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Breachway News

Patch #24 - New subsystems, bug fixes

Hey everyone, it's time for another update.

Your feedback on the game's difficulty has been received loud and clear, and we're working on a few deeper changes than just tweaking numbers,
We believe the length of a current run is too short, and difficulty ramps up too quickly, without players having any chance to meaningfully upgrade their ship.

To address this, we are continuing work on something we started before this last update: breaking down the existing sectors into smaller ones, each about 70% the size of a current sector. This will result in a more gradual difficulty scaling, giving players more space and resources to upgrade their ship.
The 4 smaller sectors are done, and we'll start testing an initial version the new layout on the Pre-deploy branch sometime next week.

[h3]In the meantime, here's what's in this week's patch:[/h3]
  • Added a new subsystem: Fusion Amplifier (Resource Bay)- On combat start, gain 1 Reactor power and assign it to a random resource
  • Added a new subsystem: Field Booster (Shield Generator) - Start combat with +1 Shielding
  • Added a new subsystem: Scrambler (Ion Cannon) - Inflict 1 Blind on the enemy for every 12 Ionize points applied
  • Added a new subsystem: Targeting Chip (Laser, Railgun) - Start combat with 2 stacks of Target Lock
  • Added a new subsystem: Momentum Stabilizer (Laser, Flak, Missile) - Start combat with 1 stack of Offensive Assurance
  • Added a new station action for the Smuggler keyword - Gain 1 Transponder
  • Fixed a bug where hiring a crewmember did not give you access to his or her station action within the same station
  • Pinpoint+ - Fixed an issue where the upgraded version was still counting active enemy equipment, instead of total enemy equipment
  • Energy Spike - Fixed an issue where it had an extra requirement of having at least 1 active energy production in order to be playable
  • Fixed an issue with combat encounters from the "allied" pool happening with factions you were not allied with
  • Fixed an issue with SK-B07 not having its Shield generator equipment properly tagged


That's it for now.
Thank you for bearing with us as we look into fixing the bugs you reported, and work on improving the game's balance.

The Breachway Team

Patch 23 Hotfix: bug fixes balance changes

  • Fixed a soft-lock that could occur on Deadweight combat nodes
  • Fixed an issue with getting 2x2 security from the Hacker station action
  • DW S02 Elite: Reduced Torpedo tubes equipment durability from 35 to 30
  • DW S02 Elite: Reduced Hacking console durability from 24 to 20
  • DW S02 Elite: Replaced the Rampart (10 SP 1 Durability) shield card with a Block (8 SP 0 Durability) card
  • SOL S02 Elite: Reduced Flak cannons Durability from 20 to 18
  • SK S02 Elite: Reduced Pulse Laser durability from 24 to 20

Patch #23 - Crew abilities, balance, bug-fixes

Hi everyone, we're back with another update!

This time we added a feature that was left hanging for a long time: station crew activities.
Each crewmember keyword, (with a few exceptions) has its own station activity, providing various bonuses to the player. This should greatly expand your range of options in stations.
See the patch notes below for the list of station activities (more to be added later).

We know a lot of people have experienced crashes and poor performance, we are looking into the matter and are trying to pin down a suspected memory leak. We will post a hotfix as soon as have something.

