1. The Riftbreaker
  2. News

The Riftbreaker News

Galatea 37 Celebrates Halloween

Hello Riftbreakers!


[h2]Spooky season has arrived at Galatea 37! Get your costumes out of the wardrobe and decorate your Riftbreaker bases.[/h2]



[h3]For a limited time, until November 10th, you can enjoy the Halloween celebration event in The Riftbreaker. We have prepared a couple of cosmetic changes that will transform the look of your bases and help you get in the holiday spirit.[/h3]



During this event, the Tropical and Volcanic Zones of Galatea 37 will be illuminated by a custom-made weather event, with orange haze and a smokey atmosphere, as if you were close to a fire. Delicate ash and ember particles complete the look of a burning planet. Your Energy Connectors will be replaced with skulls and bones. Basic lamps will be decorated with Jack-o-lanterns. Rift portals you place on the ground will change into magical cauldrons filled with a strange substance of an unknown origin. The basic floors will also get an overhaul as we apply a cobweb theme to them in true Halloween fashion.




All the changes that happen during this event are purely cosmetic and can be turned off at any time. Go to the options menu, select ‘gameplay’, and change the ‘seasonal events’ option to on or off, depending on your preference. You can even switch between them back and forth - the change applies in real time!

Please note that due to technical reasons and the way this event works, if you play in the Tropical Zone or the Volcanic Region biomes during Halloween, you will NOT see weather events other than 'smoke and ash Halloween special'. If you turn the seasonal event off, the custom weather effect can take up to 10 minutes to go away. Other than this, the event has no real effect on gameplay.

[h3]Mr. Riggs in a different setting![/h3]

We have an additional surprise for you today! If you'd like to see Mr. Riggs running around in a new perspective, then you can check him out in Mech Havoc:

https://store.steampowered.com/news/app/3237920/view/501713868279516668

The game looks very promising, so if top-down pixel graphics mech combat is your thing, you might want to give it a look 🙂 We've prepared a special bundle with the MechHavoc team that will let you buy the game at a discount if you already own The Riftbreaker:

https://store.steampowered.com/bundle/61505/The_Riftbreaker__Mech_Havoc/

Enjoy the festivities!
EXOR Studios




Screenshot Contest Still Going - Win Steam Gift Cards!

Hello Riftbreakers!
[p]
A couple of weeks ago, we announced the start of the Screenshot Competition for The Riftbreaker. It is an opportunity for you to win Steam Gift Cards and eternal fame and glory by being featured on The Riftbreaker’s Steam Store Page. Many of you have already submitted your entries - thank you very much! Still, the competition is not over - you have some more time to send in your best creations. Today, we’ll also share the process of creating a sample screenshot - perhaps you can get inspired by a thing or two!

By the way - we heard your feedback and we are very sorry for the problems you've experienced with our previous media-hosting method. We're trying something new today. Please let us know if there are any problems with playing the videos embedded in this article. You should even be able to watch them full-screen! TECHNOLOGY!

Mixing and matching all the elements available to you can result in some great-looking and interesting screenshots.

First, you need to decide what you want to show in your screenshot. What kind of story do you want to tell? Is it an enormous, complex base, optimized to the limits of efficiency? Is it an impenetrable fortress that makes the alien creatures tremble with fear? Or is it something entirely different and unexpected? For the purpose of today’s article, we’re choosing the third option - we’re going to create a simple cityscape using all our decoration sets and floor tiles as our building blocks.
[/p][p]
[video][/video]
Using the cheat_minimap_teleport_on_click combined with minimap reveal will make the process of looking for the right spot much easier.

The first choice we have to make is the biome we want to use. This matters because it is going to affect the overall lighting and mood of the scene. The Metallic Valley biome is a perfect candidate for us, thanks to its blue-tinted atmospheric fog and cold light. Let’s load up the survival mode on sandbox difficulty - this guarantees that no enemy attacks or random events will spoil our perfect shot. Then, we’ll use a couple of console commands (if you want to learn more about using console commands, read our previous article here):
[/p]
  • [p] cheat_reveal_minimap 1 - this lets us take a look at the map layout and choose a good spot. Restart the map if you can’t find the perfect one.
    [/p]
  • [p] cheat_remove_all_units - will remove all enemies from the map, ensuring we don’t die on accident
    [/p]
  • [p] minimap_teleport_on_click 1 - this lets you move around by just clicking on the map - saves a lot of time.
    [/p]
[p]In our case, we needed a large, flat surface with no immovable props. We were lucky enough to find one on the first try. Choose what’s best for you - your screenshot might benefit from utilizing the terrain features, or from incorporating the naturally existing elements into your picture. It is also a good idea to make a save file once you’ve found the perfect spot!

