta. The Prologue version will continue receiving updates after the full game is released. The Beta version, however, will be deactivated in 3 days. We would like to thank you all for helping us improve The Riftbreaker. Your ideas and feedback changed many things for better. We hope the final product will meet your expectations and that you will stick around to see what the future brings.

See you on the other side!
EXOR Studios

The Riftbreaker Beta Update Changelog October 11th 2021




  • AZERTY keyboard layout is now automatically detected and appropriate control scheme is applied to avoid conflicts in bindings.
  • Game save catalog has changed from 'Documents/Riftbreaker' to 'Documents/ The Riftbreaker' or 'Documents/The Riftbreaker Prologue', according to the game version.
  • Gui: BuildModeScreen: the last selected building is not highlighted only when using a gamepad.
  • Improved game loading speed.
  • Grenade and teleport aiming improved on gamepads.
  • The ending of survival mode has changed - your HQ must survive the final attack.
  • Multiple missing localization strings have been added.
  • Added Qucik Save and Quick Load feature. Their keyboard shortcuts are F5 and F8, respectively.
  • Added Ironium Synthesizer building - it's the direct opposite of the Carbonium Synthesizer.
  • Geothermal Power Plant can now optionally output mud - this will allow you to access water much easier on some maps.
  • Stun duration reduced to 3 seconds to weaken Power Fists.
  • Added localizations, descriptions and icons for elemental versions of Dash and Power Jump.
  • Fixed effects, glow and projectile spacing in nuclear missile launcher.
  • Changed flora cultivator and flora collector buildings names, since they can collect more than just flora now.
  • Disabled statistics on all platforms. The screen needs more work and we will reenable it at a later point.
  • Improved effects and ribbons for artillery.
  • Fixed many potentially gamebreaking bugs and crashes.

Beta Update - 29/09/2021

Hello Riftbreakers!

We have just pushed a patch to the experimental branch of The Riftbreaker Beta. As usual, it contains lots of small fixes and optimizations, as well as a couple of bigger ones. You can read all about them in the changelog below.

The patch will first be available on the experimental branch. In order to access it, you have to right-click The Riftbreaker in your Steam Library, select 'Properties', 'Betas' and then choose 'experimental' from the drop-down menu. If everything goes according to our plan, we are going to push this package to the default branch a couple of days later.

Here are the contents of the patch:

The Riftbreaker Beta Changelog 2021/09/29



Gameplay changes:



  • The HQ upgrade attack mechanics have been changed. The strength of the attack is now based on the current difficulty factor of your game. The stronger you are, the stronger the attack will be.
  • Chances for weather effects have been tweaked, they should appear more often now.
  • The tile randomization system has been improved and new props have been added to the mix, which should noticeably change the way the maps look. New shiny things!
  • We added Steam Cloud support for our save system.
  • A working version of the Shockwave Tower has been added.
  • ADDITIONAL, BUT IMPORTANT: Saves from the previous version of the game should be compatible with the new one. However, this is still being tested, which is why this patch is being pushed to experimental first. If you notice anything weird, let us know. We like weird.


We fixed the system that decreases the volume of other sound effects when a dialogue is being played. These are the changes that made it possible:

  • Sound: added 'sound_submix_ducking' config variable
  • Sound: decreased 'sfx' and 'music' bus volume during dialogs ("sound/mixer/dialog_mod", ducking ratio changed from 0.5 to 0.2)
  • Sound: decreased 'sfx' and 'music' bus volume during announcements ("sound/mixer/announcement_mod", ducking ratio changed from 0.5 to 0.2)
  • Sound: changed mixer snapshot (mod) default attack time from 1.0 to 0.5 sec.



In other news, several improvements have been made to the building menu:

  • After selecting an item from the build menu, closing it and reopening it again, the last chosen item will be selected automatically.
  • Menus with a larger number of items now scroll by pages, not as a continuous list.
  • We added a deadzone underneath the building menu - it is no longer possible to accidentally select a building while choosing an item from the menu.


