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2024 In Review

Hello Riftbreakers!




The year 2024 has come and gone, and what a year it has been! The past 12 months were filled with equal parts hard work and excitement. As is our tradition by now, we will take some time to reflect on what we’ve done in 2024 for The Riftbreaker and our studio as a whole. We will draw some conclusions from this year’s achievements and try to set our goals for 2025. There will also be a portion of fun statistics to show you some aspects of the game development process that are not always obvious at first glance. Enjoy!



[h3]2024 HIGHLIGHTS:[/h3]
  • We released the World Expansion III free update, and the Heart of the Swamp paid DLC in June. The update allowed you to visit the Fungal Swamp, a brand-new biome on the surface of Galatea 37. As usual, when developing this game expansion, we explored the unused design space that lingered in the back of our heads for years. We’ve always wanted to create a biome where water plays a major role, challenging you to build bases on small, scattered islands. To facilitate that, we gave you access to more than 70 new technology items, including powerful superweapon towers like the Heavy Cluster Missile Launcher and the Floating Piercer Towers. Your tactical prowess would be put to the test by the hordes of new creature species. We also introduced visual improvements, like our new liquid rendering techniques, which are so essential in a swamp-themed biome.

    The co-op tests have been a lot of fun. The online mode is not perfect yet, but it doesn't prevent us from having a blast, whether we play with each other at the office, or with our testers online.

  • We launched the Closed Co-Op Beta test. We have already let hundreds of our community’s most active members play their first matches of The Riftbreaker Survival mode over the web. We can’t stress enough how massive this milestone is for us. As we have mentioned in our previous articles, the multiplayer mode for The Riftbreaker has been in the works for at least three years. Despite all the hardship we endured and the obstacles we had to overcome, we finally managed to get a playable version of online play into your hands. It performs better than we expected, and, more importantly, it is a lot of fun! For now, the Beta version is limited to three Survival scenarios, but we keep updating it every couple of weeks with new content and performance optimizations. We also send out more access keys every week - the latest wave has gone out today!

Both the World Expansion III and the Co-Op Beta were the goals we set for ourselves at the end of 2023. We are very happy that we managed to complete these objectives. However, there was one more item on our last year’s to-do list - the Endgame Update. We decided it needed more time in the oven to have the quality and impact it deserves.



[h3]WHAT WE ARE CURRENTLY WORKING ON[/h3]
We have started our work on the Endgame expansion for The Riftbreaker. We call it Extended Story Campaign, but in reality, it is so much more than just that. This massive, free expansion will completely overhaul large portions of the game. It will open up an entirely new mission branch if you decide to stay on Galatea 37 instead of going home. The update will feature:
  • Improved Orbital Scanner functionality, allowing you to scan Galatea 37 for even more interesting areas within the biomes you’ve visited previously. The scanner will allow you to pick and choose where you want to go, but each location presented to you will be noteworthy - some of them will be full of resources and perfect for an additional outpost. In contrast, others will show signs of anomalous activity that you will have to investigate. No matter what you choose, you won’t be disappointed with the rewards - tons of sweet loot await those who dare!

    Here's a sneaky preview of one of the 'encounter' map tiles we've created. It's a lot different than what you usually fin in the Radioactive Desert biome.

  • Exploring and expanding to new areas of interest will be essential to fulfill the expanded endgame goals. We won’t reveal what they are at this point, but we can share just a little bit. Ashley wants to ensure that when humanity finally arrives on Galatea 37 it doesn’t turn it into yet another industrial wasteland. She will have to lay the foundations for that, preparing enough sustainable infrastructure to deter her fellow humans from their usual STRIP-MINE-EVERYTHING approach. You will have to build complex networks of new structures, power plants, and factories to facilitate that. New resource outposts will be essential to that goal.

    Omega creatures are beefier and more dangerous. All of them received new models to stress their uniqueness and significance on the battlefield.