[video][/video]
Try mixing various elements from our decorations menu into more complex shapes. You can also try combining the decorations with real, functional buildings to make them fit your vision better.

Now comes the best part - the creative work. Use the cheat commands from the previous article to give yourself access to all buildings and make your vision a reality. Make sure to use all the tools you have at your disposal and turn up the graphics settings. It’s a screenshot - you don’t need 60 FPS to capture a still frame. Once all the buildings are in place, take a couple of sample shots to identify potential problems, like the mouse cursor in the wrong place, the HUD that reactivated itself, or anything else that might break the shot. It is important to take a look at your screenshot outside the game and in various sizes - if your screenshot is legible as a thumbnail, there is a good chance it is a good one!

[video][/video]One of the most important aspects of a screenshot is the lighting. Try looking at your scene at various points of the day - the time_of_day_hour command will help you with that!
This screenshot is almost good enough! All we need to do is hide the HUD, change the cursor size to a smaller one, and move it to a less visible spot. Pro tip: if you have a gamepad, you can switch to it for a moment to make the cursor disappear altogether. It's not necessary, however.

All done! Lick the stamp and send it!

All that’s left is publishing the screenshot by posting it in this Steam thread:
https://steamcommunity.com/app/780310/discussions/0/592910492127891055/?snr=2___

You still have a lot of time left - the deadline is November 7th, 2025! Those Steam Gift cards are waiting for you! We’ll announce the winners here on Steam, via our newsletter (you can sign up here), as well as on our Discord at www.discord.gg/exorstudios.

We’re looking forward to seeing your creations!

EXOR Studios
[/p]

The Riftbreaker Hotfix, October 22nd, 2025.

Hello Riftbreakers!


We have just published a patch that will help you with the following problems:
  • Crashes when selling Decompressor buildings.
  • Crashes when interacting with various objects.
  • Crashes when drilling resources manually.

There are no other changes in this build. We're sorry for these issues in the first place.

EXOR Studios

The Riftbreaker Maintenance Update, October 21st, 2025.

Hello Riftbreakers!


We have just released a new update for The Riftbreaker. If features numerous improvements for the flow and balancing of the Campaign Mode, especially in the context of Co-Op Multiplayer. We have also introduced a wide range of other fixes and improvements based on your feedback. They are all listed in the changelog below.

[h2]The Riftbreaker Experimental Maintenance Update, October 21st, 2025. Changelog:[/h2]

[h3]Changes:[/h3]
  • We have introduced numerous changes to improve the Campaign in both single- and multiplayer:
  • Improved the timing of objective display in the Stregaros Nest mission.
  • Improved the objective display during the ending sequence for the Heart of the Swamp campaign.
  • Acidic Plains Reconnaissance mission samples requirement will now scale depending on the number of players (1 - 10, 2 - 15, 3 - 20, 4 - 25).
  • Gather Palladium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Rhodonite Concentration mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Gather Uranium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Gather Titanium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Ferdonite Concentration mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Volcanic Area Reconnaisance mission samples requirement will now scale depending on the number of players (1 - 10, 2 - 15, 3 - 20, 4 - 25).
  • Increased the challenge for the Metallic Valley Investigation Outpost Stage 2 mission in the Multiplayer mode. It will include a higher number of Octabit nests depending on the number of players in that mission.
  • Reworked the Crystal Caverns outpost mission objectives to scale according to the multiplayer player count.
  • The Fungal Plateau mission will now be marked as completed exactly after the dialogue sequence, previously it was marked as finished 300s after the dialogue sequence.
  • The Metallic Valley Outpost will now be marked as finished after finishing the Metal Terror storyline and will be possible to be removed.
  • Caverns Exploration mission - Crawlog attacks will not start within the first 90 seconds of the mission.
  • Into the Dark campaign start - the Anoryx Blast warning will interrupt most other dialogues.
  • The Crystal Caverns Outpost will now be marked as finished after finishing the Into the Dark storyline and will be possible to be removed.
  • Fungal Swamp Outpost - adjusted initial Fungor attack strength per player count.
  • Fungal Swamp Outpost - adjusted initial Canceroth attack strength per player count.
  • Inner Swamp - adjusted objective requirements per player count.
  • Swamp Meadow - adjusted initial canceroth encounter strength per player count.
  • Swamp Forest - modified spline attacks to be species based.
  • Fixed a possible game logic lock in the Radioactive Desert Reconnaisance mission if a player started the Find Unusual Creature objective, jumped to a different mission containing the Stregaros species, and obtained its familiarity in that mission.
  • Added a 'Game Over' condition if Canceroth reached the resin intake point of the Great Mushroom Tree in the Fungal Swamp Outpost mission in the Heart of the Swamp campaign.
  • Heart of the Swamp - Fungal Forest - reduced the final Phirian attack strength on Easy difficulty.
  • Disabled the ambient crystal growth event in the Into the Dark Campaign Crystal Caverns Outpost (it shouldn't be there).
  • Fixed the Fungal Swamp Outpost Shield Generator zone marker position when it reappears.
  • Crystal Caverns Entrance mission - the boss music will no longer be interrupted by generic music if the player rushed to the boss fight before the first song played through.
  • Mission Generator - bioanomalies, biocaches, and power wells will no longer spawn if the bioanomaly parameter rolls a 0.
  • Added Canceroth Omega to the boss spawn pool in survival mode and in campaign mode after the first Canceroth encounter.
  • Metallic Valley Outpost - increased the strength of the first Flurian encounter.
  • Improved the Hazenite Concentration mission by improving objective markers, increasing the radiuses for objective completion, adding building highlights, and reworking the attack patterns.


