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Roadmap Update - January 2024

Hello Riftbreakers!

With the holiday season firmly behind us, it is time to outline EXOR Studios' plans for the year 2024. We have plenty of exciting things scheduled for this year, including some of the biggest updates we have ever developed. This article will tell you what we plan to release in the coming months and the extent of changes you can expect. But first, let’s take a look at the freshly updated 2024 Riftbreaker Roadmap.



[h2]WORLD EXPANSION III[/h2]

The first major release in 2024 will be the World Expansion III. Just like in the case of Metal Terror and Into the Dark in the prior years, WE III is going to consist of two parts: a free content update for all our players and an optional, paid DLC with a new Story Campaign branch. Here is all the information we can give you about the update at this point.

https://store.steampowered.com/app/2506610/The_Riftbreaker_World_Expansion_III/

World Expansion III update will introduce an entirely new biome for you to explore: the Swamp. While swamps on Earth are rather uninviting and gloomy most of the time, Galatean Swamps are rich, colorful, and teeming with life. The unique creatures inhabiting these lands display adaptations never seen before in other Galatean species. The plant life is extraordinary as well, with several new species, including aggressive, predatory plants capable of attacking everything that moves. However, fungi are the true rulers of this land, as can be seen in the artwork we prepared for this biome.



You will get the chance to discover the Swamp together with Ashley and Mr. Riggs in the brand-new Story Campaign DLC. Over the course of its several missions, you will get to know what led to the discovery of this biome. Ashley will face a new kind of challenge as she discovers that the Swamp is just a shadow of its former self. Our heroes are going to restore the natural beauty and peace to this place. You will also get to experience an all-new mission variant, taking place on a map that expands further as you complete your objectives.



All our players will be able to explore the Swamp in the new Survival Mode map, which will arrive as a free content update. However, the update is not just a new map. In fact, it is a massive upgrade and a rework of many game systems you had issues with. All of the following aspects of the game will receive an upgrade, which will be free for everyone to enjoy as a part of World Expansion III.



Exploring the new biome means more opportunities for research, and that can only mean one thing - shiny new technologies for you to develop and use! You will be able to craft plenty of gear pieces to adapt your mech to the threats of the Swamps. Your base will get a makeover as well, as we’re adding several types of defensive towers into the mix. You’ll also get an opportunity to improve your economy as we introduce new ways to power your base and utilize the resources you’ve gathered.



However, in order to fit all of these new tech items into our research tree, we needed to implement a radical rework. There was simply no room left to add any more nodes, and we were not happy with the legibility of our system in the first place. This is why World Expansion III will mark the release of our brand-new research tree. Instead of three tabs separating the research categories, the new system will feature only one large and scrollable tree. We are working on making the new tech tree as easy to use as possible, which is a great challenge, given its size. However, it is a necessary step to move forward. We will try to make the transition as smooth as possible. And that is just the first of the many reworks we’re planning.



We are experimenting with associating resource costs to individual research items. In the early stages, these costs will be symbolic at best. We do not want to hinder your progress by putting prohibitive price tags on basic technologies. However, more advanced and non-mandatory tech upgrades will require you to save up a bit of cash. We want you to be more mindful of the research and make conscious decisions about the research priorities during your campaigns. This approach will also give you a reason to build up a stronger economy and expand your outposts beyond the bare necessities. As we said, though, this is an experiment and we will see whether it makes it beyond the prototype phase.



Another area of the game that is going to see significant changes with the release of World Expansion III is the balance of weapons. The majority of Superior and Extreme quality weapons show significant balance problems. They are either overpowered, making them a must-have choice, or severely underpowered, rendering them useless against late-game enemies. We will try to fix this situation by flattening their power level a little bit. We will reduce the number of special properties that weapons receive during crafting. While it will slightly reduce the DPS of Superior and Extreme quality weapons, you will be able to add special properties later with the use of the revamped mod system.



Weapon Mods in The Riftbreaker were previously divided into two distinct categories: property enablers and property bonuses. If you had a +1 Piercing Mod, you could only use it in a weapon that had the piercing property, or you had to first insert a mod that enabled piercing for that item. The system was confusing and caused your mod collection to grow to an unreasonable size. After WE III update, all mods will enable their corresponding property on a weapon, saving you a mod slot in a weapon that was previously blocked by an enabler.



