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Mod Spotlight Livestream! European City by Molch!

Hello Riftbreakers!


We have always been huge proponents of modding and designed our games with modders in mind. The Riftbreaker’s data files are not obfuscated or encrypted, and our asset packs are simple zip files you can browse at will. We also gave you access to our custom-made Riftbreaker World Editor suite - the set of tools that we used to create The Riftbreaker’s campaign, databases, maps, and a lot of other things. Once in a while, a modder comes along and does something truly remarkable with these tools. Once again, that person is Molch, the author of the Arctic Map and Rift City mods. This time, Molch decided to recreate a typical European City as a map for The Riftbreaker. In fact, Molch has astounded us all with creativity, the level of detail, and some features that we didn’t even think were possible.



Mr. Riggs taking a peaceful stroll through the streets, bashing some cars along the way.

As mentioned earlier, Molch has already created one city map for The Riftbreaker. We described it at length in this article. This time, however, he went to the next level. The Riftbreaker does not contain great city-building assets by default. Most of the props and entities in the game are either plants, rocks, or futuristic sci-fi buildings. To get access to more buildings that fit a regular city map, he would either need to make them from scratch or port them from our previous games - Zombie Driver or X-Morph: Defense. Molch chose the second option. However, converting assets from our older games to work with The Riftbreaker is not a simple process. For our latest game we introduced Physics Based Rendering, or PBR for short. PBR aims to simulate the way that materials reflect light by giving them properties like roughness or metalness. Molch needed to rework all the materials to make the old props compatible with the new game. We have no idea how long it must have taken, but we’re sure it was a lengthy process.



You can destroy buildings chunk by chunk. Even though they won't collapse, it's still impressive!

Porting the assets from X-Morph: Defense and Zombie Driver had a fun little side effect - most of the props that we made for those games are destructible. When Molch ported these assets, he maintained that property, so everything you see around the city can be blown up if you have enough firepower! What is more - the buildings from X-Morph have had their interiors modeled as well, so when you blow holes through their walls, you can see the degree of your destruction by taking a detailed look at the ravaged remains of what used to be cozy apartments, shops, and offices. Another cute little detail is that our camera object culling system can show you what is inside those buildings when you get close to the wall with your Mech. Apart from all the buildings, trashcans, benches, and decorations, there are also plenty of cars around the city - some based on quite well-known models. You can destroy them, too, obviously!



Nobody can prevent you from going on a motor oil-fueled rampage!

With all these new models now available to him, Molch did a stellar job arranging them into a typical European city landscape. Wandering around the streets of the city, you are going to stumble upon typical elements of such a place. There is a town square with a small local market set up. There are little side streets with shops and other facilities. Parks and gardens add little bits of greenery every now and again, where people can enjoy recreational activities. There are even two football fields for the sports fans out there. The highway running through the city is blocked by an accident scene, and the local police force and paramedics are there to help the victims. It’s crazy how many little stories you can tell with just a couple of well-placed props. However, the city lacked something to make it more lively - humans.

Pedestrians invading the football pitch, players T-posing in an act of protest.

To be honest, we still have no idea how the madman did it, but there are actual people walking around the map! We don’t know where the models are from, what script they’re running, or whether they are a brand new idea from Molch. All we know is that we absolutely love this feature. Pedestrians walking around the city are up to scale - considering Mr. Riggs is 4.5 meters tall, the humans reach somewhere up to his upper legs. They do not seem out of place and give you a feeling of how truly gigantic Mr. Riggs is. While we do not have any evidence for our claims, it would seem that more pedestrians spawn during the day than during the night, which is a great touch as well. Oh, humans are ‘destructible’ as well; do what you like with that knowledge.

If you look closely, you will see the policemen interviewing one of the drivers!

