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The Riftbreaker Modding Competition

Hello Riftbreakers!


This week we have a different kind of news for you. As you know, a high degree of moddability was one of the key aspects of The Riftbreaker throughout its development. Right from the get-go, we wanted you to be able to make changes to existing content and introduce new features with as few problems as possible. After the introduction of the in-game mod browser, along with Steam Workshop and Mod.io integration, tons of cool mods started to come out, and they get better every day.

It’s high time to give something back to our lovely modding community. In collaboration with Mod.io, we have the immense pleasure of announcing the first Riftbreaker Modding Competition! Starting today, you have three months to prepare your best mods and maps for the game for a chance to win valuable prizes in two categories.



This category is for all game modifications that are NOT custom maps, missions, or tilesets. All mods that introduce new game mechanics, buildings, weapons, or other things that significantly alter the way the game is played. Anything that is not a map/tile/mission or a reskin is allowed.

https://steamcommunity.com/sharedfiles/filedetails/?id=2889031236

A good example of a mod that fits this category is Destructible Rocks. The mod does not use any custom-made content (we highly encourage adding new, custom-made content, though!) but gives the players new gameplay opportunities by modifying the game's files. Sometimes simple stuff works best!



Competitors can enter with their custom maps, missions, and tilesets for The Riftbreaker. We encourage you to try using The Riftbreaker Editor Suite to build new adventures for Ashley and Mr. Riggs. Do you have a creative idea for an awesome spot that would fit in one of the Galatean biomes? Or perhaps you want to recreate in your hometown in the game? Or maybe you want to take our heroes to a new biome? This category is for your creations.

https://steamcommunity.com/sharedfiles/filedetails/?id=2944855092&searchtext=

The 'Starfish' map is just one of the examples of the things you can submit in this contest. Thanks to clever use of our assets and the extra building stipulations Survival plays out in a much more different way than usual. Try it out! Also, remember that custom assets are highly encouraged!



[h2]1st place[/h2]


[h3]Custom-built gaming PC with The Riftbreaker design printed on the case. The PC variant will be picked at random.[/h3]

[h2]2nd place[/h2]


[h3]One Sapphire Pulse AMD Radeon 6800 XT 16GB GPU.[/h3]

[h2]1st - 8th place[/h2]


[h3]Mr. Riggs plushie and a set of EXOR Studios gadgets.[/h3]

[h2]Contest Timeline:[/h2]
  • Competition Start Date: March 10th, 2023
  • Submissions Close: June 10th, 2023, 00:00 AM GMT
  • Winner nominations announcement, community voting start: June 15th, 2023
  • Community voting end: June 22nd, 2023
  • Competition End Date and Winner Announcement: June 29th, 2023


[h2]The Riftbreaker Modding Competition - Rules:[/h2]
  • The competition is split into two categories. The first category is ‘Custom Maps.’ Competitors can enter with their custom maps, missions, and tilesets for The Riftbreaker. The second category is for ‘Game Modifications’ - all other mods fall under this category.
  • All mods submitted to the competition must comply with our rules of modding conduct.
  • Reskins and rebalances are not allowed to participate. Each mod must introduce new functionalities or make creative use of assets already available in the game.
  • Mods created before the contest starting period are allowed to participate.
  • Mods must be self-contained and downloadable through the in-game mod browser through Mod.io and, optionally, through the Steam Workshop.
  • Participants must enter their mods to the competition using this form before the deadline, which is June 10th.
  • After the deadline, EXOR Studios will create a shortlist of the best mods in both competition categories.
  • If one of the mods that get on the shortlist in either category cannot, for any reason, be uploaded to Mod.io, EXOR Studios is granted permission to upload the mod in an unchanged form to mod.io. Additionally, if a shortlisted mod is only available on Mod.io, EXOR Studios is granted permission to upload the mod in an unchanged form to the Steam Workshop. The creator retains all rights to their mod - we simply want users from all platforms to be able to access the best creations. We strongly encourage all modders to upload their creations to both Mod.io and Steam Workshop to maximize their audience.
  • A public vote will be held using an easily accessible platform (TBD) where the community can decide which of the shortlisted mods should receive prizes.
  • Over the course of the voting period, EXOR will prepare articles and stream the shortlisted mods, highlighting their best features.
  • After the public vote, the winners are awarded computer hardware.
  • Participants are responsible for ensuring that their mods remain in compatibility with the live version of the game, at least for the competition duration time.
  • Teams can enter the competition. However, the prizes remain the same for both individuals and teams.
  • Only one entry per person is accepted. If an individual is part of a team, they may not send in an additional solo project.
  • The contest is open worldwide.
  • EXOR Studios employees and affiliates are not allowed to participate in the contest.
  • The contest is bound by the contest’s Legal Terms and Conditions.