Other changes:

  • Reward System: The system now awards floors of all sizes after finding one in a bioanomaly (or getting one some other way, wink, wink)
  • Reward System: Added a reward popup and a reward sound. I still can't believe we did not choose a fanfare for that.
  • Very short light effects are now stronger.
  • Cryo damage effect has been tweaked.
  • Fixed a crash in the settings menu that prevented users from changing raytracing settings.
  • Replaced a bad " sign with a proper one to prevent bugs in key icon display in text. Yes, there are ways to make a mistake there.
  • Fixed the display of the "build" action in loading tooltips.
  • Survival: mission names in the menu screen are now localized.
  • Saved games now have a localized title and subtitle.
  • Saved games now properly display the map name.
  • All decorations and rewards now have proper names.
  • A couple of fixes for Chinese, Japanese and Polish texts.


...plus a ton of fixes and optimizations that you won't notice, but you certainly would if they weren't there :)

Cheers!
EXOR Studios

Researching the Galatean ecosystem.

Hello Riftbreakers!

Last week we told you about one of the aspects of The Riftbreaker Campaign Mode - Planetary Exploration. During those events, you will make your first contact with the new biomes and take your first steps into familiarizing yourself with the conditions you will have to endure. Today, we will look at the more scientific part of Ashley’s work on Galatea - sampling and analyzing alien species and phenomena.



While exploring new biomes, plenty of things will catch Ashley’s attention. Among them, you will find new alien species, extraordinary crystal formations, as well as other never-seen-before anomalies. Ashley’s scientific spirit will desire to scan and categorize all of them, and she won’t be able to do that based on a single sample. Mr. Riggs can help find more material for scanning by adjusting his sensors to mark potentially scannable objects. He can also program the Orbital Scanner to look for higher concentrations of alien curiosities.



Ashley and Mr. Riggs have a range of tools at their disposal. Sometimes the object is small and simple enough that research samples of good quality can be acquired by using the Bioscanner. The Bioscanner is an extension module that Ashley can put in Mr. Riggs’ arm, much like a classic weapon. It scans the molecular structure of an object and constructs a digital image of the structural composition of the object. On that basis, it is possible to conduct a range of virtual tests, the same way that you would with a regular research sample, but without the need to collect it manually. Your research goes forward, and the environment is safe. Win-win!



Some things, however, are simply too large or too complex to scan using the regular Bioscanner. In those cases, you need to roll out the big guns (not literally). The Research Station is a full-sized building packed with state-of-the-art technology that will thoroughly scan all the Galatean curiosities you point it towards, as long as you keep it operational. You will have to use it to gather information about the most complex objects of interest. As you can imagine, it won’t be easy to protect delicate field equipment in the middle of an unknown place, but we’re sure you will find a way.


'Camp cool' flagpoles not included in the game. You will have to mod them yourselves ;)

Ashely researches Galatea 37 to better understand the threats she’s facing and take advantage of the opportunities she gets. If you study a creature with a particular defense mechanism, you do so to replicate that same effect. Research missions over the course of The Riftbreaker campaign will give you access to various technologies that will be vital components of your survival strategy. They will also give you opportunities to unlock alternative development paths and simplify your endgame setup.



Bearing that in mind, it’s also worth noting that the majority of research is not mandatory. It’s entirely possible to see Ashley’s mission through to the end using only the ‘human’ part of the technology tree. However, paying extra attention to collecting samples and developing new technologies is rewarded by allowing you to explore alternative build avenues. Some of them can even lead you to full sustainability, even after depleting all the naturally existing resources on the areas you visit. Hypothetically, you could even keep developing your base forever. Still, it’s only an option - if you prefer a different approach, go for it!



Next time we will tell you about the most critical part of The Riftbreaker campaign - setting up Outposts outside your HQ. Make sure to follow us not to miss it! As a reminder, we are available almost 24/7 through our Discord at www.discord.gg/exorstudios and stream twice a week on www.twitch.tv/exorstudios.

See you next time, and remember that we’re releasing on October 14th!

Exploring Galatea 37 - The Riftbreaker's Campaign

Hello Riftbreakers!



With the release of The Riftbreaker just around the corner (October 14th, for those of you who missed it), it is high time we finally let you know some more details about the Campaign Mode. Don't worry, though - we won't spoil anything so that you can explore and discover the game's secrets on your own. Today, we're going to tell you about one of the aspects of Campaign Mode - planetary exploration.