Apart from looking great, the European City mod by Molch is a complete map that allows you to play Survival Mode without any issues. It currently uses the Crystal Caverns creature set and Survival mission rules. You will find a multitude of resource deposits scattered across the map, and the urban environment will create a fun challenge for your base-building skills. You will have to beware, though, as there are plenty of powerful creatures prowling the streets of the city (which doesn’t seem to phase the civilians too much). Bring your best gear when you go exploring, or be prepared for the walk of shame, trying to recover your lost weapons.

What a nice park! And the structure at the top looks strangely familiar. Download the map to see it for yourself!

We will do a playthrough of this map during our live stream today, so join us on www.twitch.tv/exorstudios at 3 PM CET (yes, right now) and watch Void get annihilated by familiar creatures in the unfamiliar landscape. If you want to make maps like that yourself, join our Discord at www.discord.gg/exorstudios and learn from other modders. Our community is growing stronger every day and both EXOR Staff and other modders will help you get started.



Mr. Riggs found the solution to the crowded car park problem.

See you soon!
EXOR Studios

Design a skin contest!

Hello Riftbreakers!


We have yet another competition for you! This time we ask you to unleash your creativity and give Mr. Riggs a nice, fresh coat of paint.

Plenty of skins to choose from already, but we can always do better. On a side note - we will change the way skin selection works.

We know that players love skins for their in-game characters. It allows them to express their personality and add a degree of customization into the game. Even if you can’t change the color scheme of individual items without modding game files, pre-determined skins still offer an alternative choice. While working on The Riftbreaker some of the most fun things we did was coming up with new skins. Some were inspired by our favorite games (bonus points if you can spot them), while others were completely outlandish ideas we thought could be funny (Mr. Piggs and Caticord immediately spring to mind).

Gold skin is unlocked by completing the game's main campaign. It is one of our favorites. Simple, but effective!
[h3]Now we want to hear (and see) what you can come up with! The rules are quite simple:[/h3]

  • Come up with a design for a new skin for Mr. Riggs. Look for inspiration in pop culture, your favorite games, series, or your own imagination. Simply design what seems fun to you!
  • Needless to say, but we will say it anyway - your entry must be in good taste and do not break Steam Terms of Service. No gore, adult-rated material, or mocking anyone's ethnicity, religious or political beliefs.
  • Create a visualization of your skin idea. Use Paint, Photoshop, or any other image editing software to modify any of the existing Riftbreaker artworks. Alternatively, you can sketch your design by hand and scan it. You don’t have to make a working in-game skin - just a simple image is fine, but bonus points if you do decide to make a working skin 🙂
  • Do not change Mr. Riggs’ model geometry. You can change everything else. You want to have a giant screen in place of the cockpit visor? Okay! You want to turn the Mech into glass? Also cool! You can go absolutely wild, but the geometry of the mech must stay the same.

[h3]That’s all! Now, let’s talk about prizes.[/h3]

The authors of the three designs we like the most will receive:

[h2]
  • Steam keys for all EXOR Studios games. You can use them yourself or gift to someone else.
  • A care package full of EXOR studios gadgets, including a Mr. Riggs plushie.
[/h2]



[h3]Last but not least important - we are going to try to turn the top three designs into actual in-game skins. This will only happen if the authors give us explicit permission to use the design in-game and if it does not break any copyrights or trademarks, so go easy on logos.[/h3]

Upload the visualization of your design to any image-sharing site and submit your entry in this thread for everyone to see here:
https://steamcommunity.com/app/780310/discussions/0/4040354734340685476/

The contest will run until January 10th, 2024. We will announce the winners by January 12th, 2024..

One of the earliest mods for our game - Holy Skin by SenorRagequit. Be the light that shines in the darkness!

[h3]The legal stuff:[/h3]

[expand]
You must be aged 18 or over at the time of entry in order to enter this competition. No purchase is necessary. You must enter the contest yourself. You must comply with the laws that apply to you in the location where you access the competition from. If any laws applicable to you restrict or prohibit you from entering the competition, you must comply with those legal restrictions or, if applicable, refrain from entering the competition. Prizes are not negotiable, exchangeable, or transferable and have no cash alternative. Physical prizes can only be delivered to locations covered by UPS. If a delivery destination is not covered by UPS, then it will not be sent out by EXOR.

