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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.
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[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.
[h2]Patch 11 Changelog[/h2]
Stability and Performance Fixes[hr][/hr]
- 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.
Card Fixes and Balance Changes[hr][/hr]
- 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.
Crew and Equipment Changes[hr][/hr]
- 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.
Shop and Fuel System Changes[hr][/hr]
- 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.
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.