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Reality Break News

Hotfix v1.00.2.3 patch notes

Reality Break Hotfix v1.00.2.3 has gone live.
[h3]Bug fixes[/h3]
  • fixed being unable to open crates or pick up certain world drops while cloaked
  • fixed certain capital ship visuals disappearing after 10 seconds
  • fixed fatestone pickup flyout sprite handling
  • fixed Ship dialog stat detail UI label scaling after jumping to a new map
  • fixed Diamonds In The Rough subtalent not correctly upgrading items with Unique Modifier rewrites
  • fixed Treasure Trove subtalent incorrectly boosting an item's Unique Modifier value based on item level
  • fixed side missions being generated with improper starting level at Omen levels above 1
  • fixed side mission Challenge Level rewrite being initialized to highest completed CL rather than that mission's starting CL
  • fixed scrap sweep with mouse sometimes erroneously picking up the final item
  • fixed Storage dialog UI not fully refreshing an item that had another item swapped onto its slot
  • fixed possible save file corruption for a certain aptitude and having a drone in both loadouts' highest drone slot indices

Hotfix v1.00.2.2 patch notes

Reality Break Hotfix v1.00.2.2 has gone live.
[h3]Bug fixes[/h3]
  • fixed a certain Fate Core rarity rewrite bonus sometimes not applying by making it apply on the next rarity rewrite as well as being fixed up on load
  • fixed various UI bugs with inventory management of items that are larger than 1x1
  • fixed various codepaths that could cause instability when rewriting the Fate Core's rarity
  • fixed loss of inventory items if dragging and dropping an equipped item onto them with non-matching equipment types
  • fixed gamepad cursor no longer auto-warping to item when retrieving that item from the Analysis slot
  • fixed regression with resources occasionally being picked up into empty inventory slots even if they could stack with existing resources in inventory

Hotfix v1.00.2.1 patch notes

Reality Break Hotfix v1.00.2.1 has gone live.

[h2]Bug fixes[/h2]
  • fixed Hurricane elite affix blocking projectiles
  • fixed pooling for skill tier unlocked fx
  • fixed Asteroid Barrage fracture debris occasionally happening near player ship
  • fixed and improved handling of Stash/retrieve for stackable items
  • fixed Voltaic Fortifier unique modifier type rewrite not working with certain stats
  • fixed low-health warning triggering in certain circumstances when equipping or unequipped items
  • fixed Rarity rewrite allowing items to go above the item level limit
  • fixed regression with visual effects for selling and analyzing items cleaning up too aggressively

Patch 2 is now live!

Reality Break Patch 2 has gone live as version 1.00.2.

Courtney's notes: By far the most substantial upgrade in this patch is for object spawning performance. It necessitated a comprehensive pass over the entire game's spawning pipelines for gameplay visuals and UI elements. This will especially help players using HDDs, but it also helps heavy combat run much faster on SSDs, including on my nine year old PC with a 970GTX.

Also, I have adjusted the balance for analysis, crafting, unique item drop rates, and more to address player feedback directly, as well as making chassis items drop from destroyed enemy ships.

I've included another set of improvements to quality of life, such as the frequently requested Story Skip option for players who have unlocked the true ending.

Players who wished for the "forced story breaks" to work differently - I have heard you, I understand, and I agree that these could feel unnecessarily punitive. I have addressed this in a way that preserves my vision for the surprise factor. When the timeline ruptures, you can now continue playing in a Severed Timeline for as long as you like. When you're ready to continue the storyline, you can enter the Chaos Vortex and resume the campaign. I hope this feels better, and I appreciate those who left this helpful feedback.

In addition, I have been thrilled to see some players take on the mantle of investigating modding the game (including a couple of super cool test mods already released in the discord, as well as a modding tool and a save file editor). I have added a small first pass at a modding section to these patch notes to reflect my continuing work to support that aspect of the game.

Finally, I am pleased to reveal a brief roadmap indicating where the game will likely go. Even though Reality Break isn't a live service game, I love working on this game and I love the community that has coalesced around it, so I want to give it some more love.