The winner(s) will be selected by a panel of judges based on creativity, originality and the highest quality. The decision of the panel is final.

The Organiser does not claim any rights of ownership in your competition entry. By submitting your entry, you grant us a non-exclusive, worldwide, royalty-free and irrevocable right to use, display, publish, transmit, copy, edit, alter, store, re-format, and sub-license the competition entry and any accompanying materials for our marketing or other commercial purposes.
[/expand]

We can’t wait to see what you come up with!

EXOR Studios

What we do to stay up to date

Hello Riftbreakers!


The game development industry is a fast-paced environment. It combines the elements of software engineering, art, and entertainment. All three of those fields are constantly on the lookout for innovation and new creative solutions. As a result, the game industry changes rapidly, and keeping up with all the latest developments is almost impossible. Still, we do our best to keep up with the news and are constantly looking for new tech to put in our games to improve your experience. In this article, we will show you what we do to stay up to date with our ever-changing industry.

The media in this article will serve as examples of techniques we decided to add on the basis of what we learned over time - either by playing or listening to what others have to say. Remember when rocks obscured the vision of your mech during gameplay?

The most obvious and the most important thing is playing new games. EXOR Studios is a team of fifteen people with wildly different tastes. There are no two people in our office who are exactly alike when it comes to gaming habits. Some of us have 8000 hours in Counter-Strike, while others prefer spending 200 hours grinding 100% in Starfield. Most of us have a dedicated gaming rig at home but only have the time to game on the Steam Deck. Some people jump on an opportunity to play the latest AAA titles as early as possible, while others wait for a few patches to come out first. The point is that our experiences vary wildly, allowing us to learn about new gaming trends from various sources.

We sought a solution in other hack'n'slash games. After all - Diablo and similar have been dealing with it for ages. The answer to our problems was a camera object culler that 'cuts out a hole' in props that you can see through. Most action RPGs use a similar technique!

While we obviously enjoy playing games, we try to learn as much as we can while playing. Naturally, we tend to focus on our area of expertise within the studio. Designers analyze the ins and outs of economy, combat, and other game systems. Programmers try to notice possible optimizations and techniques used by other developers that could work for EXOR games. Artists stop and analyze props, the composition of the scenes and try to understand what makes animations tick. By observing the work of others, we can learn what works and what doesn’t. We try to understand why developers make their choices and how they affect the overall experience.

When creating the destructible rocks of the Crystal Caverns biome, we took inspiration from the tried and tested voxel-based games that allow you to dig in the ground freely, like Minecraft. We divided the destructible walls into chunks. Then, we iterated on the size of those chunks and the speed of digging to allow a smooth experience. What you see above is a very early version.

Recently, we have been looking into changing the loot distribution algorithm in The Riftbreaker. We spent countless hours playing various parts of Diablo, Path of Exile, and Grim Dawn, among many other hack’n’slash games, to figure out what we could do better. We analyzed how often a player gets a chance to loot something valuable. We compared the crafting-oriented systems with trading-oriented systems, as well as those where no trading or crafting is present.

After hours of playtests and design meetings that totally did not involve any shouting and contravening examples from various games, we arrived at this version of rock-digging. Much better!

We’ve drawn a couple of conclusions from these observations. First - we need to give you as many chances to find something good as possible. For that reason, we’ve designed additional, smaller loot containers to work in tandem with our Bioanomalies. This will encourage you to explore the world since you will get plenty of rewards for doing so. Second - we probably shouldn’t worry about real-world logic as much as we do. If a rat can drop a Mighty Greatsword of Slaying +14 in some games, why shouldn’t you be able to find an awesome weapon in a bioanomaly? You will see the results of our work when we launch World Expansion III - we believe you will like it.

