1. The Riftbreaker
  2. News

The Riftbreaker News

Even Creature Nests Get an Upgrade

Hello Riftbreakers!


We told you about the new Omega Class enemies that will spice up your Campaign and Survival runs a couple of weeks ago. In a nutshell, they are more powerful strains of Galatean creatures. Not only are they more durable and deal more damage upfront, but they also come with a range of special abilities that require you to change up your strategy and find an individual approach to each of them. Fighting Omega creatures has quickly become one of our playtesters' favorite elements of the Co-Op Beta. We’re pleased with how the Omega ability system turned out. Naturally, we investigated if any other areas of the game could use it - and we think we found the perfect candidate.

The first nest you find in the game is in the Prologue mission. Although we won't be making this one any different, it portrays the issue with the event altogether - shooting at an immobile, defenseless object is not that engaging.

There are many randomized events that can take place during any Riftbreaker mission. They range from weather events to all-out assaults by enemy creatures. One such event that can happen in any Galatean biome is finding a creature nest in the wild. They can either appear alone or in a group of three. If left unchecked, the nest will keep spawning creatures that will happily eat a hole in your defenses. The only way to stop that from happening is to take a slight detour from your current plans and eliminate the source of the problem. That’s where the event has been a bit underwhelming. Creature nests are immobile and largely defenseless. Destroying them was an unrewarding formality for most Riftbreakers. We want to change that, so we decided to explore some options.

Things change a little when there are a couple of nests involved, and the difficulty level is a bit higher. Some creatures try to stop you from wrecking their homes, but they are no match for your firepower.

All biomes in The Riftbreaker have their own nest model that spawns creatures appropriate for that biome. However, some are slightly different. In the Metallic Valley, the nests take the form of an X-Morph Biofactory, heavily defended by loads of Alien Plasma and Artillery Towers. Destroying each of those defensive structures yields resources and makes the fight much less one-sided. We continued with that idea in the Fungal Swamp biome. Over there, the nests have an acid-spitting maw on top of them, also leading to much more engaging fights. We realized this made the entire event much more interesting, especially if multiple nests were involved. It made us think: what means of defense can we give the other static creature nests to make them more similar to the ones in the Metallic Valley and Fungal Swamp biomes? As an experiment, we decided to try some of the Omega strain abilities.

After giving them an HP boost and some abilities, the nests are a much bigger problem now! The ones you can see here have one ability each: one shoots fireballs from the sky, another sends bursts of lightning, and the third keeps healing the other two. While we won't be spawning the nests so close to one another, this gives you an idea of what we wanted to achieve.

We started small, applying a moderate HP boost and one randomly chosen skill from the Omega skill set. The event immediately felt much better - not only did it take some time and actual firepower to destroy the threat, but the nest could fight back and destroy your mech if you weren’t careful. However, not all the abilities we prepared for our bosses made sense on a static object. Let’s take the ‘waller’ ability as an example. It is completely illogical for the nest to ‘wall you in’ and essentially protect you from the creatures it spawns, all the while you’re blasting your most potent weapons at it. We left in those abilities that can deal direct damage to you or buff the surrounding creatures. Thanks to this, fights became more engaging and rewarding, giving us a good reason to provide you with chances for more loot! All defeated Omega nests will have the chance to drop a fountain of resources, mods, and unique items.

More nests, more chaos! Again, this is a testing situation, and the nests won't ever be this close, but the chaos is glorious! Drones, pattern attacks, healing - they have it all. Prepare your best gear!

Next week, we'll unveil the full range of Omega creature abilities and how they work together. Some combos are so powerful that we've had to ban them from ever appearing together in the wild, ensuring fair and balanced gameplay. In the meantime, we invite you to sign up for the Closed Beta playtest. We've increased the number of invites we send out with each update, and we're eager to test the strengths and weaknesses of our game with a large player base. We promise that everyone who signs up will receive an invite before the end of the beta period. And remember, getting a key will also allow you to join our Co-Op streams, which happen every Tuesday and Thursday at https://www.twitch.tv/exorstudios at 3 PM CET. We look forward to seeing you there!

[h2]To sign up for The Riftbreaker Multiplayer Beta please fill in the following form:[/h2]
We reserve the right to contact only select participants, but we will do our best to accommodate everyone!



EXOR Studios

The Riftbreaker Closed Co-Op Beta Update, February 19th, 2025

Hello Riftbreakers!