  • While traversing the unknown, you will run into powerful Omega-strain creatures. These giant beasts have evolved abilities far beyond those of their smaller family members. Each Omega creature you encounter will be a test of skill for you and your mecha-suit. Apart from being much more demanding than Ultra-strain creatures, Omegas have unique abilities that will keep you on your toes the entire fight. Still, you will want to fight them for your future safety and the rewards.

    Each weapon you find in the wild has a couple of 'boosted' stats. This allows you to break the power ceiling of the craftable weapons.

  • The new and improved loot system. Each time you defeat a powerful Omega creature or open a Bioanomaly, you will get the chance to receive a unique weapon - sometimes even beyond your current tech level. Weapons you find in the wild will get additional stat bonuses and will generally have a higher potential than those you craft yourself. For example, you can encounter a crazy Minigun with a built-in splash damage increase, which you can mod even further. Alternatively, you can just dismantle it for even more resources.

    We felt the minigun was too weak, so we added nuclear explosion effect to every hit. Thoughts?

  • Such a massive overhaul of many systems will require balance changes. We will give you many ways to spend your extra resources that would often become irrelevant later in the game. We will also give some love to various weapons that turned out to be underperforming in real gameplay scenarios. We have actually received a 40-page document from Wzysb, one of the community members, pointing out problematic areas when it comes to our guns. Wzysb makes some good points there that we will give careful consideration to.

    Here’s a randomized map from the new generator we mentioned earlier, plus a sneak peek at the new and improved map screen layout.

  • Lots of quality of life improvements. The map screen has been reworked to offer greater clarity, especially in large and densely built bases. The most significant buildings now have dedicated icons, allowing you to find what you need quickly. The map will also feature a symbol legend so you always know what you are looking at. Or more robust liquid compression-decompression mechanics. Or improved inventory screen. There’s a lot of QoL stuff coming for you!

As you can see, the Expanded Story Campaign update will be a massive change. This requires us to be extra careful and take time with our decisions. There is still a lot of work ahead of us. Luckily, our Closed Co-Op Beta is a perfect playground to test our ideas so that the final product will be tried and tested by us and the community. We can’t wait to hear what you say about this free expansion.



We are also continuing our work on the Online Co-Op Multiplayer mode for The Riftbreaker. Community feedback from playtesting allows us to make the necessary gameplay changes and adapt the Survival missions to the reality of multiple mechas running around, wreaking havoc. Internally, we have completed several full Story Campaign playthroughs, which, surprisingly, were far more stable than we expected. It feels like we are making progress every day, which fills us with enthusiasm and motivation.

With the new prediction algorithms in place we will reduce the amount of data transferred by an order of magnitude. It will give you smoother gameplay, and less network problems overall.

Netcode is the current focal point of the development of Riftbreaker Co-Op Multiplayer. Our team is researching and developing prediction algorithms to make the gameplay experience smoother and more predictable. These algorithms will allow us to send data from the server to the client much less often while the client's PC fills in the blanks by predicting what happens between updates. Implementing a suite of prediction and error correction algorithms will make the game feel more responsive and play smoothly, even in cases of long-distance connections with high latency. Of course, higher latency leaves more room for error, but we test our solutions with an artificially implemented lag to make sure that they hold their ground. We know that real-life scenarios are never perfect, and there are a lot of variables in play - this is why we want to be prepared for them in advance. We will test these solutions carefully with our closed beta testers and make sure that the final product meets your expectations.



[h3]FUTURE PLANS[/h3]
The Extended Story Campaign update and the Online Co-Op Mode release are incredibly complex projects. The extent of changes they bring is so massive that we dubbed these updates combined as ‘Riftbreaker 2.0’. This is going to be the largest and most impactful update for the game to date. We will be gradually testing it with the community, first through the current Closed Coop Beta and later through an open-to-everyone experimental phase. It is a lot of work and we don’t expect it to be ready sooner than within at least 6 months.



