Dev Update #5 - New sector and difficulty adjustments
Hey everyone,
We wanted to give you a quick update on what we’re working on right now to address the difficulty and balance issues many of you have been reporting.
Instead of simply dialing down enemy strength, we've decided to expand the run structure from 2 systems to 3. This new middle system introduces a fresh set of enemies that bridge the gap between the current first- and second-system encounters. Our goal is to give you more time, more credits, and more opportunities to fine-tune your ship before facing the tougher challenges later in the run.
We're also completely rebuilding our analytics system. The previous version was thrown together in the weeks before launch and hasn’t been much help. With this overhaul, we’ll be able to spot and address balance issues faster and with far greater accuracy.
Finally, we’ve created new sector layouts, and we’re planning to randomize which sectors you encounter during a run. This should improve run variety both in terms of pathing and planning, and visually as well, each new sector coming with its own distinct map environment and matching combat backdrop.
We plan to keep expanding the set of sectors during development.
Here's a list of what's coming in the next patch:
We're working hard and we're on track to launching this patch on the experimental branch next week, and then roll it out on the main branch soon after that.
Thank you for your patience
The Breachway Team
We wanted to give you a quick update on what we’re working on right now to address the difficulty and balance issues many of you have been reporting.
Instead of simply dialing down enemy strength, we've decided to expand the run structure from 2 systems to 3. This new middle system introduces a fresh set of enemies that bridge the gap between the current first- and second-system encounters. Our goal is to give you more time, more credits, and more opportunities to fine-tune your ship before facing the tougher challenges later in the run.
We're also completely rebuilding our analytics system. The previous version was thrown together in the weeks before launch and hasn’t been much help. With this overhaul, we’ll be able to spot and address balance issues faster and with far greater accuracy.
Finally, we’ve created new sector layouts, and we’re planning to randomize which sectors you encounter during a run. This should improve run variety both in terms of pathing and planning, and visually as well, each new sector coming with its own distinct map environment and matching combat backdrop.
We plan to keep expanding the set of sectors during development.
Here's a list of what's coming in the next patch:
- Expanding the current run from 2 to 3 systems, to create a more gradual difficulty increase and give players more time to fine-tune their ships
- 16 new enemies, new elites, and new bosses
- A new Tyrant variant for the end of the (current) last sector
- 5 new sector layouts for greater visual and pathing diversity
- Major bug fixes (including the memory leak and missile/persistent card issues)
- Smaller bug fixes that have been mentioned in the Steam forums and on our Discord
- A revamped analytics system to help us identify balance issues
We're working hard and we're on track to launching this patch on the experimental branch next week, and then roll it out on the main branch soon after that.
Thank you for your patience
The Breachway Team