This simplification will make the system more welcoming and easily understandable. Mods will also be grouped in the inventory by type, reducing the size of the list significantly. We will also change the inventory screen to let you clearly see all the stats and properties of your guns and upgrades. The redesigned layout will allow you to check all the important stats at a glance and easily compare two items in your inventory.



The loot system is getting a major overhaul as well. Previously, we followed the logic of “a wild animal can’t drop a minigun for you.” We now realize it was an unnecessary limitation and did not reward you enough for dealing with increasingly difficult attack waves. With the new system in place, not only will you get the chance to find powerful weapons in the wild (sometimes beyond the level you’ve researched). You will also get more chances to find rewards scattered across the map in miniature versions of bioanomalies you already know. We hope to give you an incentive to explore each map and allow you more chances to find something exciting and useful.

[h2]EXPANDED STORY CAMPAIGN[/h2]

All of the features and changes above are under development already. We’re introducing these reworks to lay the foundation for the endgame expansion, another free content update we are planning to release this year. We want to give you an optional goal to strive for after you have finished the Story Campaign mode. This part is not in the works yet (not everything, at least), but the refresh of the elements we mentioned before will give us a good start. Please bear in mind that the following are our plans, and they are subject to change as we make progress toward the release of the endgame update (or updates - with so many things getting reworked, it might turn out to be impossible to release it all at once).



The core of the endgame update is the ability to generate additional, randomized missions on the Orbital Scanner screen. You will be able to choose the biome you want to explore further and play an additional mission taking place on a new map. These maps will sometimes utilize a brand-new type of map tile we call “encounter tiles.” Encounter tiles feature unique spots that will serve as the main point of the mission. They will vary in purpose and character, giving the additional missions an aura of mystery and encouraging you to explore the secrets of the planet.



Another problem we would like to solve with the endgame update is outpost attacks. In the current version of the game, once you set up your outpost and leave the map, nothing can ever happen to that base unless you come back. It is not what we originally intended, and we would love to change that in a future update. Our plan is to allow outposts to be attacked when you’re not around. You will receive a warning about an incoming horde drawing near one of your bases. If you choose to ignore the danger, your remote base will get destroyed or severely damaged. However, you will have a couple of minutes to travel there and help defend your facilities. Hopefully, this will make the game more dynamic and exciting in the long run.



We would also like to add more variety to the sub-objectives you receive while on your missions. There are only a couple of them in the game at the moment: destroy a nest, hunt down a boss creature, or clear an infestation of acidic yeast. We’ve had more objectives planned and prototyped but simply did not have time to flesh them out before the release of the game. Now, with much more experience, knowledge, and your suggestions pouring in for years, we believe we can finally make this system worthwhile and less repetitive than it is currently.



Completing the activities in the endgame will bring you closer to an all-new alternate ending to the game. The details of this will remain a secret for now. All we can say is that it will require you to stay on Galatea 37 a little bit longer than expected, but with your help, the planet may yet become the second home for humanity.

[h2]CO-OP MULTIPLAYER[/h2]

The final thing on our roadmap for 2024 is the Co-Op Multiplayer. As you know, we have been working on this for a long time and even started a closed beta program a couple of months ago. While the beta tests were limited to PVP only, they have provided us with heaps of much-needed data to improve the game's netcode. The progress we managed to achieve in the past couple of months, thanks to your help, has been significant. We have been able to complete a Survival Mode mission in co-op on stream for the first time! Here’s the full, unedited VOD from that stream:

[previewyoutube][/previewyoutube]

As you can see, while things are far from perfect, we have made considerable progress. We’re able to consistently clear Survival runs. Now, it’s only a matter of getting the performance to an acceptable level. Once we do that, we think that we are going to be able to expand our closed beta from Deathmatch to full Co-Op. From that point onwards, we will start introducing multiplayer-centric changes, like adjustments to the difficulty level, more interaction options between the players, additional challenges, and more. If you want to be a part of this, make sure to sign up for the closed beta here:

[h3]https://bit.ly/rb-multi-beta[/h3]

We do not have any estimates when it comes to the release date. Our progress has been quick lately, and it feels like, for the first time, we can finally see the end in sight. Still, we can’t predict what challenges lie ahead and prefer to be flexible. We will keep you informed throughout the year. The closed beta will receive updates frequently, and we will keep collecting data from your runs to see where our game is lacking. We will invite more and more people to test with us and stream live gameplay on a regular basis. If there is anything we can do to improve communication with you on the multiplayer front - please let us know.

