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Breachway News

Patch #9 - Card, Event Fixes and Upcoming Content Plans

Hi everyone,

It's been a long week, and we're so happy our work fixing all the various issues you pointed out has been appreciated. Before we take a much-needed weekend off, we've got one more update to ship, with many fixes in card and event interactions. (We'll still keep an eye on this thread just to make sure nothing slipped by.)

We’d also like to update you on the saved data rework. Last night, we finished refactoring the save code and spent all day stress-testing it to ensure stability. So far, everything looks solid, and it seems the data loss issue is resolved. We’ll continue testing over the weekend, and if all goes well, we plan to push the fix to the main branch on Monday.

We can’t express how excited we are to have the most severe issues resolved finally — or very close to it. This means we can start focusing on adding features you’ve suggested, improving readability, and generally making the game more user-friendly.

Next week, we’ll focus on one of the most requested features: ship customization. Many of you have asked for more meta-progression and more ways to tweak your starting ship, experiment with different equipment, and explore new combos.

We’re also working on enhancing the end screen to make it more satisfying. You’ll soon be able to see detailed stats of your run, including enemies defeated, missions completed, nodes traveled, unlocks, and more.

We’ll keep you updated throughout next week on progress and what you can look forward to in the near future.

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[h3]Bug Reporting and Feedback[/h3]
If you have any issues to report, please use the bug reporting forum on Steam. You can also join our Discord and report your issues in our bug reporting forum. We also have a subreddit community found here.

On to the patch notes.

[h2]Changelog[/h2]
  • Changed Draw Power's mass cost from 5 to 3
  • Fixed Draw Power not having its cost affected by active Blueprint effect
  • Fixed Stripmine edge case where, if production is maxed, playing it makes you lose one production as well
  • Fixed Stripmine being able to leave the player with 0 mass production capacity
  • Fixed Forced Draw edge-case where it adds extra heat despite you running out of cards in your draw pile
  • Fixed Focus Blast precision attack dealing no equipment damage.
  • Fixed targeting reticles on Focus Blast
  • Fixed Strike Assembly effect being removed by enemy playing missile card
  • Fixed Strike Assembly being able to cause a soft lock in certain edge cases
  • Fixed Strike Assembly not animating on entering/exiting
  • Fixed Strike Assembly not communicating properly when no missile is drawn (on turn end, if no slot is available to add a missile card, the active icon will turn to a disabled state, reenabling itself at the start of the next turn)
  • Fixed Several Railgun Cards being tagged as belonging to the resource bay family instead of railgun (Draw Power, Impetus, Shatter Rounds, Battery Surge)
  • Modified escape pod events so AI crewmembers are automatically uninstalled and added to the cargo bay if there are no more empty slots on your ship
  • Fixed issues with contraband events, where engaging in combat would send you into another combat encounter on winning. Along with the issue of sometimes skipping nodes if carrying contraband.
  • Properly fixed the increasing fuel cost on the base difficulty
  • Standardized card add/removal costs between the store and the maintenance ship event (still varies by faction relations for the maintenance ship event)
  • Updated the card drafting view so it looks more consistent when there is a single card drafting option
  • Modified Tyrant combat event so it is counted as a destroyed enemy if you have the mission of destroying six enemies in the first sector
  • Fixed Colony Defender participants losing their correct portrait after the first battle battle,
  • Fixed Colony Defender edge-case soft-lock if the player is allied with the pirates and attacks the Free-roamer ships exclusively during this event
  • Fixed potential soft-lock on the second turn reload when fighting the investigator's ship during the Starkin Espionage effect,
  • Fixed potential soft-lock on the second turn reload when fighting the research ship that discovered your hack during the Starkin Espionage effect


[h3]Thank you! We deeply appreciate the incredible community that is forming around Breachway. Your bug reports, suggestions, and reviews are keeping us motivated and helping us pinpoint issues, fix them, and expand the game into something that has the potential to truly special. We couldn’t do this without your support! [/h3]

Patch #8 - Second Boss Fight and Many More Bug Fixes

Hi everyone,

We've managed to track down and solve the issue with the soft locks happening on the second sector boss and fix some minor events-related problems.
Thank you for your patience while we fixed the save game data issues. We've pinpointed the issue and are working on a permanent fix.

Regarding balance, we've moved the fuel cost increase to the first escalation level, as it was too punishing for a new player. Additionally, we've changed some cards on the Marauder's starting loadout to make them more synergistic with the associated resource types.
The game's balance is an ongoing process, so thank you for all your feedback. If the game's launch has proven one thing, it's that you can be blind to many obvious things if you've worked on something for long enough.
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[h3]Bug Reporting and Feedback[/h3]
If you have any issues to report, please use the bug reporting forum on Steam. You can also join our Discord and report your issues in our bug reporting forum. We also have a subreddit community found here.

On to the patch notes.