[h3]STATS[/h3]
It is time for our yearly portion of fun stats and trivia. We've hit a couple of milestones this year!
  • We started the year on The Riftbreaker repository revision 42203. We managed to break the 50000 revision milestone, finishing the year on revision 50203. That is 21k revisions more than X-Morph: Defense’s and 28k more than Zombie Driver’s lifetime revision numbers.
  • This gives us exactly 8,000 times someone uploaded changes to the game’s repository. However, this number doesn’t tell the whole story. These 8000 ‘commits’ contained a whopping 177718 total file changes. From missing semicolons through blueprint changes to the new cinematics - it’s all there.

    The graph showing the commits over time to the game's main repository. You can clearly see the pre-release heat, and the month where we all took a holiday together!

  • Commits to The Riftbreaker repository don’t tell the whole story. There is a separate repo for The Schmetterling Engine. This one is primarily used by our programmers. Here the stats are as follows: 2502 commits, 42999 file changes.

    As you can see, the engine develops alongside the game, expanding it's capabilities each and every day.

  • An average member of EXOR contributed to the main game repository changes 533 times over the course of the year.
  • Our automated save test gauntlet ran 412 times. This means we forced our PCs to load 80+ game states gathered from various campaign points, save the game, and load it again. All these tests amount to more than 1600 hours. In this time, you could complete the journey from Miami, FL, to Seattle, WA, on foot, and you still have 400 hours left to watch soap-cutting videos on TikTok. (We know it's cringe, but we have to stay up to date. If you could drop us a follow, we would be very grateful: https://www.tiktok.com/@exor_studios)
  • Zombie Driver has turned 15 years old, which means we are very old indeed.
  • We have consumed more than 50 kilograms of coffee. Given that a kilogram is roughly 8800 beans, that’s about 450.000 beans that we turned into code and animated explosions. 450.000 is the approximate population of our city—Szczecin, Poland. We could have given every citizen a single bean instead of drinking it all, dang.
  • We have streamed on Twitch 73 times for a total of 154 hours and 10 minutes. You watched our struggles for 229.214 minutes total, or 3,820 hours and 14 minutes. That’s almost 160 days of nonstop watching—half a year. Mental!

And with that, it’s a wrap on 2024. Thank you for your support and patience this year. We are entering 2025 with a clear path forward and good foundations laid out. We hope you stick with us to see everything we’re working on now.

The in-game Winter Event will launch any day now. Luckily, we tried if it still worked ahead of time. Our snowmen were quite unruly this year!

[h2]Happy Holidays and a Happy New Year![/h2]
EXOR Studios

Closed Co-Op Beta Update, December 10th, 2024

Hello Riftbreakers!

We've just updated the co-op beta playtest version of the game. The latest build features the foundations for a suture patch, which should reduce the game's data transfer requirements. It also features many bug fixes and improvements.

