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Reality Break News

Reality Break Demo Steam Next Fest Livestream #2!

[h2]Join us for Steam Next Fest Livestream #2![/h2]

This will be the continuation of the first stream from June 10th, for a more in-depth playthrough of the game!



(the first version of this event did not make it onto the official schedule due to an event issue on the Steam side, so I'm running another to compensate!)

Hope you enjoy, and I'll see you all in chat!!
~Courtney

https://store.steampowered.com/app/1473060/Reality_Break/

Reality Break is in Steam Next Fest with Demo Update v0.16.1!

I'm excited to announce that Reality Break will be in the upcoming Steam Next Fest, June 10th-17th 2024! Yes, that starts today! To celebrate, I decided to take a break from working on the full version of the game and update the demo with a few improvements, in particular a new feature frequently requested by players!

At the bottom of this post you can find the v0.16.1 patch notes.

[h2]Loot Filter[/h2]
This update includes the first pass at a Loot Filter. To unlock it, you can buy the Discernment Aura talent in the Reality Stream.


When you allow only specific rarities or affixes, non-matching items will still drop if they can be rewritten into those rarities and/or affixes. This feature will be expanded in the future based on player feedback!

[h2]Speaking of the Full Version once more...[/h2]
Here's another sneak peek!



[h3]Thank you for playing Reality Break!![/h3]
~Courtney


https://store.steampowered.com/app/1473060/Reality_Break/


Reality Break Demo build v0.16.1 has gone live!

Courtney's Dev Notes: Steam Next Fest is upon us, and Reality Break is participating! Enjoy various fixes and improvements, including the first pass at a Loot Filter!

[h2]Content[/h2]
  • New feature: Loot Filter. Unlock this in the Reality Stream to control the items that drop!

[h2]Quality of Life[/h2]
  • Added propulsion and health regen cooldown indicators to center HUD.
  • Increased text display size for center HUD text readouts, and disabled their auto-hiding functionality.
  • Added current Loadout display to the HUD, and improved the loadout select buttons in the ship dialog.
  • Added an input binding for Slipdrive.
  • Station nav map nodes show story mission overlays if applicable.
  • Made the ""warp to station"" tooltip string show the specific Station map.
  • Reduced distance at which Splitter Anomaly spawns sub-anomalies.
  • Reduced in-combat auto-timeout to 5 seconds (was 15 seconds).
  • Added support for cycling Rewrite Paths with gamepad shoulder buttons.
  • When the Rewrite dialog is opened with gamepad, or the Rewrite Path is changed, the virtual cursor teleports to the first available Rewrite Node, and teleports back to the source rewritable UI when the dialog is closed. This is adjustable via the ""Teleport Cursor on Rewrite"" option in the Input tab of the Options dialog.

[h2]Balance[/h2]
  • Changed the damage equation so that Shields absorb incoming damage after it has been reduced by Armor, making Shields far more powerful.
  • Reduced damage dealt by Maze Anomaly by 90%.
  • Reduced the chance of higher-rarity items rolling a Rarity rewrite.
  • Reduced the benefit of Vibrant Acuity by 50%.

[h2]Bug fixes[/h2]
  • fixed bug with Analysis item left in Station 6 Quantum Frame no longer being interactable after coming back from another map
  • fixed enemies being able to target your ship through dungeon walls if they were at least a certain distance away from you
  • fixed nav map not showing Station 6 as destination mission node for story progression when it was time to return
  • fixed bug with default starting mission items not being awarded if game was restarted between breaking a profile and starting the new cycle
  • fixed certain enemies not having correct equipment due to XML parsing mixups
  • fixed certain dialogs not hiding other overlapping dialogs when opened
  • fixed main menu playing the Fate Pulse drop sound cue when pre-spawning into pool
  • fixed tooltip displays for story missions without item rewards due to them getting generated at Junk level
  • fixed radar overlay indicator transition buffer algorithm so that ""on radar"" to ""edge indicator"" is more seamless
  • fixed out of bounds overlay parallaxing with other radar elements
  • fixed Scattergun shots destroying projectiles they shouldn't intercept, such as laser bolts
  • fixed lighting not affecting certain types of game objects on various gameplay maps
  • fixed Analysis item getting stuck if it was sold at a trader other than the Station with the corresponding Quantum Frame, or if it was ejected

Reality Break Demo Steam Next Fest Livestream #2!

[h3]Join Bumpy McSquiggums at 10am PT / 1pm ET as he continues his playthrough of the Reality Break Demo. I'll be on hand to answer any and all questions![/h3]



This is the continuation of the first stream from June 10th, for a more in-depth playthrough of the game!

Hope you enjoy, and I'll see you all in chat!!
~Courtney

https://store.steampowered.com/app/1473060/Reality_Break/

Reality Break Demo Steam Next Fest Livestream #1!

[h3]Join Bumpy McSquiggums at 5pm PT / 8pm ET as he plays through the Reality Break Demo, with me on hand to answer any and all questions![/h3]



This will be an extended stream that will be continued on June 14th at 10am PT / 1pm ET for a far more in-depth playthrough!

Hope you enjoy, and I'll see you all in chat!!
~Courtney

https://store.steampowered.com/app/1473060/Reality_Break/

Reality Break is part of Endless Replayability Fest 2024!

[h3]Reality Break is in Endless Replayability Fest 2024!![/h3]

In recognition of this festival's theme, I'm excited to grant a sneak preview of a gameplay feature that contributes to the endless replayability in Reality Break!

[h2]Mission Flow[/h2]

The Mission Flow system is unlocked through the Thundering Conveyance talent in a later Tier of the Reality Stream. It grants Flow Bonuses, substantial power-ups that allow you to tackle much harder content! The twist is that you get to choose the sequence in which you activate these bonuses by completing side missions in any order you wish.



Activating five Flow Bonuses results in a Flow Combo, dramatically amplifying the rewards of the final mission in the chain. You may decide to save a certain side mission for the end of the Flow Combo so you can amplify its specific rewards, even if it means not having access to its Flow Bonus as you build the chain. The choice is yours, and I can't wait for everyone to check out the Mission Flow system later this year!

[h3]Thank you![/h3]
As always, thank you all for trying the demo and passing along feedback! Rest assured that I or one of my moderators are staying up to date on everything players are posting or sending, even as I continue to work hard to bring the full version home for launch.

Much love,
~Courtney

https://store.steampowered.com/app/1473060/Reality_Break/