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Breachway News

Biggest Update Yet – Card Upgrades, New Equipment system, and More

Hey everyone,
We are happy to announce that the update we've been working on for the last four months is finally live on the main branch!

This is by far our biggest update yet. It completely overhauls some of the game's systems, progression, adds dozens of new cards, and more than doubles the number of cards in the game through card upgrades.

Let's go over the main features we've added since the last update on the main branch:

[h3]Card upgrades[/h3]
This is a big one. Every card now has an upgraded version you can draft on higher-tier equipment, effectively doubling the amount of cards in the game.

[h3]New cards[/h3]
We've added more than 40 new cards and redesigned dozens of existing cards for more impact and synergy

[h3]Equipment variety[/h3]
We've added a wide variety of equipment variations, where before you could only find a couple of variations on each equipment, we now have more than 30 versions of each equipment type, each with a different number of card slots, subsystem slots, and drafting library level.


[h3]Equipment rewards[/h3]
Where before you would mostly finish a run with the gear you started, you now have a good chance to find new equipment dropped on defeating enemies, making for a more varied loadout and thus more interesting choices throughout a run.

[h3]Equipment upgrades[/h3]
You can now upgrade any equipment you encounter or start with. Whether you're aiming for a specific build or adapting to new synergies, this feature adds flexibility and more strategic decision-making.

[h3]Lifetime and run stats[/h3]
You can now view your stats at the end of each run, as well as what progress you made towards unlocking new ships, perks and equipment.

Additionally, you can also view your lifetime stats, and have a general overview on your meta-progression unlocks from the main menu.

[h3]More meaningful meta progression for new players[/h3]
We’ve reworked the early-game experience to offer a more gradual and guided introduction to the game’s core systems and card mechanics, making progression more rewarding and the game easier to get into.

[h3]Alternate starting loadouts[/h3]
As you unlock equipment through meta-progression, most of it becomes available for use at the start of a run. This adds more variety and lets you mix and match different starting strategies.
This is just the beginning, as we plan to expand this system with more unique starting options in future updates.


[h3]Revamped UI[/h3]
A cleaner and easier-to-use interface on the map and in shops, greatly streamlining the station experience.


[h3]Player profiles[/h3]
You can now set up multiple player profiles, each with their own level of progression.


[h3]Kinetic weapons[/h3]
Point defense, flak, and railguns have been grouped into a new Kinetic weapon family, enabling more synergies and interactions between these weapon types.

[h3]Faction-based drops and store content[/h3]
What items you see in stores and drop off enemies is now based on what faction those enemies and stores belong to. This leads to more control over your loadout in a run, and helps differentiate the factions more.

[h3]Bug fixes[/h3]
We have fixed dozens of bugs since the last major update on the main branch, There will undoubtedly be some new bugs added, as is the case when you add so much new content and code to the game, so keep those reports coming, and we'll do our best to squash all of them!
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Thanks for sticking with us while we worked on this major overhaul.
Our goal with this update was to address two of the biggest issues you've raised: lack of variety in runs and a weak progression system for new players. We hope these improvements make your runs more dynamic, your builds more interesting, and your time in Breachway more rewarding overall.

[h3]What’s Next?[/h3]
Now that we’ve laid the groundwork, we’re shifting focus to balance and content. With so many new systems in place, we want to make sure everything feels tight and fair. Expect regular balance passes, along with new content, every two weeks—including new achievements, enemies, perks, and subsystems.

Additionally, we also still have to create new images for all the new cards, that is an ongoing process, so please bear with us.

[h3]Steam Reviews Matter[/h3][hr][/hr]If you’ve been playing the new update, we’d love to hear what’s working for you—and what still feels off. Steam reviews help surface the patterns we might miss when we’re deep in interconnected systems, and they’re also a big help with visibility. Whether it’s a quick note or something more detailed, it gives us a better sense of how the game’s landing now that the foundations have shifted.

Thanks again—and enjoy the update!

- The Breachway Team

Hotfix #10 - Experimental branch

Hi everyone, thank you for all the bug reports, we have identified and fixed the following issues:


  • Fixed a soft-lock on one of the Starkin early game enemies
  • Added the correct drafting library to the burst shield (was using the pulse shield one by mistake)
  • Fixed a bug that would cause ship perks to disappear on continuing a run
  • Fixed a bug that would prevent modification of card cooldowns for cards like Snap Fire
  • Fixed a bug where some ship and equipment unlock conditions would not display in the ship selection screen
  • Fixed a bug where the Deadweight station could appear on the node after the second sector boss, thus making it unreachable


Thanks, and keep those bug reports coming!

– The Breachway Team

Experimental Branch Update #4 – Alternate equipment and player profiles

Hi everyone, it’s finally here — the meta-progression update is done and up on the experimental branch!

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Read on how to access the experimental branch here: https://store.steampowered.com/news/app/2118810/view/536594572115968105?l=english
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And with that out of the way, let's dive straight into the main things we added:
  • Alternate starting gear: You can unlock alternate starting equipment for your ships. In the first pass of this implementation, as you unlock equipment, you can also select it as a starting option on specific ships. In the near future, we plan to add more interesting and unique starting equipment you can unlock. Stay tuned!
  • Equipment unlocks: This is a main part of the meta-progression update, meant to give new players a more guided experience as they go through the game for the first few hours, letting them gradually unlock and play with more equipment and mechanics, rather than overwhelming them with too much complexity out of the gate.
  • Player profiles: We now support multiple player profiles, so whether you want to see the new meta-progression with a new player profile, or you have someone else who wants to play Breachway from your PC, just create a new profile in the main menu and you're ready to go.
  • New subsystem drop logic: Paired with the equipment unlocks, subsystems will only appear for equipment pieces you have unlocked.
    Additionally, each faction now has chances of dropping subsystems from specific categories, rather than all elite units being able to drop any subsystem. This gives you more control if you are looking to make a specific build work.
  • Reworked ship unlock conditions: This goes hand in hand with the new equipment unlock conditions and gives players access to more ships as they play the game, rather than gate them behind reaching a particular location or boss.