At times we work on cutting-edge techniques that do not have many examples to follow. When we introduced ray-traced shadows in 2020 there weren't many other titles on the market with this feature. Luckily, ray-tracing is not a new technique and we could learn from good, old analog books.

Sometimes, observation alone is not enough. Luckily, a lot of talented developers share their knowledge on the internet in the form of articles on various websites, their own blogs, or YouTube videos. While many sites aggregate such pieces, such as gamedeveloper.com or various subreddits, it is not always easy to find something interesting to you. That is why we often have to take a shot in the dark and simply google phrases such as “loot system in game X” or “raytracing implementation in Y.” You would be surprised how often it is possible to find a complex analysis of such topics on some obscure sites that see two visits per year. We treasure them!

Using what we learned, we not only developed ray-traced shadows, but also highly detailed, pixel-perfect raytraced ambient occlusion. It utilizes the same acceleration structure we prepare for RT shadows, so the additional rendering cost is negligible.

One recent example is our Volumetric Lighting implementation. While researching the topic, we supplied our own observations and past knowledge with publications found online. The first one was an amazingly comprehensive presentation by Bartłomiej Wroński from Siggraph 2014 entitled “Volumetric Fog: Unified compute shader based solution to atmospheric scattering.” Another useful presentation came from Sebastien Hillaire: “Physically Based and Unified Volumetric Rendering in Frostbite.

Volumetric Lighting is exactly what we needed to 'glue' the world together. It allows us to simulate the way the light interacts with aerosols, giving the scene a much more natural look.

The authors of these presentations detailed how they achieved realistic Volumetric Lighting in the AAA projects they worked on. Thanks to the data and observations from these documents, we avoided many pitfalls and achieved great results. For example, we learned what kind of resolution we should aim for when creating the light scattering map, and that the quality increase is negligible above a certain point. We also learned efficient ways of getting rid of the aliasing artifacts using jitter - a solution that’s very simple but not easy to come across!

The new lighting method opened up a whole new world for us when it comes to map construction.

Doing your own research will only take you so far - not all knowledge can be shared as an article or a video essay. However, you can fill in the gaps during developer conferences. They are (usually) multi-day events during which people from various studios give talks about their games, the technology they use, or even the organization of work within their company. Listening to talks from both veterans and newcomers to the industry can be very inspiring and allows you to draw conclusions you can later implement in your own work.

One of the new, subtle improvements we're introducing for the new biome is the behavior of liquids and the simulations of waves on their surfaces. It's still work in progress, but you can see a nice wake behind Mr. Riggs that displaces the algae on the surface of this small lake.

Still, the most important part of attending industry events is networking. You can meet your old friends and trash-talk them for not having dynamic shadows in their game (cheers, Robert!). You can also make new friends and learn that they are facing the exact same issues as you - crucial software crashing, illogical technical requirements, trouble with implementing network play (wink, wink), etc. Getting to know these people gives you a chance to learn something you haven’t discovered yet and perhaps brainstorm a solution to your problems together. Such relations are truly invaluable.

Our new system takes into account individual vertices coming into contact with water, which means that each of Fungor's tentacles creates its own ripple and wake as it moves around.

If you are a developer or would like to start your career in game development, here’s the TL;DR:
  • Talk to other people in the industry, learn what they do, and keep an open mind. You don’t have to go to conferences to do that - Reddit, Discord servers, and various forums can help you with that.
  • Read technical articles and watch technical breakdowns of your favorite games. Not what you like, and challenge yourself to try new things in your work.
  • Play—a lot. Nothing beats a hands-on experience with games, both old and new. Try to understand why they did things the way they did.


The waves are not physically simulated but still do a good job in creating an impression of movement on the surface. Here, there are dozens of Stickrid legs interacting with the surface and causing ripples and waves to appear.

It’s impossible to always be the first to know all the novelties in the game development world. However, you can always try to learn as much as possible about what seems interesting to you and hone your skills. It will pay off in the long run. You can always talk to us and ask questions about gamedev on our Discord - www.discord.gg/exorstudios - we’re always happy to share what we have learned so far on our 15+ years-long journey.

