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The Riftbreaker News

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We're launching on October 14th!

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Hello Riftbreakers!

We are beyond excited to tell you that The Riftbreaker will be released on the 14th of October 2021! The game will be available for a base price of $29.99 and localized into ten languages.



We can't even begin to tell you how excited we are to reach this milestone. Only five weeks from now, you will be able to begin your exploration of Galatea 37 in the Campaign Mode, test your skills in the ever-changing Survival, or simply test the limits of the game and your creativity in the Sandbox Mode.



In the Campaign Mode, you will join Ashley and Mr. Riggs on their mission to open a two-way portal from Galatea 37 back to Earth. This task will require you to set up a network of persistent bases all around the planet to gather all the necessary resources - with less than positive response from the local fauna. The Campaign Mode will test your combat skills, as well as base design and economy management. Procedurally generated maps, dozens of technologies to unlock, and complete freedom of choice will keep you busy on Galatea 37 for hours!



In Survival Mode, you will set to endure as long as you can against hordes of enemy creatures attacking you in waves, increasing in strength and numbers all the time. Gameplay in Survival is much faster than in the Campaign Mode. Research timers and requirements are reduced, and bonus technologies are awarded at the start of the mission to aid you in completing those missions.



The Sandbox Mode is the most relaxed of the bunch, allowing you to simply build the base of your dreams and then test it against all the different threats and scenarios you can come up with. In this mode, you have access to the special Sandbox Control Panel, which allows you to spawn every single variety of creature available in the game, enable some cheats, and even change the weather and time of day.



To further expand the replayability and to give you an avenue to unleash your creativity, The Riftbreaker will ship with the full suite of our in-engine development tools that we used to create the game. The Level and Mission Editors will allow you to create custom scenarios and even entirely new campaigns, while the Riftbreaker Editor will allow you to edit drop rates, weapon properties, research trees, and much more.



The release of the 1.0 version will mark an important point in our 3.5 years-long journey through the ups and downs of The Riftbreaker's development process. When we started working on the game in 2018, we never expected that it would get so much attention and gather an amazing community of players from all around the world. The amount of time you put into playing The Riftbreaker: Prologue, the mods you created for it, and the great feedback you've been providing have all made a difference. We are sure that you will like the final result.

Mark your calendars on the 14th of October 2021 for your trip to Galatea 37.

The Riftbreaker Stability Update: 7th of September 2021

Hello Riftbreakers!

We have just pushed a small patch addressing a couple of issues some of you have encountered while playing the latest versions of The Riftbreaker Beta and The Riftbreaker: Prologue. Thank you for sending in all the crash reports - they are extremely helpful in identifying the issues with the game and finding ways to fix them.

[h2]The Riftbreaker Stability Update: 7th of September 2021[/h2]
  • Fixed issues with saving display and resolution options through the Launcher
  • Fixed issues with screenshots attached to game saves
  • Fixed multiple small issues that lead to large crashes. See - size doesn't matter!

Thank you for your continued support!
EXOR Studios

Prologue Update - Save Feature now Avaliable

Hello Riftbreakers!

We are happy to tell you that The Riftbreaker: Prologue is receiving a major update today, including hundreds of fixes, tweaks, balance changes, and most importantly - the save feature.

[h3]Finally! What took you so long?![/h3]
Yeah, we know… Let’s answer this question in two parts.

[h3]Part One: The Save Feature[/h3]

When we first released The Riftbreaker: Prologue we thought that it would serve as a bite-sized teaser of the full game. It was meant for around 30 minutes of gameplay and as such wouldn’t need a saving feature at all. It was also at a time when the save system was quite unstable and going through a lot of changes, so even if we enabled it, we couldn’t guarantee compatibility of the save states between versions of the game.



It turned out that a lot of you have been playing the Prologue for a lot more time than 30 minutes. In fact, we received multiple screenshots from users documenting that they have spent more than 50 hours playing it. That’s insane! We have never expected that, nor did we expect a vibrant modding scene forming on our Discord (www.discord.gg/exorstudios) for a game that hasn’t even been released yet. Now that our save system is more robust and well polished, we can enable it in The Riftbreaker: Prologue.

