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The Riftbreaker News

EXOR Studios joins the Discord Alliance

Hello!

We are thrilled to announce that EXOR Studios Discord server has been accepted into the United Servers of Discord Alliance! The Alliance is a joint effort from several communities, working together to maximize the enjoyment of our members. It incentivizes active participation within the community and encourages the discovery of new, high-quality servers.



This is all made possible through the use of several bots that help with cross-server communication. Don’t worry though - they are confined to their designated channels and won’t bother you with any pings or DMs unless you specifically ask them to. Let’s have an overview of what this brings to the EXOR Studios server.

First of all, there is the #alliance-chat channel. All messages you send in this channel will be copied and embedded in partnered Discords. This way we can all communicate with each other, without server-hopping and completely seamlessly, all thanks to the Alliance Chat Bot. A team of moderators monitors the chat to make sure that everyone follows the Code of Conduct (available on EXOR Discord in the #important-stuff channel).

Next, we have the #alliance-trivia channel. Every 8 hours, at 12 AM, 8 AM and 4 PM UTC the bot will pick another member of the Alliance for us to go against in a battle of trivia. Everyone can participate! The team that reaches 25 points the quickest wins. It’s a great way to show off your knowledge, learn something new and win bragging rights (and perhaps some other prizes as well).

Then, we come to the real star of the show: #alliance-events channel. This is where you will get the chance to participate in both EXOR Studios and other Alliance members’ events. These events are an opportunity for you to get to know people from other servers a little better PLUS win some amazing prizes, such as Discord Nitro subscriptions and Steam game codes.

As we move forward, we will come up with more ways for you to find new communities and take part in exciting events. We hope that by joining the Alliance we will improve our Discord even more and provide you with even more entertainment and networking opportunities.

TL;DR - Join us at www.discord.gg/exorstudios - it’s more fun than ever!

Campaign Overview

Hello Riftbreakers!

We have an exciting new video for you today. It is an overview of the Campaign Mode that you will get to experience in The Riftbreaker. We did our best to give an impression of what the campaign flow is like, its structure, and the scope that you can expect from it. Give the video a watch, it’s spoiler-free!

[previewyoutube][/previewyoutube]

TL;DW:
  • The main mission in the campaign is to open up a portal back to Earth. In order to do so, you must construct a Rift Station and its additional components.
  • The components of the Rift Station require rare resources
  • Rare resources are located all over Galatea 37
  • You will explore and gather required resources in various biomes, where you can set up additional mining outposts
  • All bases that you build during one playthrough stay there and keep working as long as they can
  • You choose the order in which you do things
  • Maps are randomized, no two playthroughs are the same


So, how do you like it? Have you got any more questions? Let us know in the comments or join our Discord at www.discord.gg/exorstudios and ask us directly.

EXOR Studios

Weapon Mods

Hi everyone!

Today we’d like to take a look at the weapon modding system in The Riftbreaker. It’s a feature that allows you to customize your crafted weapons with various pieces of alien materials that affect the combat properties of your precious toys. Mods can turn the tide of battle by giving your weapons crazy additional stats and abilities. Let’s have a look at how they work, what they require, and where to find them.

A right combination of mods can turn a pretty straightforward minigun into homing chaos machine of doom MK 2.000.000.

As you know, you can craft weapons in The Riftbreaker in four different quality levels. Apart from the base stats, they differ in the number of available mod slots that come with them. The most basic weapons offer no room for modifications, but you gain one with each quality level. In total, you can have up to 3 mod slots in your ‘extreme’ quality weapons. The same is true for defensive towers. You can install mods in them as well. The only difference is that they come in 3 levels, so mods slots are there from the get-go.

When you finally get a weapon with mod slots, it’s time to start looking for something to put into them. Mods can be found by defeating Galatean creatures, investigating objectives, or loot containers. The higher your knowledge about the planet’s creatures, also known as ‘familiarity level’, the better your chance to get a great mod drop. You can increase your familiarity level by either killing or scanning the wildlife and gathering samples.

Flamethrower lacking range? We can fix that, too!

There are three main categories of mods that you can find. The first of them is Damage Increase mods. They come in a couple of forms. They can for example boost your critical hit chance (critical hits deal twice as much damage as the regular ones), or add damage over time effects (often with elemental effects, such as acid or fire damage added on top). And then, there is also the good, old +X% damage mod, that can also come with the added benefit of elemental effects. Easy enough.

Things get more interesting in the second category - weapon properties. These affect the way your weapon handles. They can either increase your weapon range, decrease the ammo cost for each shot, change the bullet spread… There are many possibilities. However, the ones we like the most are “increase projectiles per shot” and “increase projectiles per burst”. The first one will fire more projectiles every time you pull the trigger, and the second will fire an additional salvo with each click. Combine them and you may get interesting results.

Today, dear Riftbreakers, we learn the true meaning of 'excessive force'.

The last category is projectile properties. This is where you can turn your bullets, or rockets, or plasma bolts, whatever you like into auto-aiming, homing harbingers of doom. If that’s not enough, you can also grant your projectiles the ability to pierce through targets, explode in a larger radius, or even spread into additional projectiles on impact! You will surely find a combination that suits your needs.

Not all mods fit every weapon, though. Decreasing spread on a flamethrower or giving the railgun even more piercing properties wouldn’t make much sense. For that reason, we hide all the mods that are not available to use with your current weapon. However, you can always browse through the list of all the cool stuff you’ve collected through your inventory screen.

Pay attention to hidden treasures on Galatea 37. You can find lots of goodies in them!

You can already check the mods out in the Prologue, and if you’d like to play with them some more, then join our Discord to get opportunities for Beta access - www.discord.gg/exorstudios. See you there!

EXOR Studios

Live on Twitch

www.twitch.tv/exorstudios

Riftbreaker Beta Stability and QoL Update: 8th of July 2021

Hello Riftbreakers!

We're pushing a small update to address the issues with stability and quality of life. These changes apply to the Beta build and the Prologue version (where applicable). We hope that it will improve your experience with the game.

Changes:
  • Fixed Hammerroceros damage due to double inheritance, decreased their damage and collision width (Alpha and Ultra are now a lot less effecive against walls)
  • increased HP for Hammerroceros Alpha and Ultra by 30%
  • decreased damage reflect values
  • optimized memory and CPU usage
  • ResourcesSpawner: resolve minimal required amount of volumes first, then try to fulfill max amount - should fix problems with nonexistent sludge pools
  • fix labels display for resource veins
  • do not save world transforms - reduces save size by a lot
  • fixed navigation generation on smaller maps
  • fixed memory leaks in CachedMovements
  • fixed show_grid cmd crash
  • added missing flow fields - reduced chance of creatures getting stuck inside walls or other objects
  • fixed double melee weapon deadlocks
  • new effect for the "lost weapon marker"
  • rare element mine is less effective
  • VideoAdapterAPI: add GetMonitorName - game launcher now displays the monitor name apart from the adapter number - it's now easier to launch the game on the display you want
  • disabled VRS when FSR is turned on
  • multiple fixes for crash bugs


Let us know if you have any questions.

EXOR Studios