[h3]The Riftbreaker Closed Co-Op Beta Update, December 10th, 2024. EXE 748 DATA 23 Changelog:[/h3]
  • High Caliber Rifle and Burst Rifle projectiles now have more glow to improve their visibility.
  • The effects for deactivated mechs in Multiplayer are now more visible.
  • 2D collisions have been turned off. This matters mainly when it comes to projectiles hitting enemy hitboxes. To compensate for that, most projectiles now have an invisible, artificial 1-meter diameter.
  • The visual effect for Gnerot's stomp is now shorter.
  • Improved Sonic Shockwave effect. It now has a shorter lifetime, and a better matching damage cone. The sound has also been made louder.
  • Added animated minimap icons for unique rewards.
  • Added NetAlwaysRelevantComponent to Omega creatures to ensure their status is always up-to-date between the client and the server.
  • Added the missing missing `Connection to server...` progress message for the loading screen.
  • Added new, dedicated models for Level 1 and Level 3 AI Hubs.
  • Added new, dedicated models for Level 1 and Level 3 Liquid Material Storages.
  • Added some of the missing minimap legend localizations.
  • Updated the 'weapon dropped' minimap icon.
  • Reduced the opacity of the 'inactive' visibility filter icon in the map screen.
  • Added support for throttling entity update generation, so that clients are not overwhelmed with the data amount ( `server_max_delta_relevant_entities` )
  • Reduced the amount of data transferred by the AttackTargetSystem.
  • Introduced optimizations for spatial queries.
  • Added ServerEntityDeltaBuilder - an entity component delta customization tool for Riftbreaker that allows us to do more custom logic for transfer/prediction optimizations in the future.
  • Added damaged/upgradable/ruins buiulding status filter for the map screen.
  • Added support for navmesh navigation information on client side (will be used for units/mech prediction in the future).
  • Refactored the mech movement mechanics to support prediction algorithms in the future.
  • Implemented NetReplicateIgnoreOwnerComponent, so that you don't have to send information about your own entities to yourself.
  • Reduced the amount of data transferred by the NetReplicationSystem.
  • NetConnectionGNS: added the `debug_gns_fake_send_rate_limit` variable to test gameplay in limited connection bandwidth.
  • Reduced the amount of data transferred by the HealthComponent.
  • NetWorld: replaced DetachEntity with removal of ParentComponent (DetachEntity modifies local transform which silently breaks entity transform delta flow and causes entities to appear in wrong places).
  • Added the debug_gns_fake_latency_variation_ms config variable to test gameplay in various ping situations.
  • Added a dedicated server checkbox to the multiplayer loading screen.
  • Added a `debug_client_update_extra_overhead_ms` to test gameplay with extra overhead costs.
  • AdaptiveMusicSystem: separated the client/server implementation so every client can decide which playlist to choose at any given time.
  • Dialogs: reduced silence gaps when playing multiple dialogs in a row.
  • Build Menu: fixed 3rd level menu controls ('alt') and last selection storage.
  • The client gameplay state now runs at 33ms intervals.
  • Decreased the gameplay 'choppiness' of clients with higher latency values.
  • Implemented the `server_max_delta_ack_delay_ms` and delta ACK timeout support.
  • Start skipping delta generation when we have detected timed out delta ACK's
  • The 'M' button is no longer hardcoded to the map screen.
  • Fixed an issue that caused Crystal Gun projectiles to hit the ground after shattering into pieces.
  • Fixed an issue that caused an error icon to appear in the first frame of visibility of the interactive popup.
  • Fixed a couple of crashes related to the Detector.
  • Fixed a typo in the Ping Wheel that made the 'cheers' action not work.
  • Fixed multiple issues related to Headquarters upgrades.
  • Fixed an issue that caused melee attack sounds to get desynchronized with the visuals.
  • Optimized and reduced performance spikes generated by the EnergyLineSystem.
  • Fixed some issues where the game would not wait for assets to load before entering the game, resulting in big stutters during gameplay.
  • Normalized the 'empty_explosive_weapon.wav' sound volume.
  • Fixed item mesh visibility when entering inventory while the mech is invisible.
  • Fixed issues with artillery units disappearing from the minimap view.
  • Fixed text display errors on ultrawide resolution screens.


EXOR Studios

Nominate The Riftbreaker for the Labor of Love Steam Award 2024

Hello Riftbreakers!


The Steam Autumn Sale has begun, and the first part of the annual Steam Awards has arrived, too! For the next couple of weeks, you can cast votes on your favorite games in several categories. Since The Riftbreaker has been around for a couple of years, we are only eligible for one of those categories: Labor of Love. This award is meant for games still receiving developers' support years after their official release.

[h2]We would appreciate you considering casting your vote for The Riftbreaker in the Labor of Love category of the 2024 Steam Awards.[/h2]