So that’s it - our roadmap for 2024. If everything goes according to our plans, by the end of the year, The Riftbreaker is going to be almost a completely new experience. We’re always eager to hear your suggestions and learn what we can improve, so join us at www.discord.gg/exorstudios to let us know what you think!

This is going to be a good year!
EXOR Studios

Skin Design Competition Winners Announcement

Hello Riftbreakers!




Just before the holiday season, we announced a Skin Design Contest. We asked you to come up with ideas for new designs for Mr. Riggs’ paint scheme. We received some great entries - you should all be proud of yourselves. However, we only have three spots for our winners. In this article we will highlight the winners, selected by our jury panel, consisting of the EXOR graphics designers. Congratulations!

[h3]The first winner is itsthompson88 with the Graffiti Mech skin.[/h3]

Steam doesn't always want to zoom in after clicking on the image. You can find the original submission link right here: https://imgur.com/a/P3ubSpP

This design made the cut for obvious reasons - it is a real, game-ready skin! itsthompson88 clearly put a lot of effort into it. The graffiti theme plays along very nicely with the purple and blue color palette. The giant skull on the windscreen is also a nice touch that we used ourselves in a couple of spots. Overall, we felt that this was the most complete skin and that it wouldn’t feel out of place among the designs available in the game. Good job!

[h3]The second winner is Cat on a phone. [/h3]





Click on any of the images to view them in a larger window. Alternatively, you can find the original submission link right here: https://imgur.com/a/GIR8EVh

There are a couple of potentially great designs here. Sure, you need to use your imagination to fully envision what the author wanted to show, but that’s not the point. The idea of Mr. Riggs dressed up as a cow made us laugh. The neon camo paint scheme made us think of the 80s glam metal image. The liquid metal skins could look great if they were animated and changed colors in real-time. It’s hard to even choose one here. Well done!

[h3]The last trophy goes out to akee3, the man who took down every competition we held so far![/h3]





Click the image to view it in a larger window. Alternatively, you can find the original submission link right here: https://www.clickasnap.com/profile/akeeman

Akee’s entries bend the rules a little bit when it comes to not changing Mr. Riggs’ geometry. However, we decided to accept these because the slight modifications in the shape of the Mech are not the most important thing here. These designs stand out thanks to the great color combinations, unique patterns, and clever use of materials. The combinations of metal, plastic, glass, carbon fiber, and rubber look great here. We can’t wait to see what they might look like in the game.

[h2]The winners receive a set of Steam keys for all EXOR Studios games, as well as a care package with EXOR Studios merch, including a Mr. Riggs plushie (you can mod it and make your skin come to plush life!). Additionally, we will use your designs to create new skins for The Riftbreaker - they will arrive with the next World Expansion. [/h2]



Congratulations to all the winners, and thank you, everyone, for taking part in our little contest. We have direct contact to itsthompson88 and akee3, but no way to reach Cat on a phone. Please shoot me an email with your contact information to piotr.bomak [at] exorstudios.com.

Be on the lookout for future contests!
EXOR Studios

2023 in Review

Hello Riftbreakers!


2023 has gone by in a blink of an eye. The Riftbreaker is two years old now, but your passion for the game has not disappeared - not in the slightest. You keep us motivated to keep making the game better and better. We have compiled some facts and stats about EXOR and The Riftbreaker to summarize our work. Let’s take a look at what we managed to achieve over the course of the past twelve months and talk about our plans for the next year.

    [h3]We have released four major updates for the game:[/h3]
  • World Expansion II update - it accompanied the release of the Into the Dark DLC. This update allowed you to explore the Crystal Caverns biome, spanning for miles beneath the surface of Galatea 37. The new rock-digging mechanics allowed you to build bases deep underground while facing relentless attacks from the unwelcoming inhabitants of the limestone caves.

    Building a giant base beneath the surface of the planet is a challenge, but try that while repelling relentless attacks from hordes of aliens!

  • Summer Update - It added 156 new decorative items in several sizes and styles, all available for free and awarded to players for their in-game progress. They allow you to customize the looks of your Riftbreaker bases.

    Our screenshot contest asked you to put those assets to good use. Here's a great example by acideiffel!