Thank you very much!
~Courtney


[h3]Performance[/h3]
  • Implemented a massive overhaul to the game's handling of visual object spawning so that the vast majority of game visuals are now automatically pooled for faster creation. (dev note: I've been testing this extensively over the past week, but please keep an eye out for visuals that don't spawn correctly or that persist for too long and let me know)
  • Greatly improved CPU and GPU memory usage across the board, with an emphasis on particle and UI texture memory.
  • Greatly improved performance of Hurricane elite affix on planet-based maps.
  • Improved performance of world pickups.

[h3]Stability[/h3]
  • Added proper handling to prevent certain rare game crashes.

[h3]Quality of Life[/h3]
  • If you have completed the Story Campaign and reached the True Ending, you can now skip all story content when creating a new pilot or breaking an existing one.
  • Tutorial progress is now saved in the Reality Stream rather than per-Pilot, which means new Pilots created to try different Aptitudes or to restart Ironman runs will no longer be repeatedly taught the basics.
  • Added a flyout when auto-looting a resource drop to make it more obvious it happened.
  • Increased the default Resource stack size by 100%, and doubled all of the stack size Specialist Upgrades as well.
  • When using Retrieve on an item in the Quantum Frame, automatically equip it if there's an empty equip slot.
  • Added an indicator to show that the recurring villain had been defeated during the current cycle.
  • Added gamepad cursor teleport when opening the side mission Challenge Level rewrite UI.
  • Added Stash cursor sweep, allowing you to hold down the stash/retrieve input while sweeping across ship inventory items do move them in bulk.
  • Reworked the story campaign flow so that, after the prologue, profile breaks are no longer forced by the story. Instead, you may continue playing indefinitely until you choose to go into the Chaos Vortex and continue the campaign.
  • Demo profiles are now immediately imported into the full version without requiring Story Campaign completion.

[h3]Content[/h3]
  • Chassis items of all rarities can now randomly drop from enemies once crafting has been unlocked. (dev note: until I add this to the loot filter UI, it can be disabled by setting LootFilterAllowChassisDrops in UserConfig.xml to false)
  • Added a tutorial popup that explains how the recurring villain works.
  • The Voi'ner capital ship now spawns on side missions located in Voi'ner Shipyards.

[h3]Balance[/h3]
  • Increased the drop rate of Epic rarity items by 100%, and increased the drop rate of other unique items by 400%.
  • Greatly reduced Crafting cost scaling with item level and affix category when applying affix fragments.
  • Added item level scaling to Crafting budgets, increasing them beyond previous caps.
  • Rebalanced Analysis: durations have been slashed by around 10x, Credit costs have been upped by the inverse. (dev note: This will serve as a better foundation for future changes, provide a Credit sink and make targeting currency gains worthwhile, and facilitate far more Discoveries. As usual, I'll be monitoring feedback.)
  • Specialist Upgrade Resource costs are now also reduced by the Aetheric Negotiation talent. (dev note: Credit cost reductions are fixed as well.)
  • Extracted affix fragments that were already boosted via the Vibrant Formulation talent now cost +100% to apply to new items.
  • Map enemy levels are now either the story mission level or the side mission Challenge Level. Enemies are then also upgraded based on the selected Omen level. Reward scaling has been adjusted.
  • Station and trader inventory item levels are now increased to the last completed side mission Challenge Level.
  • Shielded enemy ships now scale their shielding with Omen level.
  • Affixes that are guaranteed on unique items, such as Engine Thrust on most Propulsion and Stabilizer items, can no longer gain an Affix Type rewrite or the bonus from the A Beautiful Cortex talent.
  • Reduced chassis bonus budget multiplier from 2 to 1.5, and added a cap that scales by +3 with item rarity.
  • Haste scales less strongly with item level and more strongly with rarity.
  • The aptitude trait Exponential Programming has been reduced from +20 item level to +8, and the Accessory Overlord trait has been increased from +100% to +400%.

[h3]Polish[/h3]
  • Improved the description string for the Multiplex Analysis talent to clarify that its effect is automatic.
  • Improved multiple description strings for the Timespace Cache talent to clarify its restrictions.

