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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

The Riftbreaker x Hellcard bundle available now!

Hello Riftbreakers!


[previewyoutube][/previewyoutube]

Today we are taking a break from exploring the Galatean underworld and jumping into something completely different. Don’t worry - you will still get to know more about the Crystal Caves biome later this week! Our friends at Thing Trunk are releasing the next entry in their Return 2 Games series - Hellcard today. Hellcard is a deckbuilding dungeon crawler in a paper-crafted world of magic and mystery. We know - it’s something completely different from The Riftbreaker, but we think there are at least a couple of reasons why you should check it out. Read on!

Hellcard often pits you against entire armies of monsters, but Riftbreaker players don't mind being outnumbered, right?

To celebrate the Book of Demons: Hellcard release, we have teamed up with Thing Trunk to offer you a bundle deal - you can get both The Riftbreaker and Hellcard at 15% off for a limited time. Coupled with Hellcard’s launch discount, you won’t get a better deal! Additionally, if you get the bundle, you will get an exclusive skin for the Ranger class inspired by our protagonist, Ashley Nowak.

Due to an error while calculating a Rift Jump, Ashley ended up in the Paperverse. Help her get through it in one piece!

Book of Demons: Hellcard takes you, a brave adventurer, on a quest to slay the big bad Archdemon and armies of his followers wreaking havoc in the Paperverse. The game takes the formula of well-known classics, such as Slay the Spire. After creating your hero, choosing from several varied classes, you are granted a deck of basic cards that will allow you to deal with the early encounters. Then, you open your map and decide where you want to go. Each path you take offers different rewards and perks that will make your hero capable of standing up to the Archdemon himself or several other final bosses, each with unique mechanics-altering skills. However, you don’t have to make that final stand alone.

There are various camps you will find along the way. Each of them offers different utility which will prove invaluable during your adventure.

What makes Hellcard unique is the fact that it’s been designed with cooperation in mind. Along the way, you will encounter characters who will gladly join you on your quest. Your followers are fully-fledged heroes with their own decks of cards and significant firepower. They will help cover your weaknesses and help you take on the armies of evil. Best of all - they can be controlled by other players. You can team up with your friends or use the in-game matchmaking to assemble your team and face the challenges of the Paperverse in a series of battles, ever-increasing in difficulty and intensity.

With over 300 cards to choose from you will be able to craft a deck that suits your playstyle perfectly.

Another aspect of Hellcard that is way different from other deckbuilding games is how battles play out. Other card battlers usually have you facing just a couple of enemies at once. Hellcard pits you against entire armies of paper zombies, skeletons, mages, and other mythical beasts. Making efficient use of all the resources available to your party is one of the keys to success. Another one is taking advantage of the enemy's placement. Many of your spells have effects that vary based on the distance from your enemy. Sometimes it’s best to keep them close. Or just keep them at a distance and blast them all with a powerful area-of-effect fireball. The choice is yours.

When in doubt, get your AoE out.

Book of Demons: Hellcard takes place in the Paperverse - a world where everything is made of paper. The distinctive art style might seem simple at first, but it has its unique charm that brings old board games and tabletop RPGs into mind. Coupled with an original soundtrack, the audiovisual style of Hellcard is undoubtedly different than anything you’ve seen before (unless you’ve played Book of Demons before, duh) and has an old-school charm to it.

Enemy placement matters in Hellcard. Make sure you take advantage of that.

Hellcard is a much different experience from The Riftbreaker. There is no race against the clock. Even though turns happen simultaneously, it’s still slower, turn-based combat with much fewer flamethrowers and explosions. However, if you are looking for a game you can play with your friends (or solo) after a hard day at work and enjoy the puzzle of planning ahead (which actually is something Hellcard shares with the Riftbreaker!), this is certainly something you should check out. Hellcard is now available in a bundle deal with The Riftbreaker for a limited time, and if you are still on the fence - check out the free Prologue! We wholeheartedly recommend doing so. Give it a shot!

EXOR Studios

X-Ray Vision: Making Life In Crystal Caves Easier

Hello Riftbreakers!


Our decision to set the action of the latest World Expansion for The Riftbreaker - Into the Dark - in the Crystal Caves biome below Galatea 37 lead us to answer a couple of interesting design questions. The first major one was how to give players enough space to build their bases, which we solved by introducing the excavation mechanics. The second question was how to make the top-down camera work in an environment which largely consists of rock walls that obstruct the player’s view of the game world. Answering the latter turned out to be a more complex problem. This article will tell you all about our route to finding a solution. Read on!

It's sometimes hard to see creatures hiding behind rocks. It's even harder to shoot them.

