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Breachway's News Recap and Hooded Horse Summer Sale

Breachway is part of the Steam Summer Sale at 30% off! Check it and other games out in the Hooded Horse Summer Sale. Down below, we’re recapping the latest development news, including equipment drafting changes, event updates, and early-game reworks now in progress. You can join us on Reddit and Discord to talk about it and ask questions, too.

Hooded Horse Summer Publisher Sale 2025

[h3]Patch Recap – Drafting Rework, Event Tweaks, and Early Game Changes[/h3][hr][/hr]The team is hard at work on the upcoming planned updates. Recent updates to Breachway have focused on tightening balance, clearing up equipment choices, and laying the groundwork for larger structural changes. Two patches have gone live, and a rework of the first sector is underway to improve early-game progression.

[h3]Patch #18 – Equipment Drafting and Card Updates[/h3][hr][/hr]
  • Drafting tables now separate upgraded and un-upgraded cards by equipment tier
  • Power, cost, and cooldown values were adjusted across numerous card sets
  • Starting weapon on the Arbalest changed from Light Laser to Pulse Laser
  • New cards added to drafting pools, including Blanket Fire and Pre-emptive Pulse
  • One new event added: Drifting Cargo Container (localization in progress)

[h3]Patch #17 – Events, Achievements, and Stability Fixes[/h3][hr][/hr]
  • Smuggler event now appears more frequently in Sector 2
  • Allied combat nodes can now yield beneficial outcomes with positive faction standing
  • Achievement and event logic reworked to reflect player feedback
  • Fixes for elite node soft-locks, combat memory crashes, and localization gaps

[h3]Dev Update – Sector 1 Overhaul in Progress[/h3][hr][/hr]
  • Splitting the first sector into two smaller, more manageable areas
  • Adding simpler boss enemies early on to ease difficulty spikes
  • Tuning the escalation system to improve scaling across all difficulty levels

An experimental build is planned soon, with the full update expected to reach the main branch afterward.

Read each update in full:https://store.steampowered.com/news/app/2118810/view/537729347429076517 https://store.steampowered.com/news/app/2118810/view/537731249563762913 https://store.steampowered.com/news/app/2118810/view/545611916848923268

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

Patch #18 - Drafting table rework, card buffs and a new event

Hi everyone,
In this update, we've taken a look at equipment drafting tables, what works, and what doesn't.

After some player feedback and internal testing, we have removed instances where drafting libraries would have both upgraded and un-upgraded versions of cards in the same library. This made drafting un-upgraded versions of cards be a sub-optimal choice, potentially causing frustration and effectively reducing an equipment's viable drafting library.

As a result, Mk.I equipment now has only un-upgraded cards, while Mk.II has their upgraded versions, in addition to a few un-upgraded versions of some more powerful cards. This change so far affects the following equipment pieces: Light Laser, Pulse Laser, Beam Laser, Quad Flak, Shredder Flak, Rail-gun , Coil-gun.

The power level of most cards has been increased and/or cost and cooldown has been decreased.
This is so adding a card to your deck feels more like a meaningful power increase, and it's an attempt to make more cards be viable picks in the right circumstances.

We have also decided to have the Arbalest start with the Pulse Laser instead of the Light Laser. This makes the early game a bit easier and has players start with more simple and straightforward cards.

We have also decreased the cost and/or increased the power of some cards that were outclassed by other cards, again leading to an effective reduction of viable drafting options.


You can read the full change-log for this patch below:
  • Modified the Mk.I and Mk.II drafting libraries for the Light Laser, Pulse Laser, Beam Laser, Quad Flak, Shredder Flak, Rail-gun , Coil-gun, Pulse Shield, Burst shield
  • Lowered cooldown and/or cost to a lot of cards from the Light Laser, Pulse Laser, Beam Laser, Quad Flak, Shredder Flak, Rail-gun , Coil-gun, Pulse Shield, Burst shield
  • Increased the odds of getting higher level equipment from enemy equipment drops
  • Changed the starting weapon on the Arbalest from a Light Laser to a Pulse Laser.
  • You will now start with an unlocked Pulse Laser, and have to unlock the Light Laser instead
  • Fixed the drafting library on the Mk.II Light Laser, it mistakenly had some cards from the Beam and Pulse Laser
  • Added a new card to the Mk.II Light Laser, Blanket Fire (Fire 1 Blink at every active enemy Equipment)
  • Added Pre-emptive Pulse to the Pulse Laser Mk.II drafting library (Deal 4 damage, plus another 2 for every attack in the enemy's hand)
  • Cutting Beam and Drilling Beam have now been added to the Beam Laser Mk.I drafting library
  • Beam sweep Ignite increased from 1 to 2
  • Energy spike and Energy Spike+ no longer disables 1 energy production unit
  • Surgical strike extra equipment damage increased from 3 to 4
  • Surgical strike+ damage increased from 2 to 4, plus 4 extra equipment damage. Cooldown reduced from 5 turns to 4 turns
  • Added a new event: drifting Cargo Container (still needs localized text)


Thank you for your bug reports and for sharing your thoughts through Steam reviews, your feedback is invaluable and your encouragement means a lot!