EXOR Studios

PS. We started streaming our tests of the multiplayer mode together with our viewers! Join us on www.twitch.tv/exorstudios every Tuesday and Thursday at 3 PM CET to watch developers being beaten at their own game!

Nominate The Riftbreaker for Labor of Love in Steam Awards 2023

Hello Riftbreakers!


The end of the year is just around the corner, and so are the annual Steam Awards. This event highlights the most significant achievements in the gaming industry every year. While most categories focus on crowning the best new gameplay, storytelling, and technology marvels, one is slightly different. The Labor of Love category is dedicated to older games that have been released in years prior and are still receiving improvements and expansions to this day.

[h2]It would be a great honor for us if you nominated The Riftbreaker as your candidate in the Labor of Love category in Steam Awards 2023.[/h2]

The Riftbreaker has received a great deal of changes and improvements over the course of the year. The seven major updates we introduced allowed you to:
  • Explore the Crystal Caverns biome and discover over 30 new species of fauna and flora in World Expansion II, using the new cave excavation mechanics.
  • Save the world once more, battling the demons of your past in Into the Dark story DLC.
  • Enjoy the new level of graphics in the game with the introduction of Volumetric Lighting.
  • Revisit the biomes in the original story campaign after the addition of the new, atmospheric map tiles. More than 20 new tiles have been added to the map generation algorithm for the Tropical Zone, Radioactive Desert, Acidic Plains, and the Volcanic Region biomes.
  • Give your bases a makeover with the introduction of the new decorative structures from the Summer Update. You can find 148 brand-new structures in total, and completely change the look of your base.
  • See performance improvements thanks to the optimizations of our game engine’s resource management systems and new rendering techniques. The Introduction of Tiled Deferred Shading alone got you an average 10% GPU performance boost
  • Got to experience community-suggested quality-of-life improvements, such as the new, compact building menu.


[h3]And that is not the end of the road for The Riftbreaker either. [/h3]

World Expansion III is in development, bringing you access to another Galatean biome, setting new challenges in the story campaign, and expanding the technology tree even further.

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

We’re reworking the very foundations of the game to bring you the long-promised co-op mode. We report our progress in the periodic Status Report articles, which you can find here:

https://store.steampowered.com/news/app/780310/view/3381659291157676103
https://store.steampowered.com/news/app/780310/view/3701435238673426124?l=english
https://store.steampowered.com/news/app/780310/view/3657536564724315072?l=english
https://store.steampowered.com/news/app/780310/view/3657539010840327508
https://store.steampowered.com/news/app/780310/view/3752120943822713623

The development of the Co-Op mode for The Riftbreaker is one of the most complex quests we have ever undertaken, but our progress is tangible. We have even started a closed beta test with our community members to test the networking aspect of the game. The test is limited to old-school PVP gameplay at the moment, the data it provides us is invaluable for the project as a whole. If you would like to participate in our test (which will evolve into a fully-fledged Co-Op test over time), you can do so by signing up here:

https://store.steampowered.com/news/app/780310/view/3803913612004075220?l=english

Our plans do not end there, as we aim to reinvigorate the endgame with the option to generate additional missions. You will be able to explore the planet and grow your bases even further. We will also add the economy management screen and rework the mod system. You can see what we’re planning on our roadmap:



If you think The Riftbreaker deserves to be called a ‘Labor of Love’, please nominate us for this year’s Steam Awards. It would be a great honor for us and a crowning achievement of what is soon to be six years of very hard work.

Thank you,
EXOR Studios

World Expansion III is coming!

Hello Riftbreakers!

A couple of days ago, we announced the beginning of our Multiplayer Beta Test. It is a huge stepping stone on the road to Online Co-Op in the Riftbreaker. However, this is not the only thing we are working on. Our content and design teams are working hard on the latest World Expansion III. Today, we’d like to give you a sneak peek into what you can expect from the upcoming update. Please remember that everything you see today is not final and will probably change quite a lot before release. Still, we want to give you an idea of what kind of adventures await you in the near future. Read on!

