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Breachway News

Hotfix #10 - Experimental branch

Hi everyone, thank you for all the bug reports, we have identified and fixed the following issues:


  • Fixed a soft-lock on one of the Starkin early game enemies
  • Added the correct drafting library to the burst shield (was using the pulse shield one by mistake)
  • Fixed a bug that would cause ship perks to disappear on continuing a run
  • Fixed a bug that would prevent modification of card cooldowns for cards like Snap Fire
  • Fixed a bug where some ship and equipment unlock conditions would not display in the ship selection screen
  • Fixed a bug where the Deadweight station could appear on the node after the second sector boss, thus making it unreachable


Thanks, and keep those bug reports coming!

– The Breachway Team

Experimental Branch Update #4 – Alternate equipment and player profiles

Hi everyone, it’s finally here — the meta-progression update is done and up on the experimental branch!

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Read on how to access the experimental branch here: https://store.steampowered.com/news/app/2118810/view/536594572115968105?l=english
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And with that out of the way, let's dive straight into the main things we added:
  • Alternate starting gear: You can unlock alternate starting equipment for your ships. In the first pass of this implementation, as you unlock equipment, you can also select it as a starting option on specific ships. In the near future, we plan to add more interesting and unique starting equipment you can unlock. Stay tuned!
  • Equipment unlocks: This is a main part of the meta-progression update, meant to give new players a more guided experience as they go through the game for the first few hours, letting them gradually unlock and play with more equipment and mechanics, rather than overwhelming them with too much complexity out of the gate.
  • Player profiles: We now support multiple player profiles, so whether you want to see the new meta-progression with a new player profile, or you have someone else who wants to play Breachway from your PC, just create a new profile in the main menu and you're ready to go.
  • New subsystem drop logic: Paired with the equipment unlocks, subsystems will only appear for equipment pieces you have unlocked.
    Additionally, each faction now has chances of dropping subsystems from specific categories, rather than all elite units being able to drop any subsystem. This gives you more control if you are looking to make a specific build work.
  • Reworked ship unlock conditions: This goes hand in hand with the new equipment unlock conditions and gives players access to more ships as they play the game, rather than gate them behind reaching a particular location or boss.


Besides this, we did the usual bug-fixing pass, trying to reproduce and fix all of the reported bugs, and we've gotten through most of the cases.

Once this has had a few days of testing, we will finally roll it out on the main branch, complete with some new achievements and perks, with more on the way soon after!

We’re very grateful for your continued support — it means a lot. Whether you’re leaving feedback, testing out new features, reporting bugs, or just enjoying the game, you’re helping us improve Breachway every day. Most changes in the meta-progression update are a direct result of your feedback.

– The Breachway Team

Experimental Branch Hotfix #1 - UI fixes and improvements

Hey everyone
We've got some reports of the resource UI not displaying properly in combat for some players, rendering the game unplayable. Hopefully this hotfix will address these issues

Changelog:
  • Wreckage event: Fixed an issue where combat would not start on the disliked event branch
  • Charged shot+: Fixed an issue where the base damage would not be buffed by enemy brittle, added the total damage display to the upgraded card version, for consistency with the base card
  • Defense lattice: Removed it displaying the blind card as a child card on hover
  • Repurpose: Fixed an issue where the persistent effect card would not display the variable correctly
  • UI: Fixed issue where the reactor upgrade costing 400 credits would overflow
  • UI: Added tooltips to the Equipment upgrade buttons
  • UI: Added a failsafe to hopefully remove instances where the resource area is not completely visible in combat
  • UI: Scaled up the node labels in the map, as well as various tooltips
  • UI: Fixed Escalation checkmark being unresponsive
  • UI: Adjusted shop subsystem section to accommodate 2 extra slots
  • UI: Added equipment tier display in the equipment inspector window
  • UI: Updated Escalation UI description in the map


Thanks again for all the bug reports, keep them coming!

- The Breachway Team

Experimental Branch Update #3 – Equipment upgrades

Hi everyone, it’s time for another update.

