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Experimental Update - World Expansion I

Hello Riftbreakers!


We have just released a major experimental update for The Riftbreaker. It contains the entire free portion of the World Expansion that we originally planned to release on this day. It is the largest update since the launch of the game both in terms of new content and gameplay changes. Some of these new features have been in development for months and we can't wait to hear your feedback about them. Due to the size and complexity of the update, we decided that we have to run it through an "experimental" phase before rolling it out to everyone. Our recent decision to delay the open release of the expansion allowed us to keep all of the features that we originally planned to include, however, some of them are still in an unfinished state in this early experimental release.

https://store.steampowered.com/app/1945600/The_Riftbreaker_Metal_Terror/

[h3]WARNING - SPOILERS AHEAD!!![/h3]
We would also like to warn you that the new Metallic Valley biome content that is contained within this update contains some spoilers for the story that will be included in the Metal Terror DLC. This is especially true if you're a modder and want to browse through all of the content files that are included within.

After joining the experimental branch and updating the game, you will be able to play Survival Mode on the new biome - the Metallic Valley. It is an entirely new area of the planet that features new enemies, new plant species, and even a new resource type. You will also gain access to new weapons, technologies, and buildings to use in all your survival runs.



Additionally, this update introduces loads of changes when it comes to the Survival Mode itself. The starting load-outs for each biome are now better suited for the kinds of enemies that you will be facing. We also grant you more basic technologies at the beginning of the game to allow you to be more flexible with the technologies you choose for your Survival run, as you are going to have more time to do the research you actually want to use in the late game. Moreover, the research items from the Alien Research tab of the tech tree no longer require the Laboratory in Survival Mode. You can start downloading them as soon as you get your first Communications Hub.



The experimental branch might contain severe errors and bugs. It's possible that the game will crash and you will lose your progress. If you are not sure if you want to accept that risk, we recommend waiting until the patch is confirmed to be stable and until it arrives on the main branch.

[h3]How to join the experimental branch:[/h3]
  1. create a backup copy of your save folder (Documents/The Riftbreaker)
  2. disable Steam Cloud save backup
  3. go to your Steam Library
  4. right-click on The Riftbreaker
  5. select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing

After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.

EXTREMELY IMPORTANT: Saves that you create on the Experimental Branch WILL NOT be compatible with older versions of the game like the current, default branch of the game. They will be compatible with future versions of the game. Please manually backup your save files if you plan on reverting to the default branch of the game.

[h2]The Riftbreaker Experimental Update, May 30th, 2022 - Package #191, Binaries #457[/h2]

[h3]FEATURES:[/h3]
  • Welcome to the Metallic Valley! Enjoy playing Survival Mode in this new biome - learn all the new tricks, discover the new creatures, and harness the power of Morphium.
  • Speaking of Morphium - it is a brand-new liquid resource. It is found only in the Metallic Valley and can serve as a power source and a building block (of sorts).
  • Several new species of creatures have been added:
  • Wingmite - a deadly, lightning-quick flying creature that swarms the player and uses melee attacks.



  • Bradron - a slower flying unit, capable of attacking from a distance with a powerful laser beam. It can also disable some of Mr. Riggs' equipment with an EMP blast.



  • Octabit - battering ram in the form of a weird, creepy, self-replicating cube. Will explode on contact. It can split into smaller versions of itself if destroyed.



  • Flurian - an enormous creature with a plasma grenade launcher fused within its body. Will try to rip you apart in close quarters using its giant, metallic claws.



  • Idapian, Brabit, and Stonger - new neutral, ambient creatures. Real cuties.

  • Quality of Life update: we have added Mass Upgrade, Repair, and Deconstruction tools. We have devoted an entire article to them, so click the link to learn more.



  • A new tool has been added to the building menu: the Power Switch. It allows you to quickly power buildings on or off, a handy feature when dealing with a power grid that is under heavy load. As with the other tools, you can increase the size of the brush.
  • New buildings: Liquid Compressor and Liquid Decompressor. You can provide the Compressor with any liquid resource to, well, compress it. That will allow you to transport that liquid over a large distance without using any pipelines. All you need to do is to build a Decompressor wherever you want to use the liquid you provided to the Compressor. Best of all - this works between maps as well! Magma Power Plants in the Jungle? You bet!
  • New building: Morphium Power Plant. This building requires only morphium to operate. In return for supplying it with enough of that resource, it will reward you with a nice and steady stream of power. Great for setting up resource outposts.
  • New building: Energy Walls. These are slightly more expensive than the regular walls. However, they are pretty great against melee attackers, as they deal damage in retaliation to being hit.