- The Breachway Team

Dev Update #3 – Sector 3 in Progress, Early Game Rework Incoming

Hi everyone,

After a couple of weeks of time off due to a variety of issues (including one of our team members getting married!), the team is back and fully focused on the next big milestone: Sector 3.

First off, we want to say thank you for all the feedback, reviews, and discussion following the last major update. We've been reading everything, and one thing is clear: Breachway has always been a challenging game, but the recent changes may have pushed that challenge a bit too far, especially for new players.

To help ease that early-game curve, we’re making some key adjustments:

  • The first sector is being split into two smaller sectors, each around 70% the size of the current one.
  • We’re introducing a new set of simpler boss enemies for this early stage of the game.
  • We're putting more emphasis on the escalation system as a way to ramp up difficulty


This change should give new players more space to build up their ships and strategies, while also creating a smoother and more rewarding progression.

We plan to have this update out as soon as possible, as it addresses multiple issues related to difficulty and power scaling throughout a run. We're aiming to have something on the experimental branch in a couple of weeks, and then on the main branch two weeks after that.

We haven’t forgotten about veteran players however. For experienced captains and those looking for a tougher ride, the reworked escalation system will make higher difficulty levels more meaningful, with new modifiers and scaling that provide a proper challenge for well-optimized builds.

As always, thanks for your continued support and feedback—it’s what helps us shape Breachway into the best experience it can be.

More updates coming soon.

—The Breachway Team

Patch #17 - Bug fixes, addressing performance,

Hi everyone,
time for another update, addressing some of the bugs and localization issues reported recently, as well as some achievement and event changes.
As some of you rightly pointed out, faction standing needs to have more of an impact on events, and we're starting to address that this patch, and future patches going forward.

We’re also actively investigating a performance issue that can occur after playing for extended periods. In some cases, this may lead to memory-related crashes. This bug has been tricky to reproduce, but we’ll be testing a range of fixes in this update and in the coming weeks to isolate and resolve the root cause.

In parallel, we’re working on a larger content update focused on addressing balance concerns and adding more variety to events and enemies. We aim to release the first batch of this new content in the coming weeks.

Localization for some of the new content added in this update is still in the works, and will be added as soon as it's ready.

Changelog 1.92.0.0
  • Fixed possible soft-lock when fighting an Elite on a neutral node,
  • Fixed a bug that made Equivalence give Ordnance instead of Mass for every 2 Energy spent,
  • Changed the conditions for the "Upstanding citizen" achievement, you can now turn wolf in at any station
  • Increased chances of the Smuggler event showing up in the second sector,
  • Modified the Hacked ship event to no longer remove morale, but only command points,
  • Added a chance for beneficial outcomes to allied combat nodes for the Solarii, Starkin and Free-roamers,
  • Possible fix for video card memory loss, that could cause the game to crash on entering combat (needs to be tested)
  • Fixed minor localization issues and added missing localization entries in multiple places (more to come)


Your continued feedback is essential to improving Breachway. The last major update revealed some rough spots in balance, especially for new players. We’re actively working to smooth those out and won’t stop until the game is where it needs to be.

Thank you for your support!

- The Breachway team

HOTFIX #13 - Bug fixes and minor card changes

Hey everyone,
we're back with some more fixes based on your latest bug reports, as well as some minor balance changes on a few Coilgun cards (also based on your reports)

[hr][/hr]Change-log:

    Bug fixes
  • Fixed credit reward in the sector start missions (regular/elite fights, or waypoints visited)
  • Fixed possible soft lock if the player encountered a neutral conflict node
  • Fixed Starkin transponder post event reward if choosing to attack the Starkin ship
  • Fixed Eutectic armor value display
  • Fixed tracking on charged shield unlock condition

    Balance changes:
  • Removed the Ordnance cost from Energy Spike (both versions)
  • Modified Severing Shot to deal 3 base damage, and 3 bonus per disabled equipment
  • Modified Conduction Amplifier to deal 150% of the attack's energy cost as bonus damage for both upgraded and base versions of the card. The upgraded version now buffs 2 attacks

[hr][/hr]


Thank you for your bug reports and for sharing your thoughts through Steam reviews, your feedback is invaluable and your encouragement means a lot!

- The Breachway Team