[h2]Submission Form can be found here.[/h2]

We hope that this competition will unleash the talent of our modding community and facilitate the creation of tons of more amazing content. We can’t wait to see what kind of craziness you come up with this time. If you have any questions or need help - please do not hesitate to ask us for assistance at www.discord.gg/exorstudios or anywhere else - the Steam Discussions, comments, and all other places where you can find us are fair game. We're here to help!

EXOR Studios

Crystallized Creatures in the New Biome

Hello Riftbreakers!


In our previous articles, you have already learned about the two first creature species you will face in the Crystal Caverns biome. Crawlogs and Gulgors are native to the Galatean cavern systems. The natural process of evolution helped them adapt their bodies to the conditions of the biome. However, you can clearly see that they also became affected by the strange crystalline formations that seem to spread all over the caves. In fact, the crystals’ influence seems to be spreading to the surface of Galatea.

https://store.steampowered.com/app/2108630/The_Riftbreaker_Into_The_Dark/
WISHLIST THE NEW EXPANSION HERE!

As you will learn today, Gulgors and Crawlogs were not the only creatures that came into contact with anomalous crystals. It turns out that creature species usually found on the surface of Galatea 37 are also susceptible to ‘crystal corruption.’ The afflicted creatures do not live in the caves, but it doesn’t stop them from venturing into the tunnels whenever the natural order is disturbed. Let’s take a look at some of the Galatean creatures, which seem to be the most affected by the new, mysterious threat!

Look what they've done to our rabid space dogs...

The Canoptrix are some of the most common species of Galatean creatures. It is no surprise that some of them eventually came into contact with the crystalline growth, resulting in their mutation, although it might not be the right word here. The affected Canoptrix have crystals bursting out from their insides, tearing out pieces of flesh. In fact, their bodies seem to be rotting altogether, exposing bones and the extent to which the crystals have taken over their insides. It is unclear whether the Canoptrix are even alive at this point. The crystallized specimens are more deadly than their regular counterparts, so be careful studying them.

They might look undead, but their interest in your activities on Galatea is more alive than ever!

Despite changing their protective shell, Arachnoids are still pretty agile.

If Canoptrix got affected by this phenomenon, it is no surprise that Arachnoids have as well. This can lead us to the conclusion that the ‘ground zero’ for the crystal disease lies somewhere in the Galatean jungle. Arachnoids seem to have been changed to an even greater extent than the Canoptrix. Due to the crystal’s influence, they seem to have shed their chitinous armor and grown a new protective shell made entirely from these crystals. The brand-new armor is much more robust than the old shell, making these Arachnoids more resilient. Additionally, this strain no longer shoots acid from the glands on their tails. Those projectiles have been replaced with razor-sharp crystal shards. Revise your tactics accordingly!

Crystallized strains of Arachnoids are much tougher than the ones you regularly meet in the Tropical Zone.

Blue suits the Stregaros. Really brings out the yellow eyes.