  • New Defenisve Tower: Morphium Tower. Boost your defenses with alien technology from beyond time! The tower commands the influence area around itself to form massive spikes that shred the enemies to pieces. Additionally, it does not require any power or AI hubs to operate - you only need to supply it with Morphium. Oh, and it can be placed on liquids and it generates shields for buildings around itself, too.
  • New Defensive Tower: Lightning Tower. This energy-based weapon will be a shockingly good addition to your arsenal. Yeah, I know, I'll see myself out.



  • New weapon: Lightning Gun. You can now cosplay as Emperor Palpatine. Unlimited power.



  • New weapon: Heavy Plasma Cannon. Shoots powerful plasma projectiles with high splash damage potential. The alternative fire mode changes the weapon into a portable shield, protecting you from projectiles.



  • New melee weapon: Laser Sword. It deals a bit less damage than its regular counterpart but can attack at a much faster rate.
  • New melee weapon: Chainsaw. Rip and Tear until it is done.
  • New skills: Orbital Bombardment and Orbital Laser added. These are the winning design of one of our previous competitions.



  • New consumable: Bioscanner Turret - another winner of our design competition. This consumable item can be deployed anywhere you find something interesting. It will scan all objects of interest within its range for as long as its battery lasts.
  • New consumable: Mini Miner. This consumable item can be placed on any ore deposit. It will mine resources for a short amount of time and automatically transport them to your storage.
  • Flying units can now navigate across bodies of water, as well as canyons and small rock formations. You thought you were safe setting up that base between a lake and a canyon? Think again!



  • Added liquid splash effects. When a physical object drops into a liquid pool it will now result in a splash. Purely visual.
  • Introducing 'Alien Influence System' - Whenever you place any of the alien-tech-based buildings in your base, it is going to surround the ground around itself with metallic, self-replicating plates. This is only a visual effect.
  • For all you crazy modders out there: we have added support for the creation of non-square maps. This can help make your missions more special, giving them a completely different feel than a standard survival or campaign mission.
  • We have added several new options to the gameplay settings menu: you can now adjust the amount of debris, parts, decals, and other effects. Turning these down will reduce the overall 'chaos' on the screen during battles. It can also positively affect your performance.
  • Added a set of new, hi-tech decorative structures to give your bases a nice, futuristic look.




