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Breachway News

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:
  • 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

Hotfix 2 , Patch #25 - Barrier+ and empty subsystem fix

  • Fixed an issue with Waste Reducer not counting mass spent properly
  • Fixed an issue with Barrier+ sticking on screen and exhibiting other strange behaviors
  • Fixed an issue with an empty subsystem possibly appearing in the reward screen, leading to soft-locks in future combat events


Unfortunately we had to rebuild addressable data for the soft-lock and card fix, which results in a large patch download and a wipe of current runs, sorry for the inconvenience.

As a reminder, 2 out of our 3 people team are on vacation this week, so content updates are currently on pause, we did however want to fix some of the more pressing issues that were reported.

Patch 25# Hotfix - Predictive Aim

Fixed an issue where after playing Predictive Aim, you Kinetic damage would keep decreasing, eventually going into the negative, and adding shield to your enemies instead of damaging them

Patch #25 - Settings fix, new Subsystems, bug fixes

Hey everyone, time for another patch!
Besides the new content, the major standout thing we fixed in this patch is the game settings being saved when you exit the game, for some reason, somewhere down the line this got disabled and we never noticed.
We also added an option to disable the software cursor, as there have been reports of it lagging for some people (edit: this currently has a known bug of the option being automatically disabled when switching scenes, a hotfix will be pushed tomorrow.)

[h3]Breachway 1.10.7.0.0 Changelog:[/h3]
  • Fixed a bug where user settings (language, volume, etc) would revert when launching to the game
  • Added an option in the settings menu to disable software cursor
  • Added the Mk II drafting library for the Barrier Shield equipment
  • Added a new subsystem: Pre-loaded Drum (Point defense) - Start combat with 1 Missile defense (automatically shoot down the first enemy missile)
  • Added a new subsystem: Shatterlink (Flak) - On applying Brittle, your precision attacks deal +1 damage for the current turn
  • Added a new subsystem: Target Mapper (Laser) - Gain 1 stack of Predictive Aim after every 3 Laser attacks played
  • Modified Layered Defense and Layered Defense+ to give a base shield value (2) besides the bonus shield value
  • Predictive Aim - now deals double damage at both upgraded and base card levels, increased its cost for the base version to 3 Mass, and its cooldown to 6 turns
  • Predictive Aim - no longer expires at the end of your turn, and can be stacked by playing multiple instances of the card, resulting in more attacks being affected by the buff
  • Fixed a bug with the underprepared disadvantage (start with -3 reactor power and regain 1 each turn)
  • Fixed a bug where repairing your hull with the mechanic station action did not correctly update the full repair cost in the station
  • Fixed High explosives buff card expiring on the first enemy turn
  • Fixed Issue where Layered Defense+ would display a higher shield value than what you would get


We're now turning our attention toward finishing the content for the new sector structure (we’re moving to 3 smaller sectors instead of 2) and dialing in the difficulty progression so runs feel smoother and players have more occasions to build up their ship.

A quick note: most of the team (2 out of 3 of us) will be away next week, so there will be a short break in our recent weekly update cadence.

Thank you for playing, testing, reporting bugs, and sharing feedback, Breachway is becoming better every week thanks to you.

– The Breachway Team

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