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Breachway News

Patch #15 - Bug Fixes, Meta-Progression Update, and Third Sector Teaser

Hi everyone,

We're happy to report we’ve got this bi-weekly update ready to go, addressing some of the issues many of you have brought up on the Steam forums and our Discord. Your feedback has been invaluable and keeps us pushing to make Breachway the best it can be—thank you for that!

[h3]An Update on Meta-Progression[/h3]
We know a lot of you are excited about the meta-progression update we’ve been teasing, and we wanted to give you a quick update. After taking some much-needed time to recharge over the holidays, we’ve made solid progress, and it’s almost ready to head into internal testing. This update is shaping up to bring a lot to the table—better balance and power scaling, new cards, upgraded cards, more meaningful progression and ways to track it, and plenty of reasons to dive back in for another run.
It's turning into our biggest update yet!

[h3]A Peek at the Third Sector[/h3]
While we’ve been working on meta-progression, we’ve also been adding more content in preparation for the game’s third sector. We’re really excited about the powerful ships you’ll encounter there, and we wanted to share a little sneak peek of one of our latest designs: the Starkin Heavy Cruiser. Check it out!
[h3]Patch Notes for This Week[/h3]
Here’s what’s new and improved in this patch:
  • Fixed some Deadweight enemies always starting with missile fire support.
  • Fixed Force Optimization card disabling specified productions for the rest of the fight instead of 1 turn
  • Fixed Force Optimization card disabling wrong amount of resource production
  • Fixed Force Optimization depleting despite not saying so
  • Fixed Force Equivalence card disabling specified productions for the rest of the fight instead of 1 turn
  • Fixed Force Equivalence card disabling wrong amount of resource production
  • Fixed Force Equivalence depleting despite not saying so
  • Fixed Forced Conservation card disabling specified productions for the rest of the fight instead of 1 turn
  • Fixed Forced Conservation card disabling wrong amount of resource production
  • Fixed Forced Conservation depleting despite not saying so
  • Fixed Drilling Beam depleting despite not saying so
  • Fixed Uranium Slug sometimes not dealing additional equipment damage
  • Fixed Uranium Slug only dealing damage to the first enemy equipment when working
  • Thermal blockade: card effect now reads "Apply 1 Coolant Loss to the enemy ship for every 3 shield points it currently has."

We’re very grateful for your continued support—it means a lot. Whether you’re leaving feedback, 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

Hotfix #9 - Addressing white backgrounds in combat

Hi everyone,
We got some reports in the past couple of days about a white screen in combat, we found and addressed the issue in this hotfix.
The issue was a result of us cleaning out the project of unnecessary files, and some settings were lost in the process.

We really appreciate all of your bug reports, they are invaluable in detecting and fixing issues in a timely manner.

Thank you for your patience and support,
The Breachway Team

Hotfix #8 - Addressing the inability to start a new run

Hi everyone,

We’ve been hard at work addressing the recent reports of players being unable to start a new run or continue a run in progress. After investigating the issue further yesterday, we identified the root cause of the issue and implemented a fix late last night.

This hotfix specifically targets the issue affecting players who were unable to start a new run. Additionally, we’ve identified steps to prevent similar problems from occurring in the future.

If you were affected by this issue, please try again and let us know if the hotfix resolves the problem.

Thank you for your patience and support,
The Breachway Team

HOTFIX #7 - Addressing soft-locks

Hi everyone,

After yesterday's build, several issues were reported that impacted gameplay. To prevent further disruption, we temporarily rolled back to the last stable version. Unfortunately, this caused additional complications for those who attempted to play yesterday’s build, as the game detected an outdated version. We sincerely apologize for the inconvenience and appreciate your understanding as we worked to resolve these issues quickly.

This Hotfix addresses the following:

  • Resolved a critical issue causing the game to soft-lock when hacks were played, whether by the player or the enemy.
  • Attempted to fix various issues reported by some players that made them unable to start the game.

Please note: Due to the necessary rebuilding of addressable data, ongoing runs may no longer be playable. However, starting a new run should function as expected.

We regret the disruption this has caused and thank you for your patience and support as we worked to resolve it. Your feedback remains invaluable in helping us improve the game.

If you encounter further issues, please don’t hesitate to let us know.

Thank you,
The Breachway Team

Patch #14 -Happy New Year + Key Fixes and Updates for Breachway

[h3]Happy New Year, everyone![/h3]

We hope you all had a wonderful holiday season.

Over the past two weeks, we took some time off to recharge and spend quality time with our loved ones. 2024 was a whirlwind year for us — releasing Breachway and addressing the many challenges and surprises that came with it was incredibly rewarding but also exhausting. Toward the end of the year, we recognized the signs of burnout and knew it was time to step back, rest, and reconnect with why we started this journey: our love for games.

We’re back, re-energized, and excited to continue developing Breachway. Taking a break gave us the perspective we needed, and playing some games did a lot for rekindling our passion and reminding us why we chose this path. The fire in our bellies is back, and we’re genuinely thrilled about what 2025 has in store.

You’ve already seen part of our vision in the shared roadmap, but there are so many exciting directions that Breachway can grow in beyond that.


We’re deeply grateful for your trust in supporting the game during its early stages — it means the world to us and fuels our commitment to making Breachway the best it can be.

As mentioned in our last update, we’re aiming for a more regular update schedule.

Expect new content and bug fixes every two weeks, alongside larger updates every few months, to add the missing elements needed to unlock the game’s full potential.

We already have our first patch of the year ready to go right now, the contents of which you can read in the change log below. Most of these fixes are a direct consequence of bug reports by our players.

[h3]Patch #14 Change log:[/h3]
  • Set the Focused Fire attack reticle to display its status as a non-precision attack correctly
  • Superposition is now correctly removed from your deck on play to be consistent with the way upgrade cards work
  • Fixed display value on Force Multiplier to consistently display the correct cost (4)
  • Added a potential fix for the Lock and Load perk, sometimes not correctly awarding subsystems that were compatible with a player's loadout
  • Addressed an edge case where perk slots that had their unlock conditions already met before the previous fix would not be unlocked
  • Made Coolant Loss stack correctly even above a ship's max dissipation
  • Updated Coolant Loss icon
  • Fixed issue with Overload triggering heat even if the effect is not fired on the turn end
  • Fixed bug where playing Shimmer Strike twice in a turn would cause the game to freeze. The effect now stacks correctly (and is quite powerful).
  • Fixed text for the Overload subsystem and card to display correct values
  • Made some changes to reduce possible crashes and performance issues on the combat end
  • Cut down a lot of needless logging to make detecting bugs from player logs easier
  • Eliminated performance hiccup on first equipment hover in ship selector.

[h3]Here’s to an amazing 2025! [/h3]
Launching in Early Access has been a fantastic experience for us. Your feedback has been invaluable—seeing Breachway through your eyes has taught us so much and helped us grow as game developers.
We can’t wait to share more with you and hear your thoughts as Breachway evolves. Thank you for being part of this journey with us.