[h3]Modding[/h3]
  • Added various crafting variables to ScientistSettings.xml: CraftingBaseBudget, CraftingBudgetFromRarity, CraftingBudgetItemLevelScalar, CraftingBudgetChassisMultiplier, CraftingFragmentPrimaryAffixCost, CraftingFragmentFateAffixCost, CraftingFragmentItemLevelCostScalar
  • Data-driving for item definition XMLs: BaseAnalysisCostLevelExponent, BaseAnalysisCostRarityExponent
  • Custom defined items can now point to existing icons using IconName in their XML definition.
  • Added fallback display for defined item's UniqueDescription if there isn't an entry in the string table.
  • Neutral Propulsion inputs also trigger abilities on the player ship's equipped items.

[h3]Bug fixes[/h3]
  • fixed certain translated strings not using the correct formatting, leading to improper display in East Asian languages (dev note: This included over a hundred instances of improperly formatted strings, mostly in Japanese, but across all East Asia languages. My apologies for not catching these sooner. I have implemented automated error detection so that future problems will be caught immediately.)
  • fixed Skills flagged to scale with total ship damage output double-dipping into critical damage
  • fixed possibility of applying both Compressed Fabrication and Vibrant Formulation subtalents of the advanced crafting talent Diversified Assembly on the same item by backing out to the main menu between acquiring a chassis and applying fragments (dev note: if an existing item has enough unapplied fragments to reduce the remaining budget below 0, it will not be possible to apply fragments to that item until enough have been removed to bring it within budget; and previously unapplied crafting budgets will be reinitialized using the new math)
  • fixed showing Equip Boost line on item tooltips before it was unlocked on that character
  • fixed Favored Affix multiplier display string causing color bleed to subsequent affix strings
  • fixed ship rotation for tank controls not respecting delta time
  • fixed Favored Stat bonus not being updated after rewriting an Affix Type to/from the relevant affix, or if the relevant affix was added due to rewriting an item's rarity
  • fixed certain buffs from equipped items not hiding correctly when the player ship is warping through a jump gate
  • fixed cost discount from Aetheric Negotiation talent not working on Specialist Upgrades
  • fixed items like Resources and Affix Fragments having higher priority than Equipment items when sorting various inventories
  • fixed untranslated character dialogue text appearing in speech bubbles after the player has unlocked the Booming Reformulation talent later in the game
  • fixed being unable to cycle loadouts while the cursor was hovering an item
  • fixed weapons and drones occasionally not firing if multiple ones of the same type were simultaneously equipped and the frame rate was lower than their adjusted cooldown rate
  • fixed missing icons for Max Shields and Blast Radius affix types
  • fixed certain indicator icons on Rewrite Dialog being clickable
  • fixed various layout issues with Aptitude selection UI
  • fixed incorrect formatting in Skill tooltip when displaying an altered maximum level cap
  • fixed needing to restart the game before an unlockable Aptitude's modification to Skill cooldowns took effect
  • fixed text label for credits gained from selling scrap potentially overflowing the station dialog UI
  • fixed Asteroid Barrage entities not playing destruction fx when they expire
  • fixed being unable to chain-cast Negate Existence and Asteroid Barrage with fast enough Skill cooldowns
  • fixed improper visual scale for pooled ability effects that modulate their visual size with ability level, stats such as Blast Radius, and other multipliers
  • fixed a certain Aptitude being able to chain-cast Ship Regeneration for free
  • fixed Vibrant Formulation talent granting a 200% boost to Fate Affixes instead of 100% (dev note: it always said "up to 200%" but was granting 200% no matter what)
  • fixed certain entities still appearing on radar even if their root visual was hidden
  • fixed beam type weapons spawning their beam fx visuals in the wrong direction if overlapping a collision trigger, such as for a interactive object
  • fixed shields up effect playing when player ship was hidden while jumping in after death and respawn
  • fixed sorting of inventory item UI scrap and locked indicators
  • fixed text outline coloring on Codex set names
  • fixed speech bubble dialog being locked at a high scale factor no matter the screen setup
  • fixed more visual effects not being hidden when player ship is hidden, such as when jumping to a different map
  • fixed mission CL rewrite cost displaying incorrectly when first shown
  • fixed codex set bonus name outline coloration by rarity
  • fixed rewritten UI fx interaction with pooling
  • fixed current side mission not auto-abandoning when beginning the story-mode fracture mission
  • fixed input bug if abandoning the fracture side mission before the waves had begun spawning
  • fixed always skipping story on broken profiles
  • fixed completed mission objective text locking to incorrect scale
  • fixed speech bubble dialog being locked at a high scale factor no matter the screen setup
  • fixed enemy health bars occasionally getting stuck on-screen without being anchored to anything
  • fixed the Foe Undermine talent applying twice
  • fixed Through The Looking Glass skill not incorporating Tactician bonus
  • fixed astronomical collision damage inflicted on the player's ship at higher map levels
  • fixed Superheated preventing pickup of world drops while afterburning
  • fixed Voltaic Fortifier unique description string not dynamically changing when Unique Mod Type was rewritten

