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Breachway News

Patch #18 - Drafting table rework, card buffs and a new event

Hi everyone,
In this update, we've taken a look at equipment drafting tables, what works, and what doesn't.

After some player feedback and internal testing, we have removed instances where drafting libraries would have both upgraded and un-upgraded versions of cards in the same library. This made drafting un-upgraded versions of cards be a sub-optimal choice, potentially causing frustration and effectively reducing an equipment's viable drafting library.

As a result, Mk.I equipment now has only un-upgraded cards, while Mk.II has their upgraded versions, in addition to a few un-upgraded versions of some more powerful cards. This change so far affects the following equipment pieces: Light Laser, Pulse Laser, Beam Laser, Quad Flak, Shredder Flak, Rail-gun , Coil-gun.

The power level of most cards has been increased and/or cost and cooldown has been decreased.
This is so adding a card to your deck feels more like a meaningful power increase, and it's an attempt to make more cards be viable picks in the right circumstances.

We have also decided to have the Arbalest start with the Pulse Laser instead of the Light Laser. This makes the early game a bit easier and has players start with more simple and straightforward cards.

We have also decreased the cost and/or increased the power of some cards that were outclassed by other cards, again leading to an effective reduction of viable drafting options.


You can read the full change-log for this patch below:
  • Modified the Mk.I and Mk.II drafting libraries for the Light Laser, Pulse Laser, Beam Laser, Quad Flak, Shredder Flak, Rail-gun , Coil-gun, Pulse Shield, Burst shield
  • Lowered cooldown and/or cost to a lot of cards from the Light Laser, Pulse Laser, Beam Laser, Quad Flak, Shredder Flak, Rail-gun , Coil-gun, Pulse Shield, Burst shield
  • Increased the odds of getting higher level equipment from enemy equipment drops
  • Changed the starting weapon on the Arbalest from a Light Laser to a Pulse Laser.
  • You will now start with an unlocked Pulse Laser, and have to unlock the Light Laser instead
  • Fixed the drafting library on the Mk.II Light Laser, it mistakenly had some cards from the Beam and Pulse Laser
  • Added a new card to the Mk.II Light Laser, Blanket Fire (Fire 1 Blink at every active enemy Equipment)
  • Added Pre-emptive Pulse to the Pulse Laser Mk.II drafting library (Deal 4 damage, plus another 2 for every attack in the enemy's hand)
  • Cutting Beam and Drilling Beam have now been added to the Beam Laser Mk.I drafting library
  • Beam sweep Ignite increased from 1 to 2
  • Energy spike and Energy Spike+ no longer disables 1 energy production unit
  • Surgical strike extra equipment damage increased from 3 to 4
  • Surgical strike+ damage increased from 2 to 4, plus 4 extra equipment damage. Cooldown reduced from 5 turns to 4 turns
  • Added a new event: drifting Cargo Container (still needs localized text)


Thank you for your bug reports and for sharing your thoughts through Steam reviews, your feedback is invaluable and your encouragement means a lot!

- The Breachway Team

Dev Update #3 – Sector 3 in Progress, Early Game Rework Incoming

Hi everyone,

After a couple of weeks of time off due to a variety of issues (including one of our team members getting married!), the team is back and fully focused on the next big milestone: Sector 3.

First off, we want to say thank you for all the feedback, reviews, and discussion following the last major update. We've been reading everything, and one thing is clear: Breachway has always been a challenging game, but the recent changes may have pushed that challenge a bit too far, especially for new players.

To help ease that early-game curve, we’re making some key adjustments:

  • The first sector is being split into two smaller sectors, each around 70% the size of the current one.
  • We’re introducing a new set of simpler boss enemies for this early stage of the game.
  • We're putting more emphasis on the escalation system as a way to ramp up difficulty


This change should give new players more space to build up their ships and strategies, while also creating a smoother and more rewarding progression.

We plan to have this update out as soon as possible, as it addresses multiple issues related to difficulty and power scaling throughout a run. We're aiming to have something on the experimental branch in a couple of weeks, and then on the main branch two weeks after that.

We haven’t forgotten about veteran players however. For experienced captains and those looking for a tougher ride, the reworked escalation system will make higher difficulty levels more meaningful, with new modifiers and scaling that provide a proper challenge for well-optimized builds.

As always, thanks for your continued support and feedback—it’s what helps us shape Breachway into the best experience it can be.

More updates coming soon.

—The Breachway Team

Patch #17 - Bug fixes, addressing performance,

Hi everyone,
time for another update, addressing some of the bugs and localization issues reported recently, as well as some achievement and event changes.
As some of you rightly pointed out, faction standing needs to have more of an impact on events, and we're starting to address that this patch, and future patches going forward.