Changelog for patch 1.105.0.0

  • Added a station action for the Mechanic Keyword - repair up to 15 Hull points,
  • Added a station action for the Engineer Keyword - +1 card drafting options in the next 3 post-combat card drafting screens,
  • Added a station action for the Combat Logistics Keyword - gain 1 extra card slot for the next combat encounter,
  • Added a station action for the Scavenger Keyword - Gain 1 Salvage (more events using salvage coming soon),
  • Added a station action for the Ace Pilot Keyword - Gain 1 fuel,
  • Added a station action for the Quick Reflexes Keyword - Gain 50 credits,
  • Added a station action for the Hacker Keyword - Start the next 3 combat encounters with 2 Security,
  • Modified the station action for the Combat Training Keyword - Attacks in the first turn of the next combat encounter deal +50% damage
  • [Fixed a soft-lock that occurred under certain circumstances for the Pirate Raid Deadweight combat event.
  • DW B05: Fixed an issue with soft-locking on ascension 7 and higher,
  • Thermal Tick: Fixed issue with it not displaying the correct value on being played,
  • Lock and Load: Fixed issue where it sometimes wouldn't add the correct number of Flak shell cards to your hand,
  • Trade security mission should no longer spawn in unreachable locations,
  • Lena Starling is now has the Mechanic keyword (used to be Engineer) -Mechanics repair 4 hull after every 4 combat encounters, so this should help new players mitigate some of the damage they take,
  • Sol S02 Elite: Its flak cannons now go on cooldown after firing 3 shots.,
  • Sol S02 Elite: Now plays charged barrier instead of Fortify,
  • Renamed Missile Launcher to Missile Turret (English only for now). The old name was confusing as it implied that it could be mounted on the launch bay, but instead it goes on a weapon hardpoint


As usual, we're looking forward to any feedback on the new station actions and game balance in general. If you run into any issues, please report them in our Discord or on the Steam forum, and be assured that we'll fix things as fast as possible.

- The Breachway Team

Patch #22 - Bug fixes, balance changes, escalation rework

Hi everyone,
we're not thrilled to inflict another large patch that also resets your run progress, this should be the last major change for now.

Besides bug fixing and balance, we looked at the escalation system, and actually noticed a bug that was there for the last week, you could not unlock escalation after defeating the second system boss, not could you get any of the achievements for defeating the second sector boss with any of the ships.

Change log:
  • Fixed a bug where Escalation levels would not unlock after defeating the second system boss

  • Fixed a bug where achievements for defeating the second system boss with each ship would not properly unlock

  • Backflow (DW S01 Boss): now displays the correct amount of power removed, and no longer displays the short circuit card when hovering over it

  • FR S01 Elite: Now starts with 6 shield and plays energy transfer turn 1, this introduces his core mechanic (converting shield into damage) right off the bat

  • FR S01 Elite: Now only plays one Ion Boomerang every 2 turns instead of every turn, but damage was increased from 4 to 6

  • Fixed bug that would give you a permanent +2 morale if you had the station morale boost active when finishing the first sector

  • Fixed a bug where a T3 Light Laser Mk.II had their upgrades switched, increasing subsystem slots gave you card slots, and vice versa

  • Escalation levels now properly start from 1 instead of 0. Escalation levels now have the following effects:

  • Level 1: Enemies give less credits when defeated. (Additionally, we raised the amount of credits enemies drop for non-escalation playthroughs.)
  • Level 2: -1 starting fuel and gain 1 less fuel on starting a new sector
  • Level 3: More expensive station repairs
  • Level 4: Stronger enemies appear at the start of each sector instead of 5 nodes in
  • Level 5: Fuel price in stores increases with each fuel unit bought.
  • Level 6: More common negative events on nodes belonging to disliked and hated factions (also reduced the base chance of negative events)
  • Level 7: Enemies have more HP and equipment durability.
  • Level 8: Items in stations are more expensive


Please note that escalation Level 7 is only partially implemented at this point, only covering the Deadweight and Free-roamer normal enemies. It will be filled out in the next update,.

Thank you for bearing with us as we rushed to fix some of the most severe bugs and balance issues (and created some new bugs in the process). This last week was hectic

Patch #21 - Enemy Hull and equipment durability changes

Hey everyone,
It's time for another balance update, this time looking at enemy HP and equipment durability.
This should be the last big patch (in terms of file size) for small balance changes, we've run some tests with a new setup, that should result in roughly ~100Mb patch sizes going forward

  • First sector enemies now also show up in the first 5 nodes of the second sector

  • reduced HP for elites in the first sector by 10

  • Reduced SK S01 Elite Shield durability by 2

  • Reduced DW S01 Elite Hacking console durability by 2

  • Reduced HP for Elites in the second sector by 20

  • Most second sector enemies have had one or more of their equipment pieces durability reduced by 2

  • Fixed card images for the Attack/Tactical and Support Gambit cards


That's it for today's patch, we look forward to any feedback for any recent changes