One would expect that Hammerroceroses would also fall victim to these mutations, but that is not the case - perhaps it’s due to their sheer size. It would be difficult for a 5-meter-tall beast to wander around cavern tunnels. Nature filled that void with Stregaroses. Given that this species is not native to the Tropical zone, it is unclear if the crystalline growth spread as far as the Radioactive Desert region, or if this is a new species altogether. Similarly to the Arachnoids, Stregaroses' chitinous carapace has been replaced with crystals. These creatures prove to be the most dangerous in narrow, cavernous passageways. When in a group, Stregaroses can put up a shield that will be difficult to break through. That will allow creatures in the backline to effectively siege your outposts in the Crystal Caverns biome.

You can actually stumple upon Stregaroses in the Caverns, but we don't recommend it.

As you can see, the Crystal Caverns biome is going to offer a unique challenge not only thanks to its layout but also due to the variety of creatures you are going to face. Still, these are not the most dangerous species that will stand in your way. Be on the lookout for more news in the coming weeks, and join our streams every Tuesday and Thursday for exclusive previews! Follow www.twitch.tv/exorstudios and join www.discord.gg/exorstudios to get the latest info all the time.

EXOR Studios

Lumencraft has left Early Access!

Hello Riftbreakers!


About ten months ago, we introduced you to a game made by friends of ours - Lumencraft. Lumencraft is a top-down action game with tower defense elements taking place deep below the Earth’s surface. After a series of cataclysmic events, the surface of our homeworld became almost uninhabitable. To survive, people hid below ground, which led them to the discovery of Lumen - a mineral that might save the world from total annihilation. You are one of humanity’s scouts, and your job is to secure as much Lumen as possible.

[previewyoutube][nowy trailer lumencrafta][/previewyoutube]

When we first talked about Lumencraft, it was just launching in Early Access. At that point, the game offered a set of scenarios with a high degree of freedom and replay value, thanks to the fully dynamic, destructible world. Since then, our friends at 2Dynamic have been very busy collecting feedback and implementing new features for the launch of the final version version. Now, the time has come for you to see everything Lumencraft has to offer - the game is out of Early Access today!

The top-down style of Lumencraft reminds us of some of the good old games we played in our childhood!

To celebrate the launch of Lumencraft's full version, we are teaming up with them once more to offer you a time-limited bundle deal. You can pick up The Riftbreaker, Lumencraft, and another awesome roguelike survival - Dome Keeper - in one package at a 20% discount. If you own any of the three games, you can also complete your collection and still benefit from the deal, so go and check it out!

https://store.steampowered.com/bundle/30054/DIG__DEFENSE_Bundle/

One of the biggest new features you will find when launching the 1.0 version of Lumencraft is the Campaign Mode, consisting of 27 brand-new missions. Each one of those is a new set of challenges, ever-increasing in difficulty, leading to an epic finale that will test all your base-building, cave-digging, and bug-killing skills. In between the missions, you get to chill out for a bit in the hub - a safe haven that serves as a ‘portal’ to all the game missions. When visiting the hub, you also get to choose from a number of permanent upgrades that will boost your chances of survival in future missions.

You're free to explore the world and drill anywhere you like, but pack your flamethrower just in case.

Another new element in the full release of Lumencraft is procedural map generation, adding a ton of replayability to the game and giving it a slight roguelike twist. Every time you embark on a mission, you can choose to play on a handcrafted, predetermined map designed by the developers, or you can generate an entirely new map. The latter option will guarantee that no two playthroughs of Lumencraft are ever going to be the same. The digging mechanics play nicely with procedurally generated maps, as you can freely explore the world, never knowing what lies around the next corner.

i[]Defending your base against attacks from hordes of angry monsters will become your second nature.

Apart from these major upgrades to the version you know from Early Access, Lumencraft has also received numerous content updates. The game now features more defensive tower types to help you protect your bases and brand-new weapons to slay your enemies. You also get to apply numerous upgrades to your gear and structures, giving you a chance to get through all 27 campaign missions in one piece and to earn as many as 88 achievements. Some of them are quite tricky, so if you’re looking for a challenge that will definitely keep you occupied for quite some time.