[h3]Other changes:[/h3]
  • Meteors spawned during the Meteor Shower weather event will now spawn a small amount of resources on impact.
  • Players joining a Multiplayer session in progress will be able to view the previous chat history from the entire session.
  • The ping menu actions can now be bound to any key in the "Customize Controls" menu screen.
  • Reworked the Power Jump movement skill. It works more reliably now, feels a lot snappier and easier to use, and doesn't destroy everything in its path anymore. However, the mech is now much better at jumping over obstacles and actually reaches the spot you are aiming for! More information on this rework available in our article here.
  • Improved the reliability and usability of the Teleport Movement Skill. It now comes in four item levels and deals increasing energy damage with every level. This energy Blast can also stun enemies. Improved the Camera Behavior and visual effects during Teleport. More information in the article here.
  • Improved the behavior of the Shotgun projectiles. Shotguns will now be able to reliably kill large groups of small enemies.
  • Improved the behavior of the High-Caliber Rifle. It will now be more effective thanks to improved piercing behavior.
  • Mr. Riggs will no longer become staggered after indirectly hitting an area-damage resistant creature with an area damage melee weapon (Krocoon vs Hammer scenario).


[h3]Fixes:[/h3]
  • Fixed an issue that prevented the spewer weapons from dealing damage over time.
  • Fixed an issue that prevented area damage over time effects.
  • Fixed an issue that caused other outposts to produce resources indefinitely, even if the storage was full. This had the potenetial to drain all the resource deposits much sooner than expected.
  • Fixed an issue that prevented the message about 'Familiarity Increased" in Multiplayer.
  • Solar Power indicator will now correctly show 0% at night in Multiplayer.
  • The building level number addon orientation will now be rotated correctly after loading the game in Multiplayer.
  • Fixed the missing 'Scan' button SFX on the Orbital Scanner menu screen.
  • Fixed an error that caused the minimap to display wrong after changing the graphics settings.
  • Optimized the performance of the inventory screen in scenarios with many items stored by the player.
  • Fixed an issue that caused some buildings, like Gas Power Plants, to work at 100% capacity, even when supplied with only a fraction of the upkeep cost.
  • Fixed some GUI animations on the Inventory screen lists.
  • Fixed statistics order in item description tabs on the inventory screen.
  • Fixed the green/red arrow order for the Ammo Cost Reduction stat for weapons. Lower costs are now displayed in green, higher in red.
  • Fixed an issue that caused the mission time to be displayed wrong on the Statistics screen in singleplayer.
  • Fixed an issue that caused duplicates of items to appear in the [0,0,0] coordinates if a player loaded the save file with an item lying on the ground.
  • Fixed some issues with aspect ratio on ultrawide screens in game menus.
  • Fixed a crash in PauseSystem.
  • Fixed an issue that caused incorrect translations to appear during player votes in some circumstances.
  • Fixed an issue that caused the building tooltip of a previously selected building not to disappear after leaving build mode.
  • Missions Generated with the Orbital Scanner will now display proper names in rich presence fields on Discord, Steam, and other places.
  • Depleted traps will no longer send out a 'building destroyed' announcement.
  • New special announcement (with placeholder audio for now) will play if your base is being damaged by an earthquake.
  • The 'Compare' action button is now disabled during item disassembly.
  • Fixed an error that caused Custom Mode maps to not always fit the desired size parameters.