Today's update for the Closed Beta introduces changes to weapons and Omega creature balance, as well as new performance optimizations. Full changelog available below:

[h3]The Riftbreaker Closed Co-Op Beta Update, February 19th, 2025 Changelog DATA: 93 EXE: 10068[/h3]
[h3]Changes[/h3]
  • Tweaked properties of certain weapons after community playtest feedback:
  • Corrosive gun - higher ammo cost per shot, fewer cluster projectiles shot.
  • Root gun - lower damage, lower fire rate.
  • Repeater Rifle - lower damage, higher fire rate.
  • Swarm Missile - lower ammo cost per shot, lower projectile spread.
  • Chainsaw - decreased lifesteal and damage on higher tiers.
  • Laser - decreased the damage factor growth ratio.
  • Additional boss attack waves are now clamped at 1, regardles of anything - even Thanos can't change this. - "Designer code quality certified fix".
  • Changed the Hammerocerros model to the new version we previewed a couple of weeks ago. This applies both to regular creatures, as well as the Omega strain.
  • Changed the Krocoon Omega model to the new version.
  • Changed the Gnerot Omega model to the new version.
  • Omega creatures will no longer summon Octabits. We switched the summoned unit to Bradrons.
  • Removed some overpowered combinations of boss skills based on playtests (resistance synergies, damage aura + fast melee bosses etc.).
  • Tornadoes spawned by Omega skills will now disappear after hitting a world blocker prop, like a rock, for example.
  • Decreased the energy usage for basic factories on level 2 and level 3 to better match their production output.
  • Decreased the energy usage of rare element mines on level 2 and level 3 to better match their production output.
  • Survival mode now has separate loot drop chances. We want to increase the probability of finding rare loot in a short Survival run.
  • Increased the drop chance for higher tier weapon mods.
  • Changed HP boost values in player upgrades from percent to flat to prevent stacking.
  • Lower ammo consumption bonus added to the Rate of Fire Power Well.
  • Visual effects for Corrosive Gun have been reduced in size and intensity for better visual clarity.
  • Ion Storm visual effects have been improved.
  • Added a warning that appears when there is a content mismatch between the player and the server caused by mods.
  • Added a completely new Survival Mode starting screen.
  • Added a completely new Multiplayer Lobby screen with server options.
  • The research screen and queue will now refresh immediately after a research item is completed.
  • The research queue will now refresh immediately after a research item is added or moved on the list.
  • Increased the wave intermission time from 6 minutes to 7 minutes in Survival Coop at Normal difficulty (the same as single player).
  • Increased the wave intermission time from 6 minutes to 8 minutes in Survival Coop at Easy difficulty (the same as single player).
  • Decreased the creature difficulty level incrementation on Easy, Normal and Hard difficulty levels in Survival Mode in all biomes.
  • The host can now pause the server from the menu. Other players will receive a popup that the server is paused. The pause menu can still be accessed when the popup is displayed.
  • All players will now receive a notification if someone picks up a loot item that everyone can use, such as a skill, or a consumable upgrade.
  • The time between attack waves (wave intermission timer) will now scale according to the number of players participating in the session according to the forumla: countdown_between_waves = wave_intermission_time - (( player_count - 1 )
  • wave_intermission_per_player_factor ). The factor varies per difficulty level:
  • -- brutal = 60
  • -- hard = 40
  • -- easy & normal = 0
  • This means that on Hard and Brutal difficulties the attack waves will arrive sooner - one minute per player above one on Brutal and 40 seconds per player above one on Hard. There is no change on Easy and Normal difficulties.
  • Introduced some preliminary usability fixes to the Power Jump skill. It's the beginning of a larger movement skill rework.
  • Added Omega skills to Biofactories in the Metallic Valley biome.