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

An unknown fungal infection spreads across Galatea. Spores of a very aggressive fungus species reach Ashley’s Riftbreaker base, causing chaos and destruction. While searching for the source of the contamination, Ashley discovers an ecosystem unlike anything she has seen before - a vast swamp biome that plays host to numerous species of fungi, carnivorous plants, and animals. In the middle of it all, there is a monstrous-sized mushroom/tree, seemingly the centerpiece of the entire biome. Although everything seems lively and colorful at a glance, further scans reveal that, for some reason, the entire ecosystem is facing extinction. Will you try to save it? Should you even intervene? Perhaps it is the right choice to let nature run its course…

Who said that a swamp has to be dark and dull?

Exploring the flooded swamps of Galatea 37 will not be easy. You will often find yourself with limited building space. Tactics you’ve relied on in the other areas of the planet will have a slim chance of working here, so you will have to rework your tactics from the ground up. Luckily, we have plenty of new technologies to help you with that, including buildings that you place directly on liquid pools! For example, the new Biocondenser will allow you to turn mud into sludge, giving you the option to run your base on gas power. New water-based towers will help to protect your base and liquid pipelines from any danger.

Building space is quite limited. Your pipeline installations will play a crucial role in the Swamp biome.

Nothing is ever simple on Galatea 37 and the native species of the swamp biome will not be happy with your interference in their habitat. The story part of World Expansion III takes place quite late in the course of The Riftbreaker campaign. It will let you make use of all the advanced technologies in your arsenal. Build up all the defenses you can muster - Fusion Power Plants, Shield Generators, Heavy Artillery, and other late-game structures will help you survive the onslaught of the new creatures. Most of them will get their own introductory article, but here are a couple of your new friends:

Stickrid - a (relatively) small insect that hunts in packs. What makes them unique is that Strickrids run away from their prey and try to defeat it from a distance by spitting acid on them.

Stickrids try to keep their distance from you. Luckily, it's the same distance as your flamethrower's range.

Plutrodon - a three-legged curiosity that attacks from a distance and uses its unique body form to climb trees and other obstacles.

Plutrodons are a bit harder to defeat than Stickrids and can get you from behind your walls. Be careful as you fight them - you may bring the wrath of the forest upon yourself!

Fungor - a massive creature with many tentacles all over its fungus-like body. Some of those tentacles are used for movement, while others will try to beat you to death.

Fungors aren't usually aggressive, but if you make them mad, you will have a bad day.

Not only the creatures are quite aggressive in this area of Galatea 37. Here’s a couple of plants that want to take a piece of your Mech’s armor:

The tradition of dangerous things hiding beneath your feet is upheld. This is just a work-in-progress preview - these plants are going to get an article of their own!

The Riftbreaker has expanded a lot since its release. We have updated the game with two new biomes, more than a hundred new technology items, and dozens of new creature types. The third World Expansion is going to bring those numbers even higher, requiring us to do some housekeeping:
  • We’re going to rebalance the creature power levels, as well as the weapons to make sure that fights are exciting and demanding all the way through your Campaigns
  • A new loot drop algorithm will make sure that you are rewarded for completing challenges, defeating fearsome bosses, and exploring the world
  • More custom gameplay events will keep the game fresh and unpredictable, increasing the replay value
Who knows what you will uncover during your travels to this previously unexplored area of Galatea 37?

Stay tuned for a preview of this ugly thing.

Work on this massive expansion is going to continue alongside our Multiplayer development. You can expect more and more news from us on the new features as we get closer to release. You can also learn quite a lot from our preview streams at www.twitch.tv/exorstudios every Tuesday and Thursday. In the meantime, it would mean the world to us if you added The Riftbreaker World Expansion III to your Steam Wishlist.

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

Thank you!
EXOR Studios