It is no secret that developing The Riftbreaker has been a life-changing experience for us. We have reached more players than ever before. Hundreds of thousands of you have set out for your Galatea 37 colonization mission, showing your trust and faith in our work. We have always planned to support The Riftbreaker for a long time, but it is your unwavering interest and support that made it possible. Ever since the launch of the game, we have managed to give you the following:
  • Three massive world expansions, each with an entirely new biome to explore, dozens of new technologies, buildings, and weapons, unique fauna and flora, and a new portion of the Story Campaign in the form of paid DLCs.
  • Over 80 game updates, improving on the game’s quality of life features, gameplay changes, and thousands of fixes, with a vast majority influenced by your invaluable feedback.
  • Cutting-edge graphics features. We never stop working on our custom-built Schmetterling Engine and keep adding the latest technologies, such as AMD FSR, Intel XeSS, and our own implementations of raytracing and volumetric lighting effects.
  • Dozens of performance optimizations. We know that satisfying performance is one of the pillars of a good gameplay experience. Each update we release features new optimizations so we can maximize your system’s resources.
  • An entire suite of Editor Tools, which we have used ourselves to create the game. Now, they are in the hands of modders, who are already putting them to good use.




We are still going. We are still working on something special - a massive, completely free update we named ‘Riftbreaker 2.0.’ It is going to consist of two massive modules:
  • Online Co-Op Multiplayer for up to 4 players. This mode will allow you to play both Survival Mode and Campaign Mode with your friends. It is currently in the Closed Beta phase - we keep releasing more and more keys every week, along with frequent content updates.
  • Extended Story Campaign. We will allow you to go on additional planetary missions and set up new resource outposts. The extra missions will feature unique ‘encounter tiles’ with events you have never seen in the game. You will need to strengthen your economy to reach endgame goals that will serve as a ‘true’ ending to the game.




Apart from the two major features mentioned above, the Riftbreaker 2.0 update will also feature omega class creatures, an extended loot system, improvements to game balance, visual clarity, quality of life, and much more. We will discuss the features and improvements you can expect in the months leading up to the update’s release.

We hope you will consider The Riftbreaker for this year’s Steam Awards Labor of Love category. The game truly is a labor of love.

Thank You,
EXOR Studios

What we are working on: a sneak peek at the upcoming additions

Hello Riftbreakers!


It’s a pretty intense period in our studio. We’re firing on all cylinders, working on dozens of additions to make The Riftbreaker the best it’s ever been. The programmers are implementing prediction algorithms to make co-op play smooth and predictable even over long-distance connections. Our artists are busy sculpting the powerful Omega creatures, the most powerful strains of Galatean monsters we’ve yet seen. At the same time, the design department is implementing gameplay changes and entirely new features with the free endgame update in mind. Today, we will show you some of the latest additions to The Riftbreaker. No lengthy stories or design deep-dives today - we just want to share some cool stuff that happened over the past few weeks. Enjoy!

[h3]NEW OMEGA STRAIN CREATURE VARIANTS[/h3]

We already discussed these monstrosities in depth in an article a couple of weeks ago. Not all the creatures were ready for the show by then. Since then, our artists have managed to finish a couple of brand-new models and skins. They look just as dangerous as they are in the game, so we think you will enjoy testing your skills against these creatures on the battlefield.

The Necrodon family gathering. As you can see, the clan elders have been hitting the gym pretty consistently. The regular Necrodons are relatively small and look brittle thanks to their thin arms and legs. We wanted to make the Omega strain a bit bulkier to help it stand out in the crowd. The Omega strain will stay far beyond the frontline, just like the regular creature, supplying the enemy attack waves with endless ranks of the dead. Get your longest range towers ready!

Gnerots are naturally big and bulky. Our first attempt to make the Omega strain different from the regular version included spikes and extra stones. However, we weren’t quite happy with the result. The original Gnerot blends with the environment well when it is sleeping, and we wanted to keep that property.

The next step was to literally stick some of the rocks that naturally occur in the game to try to determine what shape would work best.

The end result was a blend of all the options we considered. We wanted the rocks on the Gnerot Omega’s back to be blunt and eroded. We also decided to keep the rocky arm ‘gauntlet’ from the first version. We think this version is distinct enough but maintains the character of the original.

“dope af” - one of the devs, 11:48 AM, Tuesday, November 19th Anno Domini 2024

Nurglax Omega has received its Acid and Energy variants. Like the Omega Necrodon, this creature will try to keep its distance from your base and attack from afar. Still, it should be easy to notice its impact on the battlefield - the larva-filled sack is bigger and more spikey than ever.