Over the course of the main campaign in the Riftbreaker, Ashley and Mr. Riggs are going to pay a visit to four completely distinct biomes. Each of those biomes is unique when it comes to fauna, flora, and environmental hazards. You start your adventure in the Tropical Zone - a place abundant in essential building resources, with lots of wildlife but very few other natural threats. This is a great spot to set up your HQ, as it is going to give you the highest probability of survival and a chance to complete your mission to open up a rift portal to Earth.



As you progress through the story, it is going to become clear that your headquarters' immediate surroundings won't cover all your needs. That will force you to travel to other areas of the planet, which we told you about before: the Radioactive Desert, the Acidic Plains, and the Volcanic Zone. Since Ashley is a newcomer to Gataea 37, her initial knowledge about the other biomes is limited to what she can learn through the use of the Orbital Scanner. The Orbital Scanner is an excellent tool for gathering general information about broad areas of the planet and searching for particular elements or minerals. However, you will have to find out more about specific areas of interest by scouting them yourself.



Your primary goal in each biome is to find and collect the necessary resources to construct and power the Rift Station. Each time you travel to a new biome for the first time, Mr. Rigs will inform you about the readings from his sensors and tell you the recommended course of action. Based on those suggestions, your job is to gather as much data as possible and get used to the conditions in the new biome. The Bioscanner will help you gather helpful research samples; it also feeds Mr. Riggs's sensors with many details that would otherwise go amiss. After you've collected the necessary data, you will be able to conduct further research at your HQ or continue venturing deeper into the biome.



The samples gathered from native species of fauna and flora on your exploration missions will allow you to research and develop new technologies. Thousands of years' worth of evolution granted those lifeforms the ability to survive in their habitat. Gaining that knowledge usually gives you a good base for developing your own shielding technologies that will protect you from the hazards of the new environments.



The second significant bit of knowledge gained during scouting is the intel about creature species living in other areas of the planet. All biomes are different and unique. The creatures you encounter will differ in their behavior, strengths, and weaknesses. Some creatures will attack you on sight, while others will leave you alone as long as you don't interrupt their routines. Learning as much as you can about the native creatures and understanding them is vital, especially if you want to set up an outpost in those areas later on.



And there we have it - an overview of the exploration parts in The Riftbreaker Campaign Mode. In the following articles, published over the coming weeks, we will tell you about other elements of the Campaign gameplay, including sampling and research missions, setting up outposts, and much more. We will also tell you how all the tasks you complete affect the entirety of your playthrough. Don't miss the articles and the release - we're going to Galatea 37 on October 14th!

We're launching on October 14th!

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Hello Riftbreakers!

We are beyond excited to tell you that The Riftbreaker will be released on the 14th of October 2021! The game will be available for a base price of $29.99 and localized into ten languages.



We can't even begin to tell you how excited we are to reach this milestone. Only five weeks from now, you will be able to begin your exploration of Galatea 37 in the Campaign Mode, test your skills in the ever-changing Survival, or simply test the limits of the game and your creativity in the Sandbox Mode.



In the Campaign Mode, you will join Ashley and Mr. Riggs on their mission to open a two-way portal from Galatea 37 back to Earth. This task will require you to set up a network of persistent bases all around the planet to gather all the necessary resources - with less than positive response from the local fauna. The Campaign Mode will test your combat skills, as well as base design and economy management. Procedurally generated maps, dozens of technologies to unlock, and complete freedom of choice will keep you busy on Galatea 37 for hours!



In Survival Mode, you will set to endure as long as you can against hordes of enemy creatures attacking you in waves, increasing in strength and numbers all the time. Gameplay in Survival is much faster than in the Campaign Mode. Research timers and requirements are reduced, and bonus technologies are awarded at the start of the mission to aid you in completing those missions.



The Sandbox Mode is the most relaxed of the bunch, allowing you to simply build the base of your dreams and then test it against all the different threats and scenarios you can come up with. In this mode, you have access to the special Sandbox Control Panel, which allows you to spawn every single variety of creature available in the game, enable some cheats, and even change the weather and time of day.