Patch 1 has gone live!

Reality Break Patch 1 has gone live as version 1.00.1.

Courtney's notes: This is the first Patch for Reality Break. The distinction between this patch and the hotfixes I released previously isn't black and white, but mainly: I will use hotfixes if something needs an urgent fix, and stick to a somewhat regular patching schedule for other improvements to the game.

I'm excited to announce that Reality Break got the official Steam Deck Verified badge from Valve! My work on performance and UI legibility isn't done, but at the very least the game now has a solid foundation for handheld play. Thank you to everyone who sent feedback! Please keep it coming.



I've also overhauled the Mission Challenge Level rewrite UX to address multiple areas of confusion and to improve clarity via layout and tooltips. Hopefully this will improve the experience for players, especially those who didn't realize there was a dropdown there in the first place or that challenge levels could be increased past CL11.

Performance is now better in heavy combat scenarios due to configurable per-object caps on visual effects for various abilities. This patch also includes four unique new items, including a Shields item to help complete an item set as well as three Epic drone items. And, I've done another pass on reducing the large size of certain UI elements after the recent legibility pass, and revamped the Aptitudes dialog UI to improve legibility on handheld devices.

I'm still diagnosing an issue experienced by a few players that can cause save file corruption on system power loss. Until I find out what's happening, I've implemented two different kinds of profile backups. They are described in the Stability section below.

I've also included some catch-up patch notes for improvements and fixes that weren't listed in the notes for prior hotfixes. These are listed in a separate section at the bottom.

I love working on this game, so thank you all so much for making my dream a reality! A reality break, if you will!


[h3]Performance[/h3]
Note: the UserConfig.xml file referenced below can be found in the game's installed files under your Steam root game directory at Reality Break\Reality Break_Data\StreamingAssets\Config\UserConfig.xml, where you can also find additional instructions for each setting.
  • spawning of auto-pooled visual effects is now capped per effect, configurable in UserConfig.xml via AutoPoolingPerObjectMaximum (dev note: for example, projectile launch and impact effects)
  • filling the object pools can either be done over time or all at once, configurable in UserConfig.xml via FillObjectPoolsOverTime (dev note: this is mainly for players on HDDs who want to let the game load more up front rather than have it stutter while filling the pools over time after startup)
  • added an experimental setting that turns on auto-pooling for almost all ability effect objects, which you can enable in UserConfig.xml via EXPERIMENTAL_AutoPoolAllAbilityEffects
  • added an experimental setting that decreases the chance an auto-pooled object will spawn if the current proportion of spawned objects relative to the hard limit exceeds the EXPERIMENTAL_ReducePooledSpawnChanceThreshold setting in UserConfig.xml (dev note: (this means objects with capped pools will gradually decrease their spawn rate by default as they approach their hard cap rather than just shutting off when the limit is reached)

[h3]Stability[/h3]
  • the game now creates a backup of the current pilot save file before it proceeds with a profile save
  • in addition, the game creates session backups the first time the Reality Stream or any pilot are loaded successfully after a fresh launch of the game (dev note: if something happens to your profile, you can check %localappdata%low\Element Games\Reality Break for save file backups)
  • fixed game getting into a bad state if it tried to import a demo profile but a demo folder did not exist
  • fixed instability if an Analysis timer was reduced below the minimum possible value for DateTime via Inspection Point rewards for already-completed analysis

[h3]Quality of Life[/h3]
  • the Mission Challenge Level rewrite UI has been revamped to make it more obvious that different levels can be selected by the player as well as to teach various additional concepts via layout and tooltips, including showing the enemy difficulty increase as well as the improved rewards from higher CLs

