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The Riftbreaker News

Release Date and Status Update

Hello Everyone,

We have finally reached the Alpha milestone in The Riftbreaker's development, which means that the game can now be played from start to finish and that all of the key game features are in place and working. This is a very important moment because it allows us to take a step back and assess the work that is still left to be completed in order for the game to be ready for launch. There's not much time left in 2020 and it is obvious that we won't be able to finish the game within this year. We've never announced a firm release date because we are much more committed to quality than to arbitrary deadlines, we still won't be announcing a specific release date, but we are officially moving the launch window to 2021.

The progress so far.

Now let's take a moment to look at what we've achieved this year and what is still left to be done to release the game:

- Operation Alpha Test - March 18th - on that date we've finally started to send out closed Alpha keys to the members of our Discord community. It was a huge step forward as we started to receive enormous amounts of feedback that helped us to improve the game considerably. We've released tens of updates to the closed Alpha build that fixed numerous bugs as well as introduced quality of life and design improvements. Looking back we can surely say that this was a fantastic decision that helped us find problems that we wouldn't be able to find ourselves. We released a lot of substantial updates to the closed Alpha throughout the year. This has also resulted in a lot of additional work for the team and moved the release further. All in all, we believe that it's better to fix bugs before the game is released rather than with tons of hotfixes made in painful post-release crunch.

We introduced the closed Alpha testing phase with a Gameplay trailer that you can see here:
[previewyoutube][/previewyoutube]
- Steam Festival Demo - June 16th - The results from the closed alpha testing have encouraged us to take part in the Steam Summer Festival. We've put a lot of effort into polishing a publicly available demo for everyone to enjoy, and once again we were blown away by the feedback that we received. The demo was downloaded more than fifty thousand times within the few days that it was available. The feedback was very positive, but there were numerous gameplay areas to improve on and polish even further.

- The Riftbreaker: Prologue - August 6th - After the Steam Festival demo was taken down we received hundreds of messages to bring it back and make it available for everyone to play. We gathered all of the feedback from the festival and polished that demo experience for another one and a half month to give you - The Riftbreaker: Prologue. A stand-alone story driven experience that shows the basic gameplay aspects of the game and also explains a bit of the Riftbreaker story. Both the Demo and the Prologue have received numerous updates throughout their lifecycle. We’re planning to further update both the content and the engine of the Prologue, up to the game’s launch and beyond. Up to this day the Prologue and the Demo experience were downloaded well more than three hundred thousand times. This is a jaw-dropping result, we have never expected so much popularity for this short experience. We received thousands of feedback messages and some of you have clocked in hundreds of hours in the demo/prologue. We’ve had countless discussions, on our social channels and especially on our Discord, about the game’s design and the content that we’re working on. All of this has reinforced our obligation not to disappoint you and to deliver the quality that you expect of us.

If you haven’t done that already you can download The Riftbreaker Prologue here:
https://store.steampowered.com/app/1293860/The_Riftbreaker_Prologue/

- Base Building trailer - August 31st - Due to the ongoing COVID pandemic all physical gaming events have been canceled and/or moved online. The Riftbreaker took part in multiple such events and we tried to supply you with fresh content for all of them. One of the most important events of this summer was Gamescom Online. We prepared a special trailer for this occasion that showed a lot more about the base-building mechanisms within the game and how building remote outposts within the campaign is going to look like.

You can check it out here:
[previewyoutube]https://youtu.be/rJsu_ty5DnY[/previewyoutube]
- DirectX 12 and next-gen rendering features - We’ve actually been working on this task since November 2019 and we are finally very close to showing it to the public. A new DirectX 12 renderer allowed us to optimize the game even further and to introduce additional rendering features that make the game look much better. We will be showcasing this tech throughout the coming month so stay tuned for big announcements very soon! We are planning to first do a round of closed alpha testing of the new features with the participants of our closed Alpha (The Riftbreakers). After we are sure that the new renderer doesn’t melt anyone’s PC we will roll out these changes to the publicly available Prologue. This update will also feature a number of gameplay improvements that we’ve been working on since pre-Alpha build 3.5 (max-range energy connectors from Starbugs with love).

If you’d like to join the Riftbreakers’ closed Alpha ranks then head on over to our Discord and register:



- COVID 19 - Unfortunately we can’t go over the list of important events for this year without talking about the raging pandemic. The game development industry has been one of the luckiest ones in this situation. We were working from our homes from February to May and while this worked more smoothly than we expected, we can’t say that this hasn’t slowed us down. Remote communication is not the same as a face to face meeting and precious time is consumed for additional synchronization efforts.

The COVID pandemic is coming back in force and it looks like this wave is much stronger than the previous one. Our Community Manager - Piotr “Voidreaver” Bomak tested positive for COVID-19 more than a week ago with heavy symptoms of the disease. He is currently undergoing treatment in a hospital in Szczecin and asked us to send you his warmest regards and a word of warning - please wear a mask, maintain proper hygiene and stay safe, this thing is serious.