  • Fixed issues with pipe arrows blinking or staying behind forever after loading the game with build mode active.
  • Fixed the 'Dynamic Camera' functionality in the Multiplayer mode.
  • Fixed an issue that caused a black line to appear on the planet surface in the Orbital Scanner screen.
  • Fixed a crash in BuildingClientSystem in Multiplayer mode.
  • Fixed a crash in the HudQuest system.
  • Modding: added support for fragment injection for `data/scripts/hud/minimap.dat` so mods can inject only own changes with `{mod}_minimap.dat` files.
  • Fixed a disassembly cost exploit in multiplayer. In some circumstances, the disassembly value was bigger than the crafting cost.
  • Fixed an edge case where the player pawn on the client PC may end up missing the TransformComponent, rendering their mech useless.
  • Fixed an issue that allowed players to click 'interact' on the Rift Station building even if the building couldn't be activated.
  • Fixed the Stregaros Nest mission logic bug that could lock it in an always unfinished state (if the crystal was activated and destroyed shortly afterwards).
  • Fixed the rotation of the Liquid Decompressor mesh not aligning with the pipe input.
  • Fixed the pivot point of the Headquarters Level 1 ruin mesh that caused it to be displayed off-center.
  • Improved the palladium resource special tile and added a new Omega creature volume spawner.
  • Fixed the camera behavior during the Anoryx Wurm fight after a downed player was reactivated.
  • Added Omega creature attacks to caverns exploration mission in multiplayer mode.
  • The Mortar Sentry is now disabled in the Crystal Caverns biome.
  • Updated tile spawn rules and map layouts for all Survival Mode missions.
  • Fixed attack_boss_nurglax.logic - energy variant spawned a nerilian instead of a nurglax - thanks to ponomaryow.dmitry.
  • A small amount of liquid storage was added to the Quantum Cortex Lab and the Gravitational Hyper Lens to fix pipe systems with 4 pipes.
  • Fixed lightning effects display in Multiplayer for the Energy Pylon, Multiplayer Boost, Defensive Drones, Healing Aura, and the Anoryx Wurm.
  • Reduced the amount of camera shake for some skills.
  • Elemental variants of the dash skill have new visual effects.
  • Added four rarity levels to the recently reworked Dodge Roll skill, each with increased damage and explosion radius.
  • Introduced some fixes ofr the Decompressor UI on gamepad.
  • Fixed some typos and text errors in English localization - thank you, Chris!
  • Multiple crash bug fixes and networking improvements.

The Riftbreaker Experimental Maintenance Update, October 20th, 2025.

Hello Riftbreakers!


We have just released a new update fot the experimental branch of The Riftbreaker. If features numerous improvements for the flow and balancing of the Campaign Mode, especially in the context of Co-Op Multiplayer. We have also introduced a wide range of other fixes and improvements based on your feedback. They are all listed in the changelog below.

This Experimental Release is available to everyone on an opt-in basis. Please be aware that things might not work as intended, and you may encounter problems. If you don’t want to take any risks, please wait for the public release of this update.

MAKE SURE TO MAKE A BACKUP COPY OF YOUR SAVE FILES! Make a copy of 'The Riftbreaker' folder from your documents and keep it safe.

[h3]With all these warnings out of the way, here’s how to access the experimental branch:[/h3]

  1. create a backup copy of your save folder (Documents/The Riftbreaker)
  2. disable Steam Cloud save backup for The Riftbreaker
  3. go to your Steam Library
  4. right-click on The Riftbreaker
  5. select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing


After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game, and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.

If everything goes right, we expect this update to hit the main build of the game later this week.