[h3]CHANGES:[/h3]
Major Survival Mode rebalance/rework:
  • In order to give ourselves the flexibility necessary to introduce meaningful changes, the research trees for Survival and Campaign are now completely separate.
  • The player is now awarded more completed research items at the beginning of a Survival run: Liquid Resources Handling Level 1, Tower Ammunition Handling Level 1, Alien Research, all resource handling tech, and the entire tier one of Mech Upgrade Tree. Previously, after getting access to Communication Hubs, you would have to churn through some basic research options that you had no real use for (looking at you, cobalt handling) in order to gain access to technologies further down the line.
  • Each Survival Mode Biome now has a slightly different starting loadout for the Mech. We wanted to give you early access to weapons and tech that will give you a fighting chance against those biomes' enemies.
  • The Alien Research tech tree no longer requires a Laboratory to be built in Survival Mode. This means that you can start researching those technologies right away, giving you access to more tech to fit your strategy and playstyle. Yay nukes!
  • Volcanic Biome Survival maps have been tweaked to feature a little bit more of open spaces to reduce the 'tightness' of the map.
  • Volcanic Biome: big Magnetic Boulders now have a reduced amount of hitpoints for easier removal. Cryo Stations building time decreased.
  • Geoscanner and Bioscanner are now available in Survival from the start.
  • Changed most of the map tiles - increased the number of resource spawn points, player spawn points, and objective spawn points, plus some tweaks to prefabs and unit spawn points.
  • We introduced some changes to how building repairs work. Instead of being instant, a repair job will now take up to 10 seconds, depending on the amount of missing hit points. You pay the cost of the repair upfront, all at once. If a building takes damage while it is being repaired, the process is stopped. These changes were introduced to offset the ability to mass repair buildings in combat situations. It also opens up the road to adding a “repair all” button in the future.
  • We have introduced several significant balance changes based on the data available to us:
  • Plasma Towers damage has been reduced across all levels. Its splash damage has also been reduced.
  • Railgun Tower now has less damage per shot on higher levels but also a slightly higher fire rate to maintain the DPS level.
  • Minigun Tower damage has been reduced across all levels.
  • In order to eliminate energy spikes during combat situations, we have eliminated the energy cost per shot in energy-based towers. Instead, they consume a constant amount of power each second. Make sure to revise your existing power grids.
  • We rebalanced the ammo production rate of Armory and Tower Ammo Factories to be more reasonable. The previous increase rate was a tad too low.
  • Melee weapons have been rebalanced slightly. The spear’s effectiveness has been reduced by making the hitbox a bit more narrow (but just a little), and higher levels of melee weapons increase in scale much more than they used to.
  • Plasma Gun damage, fire rate, and splash damage have all been reduced.
  • Grenade Launcher ammo cost has been increased to avoid the 'infinite ammo' scenario that would happen at lower levels if a player built six Ammo Storage buildings. Shooting only one Grenade Launcher would consume less ammo than the Armory would produce.
  • Pipelines’ hitpoints increased.
  • The maximum number of Outposts you can control during one Campaign Mode run has been increased to 10.
  • Added the Super Moon event to both Campaign and Survival modes. It can allow your solar panels to work at night.
  • Various Campaign Mode difficulty tweaks.
  • The lights on all plasma projectiles have been slightly increased.
  • Localized events, such as tornadoes, can now affect only part of the map when it comes to wind speed. That means only the wind turbines within a certain radius from a localized event will be affected by it.
  • Lesigian is now able to travel across liquid pools and rock formations.
  • Aiming priorities changed for Sentry Guns. They will no longer try to shoot down air units.
  • We added a little effect that spawns at the end of the laser beam to mark its maximum range. Previously, beams would just end abruptly. Now they’ve got a nice little flare at the end.
  • Bioanomalies now have a bigger chance of containing something useful. Skins appear more often, too.
  • Changed the attack wave spawned when Bioanomalies are opened. It's a big one. Really. You have been warned. We want to make opening a Bioanomaly a conscious decision you have to prepare for. This change is currently implemented only in the Metallic Valley biome.
  • The Power Jump flight pattern has been changed to make it feel a lot more powerful.
  • Additional tweaks to underground mushroom detection. It should now feel more reliable and less based on luck.
  • The Geoscanner now reveals underground mushrooms more effectively.
  • Drilling animation begins faster and is quicker itself, resulting in a shorter time needed to defuse an underground fungal death trap.




  • We have completely reworked our audio system. Previously, it had the tendency to get a bit overwhelmed when there were a lot of things happening at once. Some sounds would get cut in half, and others wouldn't start playing back at all. All sounds should playback properly and stick to their limits with the new system.




[h3]FIXES[/h3]
The amount of fixes and smaller changes within this build is too long to list. We have fixed a number of obscure crash bugs, power grid problems, gameplay glitches, and UI bugs. However, this update is sure to introduce new problems in its experimental form. We encourage you to report everything that you notice and we’ll work hard to ensure a polished final release for this update.



[h3]KNOWN ISSUES & WORK IN PROGRESS[/h3]
  • Morphium Shader - the current look of the Morphium liquid is temporary, we are working on a nicer visual effect, but it wasn’t ready to be included in this build yet
  • Morphium Tower - the current visual effects for this tower are unfinished. Attack animation is disabled and the spikes themselves are a placeholder model.
  • Compressor/Decompressor - the visual effects for these buildings are unfinished. We’d also love to hear your feedback in regards to the economy balance of this building in Campaign Mode. It is one of the most significant new gameplay mechanics and we’re sure it will need additional polish and bug hunting in complex scenarios.
  • Chainsaw - this weapon is currently not functional and can only be unlocked using cheats. It is work in progress both in terms of visuals and functioning.
  • Laser sword - the visual effects and balancing for this weapon is still work in progress
  • Lightning Tower and Lightning Gun - the balancing for this weapon is not finished, however, feedback is welcome at this point.
  • Metallic Valley Bioanomalies - some of the destruction models are missing and their animation isn’t final. Their attack wave strength is also not fully balanced yet.
  • Metallic Valley Biofactories - their destruction levels aren’t finalized yet.
  • Morphium Power Plant - visual effects for this building are still work in progress
  • Liquid splash effects - there is still a number of bugs in regards to this feature. We’re working on it.
  • Weather event lighting - some of the weather events may temporarily change the biome lighting
  • Flying unit navigation - this is a huge new feature and may still contain some bugs. This should be very rare but if you encounter some units stuck on the map - it would be great if you could send us a screenshot of that exact spot.
  • Survival Mode balancing - the changes that we’ve introduced have changed this mode dramatically. We’d love to hear your feedback about the game’s pacing and difficulty in this mode.
  • Online Multiplayer mode refactoring - while it is not possible to play the game in multiplayer yet, we’ve already refactored large portions of the game code to enable this in the future. We may have introduced unknown and obscure bugs in the process. This also highlights the need to test this update on the experimental branch before an “official” release.
  • All of the new in-game text hasn’t been translated into languages other than English.
  • Only Standard sized maps currently work in Survival in Custom Game - choosing a different size will cause the game to crash.