  • Halloween Update - Added the Halloween seasonal event, fixed several major bugs, as well as brought the Prologue version of the game to parity with the main release.

    Any ideas for new seasonal events in the Riftbreaker?

  • The Riftbreaker Multiplayer Closed Beta - It’s not an update, strictly speaking. However, we feel that it is an important milestone. We started conducting connectivity tests with players around the world. Our goal is clear - co-op multiplayer.

    The closed PVP test will evolve into a co-op test over time.


[h3]Now, a bunch of statistics:[/h3]
  • Apart from the major updates, we have also released 11 maintenance updates, stability updates, and hotfixes, bringing up the total number of releases to 14 in 2023 alone. Adding experimental branch releases increases this number to 30 for Steam alone.
  • Adding other platforms to the mix, we have published 71 versions of the game altogether. That gives us an average of one game update every 5.14 days. We were busy!
  • To maintain compatibility with saved games, each patch that we publish has to successfully complete not only a QA pass but also a series of automated save tests. This year, our save samples package has grown from 135 to 163 tests to accommodate the new Story Campaign from Into the Dark DLC. A full run takes 3 hours on average to complete. We ran the save test gauntlet 476 times this year, summing up to 1428 hours, or 59.5 days, or 85680 minutes of automated testing, give or take. You can watch all 9 Star Wars movies back-to-back 56 times in that time.
  • The Riftbreaker repository revision number at the beginning of the year was 34431. As of the time of writing this article, the number is 42130, only counting the main branch. That gives us 7699 contributions to the game’s content alone. The programmers additionally work on The Schmetterling Engine, which uses a separate repository. They started the year on revision 25931 and finished on revision 28922. That is an additional 2991 contributions, bringing the total number up to 10690. That gives us an average of 29 commits a day. An average member of EXOR contributed 712 times.
  • We streamed the development version of the game on our Twitch channel 80 times this year, and you watched for 5660 minutes, sending over 36500 chat messages. Most of them were stronger attack votes.
  • We published 72 news articles on Steam, ranging from simple patch notes to detailed breakdowns of the new rendering techniques. These articles amassed about 20.041.000 impressions (times they showed up in various places around Steam for you). That gives us an average of 278.000 views per article. That’s over 5.5 times the capacity of the Polish National Stadium in Warsaw.
  • This year, we officially added integrated modding support for the game, implementing an in-game mod browser. Mods can be hosted on Steam Workshop and mod.io. Our users have published 481 mods for the game. To promote modding in our community, we ran a community modding contest with high-end PC gear on the line. Our champions received customized gaming PCs with Riftbreaker artwork printed on the case.

    The main prizes in the modding contest went to Frognik and WirawanMYT. Congratulations once again!

  • We released a substantial number of updates this year. However, the majority of our work has been focused on co-op multiplayer. We have released four Status Report articles - over 12000 words summarizing our progress and describing the issues we had to face. You can read them all here:
  • We’re still a long way from releasing the co-op version to you, but we have made a major step towards it. We started a closed multiplayer beta, utilizing our ‘accidentally developed’ PVP mode to diagnose issues with our net code. Thanks to the data we have already gathered during the beta, we have managed to clear many bottlenecks in network transfers. Each step forward brings us closer to the real deal - fully online co-op mode. We have over 300 testers now, but we still need more - you can sign up for the test here:
    https://store.steampowered.com/news/app/780310/view/3803913612004075220?l=english


[h3]What we wanted to improve:[/h3] Last year, we drew a couple of conclusions from our work, based on your feedback and our own experience. In 2023, we decided to put the theory into practice. Let’s see how that worked out!

We told you that we started testing our networking by playing PVP and that it happened by complete accident. You understood that and accepted our reasoning. It goes to show how far you can go when you actually take the time to talk to your fans.

The first lesson was about communicating with players clearly. We like to think that we have done a decent job with that. This year, we have not introduced groundbreaking changes to existing mechanics, so we did not have to explain nerfs or buffs and our reasoning behind them. However, we did have a chance to apply the conclusions from this lesson by telling you about the PVP mode. We stated that it’s used for testing only and won’t replace the co-op mode, ever. Your positive reactions to that news proved that being transparent on this topic was the correct approach.

The lessons we learned while developing Metal Terror allowed us to manage our resources better in the case of Into the Dark. We like how this expansion turned out.