[h3]Content[/h3]
  • added "Premium Cycler" unique Shields item, Screen specialization
  • added "Sudden Followthrough" unique Drone item, Targeter specialization
  • added "Evasion Protocol" unique Drone item, Orbiter specialization
  • added "Voltaic Fortifier" unique Drone item, Transformer specialization
  • improved legibility of Aptitudes dialog on handheld devices

[h3]Balance[/h3]
  • the Sublimation affix has been adjusted: its baseline potency, minimum increment, and scaling with item level, rarity, and ship class have been reduced (dev note: this affix was an extreme power level outlier, contributing in large part to some players being able to trivialize CL99 enemies and even the Overlord; I will be doing an Aptitude balance pass in the future that will aim to bring everything closer together, at which point this and other unique affixes will be adjusted further)
  • the Ambush affix has been adjusted: its scaling with rarity has been increased
  • the Devastator affix has been adjusted: its minimum increment and scaling with rarity and ship class have been reduced
  • Affix Fragments are no longer blocked from installation by matching affixes on the target item, except for a crafted fragment with a matching affix that is already installed in that item
  • reduced damage output of Federation Destroyer by 60%

[h3]Bug fixes[/h3]
  • fixed various affix and stat calculation inconsistencies by removing order dependencies (dev note: among other things, this fixes interactions between affix multipliers and other bonuses based on the order in which items were equipped)
  • fixed the Aptitude dialog showing portions of UI for undiscovered Aptitudes
  • fixed certain labels not using localized strings on Aptitude dialog
  • fixed Superlaser weapons not being flagged as Beam weapons
  • fixed rewriting Unique Modifier Type not updating the item's internal UniqueModifier for later use
  • fixed certain Affix values being applied both to the additive and multiplicative components of the bonus calculation
  • fixed being unable to scroll certain lists by grabbing and dragging their scrollbar handles
  • fixed being able to equip drones into phantom slots after using alt compare on a drone tooltip and then switching to a pilot without as many slots unlocked
  • fixed being able to extract an Affix Fragment from the Fate Core
  • fixed mission rewards showing CL 106 as required for next Aptitude rank
  • fixed regression with camera shake and screen edge effects option toggles no longer functioning
  • fixed overly small labels on pilot profile UI
  • fixed visual effects being offset and scaled after antialiasing was turned off, until a game restart


[h2]Previously[/h2]
  • clarified the Unique Bonus description for Epic Gatling weapon The Shredder to make it obvious that its projectile damage boost degrades in flight
  • toned down flashbang of Nexus capital ship destroyed debris
  • toned down flashbang brightness on one of the Epic Gatling weapon's unique bonus visual effects
  • Reinforced Coffers are now guaranteed to drop at least an Epic item
  • treasure crates with additional Bonus Equipment now get extra loot quality and drop at least Rares, but cost 3x
  • fixed Rewrite dialog background sorting against bright Navigation map mission node UIs
  • fixed Rewrite dialog not making its rewrite entries operable if fate pulses were picked up while it was open
  • fixed Codex dialog being partly cut off at certain screen aspect ratios
  • fixed Nucleic Injector projectiles not spawning their impact fx on collision
  • fixed Haste region mod entries not displaying as percentage
  • fixed inventory sort not segregating different item types correctly, such as Equipment vs Resources
  • Armor value on ship dialog UI now uses large number formatting if necessary
  • reduced the delay before you can skip the first line of dialogue in a story conversation from 900ms to 300ms (dev note: it's there so players don't accidentally miss the first line if clicking rapidly; for advanced users, it is configurable in Reality Break\Reality Break_Data\StreamingAssets\Proto\Settings\GameSettings.xml via InputCooldownForFirstStoryIndex)
  • reduced the delay before you can dismiss a tutorial popup from 900ms to 500ms (dev note: confgurable in GameSettings.xml via DefaultTutorialDismissDelay)
  • renamed Shield Capacitor to Factory Capacitor so that it matches the Expert Goal's naming
  • fixed miscellaneous bug with Rare set item names not matching the item that was acquired for that set item slot