We hope that you will check out this Experimental Update, as we would like to hear your feedback on the changes we made. We plan to make this update public along with the release of the Metal Terror Expansion, so there is plenty of time to fix all the issues you find. We also expect to publish some additional updates in the meantime, containing some of the most requested QoL features.

Visit us on Discord at www.discord.gg/exorstudios and share your thoughts!

EXOR Studios

Metal Terror delayed to July

[h3]Hello Riftbreakers![/h3]

[h3]We have some unfortunate news to share with you today. Despite our best efforts, The Riftbreaker: Metal Terror World Expansion will not be ready for release on May 30th. With a heavy heart, we have made the decision to postpone the launch until July. Let us explain why.[/h3]

https://store.steampowered.com/app/1945600/The_Riftbreaker_Metal_Terror/

The Riftbreaker: Metal Terror is a very large expansion, introducing several new creature species, an entirely new resource type, dozens of research items, and weapons. Adding such an amount of new features and making sure they all interact with each other in an intended way is a complex and lengthy process. While testing the new campaign portion, we discovered several major issues. Among many others: saves would get corrupted, the game is not fully stable yet, and the game flow is not properly balanced, resulting in a bad experience on difficulties other than normal. Given the fact that we need to be absolutely sure that the Expansion is accessible from any point in the Main Campaign (as long as the conditions are met), and on any difficulty level, the amount of work required increases tenfold. While it seemed likely that we could fix most of those issues on time, we couldn’t guarantee that the game would be in the shape that it should be.

One of the new weapons that are joining the game with this update: Lightning Gun. Pictured in both Standard and Extreme versions. You figure out which is which.

We have put a lot of effort into making sure that The Riftbreaker is as enjoyable as possible. That requires a lot of testing and bug fixing, but the end result is well worth it. We do not want to rush and abandon this principle. We do not want to risk releasing an unfinished product purely on the feeling that ‘we might be able to make it’. That is not good enough. That is no way to treat the community, who have trusted and supported us since day one.

Lightning Gun's more stationary counterpart: Lightning Tower. Combine them with Energy Walls and you're good to go.

We are going to use this additional time to make sure that your adventure in the Metallic Valley is going to be as smooth as possible. The extra weeks are also going to allow us to fix some other, smaller issues that you’ve been reporting to us.

We are aware that it’s been quite a long time since the last major update for The Riftbreaker was released. We do not want to keep you waiting much longer, so on May 30th, the original release date that we have announced, we are going to publish the World Expansion Update to the experimental branch of the game. The update will contain most of the new features and will allow you to try out the Metallic Valley Survival map. More information, including a detailed changelog, will be made available on the 30th of May as well.

[h3]Please accept our most sincere apologies for the delay. [/h3]

EXOR Studios

The Riftbreaker: Metal Terror arrives May 30th!

Hello Riftbreakers!


[h3]We are incredibly excited to announce that The Riftbreaker: Metal Terror, the first World Expansion for our game, is going to release on May 30th, 2022![/h3]

https://store.steampowered.com/app/1945600/The_Riftbreaker_Metal_Terror/



The Riftbreaker: Metal Terror allows you to explore an entirely new area of Galatea 37 - the Metallic Valley. This previously unexplored biome holds many secrets. You will encounter creature species, unlike anything you’ve seen before. You will gather information about the strange ways that the local flora has adapted to the conditions of this biome. You will conduct research on anomalous objects that might open the door to unlocking powerful technological advancements. However, some of the things that you find there might send a shiver down your spine.