[h2]The Riftbreaker Experimental Maintenance Update, October 20th, 2025. Changelog:[/h2]

[h3]Changes:[/h3]
  • We have introduced numerous changes to improve the Campaign in both single- and multiplayer:
  • Improved the timing of objective display in the Stregaros Nest mission.
  • Improved the objective display during the ending sequence for the Heart of the Swamp campaign.
  • Acidic Plains Reconnaissance mission samples requirement will now scale depending on the number of players (1 - 10, 2 - 15, 3 - 20, 4 - 25).
  • Gather Palladium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Rhodonite Concentration mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Gather Uranium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Gather Titanium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Ferdonite Concentration mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).
  • Volcanic Area Reconnaisance mission samples requirement will now scale depending on the number of players (1 - 10, 2 - 15, 3 - 20, 4 - 25).
  • Increased the challenge for the Metallic Valley Investigation Outpost Stage 2 mission in the Multiplayer mode. It will include a higher number of Octabit nests depending on the number of players in that mission.
  • Reworked the Crystal Caverns outpost mission objectives to scale according to the multiplayer player count.
  • The Fungal Plateau mission will now be marked as completed exactly after the dialogue sequence, previously it was marked as finished 300s after the dialogue sequence.
  • The Metallic Valley Outpost will now be marked as finished after finishing the Metal Terror storyline and will be possible to be removed.
  • Caverns Exploration mission - Crawlog attacks will not start within the first 90 seconds of the mission.
  • Into the Dark campaign start - the Anoryx Blast warning will interrupt most other dialogues.
  • The Crystal Caverns Outpost will now be marked as finished after finishing the Into the Dark storyline and will be possible to be removed.
  • Fungal Swamp Outpost - adjusted initial Fungor attack strength per player count.
  • Fungal Swamp Outpost - adjusted initial Canceroth attack strength per player count.
  • Inner Swamp - adjusted objective requirements per player count.
  • Swamp Meadow - adjusted initial canceroth encounter strength per player count.
  • Swamp Forest - modified spline attacks to be species based.
  • Fixed a possible game logic lock in the Radioactive Desert Reconnaisance mission if a player started the Find Unusual Creature objective, jumped to a different mission containing the Stregaros species, and obtained its familiarity in that mission.
  • Added a 'Game Over' condition if Canceroth reached the resin intake point of the Great Mushroom Tree in the Fungal Swamp Outpost mission in the Heart of the Swamp campaign.
  • Heart of the Swamp - Fungal Forest - reduced the final Phirian attack strength on Easy difficulty.
  • Disabled the ambient crystal growth event in the Into the Dark Campaign Crystal Caverns Outpost (it shouldn't be there).
  • Fixed the Fungal Swamp Outpost Shield Generator zone marker position when it reappears.
  • Crystal Caverns Entrance mission - the boss music will no longer be interrupted by generic music if the player rushed to the boss fight before the first song played through.
  • Mission Generator - bioanomalies, biocaches, and power wells will no longer spawn if the bioanomaly parameter rolls a 0.
  • Added Canceroth Omega to the boss spawn pool in survival mode and in campaign mode after the first Canceroth encounter.
  • Metallic Valley Outpost - increased the strength of the first Flurian encounter.
  • Improved the Hazenite Concentration mission by improving objective markers, increasing the radiuses for objective completion, adding building highlights, and reworking the attack patterns.


[h3]Other changes:[/h3]
  • Meteors spawned during the Meteor Shower weather event will now spawn a small amount of resources on impact.
  • Players joining a Multiplayer session in progress will be able to view the previous chat history from the entire session.
  • The ping menu actions can now be bound to any key in the "Customize Controls" menu screen.
  • Reworked the Power Jump movement skill. It works more reliably now, feels a lot snappier and easier to use, and doesn't destroy everything in its path anymore. However, the mech is now much better at jumping over obstacles and actually reaches the spot you are aiming for! More information on this rework available in our article here.
  • Improved the reliability and usability of the Teleport Movement Skill. It now comes in four item levels and deals increasing energy damage with every level. This energy Blast can also stun enemies. Improved the Camera Behavior and visual effects during Teleport. More information in the article here.
  • Improved the behavior of the Shotgun projectiles. Shotguns will now be able to reliably kill large groups of small enemies.
  • Improved the behavior of the High-Caliber Rifle. It will now be more effective thanks to improved piercing behavior.
  • Mr. Riggs will no longer become staggered after indirectly hitting an area-damage resistant creature with an area damage melee weapon (Krocoon vs Hammer scenario).


