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Breachway at the Hooded Horse November Publisher Sale

Greetings, Captains!

We’re here to share the latest developments for Breachway, including updates from Patch 11, the latest in a series of 11 patches since the game’s launch. These updates bring refined ship customization, improved stability, and features inspired by community feedback. Additionally, Breachway is part of the Hooded Horse November Publisher Sale, available at 30% off until November 23rd.

See other Hooded Horse games in our publisher sale.
Hooded Horse November Publisher Sale 2024



[hr][/hr][h3]Recent Highlights: Patch 11[/h3]
Patch 11 continues to build on Breachway’s foundation, focusing on player customization, technical stability, and performance improvements.
  • Ship Customization and Design Updates:
    The crew system has been streamlined, offering players more flexibility in ship setups. Each crew member now determines card slots, while equipment always adds cards to your deck, regardless of operation. This redesign allows for more strategic options, whether prioritizing crew roles or equipping the ship to its fullest.

  • Technical and Performance Improvements:
    Addressing combat saves and memory usage issues, the game runs more smoothly, with reduced crashes and optimized texture sizes. Although saving during combat is temporarily disabled, these updates resolve long-standing bugs and improve stability.

  • New Feature – Ship Renaming:
    Players can now rename their ships in the hangar, adding a personal touch to gameplay. In future updates, ship names will appear in events, further enriching the game’s immersion.
[hr][/hr][h3]Hooded Horse November Publisher Sale[/h3]

Breachway is available at 30% off through November 23rd as part of the Hooded Horse November Publisher Sale. Discover all the details about Breachway’s latest updates on the Steam store page, and join the discussion in the forums or on Discord. See you among the stars, Captains!
https://steamcommunity.com/games/2118810/announcements/detail/4513261623762311210
https://steamcommunity.com/games/2118810/announcements/detail/4513262258492539114

Breachway is on sale!

Now until November 23, dive into tactical space battles in Breachway at a 30% discount as part of the Hooded Horse Publisher Sale. Breachway combines deck-building strategy with turn-based combat, allowing you to customize your ship, manage resources, and face challenging encounters across the galaxy. Upgrade your ship and adapt your tactics to emerge victorious.

See other Hooded Horse games in our publisher sale.
Hooded Horse November Publisher Sale 2024



https://store.steampowered.com/app/2118810/Breachway/

Space roguelike Breachway adds a new ship soon as it ramps up build variety

Space roguelike Breachway is very much my type of strategy game. It has all the satisfying ship-building elements I love from games like No Man's Sky and Starfield. But instead of forcing me to pootle around the stars myself, it lets me jump from location to location, engaging in interesting decision making and tactical combat reminiscent of the likes of the fantastic FTL. Launched into early access on Steam in September, user reviews are already positive, and now developer Edgeflow Studio details what's coming during November.


Read the rest of the story...


RELATED LINKS:

Space tactics roguelike deckbuilder Breachway launches in early access

Highly wishlisted space roguelike Breachway confirms new launch date

One of 2024's most wanted new roguelikes has just been delayed

Next Update Plans: New Ship, Custom Loadouts, and More.

[h3]Hi everyone,[/h3]

First, I want to apologize for the recent silence. We all felt the effects of intense work leading up to and following the release, so we took a few much-needed days to recharge. Now, we're back at full speed and eager to make the game better, fueled by all the incredible feedback you've shared. Your dedication to testing and offering clear suggestions has been amazing — especially since we've worked on this for so long without much outside input.

The good news? Based on your feedback, we have a solid plan to make some key improvements. The groundwork is set, and while there's still testing and polishing ahead, we're excited to share what we're working on for our first significant update, targeted for mid-November.

[h3]More Meta-Progression and Starting Loadout Customization[/h3]
Many of you mentioned wanting more ship unlocks and customization options after a few runs to add variety and strategic depth. So, we’re creating a system that lets you unlock different starting load-outs for your ship, each with unique strengths and weaknesses. This should give more room for varying playstyles rather than being pushed into a particular direction by your starting loadout.

This will also address a common concern: lack of variety in runs. The previous system limited how much you could diverge from your initial ship's setup. Now, with more flexible load-outs and a broader card pool, you’ll have more ways to explore different builds.

[h3]New End-of-Run Screen[/h3]
We’re close to completing a proper end-of-run screen, showing stats like nodes traveled, damage done, damage blocked, enemies defeated, and most damage dealt in a single turn. This screen will form the basis for a scoring system, paving the way for features like leaderboards, daily challenges, and more.