Besides this, we did the usual bug-fixing pass, trying to reproduce and fix all of the reported bugs, and we've gotten through most of the cases.

Once this has had a few days of testing, we will finally roll it out on the main branch, complete with some new achievements and perks, with more on the way soon after!

We’re very grateful for your continued support — it means a lot. Whether you’re leaving feedback, testing out new features, reporting bugs, or just enjoying the game, you’re helping us improve Breachway every day. Most changes in the meta-progression update are a direct result of your feedback.

– The Breachway Team

Experimental Branch Hotfix #1 - UI fixes and improvements

Hey everyone
We've got some reports of the resource UI not displaying properly in combat for some players, rendering the game unplayable. Hopefully this hotfix will address these issues

Changelog:
  • Wreckage event: Fixed an issue where combat would not start on the disliked event branch
  • Charged shot+: Fixed an issue where the base damage would not be buffed by enemy brittle, added the total damage display to the upgraded card version, for consistency with the base card
  • Defense lattice: Removed it displaying the blind card as a child card on hover
  • Repurpose: Fixed an issue where the persistent effect card would not display the variable correctly
  • UI: Fixed issue where the reactor upgrade costing 400 credits would overflow
  • UI: Added tooltips to the Equipment upgrade buttons
  • UI: Added a failsafe to hopefully remove instances where the resource area is not completely visible in combat
  • UI: Scaled up the node labels in the map, as well as various tooltips
  • UI: Fixed Escalation checkmark being unresponsive
  • UI: Adjusted shop subsystem section to accommodate 2 extra slots
  • UI: Added equipment tier display in the equipment inspector window
  • UI: Updated Escalation UI description in the map


Thanks again for all the bug reports, keep them coming!

- The Breachway Team

Experimental Branch Update #3 – Equipment upgrades

Hi everyone, it’s time for another update.

This patch focuses on adding the last missing bits of content on the Experimental Branch in preparation for the meta-progression update.
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Read on how to access the experimental branch here: https://store.steampowered.com/news/app/2118810/view/536594572115968105?l=english
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Let's break the three main additions in this update:

[h3]Finalized equipment rework[/h3]
We now have all the equipment pieces we wanted to add for this update, that means dozens of new cards since the last update, and dozens more upgraded cards, so you can look forward to a lot of new content, especially for hacking , PDCs and Radiators!

[h3]Equipment upgrades[/h3]
One of our most requested features is finally implemented. You can now upgrade any equipment on your ship when visiting a hangar, either by adding more card slots, more subsystem slots, or improving its drafting library

[h3]All ships are now playable[/h3]
As the equipment rework is finished, all the content we've had before is now back in the game. In total , we've more than doubled the amount of cards, compared to the stable version on the main branch.


We're almost done implementing the new unlock system for the improved meta-progression, which should make for a smoother introduction to the game for new players, as all the new game content is unlocked.

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[h2]Help Steer the Future of Breachway[/h2][hr][/hr]Breachway keeps evolving, and your feedback drives each update. From balance changes to new mechanics, we’re always listening. If you’re enjoying the game—or have ideas for improvement—leaving a Steam review is the best way to support development and influence what comes next.

We’re always looking for player insights, discussions, and ideas to improve Breachway. If you want to share feedback, report issues, or talk strategy live, join us on Discord and the subreddit—your input helps us make the game better with every update.
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Without further delay, here are the main changes in this patch:


[h3]Patch notes 1.77.0.0 (Experimental branch):[/h3]
  • Added Quality levels, new cards and upgraded cards to the PDC Equipment
  • Added Mk.II and Mk.II versions of PDC equipment (was missing before)
  • Added Quality levels, new cards and upgraded cards to the Radiator Equipment
  • Added Mk.II and Mk.II versions of Radiator equipment (was missing before)
  • Added Quality levels, new cards and upgraded cards to the Corruptor Hacking Equipment
  • Added Quality levels, new cards and upgraded cards to the Disruptor Hacking Equipment
  • Added Equipment upgrades: You can now add more card slots, subsystem slots, or improve the drafting library on your ship's equipment , when docked at a space station. The maximum quality level is 6 currently (purple), you can't upgrade equipment beyond that for now.
    (Please note that only a few equipment types have the Mk.III drafting library available, we will add it to the rest in the coming weeks)
  • The Pyroclast is now playable again
  • Reduced price of equipment across all quality levels
  • Fixed an update issue that prevented players from adding or removing cards from equipment they just bought
  • The PDC has been changed to now be a Kinetic Area weapon, enabling it to be buffed by anything that buffs that category. This gives the PDC more interaction with the other weapons, and a greater offensive power.


The above list does not include all the bug fixing we've done thanks to your reports, keep them coming!

Please keep in mind, this version is still Experimental so it is not guaranteed to be totally stable at this point.
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We’re very grateful for your continued support —it means a lot. Whether you’re leaving feedback, testing out new features, reporting bugs, or just enjoying the game, you’re helping us improve Breachway every day. We can’t wait to get the meta-progression update out there and hear what you think!

– The Breachway Team