Closed Co-Op Beta Update, January 29th, 2025
Hello Riftbreakers!
We've just updated the co-op beta playtest version of the game. The latest build features improvements for all weapons to adapt them to the new loot system. It also fixes multiple issues that you helped us discover. Thank you!
[h3]The Riftbreaker Closed Co-Op Beta Update, January 29th, 2025. DATA: 83 EXE: 9965 Changelog:[/h3]
- Additional weapons have had their stats and properties reworked to match the new loot drop system: Charged Bomb, Crystal Gun, Floating Mines, Heavy Plasma, Bouncing Blades, Insect Gun, Cryogenic Atomizer, Corrosive Gun, Acid Spitter, Cryo Spitter, Flame Spitter, Chainsaw, Laser Sword, Flame Blade, Root Gun, Laser, Railgun. All weapons are now adapted to the new system.
- Unique loot item drop frequency has been reduced. The previous values were a result of a numerical typo. The frequency is reduced, but you will still get plenty of loot.
- We also introduced individual adjustments to loot drop probabilities for lower rarity Biocaches. You are now less likely to get a unique item from a White or Blue Biocache, but you are still guaranteed basic resources.
- Skills found as loot drops do not display the "unique" icon, as they cannot receive additional properties.
- Higher-quality Skills will now correctly replace lower-quality ones in your inventory after picking up a Skill as a loot drop.
- Laser beam behavior has been improved. Previously, the beam would get stronger the longer you kept it on target, but you lost the bonus immediately after you stopped shooting at the target. Now, the beam will retain the damage increase even if you switch targets - as long as you keep hitting enemies. You only lose the bonus damage if you miss completely. We believe this change will make the Laser a better weapon overall.
- Increased the base creature difficulty for Hard and Brutal difficulties. Players will now encounter stronger ambient and Omega creatures earlier in the game.
- Increased the wave intermission time for Easy and Normal difficulty from 6 to 7 minutes to match the single-player mode. This will make the game easier.
- Flammable Gas Vents and Geothermal Vents that are being actively mined will now be marked as used on the minimap.
- Buildings icons will now show up on the minimap the moment the constructions starts instead of waiting for the building process to complete.
- Increased the ammo consumption of the Insect Gun.
- Increased the base damage for the basic Sword to always be able to kill Arachnoids in one hit.
- Fixed the streaming integration by switching the Oauth token generation from an external website to www.riftbreaker.com.
- Increased the armory consumable manufacturing rate to compensate for the decreased number of armory buildings.
- Brought back player name labels that hover over the player pawns.
- Increased the radius of the Radar Size Power Well.
- Removed the nuclear explosion effect from Power Rod and Floating Piercer towers.
- Fixed issues with minimap icon visibility if the icon doesn't have an assigned "layer_group".
- Fixed a dead loop in Loot Container System.
- Fixed some issues with the display of chat messages.
- Introduced some additional network optimizations to the Nav Mesh System.
- Fixed issues with animation states of the Arachnoid Omega.
- Fixed an issue that prevented players from accessing the chat when the player pawn is dead.
- Fixed an issue that prevented players from entering the menu in the spectator mode.
- Removed the additional projectiles from Spewer weapons.
- Fixed issues with the display of Wind and Solar Power values on the HUD, including changes during weather events.
- Fixed issues with the Research Queue not updating in real time.
- Fixed a bug that prevented building explosions from damaging nearby structures.
- Players can now connect to the selected server by double-clicking on the server list.
- The 'unknown' icon on the minimap is now smaller.
- Adjusted some of the weapon icons to have more contrast and color saturation.
- Adjusted text sizes and fixed several typos in the chat box.
- Fixed anti-aliasing issues with the "remove research" icon on the research screen.
- Fixed an issue that caused the chat box to break after opening the build menu.
- Fixed issues with player pings not always being replicated for all clients.
- Fixed issues with network replication of interactive components.
- Fixed a crash in the EquipmentSystem when an inventory item is missing.
EXOR Studios
The Hammerocerros was one of the first creatures modeled for The Riftbreaker. The other two were the Canoptrix and the Arachnoid. The model dates back to 2018. We've learned a lot since then, so it feels a little dated, especially compared to the new creatures.
Omega creatures are larger than their regular counterparts. This increase in size wasn't kind to the Hammerocerros. Even this big, it still looked like an amorphous blob. We decided that the Omega variant needed significant improvements.
The first Zbrush sketches of the Omega strain. The armor on the back is much more pronounced. A pair of large horns are meant to show you that this guy means business.
After cutting down on the horns a little - at least the ones on the back - we put this model next to the Ultra strain to see how they compared. We liked the results, so we moved on to texturing.
We still wanted to retain the color palette of the original creature. However, we used the colors in a more structured way, which allows you to see shapes and details with much more clarity.
Here's a high-detail render of the "regular", physical damage Hammeroceros Omega...
...and here's the fire damage elemental variant. This model receives additional particles to emphasize the 'elemental' aspect.
We liked the new version so much that we decided to use a slightly more 'polite' version to replace the base strains of the creature.
Here's the full Hammeroceros family with a bit of foliage to see how they blend in with the environment. We're quite happy with the results!
Obligatory xkcd.
Now the other "old" creatures are asking for a rework... Should we? We've got the tools, after all.


The co-op tests have been a lot of fun. The online mode is not perfect yet, but it doesn't prevent us from having a blast, whether we play with each other at the office, or with our testers online.
Here's a sneaky preview of one of the 'encounter' map tiles we've created. It's a lot different than what you usually fin in the Radioactive Desert biome.
Omega creatures are beefier and more dangerous. All of them received new models to stress their uniqueness and significance on the battlefield.
Each weapon you find in the wild has a couple of 'boosted' stats. This allows you to break the power ceiling of the craftable weapons.
We felt the minigun was too weak, so we added nuclear explosion effect to every hit. Thoughts?
Here’s a randomized map from the new generator we mentioned earlier, plus a sneak peek at the new and improved map screen layout.
With the new prediction algorithms in place we will reduce the amount of data transferred by an order of magnitude. It will give you smoother gameplay, and less network problems overall.

The graph showing the commits over time to the game's main repository. You can clearly see the pre-release heat, and the month where we all took a holiday together!
As you can see, the engine develops alongside the game, expanding it's capabilities each and every day.
The in-game Winter Event will launch any day now. Luckily, we tried if it still worked ahead of time. Our snowmen were quite unruly this year!