[h3]Reworking Flak[/h3]
One of the biggest gameplay issues we've heard is that randomness sometimes plays too big a role, especially with Flak attacks dealing wildly varying damage (4-12!). We've reworked Flak to keep its high-damage identity without relying so much on RNG, so it now scales damage as the enemy hull weakens rather than randomly damage spikes. This change also boosts synergy between weapon types, as Flak works well with other attacks.

[h3]Simplifying card Mechanics and increasing weapon synergies[/h3]
We’re also refining the Ignite and Shred mechanics (yes, Flak is getting another tweak!). These changes will make them easier to understand while expanding ways to strategize and combine attacks from different weapon types.
This is just the first step in a larger effort to create more synergies between equipment. Simplifying and generalizing these systems will lay the groundwork for more advanced and rewarding combos in the future.

[h3]New Playable Ship: Missile Frigate[/h3]
We’re adding a new ship—the Missile Frigate! There’s nothing quite like launching a full volley of missiles and watching them hit sequentially. We think it’ll add an exciting new flavor to the game.

Beyond these main additions, expect many smaller fixes and quality-of-life improvements. Thanks to your feedback, this first update will be packed. We’re grateful to have such a committed community helping us improve each step of the way in Early Access, and we're excited to keep this momentum going.

Thank you for all your support!

Patch #11 - Streamlined Systems, Fuel Scarcity, and Ship Customization!

Hey everyone.

It's been almost a week since our last official update, but this is a meaty one.
We've broken the changelog into several categories to highlight the changes we added over the last week.

[h2]Game Design Updates[/h2]
On the game design side, we've simplified some of the systems in the game, giving you more freedom in making decisions on how to equip your ship. For example, the crew now directly determines your card slots (number of the crew + 1 base card slot) and whether they operate equipment. Equipment items now always add their cards to your draw pile, whether operated by the crew or not. This allows more leeway in your ship's setup; you can have a fully equipped ship with only a few crew or a fully crewed boat with only a few pieces of equipment.

Additionally, we've implemented a limit to how much fuel you can buy from stores (3 per store currently), which is a better way to add some fuel scarcity without increasing the price. We've also improved the odds of getting subsystems that are actually relevant to your current loadout, enabling more natural power scaling that is less reliant on RNG.

[h2]Technical Updates[/h2]
On the technical side, we've eliminated a handful of nasty bugs that resulted from our combat save system. However, this also required us to disable saving during combat (at least for now) as it created more edge cases than our programmer could handle in a limited amount of time (there are a lot of cool additions we want to work on).

Additionally, we've improved performance in some cases by addressing a memory leak and reducing some texture sizes that had to be written for the ship damage system.

[h2]New Features[/h2]
We've also had some fun and added a ship-renaming option in the hangar as some of our players suggested. It has no effect, but we'll soon have people referring to the ship by its name at events.

[h2]Run Reset Notification[/h2]
With these latest technical bug fixes behind us, we hope the game is stable enough for you to enjoy without any issues. This will also allow us to proceed with all the cool features and content we want to add.

Due to the sizeable changes in this patch, your current run progress will be reset (meta progress will not be affected). We've tried to avoid this, but there's no way around it when we make fundamental changes to the game.

[hr][/hr]
[h3]Bug Reporting and Feedback[/h3]
If you have any issues to report, please use the bug reporting forum on Steam. You can also join our Discord and report your issues in our bug reporting forum. We also have a subreddit community found here.

On to the change log:

[h2]Patch 11 Changelog[/h2]
Stability and Performance Fixes
  • Combat Stability: Fixed issues where leaving combat on the enemy's turn could result in a soft lock.
  • Turn Resumption Fix: Fixed issue where leaving combat on the enemy's turn could result in the enemy playing cards on your turn when you resumed.
  • Texture Optimization: Reduced the damage map texture size for the first two enemies, as some people reported the game crashing when they exploded.
  • Memory Leak Fix: Added a new fix for a reported memory leak (save file massively growing in size as you played).
  • Combat Save System Update: Modified the combat save system to only save at the start of combat.
[hr][/hr]
Card Fixes and Balance Changes
  • Diffraction Field Adjustment: Modified diffraction field to require targeting your ship, not the enemy ship; increased its cooldown from 2 to 3 turns.
  • Tinker Card Cost: Reduced the cost of Tinker from 2 Mass 2 Energy to 0, as the card depletes and takes 3 turns until its effect activates.
  • TEG Enhancer Duration: Reduced duration of TEG Enhancer to 4, as stated on the card.
  • Art and Display Fixes: Removed placeholder art from Dead Heat and removed variable from the card display.
  • Tutorial Card Fix: Fixed the wrong tutorial cards shown if you leave/continue between fights.
  • Heat Shift Bug: Fixed bug where Heat Shift could result in negative heat for the player.
  • Tutorial Expansion: Added a new tutorial node for getting your 4th crew member.
  • Exhaustive Card Mechanics: Added an icon for exhaustive cards (both on the card and in the keyword) and a tutorial panel explaining them in the 4th fight.
  • Light Flak and Flak Barrage Changes:
  • Light Flak Barrage cooldown increased from 2 to 3.
  • Flak Barrage cooldown increased from 3 to 4, minimum damage increased from 3 to 4.
  • Endothermic Reaction Fix: Fixed Endothermic Reaction not giving its bonus shield in certain edge cases.
  • Arbalest's Starting Laser Update: Added an extra Pulse Laser card to the Arbalest's starting laser.
  • Crew Ability Adjustments:
  • Force Production: Cost increased from 2 CP to 3 CP, cooldown increased from 3 to 4.
  • Overload Cannons: Cooldown increased from 3 to 4.
  • Cheap Shot: Cooldown increased from 2 to 4.
  • Reload: Cost increased from 2 CP to 3 CP, cooldown increased from 2 to 4.
  • Tune Generator: Cooldown increased from 2 to 4.
  • Emergency Shielding: Cost increased from 2 CP to 3 CP, cooldown increased from 2 to 4.
[hr][/hr]
Crew and Equipment Changes
  • Card Slot Allocation: Each crewmember always adds 1 card slot to your ship, regardless of whether they operate equipment or not.
  • Crew Abilities: Crewmembers need to operate equipment to use their ability.
  • Ability Activation Feedback: If crew can't activate their ability, a message explaining why is displayed next to their ability text.
  • Equipment Functionality: Equipment now adds cards to your deck even if not operated by the crew.
  • Cooldown Adjustment: Cards from equipment without a crewmember operating it have +2 cooldown.
  • Card Management Flexibility: Cards can be drafted or removed from equipment while not operated by crew.
  • Subsystem Operation: Subsystems function normally on equipment not operated by crew.
[hr][/hr]
Shop and Fuel System Changes
  • Fuel Availability: Each station now has three fuel available for sale.
  • Crew Ability Usage: Crew abilities are limited to once per station.
  • Subsystem Availability: Greatly increased the odds of having subsystems for your loadout on sale in shops.
  • Weapon Subsystem Frequency: Increased the chance of having weapon subsystems appear in stores.
  • Shop/Hangar Interaction Fix: Fixed issue where entering and exiting the shop and/or hangar would reset the card removal and addition option.
[hr][/hr]
Miscellaneous Changes and Additions
  • Ship Renaming Feature: Added the ability to rename your ship in the ship selector screen (to be later implemented in events whenever someone refers to your ship).
  • Tutorial Expansion: Extended the tutorial by adding an extra node that introduces a new character, showing that crewmembers are tied to card slots.
  • Exhaustive Card Explanation: Added a new tutorial panel in the 4th fight explaining exhaustive cards (still needs localization for languages other than English).
  • Exhaustive Card Icon: Added a new icon for the exhaustive card mechanic, making it more visible and adding it to the keyword.
  • Transponder Sell Price Adjustment: Modified the transponder sell cost from 50 to 20 (as the item itself costs 35).
  • Notification Icon Addition: Added a notification icon next to your ship status panel when you gain reactor power or receive a missile launcher in the weapon picker event.
  • Shield Mk.I Equipment Price Increase: Increased the sell price on shield Mk.I equipment to make it easier to buy higher-level equipment.

[h2]Future Development Plans[/h2]
From now on, we should have more time to work on the features we discussed in the last dev update and patch notes.

[h2]Roadmap Update[/h2]
We’ve also listened to your feedback regarding the presence of too much RNG in the game, and we’re currently reworking the Flak weapon system to reduce the excessive RNG while keeping its core identity intact. You can read more about the changes in the upcoming dev update next week.
We're also working on a roadmap, but it will take longer. We want to ensure we present you with a clear and accurate development plan for Breachway.

[h3]To the Community[/h3]
Thanks again for all of your suggestions and words of encouragement. They're a big help in improving the game and a great motivator that keeps us going! We're genuinely excited about what the future will bring for the game and can't wait to share more details with you.

As always, we encourage you to continue sharing your thoughts and feedback. Every review and suggestion helps us improve the game, and we're genuinely grateful for each one!