Some threats you face are going to be bigger than others. Luckily, your weapons get stronger as the game progresses.

It’s definitely the right time to come back to Lumencraft if you’ve played it before or to check it out for the first time. There is a demo available as well, so go ahead and give it a shot. You won’t be disappointed!

EXOR Studios

New Creature Reveal: Gulgor

Hello Riftbreakers!


In one of the previous articles, we showed you Crawlogs - the most common creature of the Crystal Caves biome. Quick, ugly, relentless, but relatively fragile. Today we would like to show you a creature that compliments the Crawlog’s weaknesses. Meeting a horde of the two species in the wild can cause you some headaches. It is time to meet another one of the new enemies that you will face in the Crystal Caves biome - Gulgor.

A closer look at some of Gulgor's animations through our Model Editor.

Seeing Gulgor for the first time, you might think that it is a bit out of place. It resembles a frog-lizard hybrid that would seem much more at home in the Galatean Tropical Zone, but that is just the first impression. In reality, Gulgor is an extremely dangerous predator, well adapted to the environmental conditions and hazards of the Crystal Caves biome. Its symbiotic relationship with the strange crystalline formations seen all around the biome gives the creature versatile defensive mechanisms, and its impressive physique is not something you should ignore, either.

Gulgors need to be quite close to you to attack, so you should be safe in most cases, but when you drill right into their nest you might get in trouble.

Gulgors are bulky, aggressive reptiles that traverse the Galatean depths in small packs. Their massive, muscular bodies could suggest that they rely on physical strength for protection, but that is not entirely the case. When cornered, they will obviously resort to brute force. However, when hunting or fighting for territory, Gulgors will usually keep their distance and use their ranged attack. They puff up their cheeks to build up air pressure and release it all in an instant, accompanied by razor-sharp crystal shards. The volley of these shards has quite a limited range, but given the wide cone it affects, it is a very powerful offensive technique you should be wary of.

You can use Gulgors' short range to your advantage and lure them into spots which favour you.

Speaking of things you should be cautious about, take a look at Gulgor’s impressive claws. Not only can they shred almost anything to pieces, but they are also an extremely efficient digging tool. The creature’s ability to quickly burrow itself underground and dig small tunnels is invaluable. Gulgors often remain burrowed underground for a long time, waiting for unsuspecting prey to come close enough. Then, they will emerge from beneath the ground, ambushing the poor creature that walked into their trap. Even if a corridor looks empty, it doesn’t mean you should be careless!

As usual, big explosives can get rid of your pest problems.

Encounters with Gulgors are sure to be memorable for one more reason. Even if you manage to track them all down and defeat them, they won’t let you forget about the battle for a long time. Upon dying, Gulgors’ bodies appear to be consumed by the Galatean earth itself, leaving a crystal pillar behind. It’s just as if the crystalline network of the Crystal Caves biome is claiming them back, leaving a crystal graveyard of sorts to remind you of the battle. It is a beautiful but eerie sight.

Gulgors and Crawlogs make a fearsome duo, which you will certainly see often during both the exploration of the cavern systems and the battles against attack waves. However, we still have a lot more creatures in store for you, so the ones we talked about today will be the least of your worries. Promise! Join us on www.discord.gg/exorstudios and www.twitch.tv/exorstudios for more previews of the Crystal Caves biome. We're eager to hear your feedback!

EXOR Studios

Generating Power in the Crystal Caves Biome

Hello Riftbreakers!


Setting up the energy grid is one of the key challenges you must face when setting up an outpost in a new biome in The Riftbreaker. All biomes have different weather conditions. The kind of resources available usually dictates what type of tech we will have access to. It is no different in the Crystal Caves biome. Given that we’re going to be underground all the time while exploring this biome, our most basic power generation options - Wind Turbines and Solar Panels - are not the first choice that springs to mind. However, a true Riftbreaker will always find a solution.

Hated by some, loved by few, Carbonium Power Plants will help you get things started.

