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Soundtrack: Extended Update

Hello Riftbreakers!


When we released The Riftbreaker in 2021, we also published the Original Soundtrack album alongside the main release. The album featured select music pieces from The Riftbreaker, remastered and adapted from their in-game form to something more suitable for standalone listening. Not all songs from the game made the cut, but we promised that we would release them in due time. That time is now - we have just published a free update to the Soundtrack DLC, featuring all the missing songs from the original game soundtrack. In this article, we will tell you why it took such a long time, what the differences are, and what you can expect from us in the future.



Creating a good game soundtrack is an uphill battle. On one hand, it has to be unique and captivating. You want people to instantly associate the music they hear with the game they are playing. You want the soundtrack to emphasize what is currently happening on the screen. On the other hand, the last thing you want the music to do is distract players. It has to fit just right. The pace and dynamics of the music have to be relatively steady, with as few high and low points as possible. This also limits the range of instruments you can use. Some sounds might stand out too much and sound out of place in the context of the soundscape you want to create. Due to these constraints, the composer often has to limit their creativity, considering the good of the game as a whole rather than the song itself.



Our music composer, Marcin Pukaluk, encountered precisely these issues. He’s a super creative person and a brilliant artist. Although he was happy with the soundtrack of The Riftbreaker, he also thought he could do better. He suggested remastering the tracks from the game and giving them a more song-like structure. This meant adding intros and outros, changing the arrangement of some parts, and emphasizing different instruments within the mix. Take a listen to these two tracks. The first one is ripped straight out of the game files, and you’ve probably heard it a thousand times now. The other one is the remastered version.

[previewyoutube][/previewyoutube]
Here's the original version of one of the tracks that accomapny you during the intense battles on Galatea 37.

[previewyoutube][/previewyoutube]
And here's the remastered one. Which one do you like better?

We chose this piece because the differences are audible right away. The in-game track lacks the ‘marching’ intro from the remastered version. Additionally, the drums and brass instruments are brought much more forward in the mix. The atmosphere of the second version is much more heroic, which wouldn’t necessarily sit well with the chaos of the battle on screen.

Naturally, reworking the entire soundtrack into this new, standalone formula takes some time, which we did not have. The new World Expansions required brand-new music to fit the theme of the biomes we introduced, so Marcin was too busy writing new pieces and couldn’t work on the old ones. After the release of World Expansion III, however, we could finally start the Multiplayer Co-Op Closed Beta test, and we won’t be producing any new expansion content for a while. That gave Marcin a window of opportunity to remaster the remaining tracks.



In today’s update, The Riftbreaker Soundtrack expands by ten additional tracks from the main game. The OST is extended from the original 44 minutes, to 70 minutes. This update is free for everyone who purchased the soundtrack separately or got the Complete Pack edition of the game. All tracks from all playlists are now available for your listening pleasure (except for the ‘Anticipation’ playlist, also known in the community as the ‘no drop music.’ Listening to that stuff for too long could be unpleasant, so we skipped those songs). For those of you who don’t want to get the soundtrack - we got you! Here’s a YouTube video with the entire album.

[previewyoutube][/previewyoutube]
The full extended soundtrack for your listening pleasure.

In the foreseeable future, Marcin will continue working on remastering the music from the World Expansions. We will also add them to the Soundtrack DLC as a free update, so be on the lookout for that! Meanwhile, we’re returning to work on the Co-Op Closed Beta Test. We have distributed over 100 access keys this week alone. Keep an eye on your Discord inbox so as not to miss your keys! And if you have not signed up for the test yet - do it! Join us, play The Riftbreaker in multiplayer before everyone else, and help us shape the game into something great!

See you next time!
EXOR Studios.


Co-Op Closed Beta Update, August 27th, 2024.

Hello Riftbreakers!


Thank you for your patience and all the testing sessions that you have conducted over the course of our break! We have cooked a new build up for you, introducing some much-needed fixes and changes. We're already working on the next one - we have a couple of cool tricks up our sleeves so stay tuned!

We will send out a new batch of beta keys tomorrow. Please make sure to sign up here:



[h3]The Riftbreaker Multiplayer Closed Beta, August 27th, 2024. DATA: 29 EXE: 9356 Changelog:[/h3]
  • Fixed the 'Close Server' button on the dedicated sever options screen.
  • Boss Aura skills no longer destroy Energy Connectors - they will get severely damaged, but always stay operational not to disable defensive towers.
  • Boss Aura visible radius is now properly aligned with the actual damage area.
  • Bosses with the 'Waller' ability will not be able to use walls even in densely built-over areas. Their skill will now be able to damage buildings as well.
  • Tornadoes and meteor showers can now track all players, not just one.
  • Fixed blueprints spawned by objective and weather logic files not being precached. This will prevent stutters when dealing with creature nests, for example.
  • Added a team boost for players that can be activated by staying close to one another for a couple of seconds. It's a damage and resistance buff, just like a miniature Power Well.
  • Upgrade tooltips in inventory can now properly display all their bonus stats.
  • Fixed a freeze on loading screen when the client fails to connect to the server.
  • We will now display a 'Connecting...' message when the game is trying to establish connection with the server.
  • Buildings that bring up the menu screen during interaction (Armory, or Comms Hub, for example) are now able to do so.
  • Fixed the time of day indicator not being updated for clients.
  • Fixed time calculation problems on the Research screen that caused the research times not to sum up or display as infinity.
  • Fixed issues with comets jumping from spot to spot. They will now fly at a steady pace.
  • Fixed an issue that caused resource deposits to flicker on the minimap.
  • Fixed an issue that caused players to spawn inside of the HQ when joining the server or respawning.
  • Partially improved the camera interpolation during the mech's movement. This will be improved further.
  • Mech aiming direction moved to client, should reduce the feeling of lag.
  • Added support for quicker unit respawn timers. The more players take part in your session, the quicker the units will respawn.
  • Reduced the number of parts spawned by the tornado.
  • Fixed the problem that caused upgraded buildings not to display their localized names correctly.
  • Fixed boss healthbar problems.
  • Optimized the size of textures on various meshes that used emissive textures - should save you about 700MB of traffic.
  • Various fixes in GUI.
  • Fixed several crash scenarios.
  • Introduced minor performance, memory and network optimizations.
  • Other minor fixes.