The second lesson was about giving ourselves the time we need to complete tasks. We’ve given ourselves more time with Into the Dark and released it in good shape. It took exactly as much time to develop as Metal Terror did, as the two expansions were very similar in scope. The third World Expansion is going to be bigger, so we know we need to give ourselves a longer development window this time.

One of the first drafts of the cave excavation mechanic vs the final product. Showing off work-in-progress allowed us to gat your feedback early and make necessary changes ahead of release. Thank you!

The third thing we learned last year was to show off our work ahead of time, even if it’s not finished. We decided to take a much more open approach to development and reported on our progress every single week. You enjoyed our previews and shared a lot of feedback, which positively affected the final result. We even started publishing daily, unfiltered, and unmodified change logs from our development repository on our Discord. You can expect us to continue previewing upcoming releases - it benefits all of us.

As for the fourth lesson, we applied its results immediately last year. We learned that players are much more likely to share their feedback when it doesn’t require too much effort. For that reason, we launched our suggestion board, which you can find here: https://riftbreaker.featureupvote.com. You continue putting up great ideas there, and we’re thankful for that.

All of our articles about co-op were smash hits, despite being difficult content-wise.

The last lesson was perhaps the most important one. We learned that we shouldn’t stop ourselves from sharing information on some topics, even if they might be difficult. This year, we wrote several large technical articles, ranging from discussing the new rendering methods to discussing our progress on the co-op front. All of those articles have been met with your positive reception. It’s been a gratifying process for all the people involved in writing those articles. We will keep delivering more in-depth news, with the first ones scheduled to be released early next year.

We think that by applying what we learned last year, we have managed to keep you informed, entertained, and engaged. Still, we know that even hundreds of news articles will never replace new content releases.

[h3]Here’s what we’re planning to do in 2024:[/h3]
  • The first thing on our to-do list is World Expansion III. It’s a bigger expansion than the previous ones. As we stated earlier, we expect it to take a bit more time to develop, but it is going to change The Riftbreaker on many levels.

    • The main component of this expansion is the brand-new Swamp biome. The Swamp will pose an interesting challenge when it comes to base-building, as the available terrain space is going to be limited by the numerous puddles, ponds, lakes, and rivers.

      The base building in swamps is going to pose a challenge because of the limited dry land. However, you will be able to utilize a lot of liquids to generate power for your outposts!

    • Creatures inhabiting the biome have adapted to living in semi-aquatic conditions, and it won’t be a problem for them to barge into your base across a lake. You will have to place defenses in a much more strategic way.

      Creatures that can traverse liquids might be a strategic disadvantage. But look at those water ripples!

    • Not only will the creatures try to get rid of you, but there are several types of carnivorous (mechavorous?) plants as well. Identifying them from a distance will be an important skill to master.
    • We know that liquid surfaces in The Riftbreaker left a lot to be desired. With an introduction of such a liquid-rich biome, we gave our water shaders a revamp, giving all liquids a new and, hopefully, much better look.
    • Introducing new elements into the already densely-packed Riftbreaker tech tree is a challenge. In order to facilitate the addition of new technologies, we will redesign the current tech trees.
    • Keeping tabs on balance after adding several new weapons and enemy types once more would also be very difficult. Some weapons fell into obscurity by prohibitive costs or simply because they lacked effectiveness. We will introduce a major rebalance of most weapons to make all of them useful once more.

      While we don't have the images for the reworks mentioned above, we do have some new artwork prepared for World Expansion III. Enjoy!

    • Much, much more, laying foundations for…
  • The Campaign Endgame rework update. The massive changes coming with World Expansion III will lay the foundations for the endgame rework. You will get the ability to take part in more planetary missions after the end of the Story Campaign and set up new outposts. The reworked loot algorithm will keep you hunting for better loot and more resources. We will share more information about this as the update starts taking shape. Here’s what we can tell you now:

    • Improved world exploration - Galatea 37 will become a much more exciting place with our new additions. You will find much more objects of interest (and great power) on the surface of the planet. Smaller loot caches will join the bioanomalies you already know. They will be more common but also filled with resources, mods, and unlockables. Power Wells will grant you massive, temporary buffs capable of turning the tide in battle.

      The new loot caches are smaller and not protected as heavily, but will still surprise you with fountains of sweet loot.