Piotrek is fortunately getting better now and we all hope that he gets back to us in full health! We’ve moved back to “home office” work once again and it looks like it is going to stay that way for the unforeseeable future. In the mean time, if you miss Piotrek too much and can’t wait for him to return to regular streaming you can check out some of the video logs that he recorded while working from home during the previous lock-down phase:
[previewyoutube][/previewyoutube]

What we're working on now.

This is already quite a lengthy post, but we promised you more information about what we are working on and what needs to be finished for The Riftbreaker to be ready for the release of version 1.0, so here it goes:

- Campaign mode - we currently have this module in a “feature complete” state which we read as - it can be played from start to finish. However, it is still quite far from being finished as we still lack a lot of content. Most of the missions are still undergoing deep gameplay changes. We’re implementing additional mechanics for unique plants and creatures that are going to change the way you play in the various biomes that you will be exploring. The game’s story-line is non-linear and you will be able to visit most areas of Galatea 37 in any order that you like. This design choice brings a lot of freedom and replayability to this procedurally generated world. It is also very demanding in terms of the work that needs to be done to make all of this work well together. We hope that you will all appreciate the extra work that we are pouring into this.

- Biomes - we’ve already shown you some snippets of the biomes that are going to be available in The Riftbreaker. We are still working on them though both in terms of their look & feel as well as the unique gameplay mechanics that are going to be present in all of them. We want you to really feel that you need to adapt to a different environment each time you go out to explore a new region of Galatea 37.

- New Creatures - the Prologue and the closed Alpha included three different hostile creature species each with three strains and a single boss creature. We’re planning to have about twenty different hostile creature species in the finished game (each with three strains) that are going to challenge your skills. Some of them will appear only in certain biomes while some of them will come out only if certain conditions are met. We’re already more than half-way through with this task and the work is speeding up as we expand our engine and our toolset. We will be revealing new species of creatures as we go by, so stay tuned for future announcements.

- New Weapons - the weapons arsenal that is currently available in the closed Alpha is already quite extensive, but we aren’t there yet ;) We are working on both additional ranged guns as well as new melee weapons. Would you like to see Mr Riggs with a power axe or a mighty shock hammer - we got you covered. We have most of the weapons modelled and textured (close to twenty, with four rarity levels each). We’re still working on the unique animations that are required by each melee weapon type as well as dual wielding different melee weapon types!(?). There’s also a couple of “unique” weapons in our plans. Lots of really cool toys to make your life on Galatea 37 that much more survivable :)

- New Skills - you didn’t think that the Dash skill was the only one that’s going to be in the game, right? Good, rest assured that we already have a couple of additional skills already implemented and a few still in the works. Would you fancy a cloaking device to explore the land uninterrupted?

- New Equipment - more mines, more traps, more buffs, additional utilities, portable towers. Yes, we like the word “more” (and “explosion”).

- New Buildings - the arsenal of towers that are available in the closed Alpha at the moment is quite timid. As we are adding new weapons for Mr Riggs we are also introducing their automated counterparts in the form of new towers. We are also going beyond that by adding more advanced and larger tower types.

- Alien Research - this research path hasn’t been introduced before. Downloading new invention blueprints from Earth you will only allow you to develop the base level of technology that’s available in the game. If you want to go further you will have to gather research specimens and study them in locally operated Alien Research Labs. These are an advanced building that requires a lot of power and a cooling liquid to operate. Things will get more interesting both in terms of how you plan out the structure of your base and your economy. The need to gathering research specimens will also power one of the game’s pillars - exploration.

- Extended modding for weapons and buildings - the modding implementation and balancing that you can currently experience in the closed Alpha is a very early vision of how we see this system being implemented. We are currently finishing work on adding modding capabilities to most building types which will expand the range of possibilities even further.

As you can see above, there’s still quite a bit of work left to be done. According to our plans, as soon as we finish all of the above plans the project will reach the Beta milestone - the game will be feature complete and content complete. We will then start more extensive gameplay testing and balancing with a broader number of closed Beta testers. Once again we won’t be stating any specific release dates for these development phases, but we will make sure to keep you in the loop with regular development updates and gameplay streams.

As always, we crave your feedback. If you’d like to have an open conversation with us about the game (or other topics), you can find us on any of our social channels:
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www.twitter.com/exorstudios
www.twitch.tv/exorstudios
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New Creature Reveal: Nurglax

Hello!

The evolution of species on Galatea 37 has taken a slightly different route than here on Earth. What we consider stuff of nightmares seems to be pretty normal in this strange new world. There are many reasons for that - the sheer size of creatures, their outlandish appearance, strange behavior, and many more. The star of today’s reveal seems to combine all of the above. Meet the newest addition to The Riftbreaker bestiary - the Nurglax!

Don't let the terrifying looks deceive you. It's not the Nurglax you should be afraid of.

This oversized slug plays more of a supportive role in the mix of creatures found in the game. It will not attack you directly, but you should not get too excited about that. Instead of throwing itself into the fight, the Nurglax will stand back and launch maggot-filled cocoons straight into your base. The little Nurglax hatchlings will very happily chomp on all your precious equipment. We heard they like energy connectors the most, so build plenty of them. You don’t want your visitors to be hungry, right?