To further expand the replayability and to give you an avenue to unleash your creativity, The Riftbreaker will ship with the full suite of our in-engine development tools that we used to create the game. The Level and Mission Editors will allow you to create custom scenarios and even entirely new campaigns, while the Riftbreaker Editor will allow you to edit drop rates, weapon properties, research trees, and much more.



The release of the 1.0 version will mark an important point in our 3.5 years-long journey through the ups and downs of The Riftbreaker's development process. When we started working on the game in 2018, we never expected that it would get so much attention and gather an amazing community of players from all around the world. The amount of time you put into playing The Riftbreaker: Prologue, the mods you created for it, and the great feedback you've been providing have all made a difference. We are sure that you will like the final result.

Mark your calendars on the 14th of October 2021 for your trip to Galatea 37.

The Riftbreaker Stability Update: 7th of September 2021

Hello Riftbreakers!

We have just pushed a small patch addressing a couple of issues some of you have encountered while playing the latest versions of The Riftbreaker Beta and The Riftbreaker: Prologue. Thank you for sending in all the crash reports - they are extremely helpful in identifying the issues with the game and finding ways to fix them.

The Riftbreaker Stability Update: 7th of September 2021



  • Fixed issues with saving display and resolution options through the Launcher
  • Fixed issues with screenshots attached to game saves
  • Fixed multiple small issues that lead to large crashes. See - size doesn't matter!

Thank you for your continued support!
EXOR Studios

Prologue Update - Save Feature now Avaliable

Hello Riftbreakers!

We are happy to tell you that The Riftbreaker: Prologue is receiving a major update today, including hundreds of fixes, tweaks, balance changes, and most importantly - the save feature.

Finally! What took you so long?!


Yeah, we know… Let’s answer this question in two parts.

Part One: The Save Feature



When we first released The Riftbreaker: Prologue we thought that it would serve as a bite-sized teaser of the full game. It was meant for around 30 minutes of gameplay and as such wouldn’t need a saving feature at all. It was also at a time when the save system was quite unstable and going through a lot of changes, so even if we enabled it, we couldn’t guarantee compatibility of the save states between versions of the game.



It turned out that a lot of you have been playing the Prologue for a lot more time than 30 minutes. In fact, we received multiple screenshots from users documenting that they have spent more than 50 hours playing it. That’s insane! We have never expected that, nor did we expect a vibrant modding scene forming on our Discord (www.discord.gg/exorstudios) for a game that hasn’t even been released yet. Now that our save system is more robust and well polished, we can enable it in The Riftbreaker: Prologue.

Part Two: Delays Between Beta and Prologue Updates



Parallel to The Riftbreaker: Prologue we also have a Closed Beta going on. We have been publishing updates to it quite regularly, but not all of them have made their way to the Prologue. The reason is that Beta players are more willing to accept the game becoming unstable and crashing. They know that they are testing an experimental version of the game and technical difficulties are expected to happen.



The Prologue is different - a player who downloads it shouldn’t have to worry about the game becoming unstable or encountering severe bugs that prevent them from progressing further. It’s meant to be a demo of the game, showcasing all the advantages and giving an idea of what the gameplay in the full version might look like. That is why we were quite cautious about what changes we have been pushing to the Prologue version.



Those are the reasons why this update has taken us so long and why there was a disparity between the Beta version and the Prologue. As we get closer to release we are going to do our best to keep the Prologue up to date.

Without further ado, let’s take a look at the changelog for today’s update:

FEATURES



  • You can now save the game in The Riftbreaker: Prologue. If you find any issues with the save system, please report them to us.
  • The crafting screen has received a massive overhaul. All feedback is appreciated.
  • All game menus can now be operated on the gamepad using a software cursor controlled by the analog sticks on your controller.
  • When Mr. Riggs loses all weapons in any of his hands, the game automatically equips a basic version of the power fists. You are no longer defenseless after dropping all the boomsticks.
  • Max FPS limiter has been added to the settings menu. Thanks to this option you can manually reduce the maximum workload of your GPU without enabling V-Sync.
  • Cursor size setting has been added to the settings menu. There are three available sizes and the game chooses the right one according to your screen resolution, but you can change it manually if need be.
  • New ribbon effects have been added to all throwables, melee attacks and bigger projectiles, such as rockets. They are fully dynamic and much better at showing you exactly what's going on on the screen.
  • New pipe system - now with much fewer bugs!