It is not uncommon for creatures in The Riftbreaker to disappear behind a tall object - it is an inherent problem of the top-down camera view. Our search for answers started by looking for inspiration in the classic dungeon crawlers, both old and new. We jumped into a couple of our favorites and investigated how much of an area around the player those games reveal. As it turns out, there is no golden rule regarding culling objects around the player. The Riftbreaker combines combat with base building, and each of those elements requires a slightly different approach. We quickly realized we would have to make our own set of rules.

We decided to put together a culling system that works in two phases. First, it classifies the props based on whether they should be removed from the camera view. Then, it applies the final effect - a nice, soft, dithered radius around Mr. Riggs that allows you to see everything you need to play the game comfortably. The way these algorithms work is quite interesting, so let’s dive into them a little deeper.

A simulated view of the culling cylinder. It is aimed at Mr. Riggs, runs parallel to the camera, and marks props for deletion.

If we decided to cut everything around the mech from view, we would end up with an unappealing ‘hole’ in the middle of the screen following the main character. To avoid that, we devised a technique to help us avoid that. We prepared a special physical object in the shape of a cylinder that runs parallel to the focal point of the camera - usually Mr. Riggs. The cylinder feeds us information about which objects come into collision with it. You might notice that the lower end of the cylinder is cut short. The reason for the vertical cut is to prevent objects behind Mr. Riggs from popping in and out of view. The horizontal cut guarantees that only objects above a certain height will be considered for culling. In our case, it’s 10 meters. This prevents the culler from deleting the props on the ground from the player’s view.

Fighting gets much easier when you can see everything around you.

The cylinder recognizes three different categories of props on the scene. The first is ‘world props’ - all the elements that make up the structure of the level, such as solid, indestructible stone walls. Another category is destructibles, which designers may put on the walls for decorative purposes. The final category is ‘soft rocks’ meant for excavation during gameplay. Each of these object categories has a slightly different ruleset when it comes to culling. Categorizing them properly allows us to avoid the unpleasant ‘popping’ effect when props appear and vanish from existence, seemingly at random, and prevents the algorithm from deleting more objects than it has to.

Although not perfect yet, we are confident that exploration of the Crystal Caves biome is going to be much easier thanks to our culling solution.

Finally, we can move on to the visual part of the algorithm. The technique we use here is called the stencil test. It allows us to discard parts of the information (pixels of the objects we want to remove from view) by making a comparison between the stencil buffer and the reference value. It goes like this: world props, destructibles, and destructible walls within the cylinder we described earlier are marked as potential candidates for culling. We then filter them through our purpose-made stencil mask, which looks like this:

This is what the stencil mask used for culling looks like.

MAGNIFY!

This pixel structure allows us to get an approximation of transparency.

The mask is circle-shaped, with solid red in the middle and fading to black gradually. The key to this is very simple. Red means ‘do not render,’ while black means the opposite. All the pixels that make up the objects we marked as ‘ready for culling’ are cut from view if they fall underneath the red part of the mask on their way to the camera. Pixels that meet the black part of the mask are rendered normally. The mask is ‘noisy’ on the edges on purpose. Thanks to that, we achieve dithering - a simulation of transparency.

Sounds quite easy and logical. However, we also needed to apply camera culling when it came to the player’s cursor. This allows you to build up your base and aim at distant foes regardless of their position on the screen. That changes the perspective, which introduces a lot of problems for the culler. We used trigonometry to adjust the culling results based on the screen position, which proves that maths has its uses outside the classroom. We also had to ensure that the stencil mask would support multiple culling sources.

When building mode is enabled, the area around the cursor also reveals objects hidden from view by tall objects.

The method that we described in this article ensures that you will be able to see everything you need to stay in complete control of the game while playing the Crystal Caves biome. It also opens up new possibilities for level design when it comes to other biomes since the technique is universal and should work everywhere in the game without any issues. We can also imagine that some of you might not want camera culling enabled, so it will be possible to turn it off in the game’s options menu.

Please note that this feature is still work in progress. This functionality will likely face a lot of changes, both visual and functional - especially once we get your feedback from the beta testing period!

We hope that you learned something new today and that you enjoyed reading this article. For more looks behind the scenes of The Riftbreaker: Into the Dark, make sure to follow us on Steam, join us on Discord at www.discord.gg/exorstudios, and join our regular streams on www.twitch.tv/exorstudios every Tuesday and Thursday. Also, remember that we are waiting for your suggestions and recommendations on our suggestion board at riftbreaker.featureupvote.com. A lot of your feedback from there has already been taken into account for the future, and we’re waiting for more!

Take care and see you later!
EXOR Studios