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Reality Break News

Full Version update

[h3]Hi all![/h3]

I've been hard at work on the full version of Reality Break, with the complete campaign storyline as well as loot, metagame, and core game features locked down. I have some good news overall, though it comes with a slight downside.

I have a new partner who will help publish the game in more markets, increasing the game's global reach and its chances for success. More details will be forthcoming on that in the future. Putting various pieces into place for this has, however, required some delays - both for development and marketing. And, even a slight delay from Q3 2024 would move the game's launch into Q4, which is basically a death sentence for most indie games due to massive competition from big budget releases and the sheer quantity of games coming out.

This means that Reality Break will need one final delay: until Q1 2025. This will also give me the opportunity to incorporate more of the excellent player feedback I've received from recent festivals like Steam Next Fest and Tiny Teams, and ensure that the full version not only meets but exceeds the high bar set by the demo version.

I will be announcing an exact release date as soon as possible, though not before I'm certain I can deliver the game everybody has been asking for. Believe me: I can feel the clamoring! It's tangible! And that's super exciting for me. I'm so grateful that players have been playing and enjoying the demo, and I can't wait to reveal more news about the full version.

One bit of silver lining: sometime this fall, I'll be releasing another (previously unplanned) demo update, and will be pulling in at least one new feature from the full version.

Thank you for your patience as I wrap up easily the toughest project I've ever attempted.

Much heart!
~Courtney

p.s., Below please find some recent hotfix patch notes.


[h2]Reality Break Demo[/h2] hotfix [h2]v0.16.1.4[/h2] has gone live.

Courtney's note: this is a small patch to address the Analysis save file corruption bug, as well as a speculative performance fix for the intermittent hitching encountered by some players; let me know if some of these issues persist.

[h3]Performance[/h3]
  • enabled incremental garbage collection


[h3]Bug fixes[/h3]
  • fixed save file corruption bug if Analysis finished on an item in an Inactive Loadout and the game was closed and relaunched before the item was viewed to confirm its Discovered Affix
  • fixed a bug preventing items from ever rolling affixes that improve specific weapon types (e.g., "+% Laser weapon damage") as well as affixes that improve weapons by power source (e.g., "+% Ammo-based damage")

Reality Break is part of Tiny Teams 2024!

[h3]Reality Break is in Tiny Teams 2024!![/h3]

As a solo dev working on a massive loot-based ARPG like Reality Break, it feels great to show it off in this year's Tiny Teams festival! Check it out, alongside many other games made by tiny teams!



Thank you,
~Courtney

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

Multiple Demo Updates!

[h2]Multiple Reality Break Demo hotfixes have gone live.[/h2]

Courtney's Notes: Thank you to everyone who checked out the Reality Break Demo during Steam Next Fest! I greatly appreciated all the positivity and encouragement as I work to bring the Full Version to you later this year. I got a lot of great feedback about the game, and have released several patches to fix multiple bugs you reported.

[h3]v0.16.1.1[/h3]
  • fixed being unable to cycle Rewrite Paths while ship was destroyed
  • fixed cycle Rewrite Paths input going through in tandem with certain item operations
  • fixed main HUD slipdrive button not showing input binding
  • fixed item Discovery fx persisting when certain dialogs were closed and reopened
  • fixed Dormant Warship fragments not gathering after being scanned

[h3]v0.16.1.2[/h3]
  • fixed Japanese display string that was causing the pilot UI to be inoperable
  • fixed Loot Filter ignoring side mission rewards
  • fixed Loot Filter tutorial popping up before it was unlocked
  • fixed side mission reward labels going off the right edge of the screen
  • fixed certain side mission reward items not being auto-added to inventory

[h3]v0.16.1.3[/h3]
  • fixed crash at high pilot levels in Chinese and Japanese due to translations with malformed markup in certain Pilot Skill display strings
  • fixed Fate Core showing as a mission target in your inventory immediately after it has been picked up
  • fixed Analysis Discoveries on equipped items not taking effect until the items were unequipped and re-equipped
  • fixed being able to save-scum Analysis Discoveries and Item Rarity rewrites
  • fixed gameplay camera zoom getting into a bad state if initiating warp from the Navigation Map while the Slipdrive was charging up
  • fixed Loot Filter suppressing item rewards that were mission targets, such as the target item on Salvage missions
  • fixed attempting to slot a Crafting Resource into the Quantum Frame causing subtle issues

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