CHANGES



  • Changed the basic research tree layout and costs:
    - geothermal lvl1 is easier to get
    - solar and wind lvl 2 and 3 are easier to get
    - cultivators are much cheaper to research
  • Much bigger solid material storage - +200 from +100 at level 1, +400 from +200 on level 2 and +800 from +400 on level 3.
  • Added a sound for collecting dropped weapons.
  • Tweaked some weapon mods - some are less powerful, some are actually useful now.
  • Tweaked how foliage fire is spreading for all you pyromaniacs.
  • Ground textures have been tweaked to give them more contrast.
  • New sorting order for resources on HUD.
  • Less powerful reflect damage upgrade.
  • Ammo storage and solid material storage buildings now have separate models for all building levels.
  • Longer protection time for loot pickups.
  • Reduced arming timer in mines.
  • Much brighter flashlight on the mech.
  • Added support for screenshots in auto saves.
  • SettingsMenuScreen: `vibration` and `camera_shake` are now power sliders, allowing you to fine-tune the intensity of those effects.
  • Continue Game' option has been added to the main menu. It will load the newest available save file.
  • "How to play" removed from options because you know how to play.
  • Icons added to shielding research.
  • Tweaked build menu order for defense category. This is still not the final version of the build menu, but it will do for now.


FIXES



  • Lifesteal gives back hitpoints only when damage is dealt to enemies.
  • Improved CPU and GPU performance, especially on larger maps with lots of creatures.
  • Improved performance for scenarios with large radar coverage.
  • Grass models have been changed to have a lower impact on the GPU.
  • Updated seed for the GPU benchmark.
  • Fixes for metal floor 3x3 and 2x2 tiles appearing darker in some conditions
  • Fixes for memory harvesting and leaks.
  • Fixed raytracing glitches and crashes.
  • Fixed a lot of random crashes and performance issues.
  • A lot of other fixes, changes and improvements that were never logged and forgotten.

The Riftbreaker Beta Update 2

Hello everyone!

Long time no see! These past few weeks have been very intense for us at EXOR Studios. We have been working very hard on preparing The Riftbreaker for release and we come with some good news for you.



First of all, we managed to prepare a substantial update for The Riftbreaker Beta version. It’s a major update, with multiple fixes and reworks for the systems that needed them most. The Beta 2 update includes a completely redesigned crafting screen, reworked pipe and liquid resource system, lots of performance and memory optimizations as well as multiple other fixes that you’ve been asking for. The full changelog for The Riftbreaker Beta 2 Update is included at the end of this article.



As usual, we are going to celebrate the release of the patch with a Beta giveaway stream. Join us today, August 24th, at 3 PM CEST on www.twitch.tv/exorstudios. Simply be there and be active in the chat to take part in the giveaway - we’re going to gift you codes at random times during the entire stream, so don’t worry if you can’t make it on time - you will still get your chance to get into the Beta.



There is one more thing we would like to share with you today. We are still on track for release this autumn. Naturally, this requires us to shift our focus and resources entirely towards bringing the game up to the level of polish that is both satisfying for us and for you. That’s why we’ve been so quiet lately. The good news is that we’re making great progress and we should be able to announce the game’s precise release date within the next few weeks. There are going to be plenty of events accompanying the release, with some sweet prizes for you to win as well. The best way to keep up with all the news is to sign up for our Discord server at www.discord.gg/exorstudios.