[h3]Fixes[/h3]
  • Adjusted the prediction forces for the player teleport action to prevent players from appearing in places they never intended to be in.
  • Fixed some prediction issues with using double melee weapons.
  • Fixed the Rate of Fire Power Well not affecting melee weapons.
  • Fixed a problem that caused chargable weapons to shoot twice instead of starting to charge.
  • Fixed an issue with charge weapon cooldowns that allowed players to start charging up a shot when the weapon was still on cooldown from the previous shot.
  • Fixed mech teleportation issues caused by the prediction algorithms.
  • Fixed an issue that allowed players to shoot at flora props with the laser and gain the damage multiplier bonus from that.
  • Fixed an issue that caused autoaim and homing to target Baxmoth drones.
  • Fixed an issue that caused the player to become immune to area damage after being resurrected by another player during a multiplier match.
  • Fixed the visual interpretation of the mech movement interpolation seen by other players during multiplayer gameplay. No more rubberbanding/jumping mechs, hopefully.
  • Fixed an issue that caused Krocoon to deal damage to players while being visibly stunned.
  • Fixed an issue that caused Omega auras to be invisible for players during multiplayer gameplay.
  • Fixed an issue that caused Arachnoids of all varieties to shoot their projectiles from beneath the ground. We fixed it several times over the years, but we fixed it real good this time, with a complete rework of the creature's weapon. Fingers crossed!
  • Fixed an issue with the meteor shower event that caused it to always follow player number one.
  • Fixed an issue that caused Bradrons to die immediately after hitting a player with Reflective armor equipped.
  • Fixed an issue that allowed players to stagger-lock bosses with chainsaws.
  • Fixed the German localization for "Orbital scanner not available" warning.
  • Fixed Gnerot hand hitbox which was misplaced.
  • Fixed an issue that caused Chainsaws to be distributed to all players if someone picked it up as a reward.
  • Fixed several crashes related to the inventory system.
  • Fixed issues with item sharing that caused the shared weapon to use up the original owner's ammo reserves.
  • Fixed an issue that caused loot items and drones to inherit the scale of the creature that dropped it.
  • Fixed an issue that caused the building menu to close during game saving.
  • Fixed several issues that caused players to crash or lose control of their mech after reconnecting.
  • Fixed an issue that caused attack waves to appear every two minutes in Coop Easy and Coop Normal modes.
  • Fixed an issue that caused Omega waves to appear multiple times in multiplayer games.
  • Fixed numerous stability issues.
  • Introduced many performance, networking, and prediction optimizations.


EXOR Studios

Building Level Models Refresh

Hello Riftbreakers!


We spent the past two weeks talking about the massive upcoming changes in Riftbreaker 2.0 that we are working on. The improved weapon and loot systems will give you more gameplay options than ever before and reward you for the time spent exploring the wilds of Galatea 37. However, not all updates we decide on have that kind of impact on the game. In fact, some of them are small in comparison but significantly affect the impression the game leaves on players. Today, we’d like to tell you about some improvements we’re introducing to some of your base's most commonly built structures.

A blast from the past! In this build from 2019, the upgraded buildings were marked only with a number hovering over the rooftop. It looked bad and was almost invisible in real gameplay.

We always want our game worlds to look beautiful, our enemies fearsome, and the player bases futuristic and well-detailed. To achieve that, we decided early on that buildings most likely to be placed in the base in large numbers, such as the Energy Storage and Walls, would get an individual model for each building level. Thanks to this, it was easier to identify which buildings in your base still needed upgrades. You don’t always have the resources to upgrade 50 structures simultaneously, and it is easy to forget that you missed a couple of upgrades here and there. Different models allow you to see that. On top of that, thanks to upgrades, you can see your base growing in strength over time since higher levels are usually more massive and sturdier, adding to the high detail that we strive for.

As a middle ground, we added plates with numbers that denoted the upgrade level. It worked fine, and those numbers can still be found on some buildings. Still, we could do better.

While we were correct in assuming that some of our buildings would be more popular than others, we didn’t quite anticipate just how much our players love building up their bases. You started showing us entire maps covered with dozens of storage units, solar panels, wind turbines, factories, and more. Much more. To protect such massive bases, players needed a lot of AI Hubs - and there we saw it. Fields of AI Hub buildings of various levels, some with an upgrade “number plate” on them. Buildings that do not have unique models for each level would get a plate with a number, signifying their upgrade level. While better than what we had in the VERY early days (numbers floating in the air above the building) and not ruinous to gameplay overall, we felt that it was an area where we could improve.

In the end, the most commonly built structures that are likely to appear in large numbers got individual models for each level.

We asked our graphics team to create new level models for those buildings that initially didn’t have them but were always present in bases. This includes the AI Hubs, Repair Towers, and Liquid Material Storage. Our artists happily accepted this change of pace, as the things they have been working on are truly massive, from the Omega creature models in various flavors to undisclosed endgame mega elements (which we should be able to start previewing in just a couple of weeks!). We decided to maintain the overall shape of the buildings and use the current model as level 2 - which means we have both bigger and smaller versions now. Check them out:

The new AI Hub building levels.

The new Repair Tower building levels.

The new Liquid Material Storage building levels.

Level 1 AI Hub might be a bit of a shock at first, as it doesn’t feature the prominent green light that we've become used to. Look how tiny that thing is! Level 3 was significantly beefed up, and the screens all around the structure give it a more advanced look. We used an animated texture on this model, which worked well in this case!

The Liquid Material Storage had to keep the pipe attachments in the same place, as well as the windows that showed the kind of liquid inside. That limited the options slightly. However, you can easily see the progression from Level 1 to Level 3.