This patch focuses on adding the last missing bits of content on the Experimental Branch in preparation for the meta-progression update.
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Read on how to access the experimental branch here: https://store.steampowered.com/news/app/2118810/view/536594572115968105?l=english
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Let's break the three main additions in this update:

[h3]Finalized equipment rework[/h3]
We now have all the equipment pieces we wanted to add for this update, that means dozens of new cards since the last update, and dozens more upgraded cards, so you can look forward to a lot of new content, especially for hacking , PDCs and Radiators!

[h3]Equipment upgrades[/h3]
One of our most requested features is finally implemented. You can now upgrade any equipment on your ship when visiting a hangar, either by adding more card slots, more subsystem slots, or improving its drafting library

[h3]All ships are now playable[/h3]
As the equipment rework is finished, all the content we've had before is now back in the game. In total , we've more than doubled the amount of cards, compared to the stable version on the main branch.


We're almost done implementing the new unlock system for the improved meta-progression, which should make for a smoother introduction to the game for new players, as all the new game content is unlocked.

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[h2]Help Steer the Future of Breachway[/h2][hr][/hr]Breachway keeps evolving, and your feedback drives each update. From balance changes to new mechanics, we’re always listening. If you’re enjoying the game—or have ideas for improvement—leaving a Steam review is the best way to support development and influence what comes next.

We’re always looking for player insights, discussions, and ideas to improve Breachway. If you want to share feedback, report issues, or talk strategy live, join us on Discord and the subreddit—your input helps us make the game better with every update.
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Without further delay, here are the main changes in this patch:


[h3]Patch notes 1.77.0.0 (Experimental branch):[/h3]
  • Added Quality levels, new cards and upgraded cards to the PDC Equipment
  • Added Mk.II and Mk.II versions of PDC equipment (was missing before)
  • Added Quality levels, new cards and upgraded cards to the Radiator Equipment
  • Added Mk.II and Mk.II versions of Radiator equipment (was missing before)
  • Added Quality levels, new cards and upgraded cards to the Corruptor Hacking Equipment
  • Added Quality levels, new cards and upgraded cards to the Disruptor Hacking Equipment
  • Added Equipment upgrades: You can now add more card slots, subsystem slots, or improve the drafting library on your ship's equipment , when docked at a space station. The maximum quality level is 6 currently (purple), you can't upgrade equipment beyond that for now.
    (Please note that only a few equipment types have the Mk.III drafting library available, we will add it to the rest in the coming weeks)
  • The Pyroclast is now playable again
  • Reduced price of equipment across all quality levels
  • Fixed an update issue that prevented players from adding or removing cards from equipment they just bought
  • The PDC has been changed to now be a Kinetic Area weapon, enabling it to be buffed by anything that buffs that category. This gives the PDC more interaction with the other weapons, and a greater offensive power.


The above list does not include all the bug fixing we've done thanks to your reports, keep them coming!

Please keep in mind, this version is still Experimental so it is not guaranteed to be totally stable at this point.
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We’re very grateful for your continued support —it means a lot. Whether you’re leaving feedback, testing out new features, 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

Experimental Branch Update #2 – More Gear, More Missiles, More Control

Hi everyone, it’s time for another update.

This patch focuses on adding more content on the Experimental Branch.
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Read on how to access the experimental branch here: https://store.steampowered.com/news/app/2118810/view/536594572115968105?l=english
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We've been working on getting more equipment updated to the new system, including upgraded cards and expanded drafting options based on library level, card slots, and subsystem slots.

Good news for missile fans—the Avalanche is playable again. We've overhauled missile equipment, added new missile types, and introduced missile card upgrades to expand build variety.

Another key change is giving players more control over equipment acquisition. Faction shops now offer guaranteed equipment types, and enemies drop specific gear based on their faction. You’ll find a full breakdown in the changelog.

We’re one or two updates away from finalizing this massive meta-game progression update (ironically, the actual meta-progression comes last). We can’t wait to share the full update with everyone soon.