Now let’s take a look at the changelog:

The Riftbreaker Beta Update 2 - 24th of August 2021:



FEATURES



  • The crafting screen has received a massive overhaul. All feedback is appreciated.
  • Pipe system has been reworked. It allows for draining pipes that were filled with liquids and is generally more robust. That being said, try as hard as you can to break it.
  • All game menus can now be operated on the gamepad using a software cursor controlled by the analog sticks on your controller.
  • Bioanomalies have been added. You can read more about them here:
  • When Mr. Riggs loses all weapons in any of his hands, the game automatically equips a basic version of the power fists. You are no longer defenseless after dropping all the boomsticks.
  • Max FPS limiter has been added to the settings menu. Thanks to this option you can manually reduce the maximum workload of your GPU without enabling V-Sync.
  • Cursor size setting has been added to the settings menu. There are three available sizes and the game chooses the right one according to your screen resolution, but you can change it manually if need be.
  • New ribbon effects have been added to all throwables, melee attacks and bigger projectiles, such as rockets. They are fully dynamic and much better at showing you exactly what's going on on the screen.


CHANGES



  • The Geoscanner and Bioscanner are no longer craftable items. You don't have to equip them either. If you have Cobalt Handling technology, you can use the Geoscanner at any time by pressing the space bar (X on Xbox controller, square on PS controller). The Bioscanner becomes available after researching 'Alien research'. The key for that one is the middle mouse button (LB+RB on gamepads).
  • The Geoscanner and Bioscanner effects have been improved.
  • Changed the basic research tree layout and costs:
    - geothermal lvl1 is easier to get
    - solar and wind lvl 2 and 3 are easier to get
    - cultivators are much cheaper to research
  • Much bigger solid material storage - +200 from +100 at level 1, +400 from +200 on level 2 and +800 from +400 on level 3.
  • Ground_unit_artillery type added to bomogan, baxmoth, lesigian and nurglax. This is important because:
  • Ground_unit_artillery set to the highest priority target in artillery and heavy artillery towers. You're welcome.
  • Baxmoth reworked - less hp, more murderous drones, fixed behavior patterns.
  • Added Baxmoth attack waves in the jungle survival biome
  • Increased the minimum number of sludge volumes generated on the jungle map.
  • Added a sound for collecting dropped weapons.
  • Less powerful basic fists - much less stun and lifesteal, smaller damage radius
  • Survival - shorter build time for uranium centrifuge
  • Tweaked some weapon mods - some are less powerful, some are actually useful now.
  • Tweaked how foliage fire is spreading for all you pyromaniacs.
  • Ground textures have been tweaked to give them more contrast.
  • Reworked alien research tree to allow easier rare resource handling
  • Split up melee weapons research into separate items.
  • Blue moon event is really blue now.
  • New sorting order for resources on HUD.
  • Increased creature volume respawn time.
  • Less powerful reflect damage upgrade.
  • Ammo storage and solid material storage buildings now have separate models for all building levels.
  • Longer protection time for loot pickups.
  • Reduced arming timer in mines.
  • Much brighter flashlight on the mech.
  • Added support for screenshots in auto saves.
  • New sound sets for baxmoth.
  • Fixed krocoon stun animation and changed his resistance from physical to area
  • Updated skins for kermon
  • Power jumps - shorter cooldown but less damage and smaller radius
  • SettingsMenuScreen: `vibration` and `camera_shake` are now power sliders, allowing you to fine-tune the intensity of those effects.
  • Continue Game' option has been added to the main menu. It will load the newest available save file.
  • "How to play" removed from options because you know how to play.
  • Icons added to shielding research.
  • Fixed names in all shielding researches.
  • Fixed icons for building limit, towers and bioscanner
  • Tweaked build menu order for defense category. This is still not the final version of the build menu, but it will do for now.
  • Laser pointer removed from bioscanner.