Finally, the Repair Towers. Level 1 has lost a little bit of its heft. We wouldn’t leave the HQ unsupervised with only use these towers to protect it. However, Level 3 got much beefier and looks like a beacon of… repair.

We hope that these new models will give your bases a nice refresh and make the process of upgrading your HQ more rewarding. These are not the only changes you’ll be making in The Riftbreaker 2.0, but more on later. If you want to see previews of the new stuff we’re working on, tune in to our streams on Tuesdays and Thursdays at 3 PM CET on https://www.twitch.tv/exorstudios. We don’t always have complete control (or knowledge) over what kind of secret new developments decide to do a little surprise pre-reveal (which some might call a leak, but they are wrong).

See you there!
EXOR Studios

Gifts! Gifts everywhere!

Hello Riftbreakers!


Last week, we told you about the changes to the weapons system in the upcoming Riftbreaker 2.0 update. Thank you for all the healthy discussion that took place in the comments section of that post. It’s great to see you so engaged and full of ideas to make the game a better experience. Fear not - we’re not going to sacrifice fun for the sake of mythical balance. We’ll report back to you when we have some more results from our testing. In the meantime, as we promised, we will tell you about the second massive change in RB 2.0 - the upgraded loot system.

The most basic example of the new system in action. The Biocache dropped a unique item and some resources for good measure. The higher the rarity of the Biocache, the better your chances for more advanced gear and even more resources.

With all the exciting additions coming to The Riftbreaker in the upcoming updates, we have been looking for some new ways to encourage our players to explore the maps further than before. Sure, we’ve already had our Bioanomalies and Biocaches. Still, if you have unlocked all the unique items for your profile and do not need some resources, they might stop feeling rewarding after a while. After a while, when a new map opens up, most players would just complete the objectives and move on. It’s not wrong and might suit your playstyle - more power to you! However, we wanted to make exploration more meaningful, so we decided to best approach it through looting opportunities.

The weapons you find as loot have unique properties, like cluster projectiles, for example. They are tuned to be meaningful and trigger often, so that it's not just a "paper" chance for a bonus effect.

When you look at the best action RPGs, they give you plenty of opportunities to get new gear and a power spike by simply playing the game and exploring the world. Every chest you open, or monster you kill is a new chance to get an item. While most of these items are usually in the “straight-to-vendor” tier, the possibility of getting an upgrade drives players forward. It adds a new layer of meaning to the never-ending monster-slaying quest. For a very long time, we were hesitant to take this approach. “How can a Canoptrix drop a minigun? That doesn’t make any sense!” we thought. After playing through some of the most recent big aRPGs, something clicked in our heads. If a goblin can drop a halberd twice its size, and nobody bats an eye, then what’s the problem?

Unique drops are plentiful, but not guaranteed. Worst case scenario - you get a resource fountain. Biocaches are guaranteed to drop Carbonium and Ironium now, in addition to other resources.

We realized that we’ve been wrong about loot drops this entire time. It doesn’t matter if it makes sense in the real world. The game isn’t the real world - it’s a fantasy, and we should give you as many fun things to do in that fantasy as we possibly can. We analyzed loot systems in many games, both old and new, and came up with a simple version that should work for The Riftbreaker. After some trial and error, we arrived at the first version of the new system. Here’s what we came up with - but please, bear in mind that this is just an early idea, and it is likely to change a whole lot as we work on it:
  • Until now, the loot pool in The Riftbreaker consisted of resource shards, a couple of unique upgrade blueprints for your gear, some additional player skins, weapon mods, and decorative elements for your base. We decided to expand the pool with actual, complete weapons - not blueprints. You can use them, you can hold on to them, you can disassemble them for resources - the choice is yours.
  • The weapons you get as loot will be more powerful than those you can craft yourself. The rarity tier of the weapons you find will depend on your current research level, and you will have the chance to get a weapon that is one tier higher. This means that if you have access to Advanced Shotguns, for example, you can find a Superior Shotgun in the wild. It’s not guaranteed, but there is a decent chance!
  • Looted weapons will also receive additional properties that are not available for regular, crafted weapons. We’re talking about piercing, multi-shot, cluster projectiles, homing, etc. The higher the tier of the weapon, the more additional properties it gets. We will mark the items with those extra properties in your inventory so that you remember to check them out.

    It is entirely possible to fill out your entire inventory without touching the crafting menu even once, but you have to rely on RNG to get what you want. The choice is yours!