The World Expansion Update has two components; a huge free content update and a story driven paid DLC - The Riftbreaker: Metal Terror. Here is a short summary of what both of them include:

[h3]The World Expansion free content update:[/h3]
  • An entirely new Biome to explore - the Metallic Valley.
  • A new Survival Mode scenario, taking place in the new biome.
  • Several new species of creatures, ranging from harmless herbivores to bloodthirsty predators, looking for territorial domination.
  • New technologies: harness the power of Morphium, a mysterious resource that seems to break the laws of physics.
  • New weapons: defend your base with new varieties of defensive towers. Take the fight to the aliens with Lightning Guns, Heavy Plasma Cannons, and even a Chainsaw.
  • Introducing the winners of our Community Design Contests: the Orbital Strike Cannon and Bioscanner Turret!
  • Rebalanced Survival Mode experience - unlock more technologies, explore different builds, and gain access to Alien Technology without even building a Lab!
  • A lot of quality of life improvements: mass repair and upgrade tools, more intelligent floor building utility.
  • …and many more! The full update details will be revealed in the Patch Notes, arriving on May 30th!




[h3]The Riftbreaker: Metal Terror paid DLC:[/h3]
  • Discover the strange history of the Metallic Valley in an entirely new branch of the Story Campaign, spanning over several hours of gameplay.
  • Establish an Outpost in a brand-new area of the planet - if you dare.
  • Scan, analyze, and catalog the unique fauna and flora of the new biome.
  • Face several new enemy species, each posing a different kind of challenge.
  • Research new additions to the technology tree, utilizing the curiosities you discover in the new biome: buildings, weapons, and equipment.
  • Solve the mystery that remained hidden for millennia.
  • The Story portion of this Expansion is integrated with the Main Campaign from the base edition of The Riftbreaker. The new branch and the contents of the expansion will unlock as you progress through the game. If you have previously completed The Riftbreaker Story Campaign, you can continue your adventure where you left off. The additional part of the Story will unlock immediately, giving you the option to explore the new part of the world.




We want to give everyone something new with this update. All players will gain access to the new content in Survival Mode and the Sandbox Mode. Everyone will also be able to utilize the new assets in the Riftbreaker Editor Suite to create custom maps and campaigns. Purchasing the Expansion will in turn allow you to play through the new portion of the Story Campaign and make use of the new technologies in the Campaign Mode.



The Riftbreaker: Metal Terror will release on Monday, May 30th, 2022 at $9.99. More news, including sneak peeks at some of the new features, coming in the next weeks!

https://store.steampowered.com/app/1945600/The_Riftbreaker_Metal_Terror/

EXOR Studios

We are teaming up with Uragun!

Hello Riftbreakers!



A couple of weeks ago, while attending PAX East, we had the immense pleasure of meeting a lot of our fans and other developers. It was a wonderful experience - to be back at a convention after such a long time. We came back home having made a lot of new friends - some of whom we would like to tell you about today. We are talking about the developers from Kool2Play, creators of a top-down twin-stick shooter Uragun. We had a blast playing their game, and we think you will enjoy it as well. Let’s dive into the details!

[previewyoutube][/previewyoutube]

Uragun puts you into the shoes (feet?) of a deadly, but friendly Mech. The Mech was inoperable for a very long time and booted back up only to find a world that is much different than the last image ingrained in its circuits. All humans seem to be long gone and your planet has been taken over by a corrupted and hostile AI. At this point it is clear what has to be done: find your missing pilot, figure out what happened and melt down everything that stands in your way.



While playing Uragun you will complete several handcrafted missions, each designed to pose a different challenge than the previous one. The dynamic combat system will encourage you to dispose of your enemies in a spectacular fashion. The enemies will attack you from various angles, requiring you to constantly move around and explore new strategies. This beautiful tour of destruction will take you in various places around the entire globe.



As you progress in the game, you will get the chance to try out a variety of weapons and upgrades. Equip two of them at a time and try to find the perfect combination to suit both your playstyle and the threats you are going to face. Miniguns, rocket launchers, plasma discs - you have an entire arsenal at your disposal. The Mech is also capable of carrying out specials called Heat attacks. These devastating skills will be the key to getting out in one piece out of the most sticky situations.



When we tried Uragun for the first time we thought “Wow, this looks like a mix of The Riftbreaker and X-Morph: Defense”! It turned out to be a lot of fun too. Uragun is an Early Access release, too - meaning that its contents are going to expand a lot and the game is only going to get better. We would like to encourage you to give this one a shot. For a limited time, we are offering two bundle deals: you can get Uragun and The Riftbreaker, or Uragun and X-Morph: Defense at a 20% discount. Check out the bundle here:

https://store.steampowered.com/bundle/26129/The_Riftbreaker_x_Uragun_Bundle/



We are also going to host a special stream, playing Uragun live on our Twitch channel. It’s going to take place on Friday, at 3 PM CEST, over at www.twitch.tv/exorstudios

EXOR Studios

Random Encounters: Vote Now!