FIXES



  • Improved CPU and GPU performance, especially on larger maps with lots of creatures.
  • Improved creeper performance.
  • Improved performance for scenarios with large radar coverage.
  • Grass models have been changed to have a lower impact on the GPU.
  • Updated seed for the GPU benchmark.
  • Small amount of storage added to liquid pumps to fix setups with short pipelines. Pipes are being reworked atm.
  • Fixes for metal floor 3x3 and 2x2 tiles appearing darker in some conditions
  • Fixes for memory harvesting and leaks.
  • Fixed raytracing glitches and crashes.
  • Fixed a lot of random crashes and performance issues.
  • Achievements: fix `Walk in the park` not being bound to campaign type
  • Minimap: `cheat_minimap_teleport_on_click` will work only within playable bounds
  • Minimap: tweak disappear/appear dissolve timers for cheat teleport
  • PauseOverlayScreen: fix 'new' adorner being always visible on DatabaseScreen icon
  • DamageSystem: generate lifesteal events only when attacking units
  • Launcher: fix for `languages` changes not being properly written to file
  • MissionObjectSpawner: prevent spawning objects on blocked/taken cells
  • Achievements: fix crash when equipping extreme quality mod in towers level 3
  • Fixed crafting screen gamepad shortcuts
  • Achievements: change `Book worm` trigger to 50%
  • mine_layer_drone.lua: fix for drone being stuck in `landing` animation pose
  • flora_cultivator.lua: make sure there is always biomass_sapling item
  • flora_cultivator.lua: fix crash when selling building
  • Fixed terrain segments issues (viewport border blinking)
  • Multiple fixes that should increase stability when raytracing is on
  • Fixed blocking build menu entry/exit due to psychotic user behavior
  • Fixed resetting the map to the starting state after save corruption is detected.
  • Similar items should now be correctly displayed in the inventory.
  • Fixed a couple of severe memory leaks.
  • Saves will no longer end up in 'unknown' folder.
  • Flora cultivator retains the sapling after being upgraded.
  • A lot of other fixes, changes and improvements that were never logged and forgotten.


Bioanomalies

Hello everyone!

We know how eager you are to play The Riftbreaker. We see your comments everywhere, calling for the game to release already. That’s super awesome because it means that you care about the game. It motivates us to work even harder and to deliver the best product possible. It’s going to take some time, but we can assure you - we’re almost done. In the meantime, we’d like to tell you about some new features that we haven’t shown you before - not to tease you, but to prove that we’re still firing on all cylinders! :)

As you know, in The Riftbreaker you have an entire planet to explore, You will be the first human to discover, research, and catalog the unknown fauna and flora inhabiting this wild world. If you are an explorer at heart, we have no doubts that you will spend some time learning all the Galatean secrets. On the other hand, if wandering about and enjoying the views isn’t your thing, we still have a reason for you to go exploring.


A fountain of loot always brightens up the day.

During your exploration of Galatea 37, you might encounter strange objects with unique properties. Initially, they might look like ordinary rocks, cocoons, or creature nests - but they are far from ordinary. Apart from emitting energy waves, they are covered with an anomalous substance of an unknown origin. Initial scans of the substance revealed that it is actually a living organism, pre-dating anything else on the planet. In fact, the objects under the influence of this organism seem to be frozen in time.


The Guardians range from Ultra-strain creatures to unique, one-off specimens.

The Bioanomalies, as we call them, are great at attracting the attention of Galatean creatures. Before you get close to one of the Bioanomalies you will have to face its guardians. Sometimes that will be a pack of Ultra strain creatures. Ultra strains are bigger than regular enemies, deal more damage, and are much beefier. Meeting those is the best-case scenario for you, though. If you venture far enough into the wild, you will have to face off against unique - much stronger, elemental variants of Galatean creatures. You’ll love them. Or hate them…


You never know what you may find inside.

After you triumph over the guardian, you are finally free to uncover the secrets of the Bioanomaly. The mysterious objects can hold items of great value, that will propel your progress. Most often it’s going to be a fountain of resource shards, ranging from carbonium or ironium to the rarest minerals in the world of Galatea 37. With these newfound riches, you will be able to craft items of immense power and develop new technologies.


What, you thought this cache was unprotected? Think again!

Thanks to the unexplained, strange nature of the Bioanomalies, you can also find other materials inside - including mods, that you can install in your weapons to alter their properties. On top of that, some of the materials that you find will allow you to build new decorations for your Riftbreaker base or alter Mr. Riggs’ appearance.

The Bioanomalies scattered around the map, resource caches hidden underground, and a variety of fauna and flora - they are all there, waiting to be discovered. Exploration pays off on Galatea 37 - make sure to try it out! Also remember to explore our Discord at www.discord.gg/exorstudios and our streams over at www.twitch.tv/exorstudios - you can find some treasures there, too!