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Breachway News

Experimental branch update: 3-Sector layout

Hi everyone,

It’s time for the update we previewed last week — the new 3-sector run is here!
For now, it’s available only on the Experimental branch while we continue tuning and polishing it.
What’s new in this update:

[h3]📍Expanded Run Structure[/h3]
  • The original 2 sectors have been split into 3 slightly smaller sectors.
  • These are entirely new sectors in terms of layout and visuals, not modified versions of the old two.
  • Sector randomization has been added: each run now selects 3 out of 6 possible sectors.
    (Sector themes, storylines, and special missions are not in yet, these will follow at a later date.)
    You can also expect even more alternate sector layouts soon.
  • Experimental change: Any reactor power not distributed to any resource increases your heat dissipation by 1 (this is only a protoype change for now, hacked together from scripts, not in the game's base code, so there are some display/update issues), This change was suggested by our Discord member Pongi.

[h3]🔧Enemy Changes[/h3]
  • Former Sector 1 elites → Sector 1 bosses (slightly buffed)
  • Former Sector 1 bosses → Sector 2 bosses (slightly buffed)
  • New Sector 2 elites
  • New Sector 2 enemies
  • Some of these new Sector 2 enemies also temporarily fill the role of Sector 1 elites
  • Former Sector 2 enemies → Sector 3 enemies
  • Former Sector 2 elites → Sector 3 elites
  • Former Sector 2 boss → Sector 3 boss

[h3]🐛Bug Fixes[/h3]
  • Fixed an issue with the floating container event giving no rewards if it spawned on an allied node
  • Fixed being able to select duplicate perks
  • Fixed a bug where some nodes were unintentionally repeatable
  • Fixed an issue where unselected perks were being loaded when starting a new run


edit: Due to popular demand, the last sector boss was nerfed in the following way:
  • Hull points reduced from 200 to 160
  • Hacking console durability reduced from 24 to 20
  • Shield generator durability reduced from 24 to 20
  • Missile Launcher durability reduced from 24 to 20


[h3]⚠️About the Experimental Build[/h3]
Because this is an experimental branch, you may encounter more bugs than usual.
Please report anything you find in our Discord, it helps us a lot.

We’re especially interested in your feedback on how this new sector structure impacts difficulty and pacing.

Our focus for this patch was getting the new sector framework into testing, but we’re also actively working on the major bugs you’ve reported. A patch focusing on bug-fixes is coming soon as well.

Thank you for your continued support, feedback, and activity on the forums and Discord.
It means a lot to us to know that people are enjoying what we’re building.

— The Breachway Team

Nominate Breachway for the Steam Awards

Hello everyone,

The 2025 Steam Awards have begun! Nominations are open, and we’re hoping you’ll support Breachway by nominating it in the Labor of Love category.

If you’ve been keeping up with our development updates, you know that we’ve released 28 updates in the last year, including 3 major updates and 13 smaller updates.

Here are some of the major things we added over the last year:
  • Revamped equipment system to include different equipment quality levels
  • Alternate starting loadouts
  • Improved meta-progression
  • Upgradable equipment
  • Upgraded cards
  • Hirable crew
  • Crew station abilities
  • Enemy rework (with more to come)
Here's a showcase of what we've worked on since the last Steam Awards!



We’ve had some ups and downs as we keep learning what game development is about (as you’ve certainly seen over the last few patches), but we aren’t slowing down, and we aren’t giving up.
Breachway has truly been a labor of love, and each time we release an update, we look forward to hearing what you think and what you want to see next.

Most importantly, we want to thank you all for your support throughout the last year of Breachway’s development. It’s been an honor to watch this community grow and to incorporate your feedback into creating the best game possible. We couldn’t do it on our own.

If you want to show Breachway some extra love during the Steam Awards, please click the “Nominate” button that’s part of this post and nominate us for the 2025 Labor of Love award.

Thank you again for supporting Breachway!

– Ilie, Mike and Victor

Dev Update #5 - New sector and difficulty adjustments

Hey everyone,

We wanted to give you a quick update on what we’re working on right now to address the difficulty and balance issues many of you have been reporting.

Instead of simply dialing down enemy strength, we've decided to expand the run structure from 2 systems to 3. This new middle system introduces a fresh set of enemies that bridge the gap between the current first- and second-system encounters. Our goal is to give you more time, more credits, and more opportunities to fine-tune your ship before facing the tougher challenges later in the run.

We're also completely rebuilding our analytics system. The previous version was thrown together in the weeks before launch and hasn’t been much help. With this overhaul, we’ll be able to spot and address balance issues faster and with far greater accuracy.

Finally, we’ve created new sector layouts, and we’re planning to randomize which sectors you encounter during a run. This should improve run variety both in terms of pathing and planning, and visually as well, each new sector coming with its own distinct map environment and matching combat backdrop.
We plan to keep expanding the set of sectors during development.

Here's a list of what's coming in the next patch:
  • Expanding the current run from 2 to 3 systems, to create a more gradual difficulty increase and give players more time to fine-tune their ships
  • 16 new enemies, new elites, and new bosses
  • A new Tyrant variant for the end of the (current) last sector
  • 5 new sector layouts for greater visual and pathing diversity
  • Major bug fixes (including the memory leak and missile/persistent card issues)
  • Smaller bug fixes that have been mentioned in the Steam forums and on our Discord
  • A revamped analytics system to help us identify balance issues


We're working hard and we're on track to launching this patch on the experimental branch next week, and then roll it out on the main branch soon after that.

Thank you for your patience

The Breachway Team

Hotfix 2 , Patch #25 - Barrier+ and empty subsystem fix

  • Fixed an issue with Waste Reducer not counting mass spent properly
  • Fixed an issue with Barrier+ sticking on screen and exhibiting other strange behaviors
  • Fixed an issue with an empty subsystem possibly appearing in the reward screen, leading to soft-locks in future combat events


Unfortunately we had to rebuild addressable data for the soft-lock and card fix, which results in a large patch download and a wipe of current runs, sorry for the inconvenience.

As a reminder, 2 out of our 3 people team are on vacation this week, so content updates are currently on pause, we did however want to fix some of the more pressing issues that were reported.

Patch 25# Hotfix - Predictive Aim

Fixed an issue where after playing Predictive Aim, you Kinetic damage would keep decreasing, eventually going into the negative, and adding shield to your enemies instead of damaging them