[h2]Changelog[/h2]
  • Fixed a soft-lock issue on the second boss if quitting and resuming battle after the first turn
  • Fixed an issue with the second boss where he would play the Command Center card again if reloading combat after the first turn
  • Moved fuel price scaling from the default difficulty to the first Escalation level
  • Changed icons for space stations from a credit icon to a more descriptive space station icon
  • Added missing text to the Scavenging Remains event when resuming the scavenge after being attacked by a hostile ship
  • Updated the text on the Neutral Gunship event to reflect the actual morale change based on your choice
  • Set Recycle card cooldown from 0 to 6
  • Fixed NPC portrait mismatch in Solarii station on allied dialogue
  • Replaced Flash shields with Hasty defense on the Marauder's starting shield
  • Replaced Ordnance surge with Asteroid Ore on the Marauder's starting resource bay
  • Replaced Mass surge with Ordnance surge on the Firebrand's starting resource bay
  • Removed deplete from Palisade, set cooldown to 6 turns
  • Removed Defense Protocol from shops until its issues can be fixed

[h3]Thank you. Please keep the comments and reviews coming; they are extremely helpful in locating and fixing bugs and design issues.[/h3]

Hooded Horse Publisher Sale 2024

[h2]The Hooded Horse Publisher Sale Has Arrived![/h2]
Now through October 10, explore the galaxy, assemble your crew, and customize your ship in Breachway! Prepare for your next spacefaring adventure and take advantage of incredible deals across all Hooded Horse titles during the sale.





Breachway is a turn-based tactical game where you command a starship crew, engage in strategic card-based battles, and navigate the complex relationships between space factions. Customize your ship, manage your crew, and prepare for high-stakes adventures in the stars.


[h3]Here's what is waiting for you in Breachway's Early Access:[/h3]
  • Four Playable Ships: Each with unique layouts, synergies, and faction bonuses.
  • Diverse Combat Systems: Lasers, missiles, railguns, flak, and hacking—all in strategic, turn-based combat.
  • Over 300 Cards: Customize your ship’s loadout with a vast array of equipment.
  • 60+ Submodules: Enhance your ship with submodules that unlock synergies and power boosts.
  • 6 Recruitable Crew Members: Each with special abilities for combat.
  • Challenging Enemies: Battle 40 regular enemies, 16 elites, and two bosses.
  • 2 Star Systems: Explore unique systems with their events, enemies, and bosses.
  • Meta Progression: Unlock and combine bonuses across runs for evolving gameplay.
  • Escalation System: Master the mechanics and increase the difficulty for more significant challenges.
  • Faction Events & Allegiances: Interact with 4 fully developed factions with unique events.
  • Space Stations & Random Events: Discover new missions, items, and surprises.
  • Epic Soundtrack: Immerse yourself in 19 space-themed tracks as you explore and battle.
Hooded Horse Publisher Sale 2024

Hotfix #4 - Wolf Escape Pod Fix

Hi everyone,

We’ve just pushed a hotfix to resolve the soft-lock issue reported when finding the escape pod with the crewmember Wolf inside while playing as the Marauder.

I appreciate your patience.

If you have any issues to report, please use the bug reporting forum on Steam. You can also join our Discord and report your issues in our bug reporting forum. We also have a subreddit community found here.

Patch #7 - Scaling Fuel Price and Bug Fixes

Hi everyone,
We've got another patch packed and ready to ship! This update primarily focuses on fixes, including some that address potentially game-breaking bugs.

The primary balance adjustment is to the fuel system.

Based on your feedback, we realized the fuel prices were too low, somewhat trivializing the fuel system. To address this, we've introduced a scaling cost system.

Now, each time you purchase 1 unit of fuel from stations, the price increases by five credits (10 credits on escalation level 5+). This change should keep fuel accessible while discouraging farming the entire map.

[hr][/hr][h3]Reporting Bugs and Feedback[/h3]
If you have any issues to report, please use the bug reporting forum on Steam. You can also join our Discord and report your issues in our bug reporting forum. We also have a subreddit community found here.
[h2]Full Patch 7 Changelog[/h2]
  • Fixed a bug that could cause bloat of player inventory, save file data, and act as a memory leak.
  • Fixed Backup Shields interacting with crew abilities
  • Fixed Provisional Slot event losing its extra slot to a repeating laser beam attack
  • Fixed Combat Readiness also removed two ordnance production while in effect
  • Fixed Combat Readiness missing its reticle when dragging
  • Fixed Pacify not disabling the correct weapons on SK D04
  • Fixed Selective Ionization, removing the wrong card pips on SK D04
  • Fixed issue with Draw Power, resulting in the player taking 5 HP damage per turn.
  • Fixed Denial sometimes does not apply its effect if targeting directly on the ship equipment and not enemy card UI
  • Fixed Raised Firewall not returning to the player's draw pile when played
  • Fixed Raise Firewall having its original cost affected by active security in drafting screen
  • Fixed Force Draw adding more heat than the card says
  • Fixed issue where Flak Mk. The price was 200 instead of 100
  • Fixed a soft lock if you were on a combat node belonging to a hostile faction in the first 7 nodes traveled on the map
  • Fixed micro charge having 0 cooldown, increased to 6, reduced price from 2E/5M to 2E/3M
  • Fixed build-up having 0 cooldown, increased to 6
  • Fixed an error in the weapon picker event that made random choices 2 and 3 always be the same when playing the Firebrand.
  • Added some more guardrails for damage render texture issues and some more logging in case it keeps happening
  • Added in some missing/mismatched UI sounds

[h3]Your Feedback Is Invaluable[/h3]
We'll closely monitor your feedback for this patch to catch any potential bugs that might have slipped through.

As always, we encourage you to continue sharing your thoughts and feedback. Every review and suggestion helps us improve the game, and we're genuinely grateful for each one!