[h2]Help Steer the Future of Breachway[/h2][hr][/hr]Breachway keeps evolving, and your feedback drives each update. From balance changes to new mechanics, we’re always listening. If you’re enjoying the game—or have ideas for improvement—leaving a Steam review is the best way to support development and influence what comes next.

We’re always looking for player insights, discussions, and ideas to improve Breachway. If you want to share feedback, report issues, or talk strategy live, join us on Discord and the subreddit—your input helps us make the game better with every update.

Without further delay, here is the latest change log:


[h3]Patch notes 1.65.0.0 (Experimental branch):[/h3]
  • Added Quality levels, new cards and upgraded cards to the Shielding Bay Equipment
  • Added Quality levels, new cards and upgraded cards to the Maintenance Bay Equipment
  • Added Quality levels, new cards and upgraded cards to the Suppressor Hacking Equipment
  • Added Quality levels, new cards and upgraded cards to the Weapons Bay Equipment
  • Added Quality levels, new cards and upgraded cards to the Missile Pods (External attachment) equipment
  • Added Quality levels, new cards and upgraded cards to the Missile launcher (weapons bay) equipment
  • Added Quality levels, new cards and upgraded cards to the Pyroclast equipment
  • Added the Pyroclast to the shop and enemy drop tables (It was only present as a starting weapon on the Firebrand initially)
  • Accessibility: Added icons next to a card's cost (mini card variant)
  • Accessibility: Added icons on the card type indicator (mini card variant)
  • Map changes: Special nodes of the same type (Elites, Space stations) will now spawn at least 1 node away from each other
  • More powerful starting equipment: All ships now start with a higher quality starting weapon that should last you well into the second sector.
    Currently the starting weapon is a big part of a ship's identity, so it's fitting for it to be relevant well into the second sector
  • (Avalanche) Modified the Missile Fabricator subsystem it starts out with to match the missiles card rework:
    - It now affects only depleting launched missiles belonging to the equipment you have it on
    - The subsystem can be removed from starting equipment and moved to a different missile equipment between fights
    - Fabricate Missile card also specifies how many missiles are available for production now
  • Swapped the starting resource bay for the Avalanche with a Weapons Bay
  • Changed enemy drop tables to the following:
    Solarii:
    40% chance to drop a non-precision weapon
    20% chance to drop a flak weapon specifically
    20% chance to drop a support equipment (Resource or Engineering bays)
    20% chance to drop any equipment
    Starkin:
    40% chance to drop a precision weapon
    20% chance to drop a railgun specifically
    20% chance to drop a tactical equipment (shield only until we add hacking back)
    20% chance to drop any equipment
    Free-roamers:
    40% chance to drop a non-weapon equipment
    20% chance too drop a laser weapon
    20% chance to drop an Ion weapon
    20% chance to drop any equipment
    Deadweights:
    40% chance to drop a non-precision weapon
    20% chance to drop a missile equipment specifically
    20% chance to drop any weapon
    20% chance to drop any equipment
  • Changed shop item population the following way:
    Solarii:
    One guaranteed Flak equipment
    One Non-precision weapon (Flak/Missile/Ion)
    One Support equipment
    One Equipment of any type
    Starkin:
    One Precision weapon (Railgun, Pulse/Light Laser)
    One Weapon of any type
    One Tactical equipment
    One Equipment of any type
    Free-roamers:
    One Laser or Ion weapon
    One Weapon of any type
    One Tactical equipment
    One Support equipment
    Deadweights:
    One Missile equipment
    One Non-precision weapon (Flak/Missile/Ion)
    One Weapon of any type
    One Equipment of any type

We didn't get into the details, but we also fixed most bug reports that were reported on the experimental branch.

Please keep in mind, this version is still Experimental so it is not guaranteed to be totally stable at this point.
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We’re very grateful for your continued support —it means a lot. Whether you’re leaving feedback, testing out new features, 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