We’re also actively investigating a performance issue that can occur after playing for extended periods. In some cases, this may lead to memory-related crashes. This bug has been tricky to reproduce, but we’ll be testing a range of fixes in this update and in the coming weeks to isolate and resolve the root cause.

In parallel, we’re working on a larger content update focused on addressing balance concerns and adding more variety to events and enemies. We aim to release the first batch of this new content in the coming weeks.

Localization for some of the new content added in this update is still in the works, and will be added as soon as it's ready.

Changelog 1.92.0.0
  • Fixed possible soft-lock when fighting an Elite on a neutral node,
  • Fixed a bug that made Equivalence give Ordnance instead of Mass for every 2 Energy spent,
  • Changed the conditions for the "Upstanding citizen" achievement, you can now turn wolf in at any station
  • Increased chances of the Smuggler event showing up in the second sector,
  • Modified the Hacked ship event to no longer remove morale, but only command points,
  • Added a chance for beneficial outcomes to allied combat nodes for the Solarii, Starkin and Free-roamers,
  • Possible fix for video card memory loss, that could cause the game to crash on entering combat (needs to be tested)
  • Fixed minor localization issues and added missing localization entries in multiple places (more to come)


Your continued feedback is essential to improving Breachway. The last major update revealed some rough spots in balance, especially for new players. We’re actively working to smooth those out and won’t stop until the game is where it needs to be.

Thank you for your support!

- The Breachway team

HOTFIX #13 - Bug fixes and minor card changes

Hey everyone,
we're back with some more fixes based on your latest bug reports, as well as some minor balance changes on a few Coilgun cards (also based on your reports)

[hr][/hr]Change-log:

    Bug fixes
  • Fixed credit reward in the sector start missions (regular/elite fights, or waypoints visited)
  • Fixed possible soft lock if the player encountered a neutral conflict node
  • Fixed Starkin transponder post event reward if choosing to attack the Starkin ship
  • Fixed Eutectic armor value display
  • Fixed tracking on charged shield unlock condition

    Balance changes:
  • Removed the Ordnance cost from Energy Spike (both versions)
  • Modified Severing Shot to deal 3 base damage, and 3 bonus per disabled equipment
  • Modified Conduction Amplifier to deal 150% of the attack's energy cost as bonus damage for both upgraded and base versions of the card. The upgraded version now buffs 2 attacks

[hr][/hr]


Thank you for your bug reports and for sharing your thoughts through Steam reviews, your feedback is invaluable and your encouragement means a lot!

- The Breachway Team

Patch #15 - Hacking Arrays, achievements and balance changes

Hi everyone,
This update brings a few exciting additions and important improvements:
  • The Hacking Array equipment is now back in the game.
  • We've added nearly a dozen new achievements for you to discover and unlock.

Alongside these updates, we've also addressed a number of bugs (thank you all for your detailed reports!)

We're also beginning to dig deeper into your feedback on game balance. Whether you're a new or returning player, your experiences help us pinpoint where things need adjustment. This marks the first step in a longer process to fine-tune and improve Breachway’s balance and gameplay experience.

Changelog 1.91.0.0
  • Added the Aux Hacking Array equipment, unlocked by playing 500 tactical cards (tracking started when the update went live, so some of you might unlock it automatically),
  • Added 10 new achievements (achievement icons are still placeholder),
  • Modified the starting Avalanche missile pods to start with 2 tracker missiles instead of Starflare missiles,
  • Equalized credit distribution a bit between the first and second sectors (first sector enemies now award more credits, while second sector enemies award slightly less),
  • Fixed bug where combat would not start in the Starkin Espionage mission if you were allied with the Solarii and you picked the "I do not betray my own" option,
  • Fixed a bug where combat would not start in the neutral gunship combat event even if you selected a combat option,
  • Combat support missiles are no longer affected by any damage modifiers,
  • Slit now correctly buffs damage by indicated amount,
  • Fixed Charged shield unlock requirement tracking,
  • Fixed bug that caused overflow recycler to not work in certain conditions,
  • Fixed some card and event typos,
  • Roughly half of the map nodes on critical paths are now revealed on entering the map,
  • Increased credit reward for most missions,
  • Increased "Savings" quirk credit bonus from 40 to 60 credits,
  • The repair station event now gives you the following options: Gain 1 Salvage , Repair your ship, Add a card, Remove a card,
  • Increased Salvage selling price from 35 to 40,
  • Added an additional trigger for defense protocol, to help it detect when you are unshielded as a result of your shield decaying


Thanks for being part of the journey, your feedback is invaluable in improving Breachway.

- The Breachway team