[h3]Fixes:[/h3]
  • Fixed an issue that prevented the spewer weapons from dealing damage over time.
  • Fixed an issue that prevented area damage over time effects.
  • Fixed an issue that caused other outposts to produce resources indefinitely, even if the storage was full. This had the potenetial to drain all the resource deposits much sooner than expected.
  • Fixed an issue that prevented the message about 'Familiarity Increased" in Multiplayer.
  • Solar Power indicator will now correctly show 0% at night in Multiplayer.
  • The building level number addon orientation will now be rotated correctly after loading the game in Multiplayer.
  • Fixed the missing 'Scan' button SFX on the Orbital Scanner menu screen.
  • Fixed an error that caused the minimap to display wrong after changing the graphics settings.
  • Optimized the performance of the inventory screen in scenarios with many items stored by the player.
  • Fixed an issue that caused some buildings, like Gas Power Plants, to work at 100% capacity, even when supplied with only a fraction of the upkeep cost.
  • Fixed some GUI animations on the Inventory screen lists.
  • Fixed statistics order in item description tabs on the inventory screen.
  • Fixed the green/red arrow order for the Ammo Cost Reduction stat for weapons. Lower costs are now displayed in green, higher in red.
  • Fixed an issue that caused the mission time to be displayed wrong on the Statistics screen in singleplayer.
  • Fixed an issue that caused duplicates of items to appear in the [0,0,0] coordinates if a player loaded the save file with an item lying on the ground.
  • Fixed some issues with aspect ratio on ultrawide screens in game menus.
  • Fixed a crash in PauseSystem.
  • Fixed an issue that caused incorrect translations to appear during player votes in some circumstances.
  • Fixed an issue that caused the building tooltip of a previously selected building not to disappear after leaving build mode.
  • Missions Generated with the Orbital Scanner will now display proper names in rich presence fields on Discord, Steam, and other places.
  • Depleted traps will no longer send out a 'building destroyed' announcement.
  • New special announcement (with placeholder audio for now) will play if your base is being damaged by an earthquake.
  • The 'Compare' action button is now disabled during item disassembly.
  • Fixed an error that caused Custom Mode maps to not always fit the desired size parameters.
  • Fixed issues with pipe arrows blinking or staying behind forever after loading the game with build mode active.
  • Fixed the 'Dynamic Camera' functionality in the Multiplayer mode.
  • Fixed an issue that caused a black line to appear on the planet surface in the Orbital Scanner screen.
  • Fixed a crash in BuildingClientSystem in Multiplayer mode.
  • Fixed a crash in the HudQuest system.
  • Modding: added support for fragment injection for `data/scripts/hud/minimap.dat` so mods can inject only own changes with `{mod}_minimap.dat` files.
  • Fixed a disassembly cost exploit in multiplayer. In some circumstances, the disassembly value was bigger than the crafting cost.
  • Fixed an edge case where the player pawn on the client PC may end up missing the TransformComponent, rendering their mech useless.
  • Fixed an issue that allowed players to click 'interact' on the Rift Station building even if the building couldn't be activated.
  • Fixed the Stregaros Nest mission logic bug that could lock it in an always unfinished state (if the crystal was activated and destroyed shortly afterwards).
  • Fixed the rotation of the Liquid Decompressor mesh not aligning with the pipe input.
  • Fixed the pivot point of the Headquarters Level 1 ruin mesh that caused it to be displayed off-center.
  • Improved the palladium resource special tile and added a new Omega creature volume spawner.
  • Fixed the camera behavior during the Anoryx Wurm fight after a downed player was reactivated.
  • Added Omega creature attacks to caverns exploration mission in multiplayer mode.
  • The Mortar Sentry is now disabled in the Crystal Caverns biome.
  • Updated tile spawn rules and map layouts for all Survival Mode missions.
  • Fixed attack_boss_nurglax.logic - energy variant spawned a nerilian instead of a nurglax - thanks to ponomaryow.dmitry.
  • A small amount of liquid storage was added to the Quantum Cortex Lab and the Gravitational Hyper Lens to fix pipe systems with 4 pipes.
  • Fixed lightning effects display in Multiplayer for the Energy Pylon, Multiplayer Boost, Defensive Drones, Healing Aura, and the Anoryx Wurm.
  • Reduced the amount of camera shake for some skills.
  • Elemental variants of the dash skill have new visual effects.
  • Added four rarity levels to the recently reworked Dodge Roll skill, each with increased damage and explosion radius.
  • Introduced some fixes ofr the Decompressor UI on gamepad.
  • Fixed some typos and text errors in English localization - thank you, Chris!
  • Multiple crash bug fixes and networking improvements.