      A wall of Krocoon Ultras is not a problem with the new QUAD DAMAGE power well, which gives you, well, quad damage for 60 seconds (WIP, changes pending)

      Another great example - Loot Chance Boost power well, turning regular canoptrix into loot pinatas!

    • New, elite creatures - The ‘boss’ variants of creatures you could meet in the wild were much stronger, but not very special. The elites we’re cooking for you will have additional properties and attack capabilities, making them much more formidable and will test your combat skills to the maximum.
    • Redesigned inventory screen - we heard your feedback about the inventory and your difficulties figuring out the properties of your weapons. With the new version, we will try to remedy these problems and make the navigation simpler and more intuitive.

      The new inventory screen will make it easier to directly compare the items you have equipped with those in your inventory

    • Reworked weapon mod system - The distinction we had between mods that enable certain properties (eg. Homing Projectiles Enabled) and those that improve them wasn’t a hit. The new system removes the “Enable” mods altogether. That gives you more clarity and more room for OP mods in your best weapons. The mod list has also been redesigned, grouping mods that affect the same property together with each other.

      The mods are now grouped by type, making it a lot easier to scroll through the list. This is not the end of improvements when it comes to mod system.

    • …and much more. We will keep you posted, but check our stream periodically to see glimpses of the new systems and reworks of the old ones.


Apart from the updates mentioned above, we are going to continue our work on the co-op multiplayer mode. Since we started our closed beta test on a very limited PVP build, we have been receiving reports on the game’s performance on various types of Internet connections. We also ran tests with people situated all around the world. These tests, running on a lightweight build, revealed to us which areas of the networking code we need to work on. Since then, we have managed to clear a couple of roadblocks, but our work is far from over.

In 2024 we will continue distributing access keys to The Riftbreaker Multiplayer Beta. As the net code improves, we will gradually increase the feature set of the beta until we reach the point where you will be able to play a real Survival Mode session with each other over the web. There’s still a long way to go, but we think that with the knowledge we have now, the reworked codebase of the game, and your support, we can do it. Every week new people join the beta. We stream the gameplay to show the progress we’re making regularly. More status reports are coming. Let’s get it done.



[h3]And that’s a wrap - our 2023 in review. Fingers crossed for 2024 - we hope it’s going to be at least as good as 2023 has been.[/h3]

EXOR Studios

Skin Design Contest Reminder

Hello Riftbreakers!


A couple of weeks ago, we announced a friendly competition to celebrate the festive season. We asked you to design a new skin for Mr. Riggs with no creative limits. We have already received a number of submissions, but the contest is still ongoing! Hopefully, you will get some free time over the holiday break to take part in our little contest.



Come up with a new paint job for our mech! Don’t hold back your creativity - the design does not have to bee rooted in The Riftbreaker lore. You can look for inspiration in your hobbies, favorite films, cartoons, comic books, and other works of art. Create something fun and unique, something that you would use in-game yourself. The full list of contest rules, entry submission details, and legal terms and conditions can be found in the original post right here:

https://store.steampowered.com/news/app/780310/view/3673299706323852631?l=english

[h2]We are waiting for your projects until January 10th, 2024. We will announce the winners by January 12th, 2024.[/h2]

[h3]The winners will receive a bundle of Steam keys for all EXOR Studios games released up to this day (Zombie Driver Ultimate Edition, X-Morph: Defense and The Riftbreaker). [/h3]



[h3]Additionally, we will send each winner a package with EXOR Studios gadgets, including a limited Mr. Riggs plushie. [/h3]

On top of all that, if the authors agree to this, we will TRY to put the best skin designs in the game with the next World Expansion. We put an emphasis on ‘try’ there because we can’t make this a guarantee. There might be problems with copyrights, technicalities, or any number of other issues that might prevent us from accomplishing this. Still, we will do our best to make it happen.

We’re waiting for your submissions!
EXOR Studios

What it's like to be an indie developer

Hello Riftbreakers!


We often emphasize that EXOR Studios is an indie developer and The Riftbreaker - is an indie game. Indie is short for ‘independent.’ As a company, we are self-funded; all our ventures are financed by our previous games, and we do our own publishing. Such a business model comes with many advantages and just as many, if not more, drawbacks. Today, we are going to tell you why we decided to go this route, despite the many risks, and what it means to be an indie developer in the gaming industry. We will also give you examples of how these aspects relate to EXOR Studios’ past and current projects.