Hello Riftbreakers!

A couple of weeks ago we opened up a competition for new random encounter designs that you would like to see in The Riftbreaker. To say that you stepped up to the challenge would be an understatement - some of your designs could easily get their own storylines! After much deliberation and reading through all your ideas several times, our top five picks are here!

Please note that given the complex nature of your designs we might not be able to implement them exactly the way you designed them. We might have to change them quite a lot to fit our in-game systems, but we will do our best! Also, the screenshots do not represent the event in question - they're just here to reduce the 'wall of text' feeling.



CANDIDATE A - WILDFIRE - as suggested by Enderseye

One of Galatea’s many forests has caught fire and it’s spreading quickly! There is no point fighting it - you have no means of stopping this force of nature. Luckily for you - Mr. Riggs’ armor and all your structures are fire-resistant. Unluckily for everybody and everything else - the rest of Galatea 37 is not. The fire will consume everything in its path, making creatures flee in terror as they seek shelter - and you know what happens when creatures are afraid… On the bright side: nature rebuilds quickly and the affected area will come back to its former glory in no time.

Effects and rewards: Firestorm visuals - orange fog, clouds of ash covering the sky. Reduced output from renewable energy sources. Panicked creatures start attacking the base. Lots of loot left lying around after the destruction of the flora. Increased plant regrowth speed soon after the event is over.



CANDIDATE B - SPACE LOCUST - as suggested by: Pok1990

Your visit to Galatea 37 has coincided with the hatching season of a very peculiar species of insects. These small, locust-like creatures only live for a short amount of time. Their one goal is to find a good spot to lay eggs and make sure their species survives another cycle. Not all of them will make it to their destination, but they have numbers on their side: they are billions.

Effects and rewards: the massive swarm blocks out the sun completely as they fly across the sky. However, since some of the creatures die mid-flight, you are rewarded with a rain of animal biomass, boosting your biomass power plants like nothing else. Plus it’s super creepy.



CANDIDATE C - FLASH FREEZE - as suggested by: Thachicken

A sudden temperature drop surprises Ashley and Mr. Riggs at night. As a result, the structures inside your base have some difficulty operating. Target tracking by defensive towers is slowed down. Gates work slower than usual. Buildings require more power to keep operating, and your energy storage drains more quickly than usual. However, Mr. Riggs is unaffected, and the Galatean creatures don’t like the cold - they are slower and much weaker than usual.
Effects and rewards: Frost visuals - you can hear creaking and see little specks of ice reflect light everywhere. The ground is more brittle, allowing you to find underground treasures more easily.



CANDIDATE D - SWARM - as suggested by James Arlwind

This one is pretty straightforward: an enormous horde of small creatures is migrating through the area where your base is situated. They are smaller and weaker than most creatures you come across, but the sheer number makes this a huge threat to your mission. Prepare to fight.

Effects and rewards: Mr. Riggs gives the player a warning about the incoming horde. You only have a couple of minutes to prepare your defenses. After that, an incredibly large group of small creatures will commence the attack. There might be a lot of them, but they are smaller and weaker than usual, giving you a fighting chance. Plus, think about all the specimens, resources and other loot that you can get from them!



CANDIDATE E - IT’S RAINING EGG - as suggested by WirawanMYT

Galatea has seen an uptick when it comes to weather activity. Violent winds sweep across the surface, picking up small objects… Well, alien eggs count as small objects, too. ‘Eggs’ will rain from the sky in certain areas. If you let them survive long enough, creatures from other biomes will hatch - perhaps even in the middle of your base!

Effects and rewards: Highly increased wind power output. Violent winds and tornados. Eggs. Everywhere. You can call that an express biomass delivery.

Which one do you like the best? Cast your votes here: https://forms.gle/8jX5hZcoB5rgszxB6

Again, please bear in mind that these are just ideas - the final implementation of these random encounters might be a lot different from what we presented here.

There were plenty of other designs that we loved, but which we couldn’t possibly make a reality at the moment - but perhaps they may come to reality one day!

We will close the vote on the 11th of May, at 12 PM CEST.

Have a good weekend!
EXOR Studios