There might not be plenty of sunlight or air currents underground, but nature makes up for that in other meaningful ways. The first thing you should do while choosing the right spot for your base is look for carbonium deposits. There is plenty of them - more than enough to get away with sacrificing room for a couple of carbonium factories and building carbonium power plants instead. They will help you power your equipment early in a Survival run. Later, you can move to Crystal Caves' next significant power source - Geothermal Vents.

Finding a spot like this is just like hitting a jackpot. Geothermal vent PLUS a wind tunnel!

There is plenty of geological activity going on beneath the surface of Galatea 37, a relatively young planet. While exploring the cavern systems, you will encounter many geothermal vents that can be utilized as a power and water source. A steady stream of clean, free electricity will keep your power network juiced up for quite some time. Later, you can utilize the water from these power plants to cool some more advanced buildings, such as nuclear power plants. Given the naturally occurring uranium deposits, they are a real possibility here.

What could go wrong if we put a massive nuclear reactor underground?

Setting up carbonium and geothermal power plants is an excellent foundation to build on. Still, they won’t be enough to power a base with dozens of turrets, factories, and other facilities. To fully master this biome, you must take advantage of several phenomena and anomalies that occur in the Crystal Caves regularly.

First, it is not entirely true that you can’t utilize Wind Turbines and Solar Power in this biome - you can do so but to a limited degree. There are places where the terrain formation causes strong air currents to form. We call them wind tunnels. The area they affect is relatively small, but the turbulent air they create makes your Wind Turbines spin quicker than usual, making for a lovely addition to your power network. They won’t keep you online on their own but might make the difference between repelling an attack and losing half of your base.

Natural skylights allow you to make use of Solar Panels. We originally didn't plan to make that available, but a lot of our Twitch chatters expected this to work, so we obliged.

You will also have chances to utilize Solar Panels in the Crystal Caves biome. Because we are just a couple dozen meters below the surface of Galatea 37, it is pretty common for natural ‘skylights’ to appear. You can clearly see where they are by looking at the ground during the day - the areas below these skylights get much brighter, allowing you to position your Solar Panels for maximum efficiency.

A couple of hammer swings will kickstart your self-sustaining biomass chain.

Another way of boosting your electricity production is to make use of biomass. There is little light or nutritious soil in Crystal Caves, but, as we know, nature always finds a way. Mushrooms thrive in this environment and grow unexpectedly fast. You can set up a network of plant harvesters to gather the mushrooms and turn them into usable fuel for your Plant Biomass Powerplants. Alternatively, you can have some fun and go biomass hunting yourself. We heard that chainsaws and hammers work really well! (And yeah, we know that mushrooms are not plants, but thanks to advanced Rift Technology™, anything is possible!)

This is just a working prototype - the final building will have its own model and effects. However, the functionality is there already!

But, of course, we wouldn’t leave you without any new technologies! Here’s a sneak peek of the latest groundbreaking invention in World Expansion II - Energy Pylons! These huge structures act as long-distance energy connectors. You set one up in your base and connect it to your primary energy grid. It will serve as your transmitter. Then, you can build another one in a location further away from your base. The second pylon is a receiver - it will collect all the energy sent by the transmitter, allowing you to connect both locations to the primary power grid without needing the standard, fragile energy connectors. One caveat of this technology is that Pylons on both ends need power themselves to stay operational. The cost is high, but the potential - endless. Also, please note that what you see here is just a working prototype - the final building will have its own model and will likely change in functionality a couple of times during development!

As you can see, the power situation is far from hopeless in Crystal Caves. There are plenty of solutions to choose from, and if you manage to use them all at once, you should end up with a stable energy network without much issue. You will need it to face all the creatures lurking in the darkness! Join our streams for previews of Crystal Caves - www.twitch.tv/exorstudios - we won’t spoil everything, promise! We also promise to hold a beta testing period for this biome. It will be announced at www.discord.gg/exorstudios. Don’t miss it!

EXOR Studios