EXOR Studios

Closed Beta Update, August 8th, 2024

Hello Riftbreakers!

Thank you for your reports in the first phase of The Riftbreaker Co-Op Closed Beta Test! Thanks to you, we were able to address several issues already and add some missing features, including the custom difficulty options. The full changelog can be found below:

[h3]The Riftbreaker Co-Op Multiplayer Closed Beta Changelog, August 8th, 2024.[/h3]
  • Added Custom Difficulty option to Multiplayer modes.
  • Added Sandbox mode to the Multiplayer build.
  • Added new information display on shared items.
  • Added more space for statistics display when viewing a mech upgrade module.
  • 'Destroy Nest' objectives now have proper objective markers.
  • Fixed a crash in ResourceSystem that occurred when placing buildings with pipes.
  • Fixed line breaking in the text chat.
  • Fixed effect attachments in the Gas Extractor building.
  • Fixed player count in dom_manager.lua
  • Fixed several issues with GUI and the use of virtual cursor.
  • Fixed some netcode issues.


EXOR Studios

Co-Op Closed Beta Has Officially Begun!

Hello Riftbreakers!


[h2]We are very pleased to announce the start of the long-awaited Co-Op Multiplayer Closed Beta test for the Riftbreaker! It is an enormous milestone, and we are very thankful for your faith in us and your encouragement leading up to this. The job is not done, though, and we’re here to tell you what the coming months will look like.[/h2]



The first batch of playtesters have already received their access keys to the unique Co-Op Closed Beta version of the game. This special build is tailored for testing online play, featuring a single Survival Mode mission in the Tropical Zone biome. Players can select from three difficulty levels - Co-Op Normal, Co-Op Hard, and Co-Op Brutal - crafted based on our internal playtesting results. More maps and functionalities will be added to this exclusive Beta build over time.



As much as we would love to give everyone access at once, it is not in anyone’s best interest. This is the first time ever that the Co-Op build has left the walls of the EXOR Studios office. We know that a lot of things are going to be broken. We know that there are many gameplay and balance issues. We also know that you will request many additional features to make the gameplay experience smoother. We expect to receive a ton of messages about these issues. We will have to read through all of them very carefully to make progress at a good pace. Adding more players to the test now would likely only duplicate reports about the most common issues, making it less likely that we get to see those rare reports that might pop up only once or twice. This is why we need to keep user numbers low at first.



However, as we progress and improve the game, we will give away more access keys to the Beta. New rounds of Beta keys will be given away at various points of the test. They won’t be tied to version releases or any specific days of the week. Once we feel we’re ready for more playtesters, we will hand out the keys. Keep an eye on your Discord inbox or email address! At first, we will limit these additional batches to a couple of dozen keys and increase the numbers as we go. By the end of the beta testing period, we want to give everyone who applied through our sign-up form access.

[h2]To sign up for The Riftbreaker Multiplayer Beta please fill in the following form:[/h2]
We reserve the right to contact only select participants.



We have created a special Discord channel for Beta feedback and bug reports. The channel is visible to everyone to keep the process transparent. However, to keep the channel free from off-topic activity, only testers with a special role will be allowed to send messages there.

We have come a long way since the days of 25% movement speed and creatures getting stuck in limbo, but there still a long way to go!

[h3]What kind of feedback we’re looking for:[/h3]
  • Crash reports with detailed information. Please remember to provide your Discord nickname (in case we need to investigate further), information whether you were the server or the client, and what was happening in the game at the time of crash.
  • Your experience with playing over the web. Please include information about where the players and the server are located (general geographic area is fine e.g. my PC is in Poland, the server is in Germany and my friend is in France - no need to get into specifics).
  • Opinions about the game’s balance. What do you think about the strength of the attacks? How do you like the timers in-between waves? Are the bosses challenging?
  • What problems do you encounter in the game? Are there any things that are not properly explained? Where can we improve?
  • What social features would you like to see added? What would make it easier for you to communicate with other players?
  • Bug reports. Please report any strange situations or glitches you might encounter, such as disappearing creatures, flickering lights, or the UI not working properly.
  • Anything else that comes to your mind while playing. We are open to all kinds of suggestions, but the issues mentioned above are our priorities.


[h2]The next couple of months will be filled with rapid, iterative development, and you have a lot of influence on what the game will look like in its final shape. We’re looking forward to working with you![/h2]

EXOR Studios

Beloved ARPG and base builder The Riftbreaker details co-op update

Combining the action RPG combat of Diablo with the survival and base building of Satisfactory, The Riftbreaker is an impressive genre mash-up. It's a fast and fluid mix of ideas where you bounce between calm moments of construction and frantic fights, but you've always had to do this alone. That's not going to be the case for much longer though, as developer Exor Studios details all the mechanical changes coming to the new co-op mode, and you can still sign up to give it a try ahead of time. Best of all, The Riftbreaker is dirt cheap right now in a Steam sale.


Read the rest of the story...


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