Switching to the self-emplyed indie lifestyle was a giant leap of faith. In the end it was worth it, but we earned a couple of grey hairs along the way.

[h3]CREATIVE FREEDOM[/h3]

One of the things that led the founders to create EXOR Studios was the full creative freedom that being an indie developer offered. The founding seven members of EXOR moved on from modding and into the game development industry by joining a larger company that did ‘work for hire’. They often developed ports of well-known games from bigger platforms for mobile devices. While that experience was very valuable, they had to follow strict guidelines and were not in creative control of their work. The year 2007 was also on the brink of the industry shift, in the form of digital games distribution. Skipping box printing and retail distribution allowed developers more opportunities to get their games out into the hands of players worldwide.

The entry barrier into the industry was significantly lowered, and small studios like EXOR, or even individual developers, could try their hand at releasing a video game. This allowed them to publish smaller-scope but still ambitious projects that would most likely get rejected by most publishers. It gave those developers a chance to try out their ideas in the wild, gain valuable experience, and build their portfolio. It also meant that they could finally make games they truly wanted to make. No more work for hire, spinoffs, or tie-ins. The freedom to make the games you want to play is the biggest advantage of being an indie developer.

You need a lot of time to test your game properly. Luckily, when you're independent, you can decide a lot of deadlines for yourself. If you miss with you shot, though, everything can explode, just like the base in the gif above.

[h3]DEADLINES ARE SELF-IMPOSED[/h3]

Lately, there have been many games that released… undercooked. They could have used a couple of months of final playtests, polish, and bugfixing. Unfortunately, developers often have to release games in an incomplete state because they need to meet deadlines. In case of AAA titles, a release date is sacred - the entire marketing machine is built around the game’s release date and moving it is almost impossible. A lot of people rely on you doing your job in time, which builds pressure. Being an indie developer gives you the ability to set those deadlines for yourself. You know your abilities and limitations, so you can make an educated guess on how much time you need to bring the project to a close. It’s likely you will hit delays and roadblocks, but without a parent company breathing down your neck.

Players kept asking us for the release date of The Riftbreaker for about a year after we released the Prologue version. “Come on, guys, the game is ready. What are you waiting for?” We knew that the game wasn’t good enough yet. We decided to put off the announcement of the release date until we had a beta. We then took that version and polished it until it was worthy to be released to the general public. It paid off in the end. We believe it’s going to work like that for co-op as well.

https://store.steampowered.com/news/app/780310/view/3734104644163035438?l=english
We've got an entire article on the tools we use to make games, check it out if you're interested!

[h3]DO YOUR WORK HOWEVER YOU LIKE[/h3]

We’re all different and have varied preferences when it comes to pretty much everything. That includes game development tools, which can vary wildly from one another, even if they serve the same purpose. Artists have their preferences when it comes to 3D modeling software, and programmers have their favorite IDEs. While it’s possible that a developer could adapt to new tools quickly, nothing will beat the comfort of working with a piece of software that you have been using for years. Working as an indie developer, in most cases, you can choose what programs you want to use for the job. You can even decide which engine you want to use to create your game. In larger studios, it is much more likely that the toolset is going to be ‘forced’ on you, which can lead to a lengthy adaptation period, especially if the technology is proprietary.

Our artists have been working in various 3D software, but when the Blender revolution came around, we gladly made the switch. Blender’s personalization options, its expandability using various plugins, and its intuitive interface made the transition smooth. We never looked back. However, it was only four people. Imagine forcing 100 artists to do the same. We can almost guarantee it would take a lot of time and effort.

No story here. Just a gif to break the wall of text :)

[h3]DO YOUR OWN BUSINESS[/h3]

Being an indie dev doesn’t mean that you are cut off from the business world altogether. There is no escaping that. Still, you are granted a much bigger degree of freedom when it comes to making decisions for your game and company. You can decide which platforms your game is going to be released on, what kind of marketing campaign you want to run, and who you want to work with. You do not answer to shareholders or the publisher. However, this is a double-edged sword. The responsibility for all these decisions is yours and yours alone. If you fail, you may go out of business before you can even realize what is going on. On the other hand - if everything goes right, you will reap the rewards.