[h3]Part Two: Delays Between Beta and Prologue Updates[/h3]

Parallel to The Riftbreaker: Prologue we also have a Closed Beta going on. We have been publishing updates to it quite regularly, but not all of them have made their way to the Prologue. The reason is that Beta players are more willing to accept the game becoming unstable and crashing. They know that they are testing an experimental version of the game and technical difficulties are expected to happen.



The Prologue is different - a player who downloads it shouldn’t have to worry about the game becoming unstable or encountering severe bugs that prevent them from progressing further. It’s meant to be a demo of the game, showcasing all the advantages and giving an idea of what the gameplay in the full version might look like. That is why we were quite cautious about what changes we have been pushing to the Prologue version.



Those are the reasons why this update has taken us so long and why there was a disparity between the Beta version and the Prologue. As we get closer to release we are going to do our best to keep the Prologue up to date.

Without further ado, let’s take a look at the changelog for today’s update:

[h2]FEATURES[/h2]
  • You can now save the game in The Riftbreaker: Prologue. If you find any issues with the save system, please report them to us.
  • The crafting screen has received a massive overhaul. All feedback is appreciated.
  • All game menus can now be operated on the gamepad using a software cursor controlled by the analog sticks on your controller.
  • When Mr. Riggs loses all weapons in any of his hands, the game automatically equips a basic version of the power fists. You are no longer defenseless after dropping all the boomsticks.
  • Max FPS limiter has been added to the settings menu. Thanks to this option you can manually reduce the maximum workload of your GPU without enabling V-Sync.
  • Cursor size setting has been added to the settings menu. There are three available sizes and the game chooses the right one according to your screen resolution, but you can change it manually if need be.
  • New ribbon effects have been added to all throwables, melee attacks and bigger projectiles, such as rockets. They are fully dynamic and much better at showing you exactly what's going on on the screen.
  • New pipe system - now with much fewer bugs!


[h2]CHANGES[/h2]
  • Changed the basic research tree layout and costs:
    - geothermal lvl1 is easier to get
    - solar and wind lvl 2 and 3 are easier to get
    - cultivators are much cheaper to research
  • Much bigger solid material storage - +200 from +100 at level 1, +400 from +200 on level 2 and +800 from +400 on level 3.
  • Added a sound for collecting dropped weapons.
  • Tweaked some weapon mods - some are less powerful, some are actually useful now.
  • Tweaked how foliage fire is spreading for all you pyromaniacs.
  • Ground textures have been tweaked to give them more contrast.
  • New sorting order for resources on HUD.
  • Less powerful reflect damage upgrade.
  • Ammo storage and solid material storage buildings now have separate models for all building levels.
  • Longer protection time for loot pickups.
  • Reduced arming timer in mines.
  • Much brighter flashlight on the mech.
  • Added support for screenshots in auto saves.
  • SettingsMenuScreen: `vibration` and `camera_shake` are now power sliders, allowing you to fine-tune the intensity of those effects.
  • Continue Game' option has been added to the main menu. It will load the newest available save file.
  • "How to play" removed from options because you know how to play.
  • Icons added to shielding research.
  • Tweaked build menu order for defense category. This is still not the final version of the build menu, but it will do for now.


[h2]FIXES[/h2]
  • Lifesteal gives back hitpoints only when damage is dealt to enemies.
  • Improved CPU and GPU performance, especially on larger maps with lots of creatures.
  • Improved performance for scenarios with large radar coverage.
  • Grass models have been changed to have a lower impact on the GPU.
  • Updated seed for the GPU benchmark.
  • Fixes for metal floor 3x3 and 2x2 tiles appearing darker in some conditions
  • Fixes for memory harvesting and leaks.
  • Fixed raytracing glitches and crashes.
  • Fixed a lot of random crashes and performance issues.
  • A lot of other fixes, changes and improvements that were never logged and forgotten.

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