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The Riftbreaker Beta Update Changelog October 11th 2021

Hello Riftbreakers!

It's release week! Only 3 more days until the Rift to Galatea 37 will break open and your wait will be over. We hope you are just excited as we are!

Today we are publishing the last pre-release update to The Riftbreaker: Prologue and The Riftbreaker Beta. The Prologue version will continue receiving updates after the full game is released. The Beta version, however, will be deactivated in 3 days. We would like to thank you all for helping us improve The Riftbreaker. Your ideas and feedback changed many things for better. We hope the final product will meet your expectations and that you will stick around to see what the future brings.

See you on the other side!
EXOR Studios

The Riftbreaker Beta Update Changelog October 11th 2021


  • AZERTY keyboard layout is now automatically detected and appropriate control scheme is applied to avoid conflicts in bindings.
  • Game save catalog has changed from 'Documents/Riftbreaker' to 'Documents/ The Riftbreaker' or 'Documents/The Riftbreaker Prologue', according to the game version.
  • Gui: BuildModeScreen: the last selected building is not highlighted only when using a gamepad.
  • Improved game loading speed.
  • Grenade and teleport aiming improved on gamepads.
  • The ending of survival mode has changed - your HQ must survive the final attack.
  • Multiple missing localization strings have been added.
  • Added Qucik Save and Quick Load feature. Their keyboard shortcuts are F5 and F8, respectively.
  • Added Ironium Synthesizer building - it's the direct opposite of the Carbonium Synthesizer.
  • Geothermal Power Plant can now optionally output mud - this will allow you to access water much easier on some maps.
  • Stun duration reduced to 3 seconds to weaken Power Fists.
  • Added localizations, descriptions and icons for elemental versions of Dash and Power Jump.
  • Fixed effects, glow and projectile spacing in nuclear missile launcher.
  • Changed flora cultivator and flora collector buildings names, since they can collect more than just flora now.
  • Disabled statistics on all platforms. The screen needs more work and we will reenable it at a later point.
  • Improved effects and ribbons for artillery.
  • Fixed many potentially gamebreaking bugs and crashes.

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Beta Update - 29/09/2021

Hello Riftbreakers!

We have just pushed a patch to the experimental branch of The Riftbreaker Beta. As usual, it contains lots of small fixes and optimizations, as well as a couple of bigger ones. You can read all about them in the changelog below.

The patch will first be available on the experimental branch. In order to access it, you have to right-click The Riftbreaker in your Steam Library, select 'Properties', 'Betas' and then choose 'experimental' from the drop-down menu. If everything goes according to our plan, we are going to push this package to the default branch a couple of days later.

Here are the contents of the patch:

[h2]The Riftbreaker Beta Changelog 2021/09/29[/h2]

[h3]Gameplay changes:[/h3]
  • The HQ upgrade attack mechanics have been changed. The strength of the attack is now based on the current difficulty factor of your game. The stronger you are, the stronger the attack will be.
  • Chances for weather effects have been tweaked, they should appear more often now.
  • The tile randomization system has been improved and new props have been added to the mix, which should noticeably change the way the maps look. New shiny things!
  • We added Steam Cloud support for our save system.
  • A working version of the Shockwave Tower has been added.
  • ADDITIONAL, BUT IMPORTANT: Saves from the previous version of the game should be compatible with the new one. However, this is still being tested, which is why this patch is being pushed to experimental first. If you notice anything weird, let us know. We like weird.


We fixed the system that decreases the volume of other sound effects when a dialogue is being played. These are the changes that made it possible:
  • Sound: added 'sound_submix_ducking' config variable
  • Sound: decreased 'sfx' and 'music' bus volume during dialogs ("sound/mixer/dialog_mod", ducking ratio changed from 0.5 to 0.2)
  • Sound: decreased 'sfx' and 'music' bus volume during announcements ("sound/mixer/announcement_mod", ducking ratio changed from 0.5 to 0.2)
  • Sound: changed mixer snapshot (mod) default attack time from 1.0 to 0.5 sec.



In other news, several improvements have been made to the building menu:
  • After selecting an item from the build menu, closing it and reopening it again, the last chosen item will be selected automatically.
  • Menus with a larger number of items now scroll by pages, not as a continuous list.
  • We added a deadzone underneath the building menu - it is no longer possible to accidentally select a building while choosing an item from the menu.


Other changes:
  • Reward System: The system now awards floors of all sizes after finding one in a bioanomaly (or getting one some other way, wink, wink)
  • Reward System: Added a reward popup and a reward sound. I still can't believe we did not choose a fanfare for that.
  • Very short light effects are now stronger.
  • Cryo damage effect has been tweaked.
  • Fixed a crash in the settings menu that prevented users from changing raytracing settings.
  • Replaced a bad " sign with a proper one to prevent bugs in key icon display in text. Yes, there are ways to make a mistake there.
  • Fixed the display of the "build" action in loading tooltips.
  • Survival: mission names in the menu screen are now localized.
  • Saved games now have a localized title and subtitle.
  • Saved games now properly display the map name.
  • All decorations and rewards now have proper names.
  • A couple of fixes for Chinese, Japanese and Polish texts.


...plus a ton of fixes and optimizations that you won't notice, but you certainly would if they weren't there :)

Cheers!
EXOR Studios

Live on Twitch

www.twitch.tv/exorstudios

Live on Twitch

www.twitch.tv/exorstudios