[h3]NEW OMEGA CREATURE ABILITIES[/h3]

Apart from giving our Omega-strain creatures a visual makeover, we are still experimenting with new special abilities to provide our new favorite beasts. Here, you can see an acid cascade. A couple of lines of hit markers appear on the ground, signaling incoming danger. After a brief warning period, the Omega makes the earth open up.

This ability works well with other elements as well. Imagine a violent lightning storm like this hitting your base. Omega creatures with this skill will have to be your priority when you encounter them.

[h3]ENDLESS MISSION GENERATOR[/h3]

Here’s a randomized map from the new generator, plus a sneak peek at the new and improved map screen layout.

One of the major additions in the free endgame update is going to be the ability to extend your Campaign playthrough by going on additional planetary missions. You will have the ability to choose the biome you’re interested in and go on a mission on a completely new, randomized map. We’re going to let you choose from a couple of locations with varying layouts and resource densities. This way, you will be able to expand your economy even further, amassing a wealth of resources you’re going to need to fulfill endgame goals. And boy, do we have some endgame goals for you… but more on that later.

[h3]WRAP-UP[/h3]

As you can see - we have tons of cool new things coming to you in the coming updates. However, that is not everything we have in store for you. For example, we are working on remasters of the music added in our World Expansions. So far, we have finished working on the Metal Terror soundtrack. You can give it a listen now - we published it on YouTube, and the video is linked below. Into the Dark and Heart of the Swamp, music is also getting the same treatment, and when we are done, we will publish all the music as a free update for all owners of The Riftbreaker OST.

[previewyoutube][/previewyoutube]

The best way to test all the new additions out early is to sign up for the beta test of the co-op build. We have just sent out a couple hundred new invites to celebrate the release of our third test biome - the Metallic Valley. Check your Discord inboxes! Join us at www.discord.gg/exorstudios to never miss any news about the latest developments and to sign up for the beta.

See you soon!
EXOR Studios

Closed Co-Op Beta Update, November 21st, 2024

Hello Riftbreakers!


We've just updated the co-op beta playtest version of the game. The latest build features the next biome we want to test - the Metallic Valley. Full changelog below:

[h3]The Riftbreaker Closed Co-Op Beta Update, November 21st, 2024. EXE 741 DATA 8 Changelog:[/h3]
  • Added the Metallic Valley survival mission to the Beta build. We're curious to see what kind of strategy you'll employ here. The new Omega creature you will encounter here is the Flurian. It's quick, has a suite of powerful attacks, and a lot of armor. We think you'll like/love/hate it.
  • Bioanomalies and Power Wells in the Metallic Valley biome are guarded by Alien Towers. Stay vigilant during exploration, otherwise you risk being blasted off the planet's surface. As a reward - the towers drop some nice loot.
  • The skull minimap icons have been removed from all the Nests spawned during side objectives. You won't confuse them with Omega creatures anymore.
  • Teleporting to a player will now close the map screen, which fixes a couple of bugs related to that feature.
  • Fixed a couple of errors related to weather events.
  • Fixed an error that caused the Ion Storm weather event not to introduce minimap interference.
  • Fixed issues with icon sorting order on the minimap.
  • Fixed issues with dialog box sorting order in relation to other UI elements.
  • Fixed an issue that caused the 'Defeat' screen to come up after successfully completing a Survival mission.
  • Fixed a crash bug related to boss health bars.
  • Fixed an issue that caused big stutters when destroying alien nests and towers.

Known issues:
  • You will only get notified that your base is under attack if the attacking creatures are within eyesight of a player. We know it is VERY annoying, but this is the result of a demolition/renovation project in our Octree system.
  • Each player will see different values for Solar and Wind power generation strength below the minimap. The values will vary by a couple of percentage points for each of you, but in reality they are what they should be - 50% Solar and 125% Wind in the Metallic Valley by default.


EXOR Studios