A happy Nurglax family. More babies on their way!

All of this means that as soon as you confirm Nurglax’s presence in your mission area, you should install both long-range defensive towers, such as Artillery, and regular Sentinel Towers inside of your walls. You can also defend your infrastructure by setting traps and mines for the maggots to trigger. Unless you don’t mind sudden power cuts to half of your base in the middle of a fight, of course. Then you are welcome to simply ignore the larvae. After consuming a sufficient amount of food to grow, they will burrow themselves into the ground, never to be seen again.

You're probably wondering how I got in this situation...

Just like every other creature, the Nurglax has a couple of weaknesses that you can exploit during combat. The first one is their low walking speed. When the Nugglax’s cocoon is mature it weighs the creature down even more. Mr. Riggs can easily catch the creature and deal with it - it is largely defenseless if the maggots are not around. Another angle of attack are long-range explosive attacks. The Nurglax’s bodies are very soft and not covered with any kind of carapace. You should definitely deal with it as soon as possible, but be careful - the cocoon might explode...



And there we have it, another giant, disgusting creature you will have to face during your mission on Galatea 37. To be fair, we have only been showing off the largest monsters so far, and there is a good reason for it. Bigger units usually come bundled with more complex mechanics. We’re getting them out of the way first to have more time for testing and making adjustments. We will get to smaller beasts soon enough, and if you join our streams and our Discord you will get sneak peeks even quicker!

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Visit our YouTube Channel!

Hey there!

Hope you’ve all had an amazing week! It’s certainly been amazing to us. The work on the game is progressing really well. Monsters are receiving a lot of polish, biomes are getting filled with new props, we are in the middle of reworking all the gun models... A lot of things are changing for the better thanks to your feedback! Seeing all your comments under our development updates gives us plenty of feedback on how to make the game better. However, reading about the game and looking at screenshots is not the same as seeing the real thing, so come to our YouTube channel!

https://www.youtube.com/exorstudios


This year we have produced a lot of materials for various promotional events that took place instead of the trade shows around the world (PAX, Gamescom, E3, we miss you, ...). All of our videos are up on the channel, and each of them has at least a little bit of exclusive material in them. We have articles about most of the features in them, but if you’ve joined us a little bit later it’s a great way to catch up on all the available information without going through dozens of news. Here are some examples of the content you can find there:

[h2]Gameplay videos with dev commentary:[/h2]
[previewyoutube][/previewyoutube]

[h2]Uncut VODs of our live streams:[/h2]
[previewyoutube][/previewyoutube]

[h2]Trailers and showcases:[/h2]
[previewyoutube][/previewyoutube]

[h2]And even our little quarantine project vlog![/h2]
[previewyoutube][/previewyoutube]

More videos are going to make their way onto the channel as we get closer to release (we still have a couple of trailers in the works!), so it would be amazing of you to subscribe not to miss anything.



Next week we should also come back to our regular stream schedule. Join the Discord to get notifications about the streams and our progress.

See you next week!

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Liquid Resources: Water Filtering Plant

Hello!

We spent the entire last week looking at the new additions to The Riftbreaker bestiary, Bomogan, and Stregaros. We’re sure you will have plenty of fun fighting them and researching their unique abilities and behaviors. This week we are going to dive into a little less animate part of nature and tell you how you can utilize it during your adventure. Go get your best plumbing gear and let’s lay down some pipes. It’s time to talk about water in The Riftbreaker.



Water is one of the basic liquid resources in our game. You won’t need to dig up wells and purify the water for consumption, though - Mr. Riggs has internal systems that generate enough water for Ashley to stay hydrated. Instead, you will be using water for more industrial applications. Several buildings require to be connected to a steady source of water for various reasons. Nuclear Power Plants use it for cooling, Flora Cultivators keep the plants fed and hydrated, and Bio-Composters mix Biomass and Water to harvest Flammable Gas. There are plenty of ways you can use water, but where do we get it from?



The simplest answer is to make use of the natural water pools occurring on the Galatea’s surface. It is simply a matter of placing a pump and laying down some pipes - small filters built into the pump will make sure that no fish, debris, or microorganisms get into your pipelines. Things get a little more tricky when you don’t have access to a water pool. Then you have to make use of a special structure - Water Filtering Plant.



This building allows you to make use of Sludge and Mud pools scattered around the planet. Using it is really simple - you just place a regular pump and some pipes, connect the dirty liquid to the Filtering Plant’s input and receive fresh water on the other end. Then it is up to you whether you’d like to store that water up or make use of it immediately. The only thing you need to bear in mind is that pipelines and Liquid Resources Storages can only be filled with one type of liquid at a time.



There you have it - a little bit more of The Riftbreaker technology unveiled. What would you like to learn about next? New buildings? Exotic weapons? Alien creatures? Leave a comment here or join our Discord at www.discord.gg/exorstudios and let us know!

EXOR Studios
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