One such example from the history of The Riftbreaker was our Game Pass deal. In exchange for The Riftbreaker being available in Game Pass on day one, we received extra time we could spend on polishing the game and bringing it to the best shape it could be. Without securing those extra funds, the whole story might have unraveled in a different way.

What we mentioned above are not all benefits of working as an independent developer. In general, you could sum it all up in one word: freedom. This freedom, however, comes at significant costs. Let’s talk about some of these costs now.

Mr. Riggs wanted to get heard, too. Perhaps he should start a podcast?

[h3]IT’S DIFFICULT TO GET HEARD[/h3]

To say that the gaming market is saturated is an understatement. Dozens of games, big and small, are released every day. Players spend thousands of hours playing the giant titles that adorn the front pages of YouTube and Twitch. New AAA titles run marketing campaigns that reach beyond the internet and bombard potential players with information about newly released projects. Your game has to be really special to turn the heads of players around the world. The odds are stacked against you, but as successful indies have proven time and again - the challenge is not insurmountable. If your game is good, players will spread the word around.

Before the word about The Riftbreaker started making rounds around the web, we sent out hundreds, if not thousands, of emails, asking everyone and their dog to cover our game. Over 95% of those emails never even got a reply. Only after the demo version hit it big during the Steam Next Fest we started getting some coverage offers - some of them even coming from the people we tried to contact earlier. It’s a tough world out there.

You need to be able to adapt to difficulties and bad conditions, even if it means coding on a 19-inch CRT monitor.

[h3]NO ONE IS COMING TO HELP YOU[/h3]

Well, not literally, but without a large team behind you and resources from your publisher and/or stakeholders, you will face unexpected problems on your own. If there are technical problems, you might not even have a second tech person on the team to ask for help. You have to figure out legal matters and taxes all by yourself instead of having a dedicated team behind you. The same goes for marketing. If your PC breaks in the middle of the project, you’d better have a backup one ready for action because you are your own IT department. All kinds of things can go south while making a game, and you will be on your own, so be prepared for that.

At the beginning of 2020, we had to make the decision to allow people to work from home. Even though we had a VPN set up that theoretically allowed us all to work remotely, no one had tested it on such a scale and with that many people. The transition wasn’t without issues and took quite a lot of valuable development time.

Next goal: online co-op. We will get there, we promise you that. Our beta tests have proven very vauable so far.

[h3]HOPE YOU’RE HERE FOR THE LONG RUN[/h3]

Working on a smaller-scale project with a small, independent team does not mean there isn’t a lot of work. On the contrary - you will have much more work on your hands than in the case of a large team. In big studios, work is often divided into very specialized areas. One person is responsible for models of rocks. Another person does trees. Yet another person does gun models. There are separate job positions for AI, graphics, gameplay, and cinematics programmers. These kinds of lists can go on and on. In the case of independent developers, all these jobs often fall into the hands of one single person. One day, you might work on graphics, do some gameplay design in the next couple of days, and finish off the week by fixing a leaking kitchen sink. While undoubtedly exciting, jumping from one job to another is not the most efficient way of working and will likely make development slower than you would like.

Some of you probably learned about The Riftbreaker because one of the YouTubers you follow has covered the game at some point. We had to arrange most of such videos ourselves - we looked for relevant influencers, sent them review copies of the game, negotiated with those who wanted to do a paid video, and analyzed our actions to determine what worked and what didn’t. That took away time from other things we could be doing then. However, this work was necessary to get the word about the game out to people. It simply cost more than just money.

Our trophy cabinet. The road to each one of these memorabilia took a lot of work and taught us a great deal. We hope to learn even more along the way!

[h3]CONCLUSION[/h3]

Indie game development is not a career that you can easily get in and out of to get some experience. It has to be a passion project, born out of a lifelong desire to make games you want to make and not obey any conventional rules. If you’re not fully convinced that this is what you want to do, you might go mad. However, the freedom to make your vision come true, limited only by your own abilities, makes it all worth it.

If you have any questions about indie dev life, or game development in general, ask in the comment section. We’re always on the lookout for new topics to share some behind-the-scenes knowledge about The Riftbreaker, EXOR Studios, and the gaming industry. You can also contact us directly through Discord at www.discord.gg/exorstudios and during our streams every Tuesday and Thursday at 3 PM CET over on www.twitch.tv/exorstudios.

See you there!
EXOR Studios