  • You will have plenty of opportunities to get new gear while exploring Galatea 37. All Bioanomalies, Biocaches, Omega creatures, underground treasures, and creature nests can drop a unique item for you. On top of that, all regular enemies have a chance to reward you with a unique item, but that will happen on a much more rare basis.
  • Some of you might ask, “Won’t all these weapons clutter my inventory?” Well, yes, but also no! We are working on a new mass disassembly system that will allow you to get rid of the gear you no longer need on a larger scale. This system will let you select multiple items at once and disassemble them in bulk, saving you time and effort. It will also allow you to get rid of your surplus mods, guaranteeing a new income stream.
  • This new system will apply to both campaign and survival modes in single-player and co-op. The rarities will be tweaked individually for all those modes, but you can get a decent power-up during exploration whenever you play.
  • It is important to stress that the new weapons will not replace the existing unique loot rewards. You can still collect all the skins, decorations, and gear upgrades. We will adjust each reward type's weight individually, so it doesn’t take 1000 years to complete your collection, either.


Since Omega creatures are the guardians of Bioanomalies, you can get often get two rewards for the price of one! Here, we got a Mortar from the Baxmoth Omega, and a Repeater from the anomaly.

The purpose of the new system is to make exploration in The Riftbreaker a worthwhile investment and an exciting adventure on its own, but it’s not the only thing we’re planning. The 2.0 update will give you more opportunities to discover new areas of the planet thanks to the Randomized Mission Generator. It will let you go on new missions and set up additional outposts in the biomes you have already conquered. That will, in turn, allow you to complete the mega-endgame mega-objectives which we’re mega-working on right now. But let’s not get ahead of ourselves - all in due time.

The underground treasures also give you a chance for a unique item - and that's in addition to other loot inside. We're not removing anything for the sake of the new system!

As always, we highly encourage you to sign up for the Closed Co-Op Beta Test. We test all the latest changes on that branch, and its highly experimental nature means we are very open to suggestions and changes. This gives you an opportunity to influence what the final version of this update turns out to be. We hope you’re going to like it!

[h2]To sign up for The Riftbreaker Multiplayer Beta please fill in the following form:[/h2]
We reserve the right to contact only select participants.



EXOR Studios

Upcoming Weapons Rework

Hello Riftbreakers!


We published a series of patches for The Riftbreaker Closed Co-Op Beta a couple of days ago, featuring some experimental changes in many areas of the game. Massive overhauls of the weapon and loot systems were a significant portion of these updates. These reworks are something we have been planning for a while now. The experimental nature of our Closed Co-Op Beta makes it a perfect environment to test and consult these changes with our community, whose feedback is invaluable to us. Today, we want to tell you more about this process. We will explain our philosophy behind the reworks, what the process looked like, and how we are working with our community playtesters to ensure we are moving in the right direction.

There's been a lot of testing going on lately, both in and out of the studio.

Let’s start by talking about the reasons behind these changes. The weapon system in The Riftbreaker has never been perfect. The lower-quality weapons were often underpowered, while higher tiers shredded through everything the game could throw at you. You could fire some weapons with seemingly no end, while others would run out of ammo after only a few seconds. Moreover, the weapon mod system was more complex than it should have been, with some mods being outright useless in the grand scheme of things. On top of all that, some of our guns simply lacked their identity and did not encourage players to try them out, as they were likely to already have better alternatives.

Co-Op on higher difficulty levels is going to throw some difficult Omega creatures at you. We want you to have an arsenal that is ready to tackle them.

We knew we wouldn’t solve these issues overnight, as the scope of the necessary work extended far beyond tweaking some numerical values in the weapons database. Clearly, the ammunition system, mods, and crafting also had to be improved. Based on the results of multiple gameplay sessions, we decided to examine each weapon individually and determine the proper course of action. We inspected each weapon, examined mod interactions, and asked our community on Discord for their thoughts and conclusions.

Working together is important - both when playing co-op AND developing it. This is why we pay a lot of attention to what our community has to say about the game.

One of our community members, wzysb, went above and beyond this call to action. Wzysb is a high-level player with extensive experience in strategy and action games and a deep understanding of the systems that make them run. He produced a 40-page document with his own analysis and thoughts about the weapons in The Riftbreaker. Wzysb’s conclusions offered us a different perspective and highlighted some issues we wouldn’t have considered otherwise. While we did not agree on all fronts, it was a great resource that helped us considerably.

Since we're giving Omega creatures more abilities, we can't leave our players behind!

Once we started testing in detail, we realized that the vast majority of the standard-level weapons were either fine or slightly underpowered. We boosted the weaker weapons, as we wanted to keep the damage output consistent across all variants. Please note that we are not going by DPS here, as this stat is often quite misleading. For example, the Flamethrower deals a little bit of direct damage, but the burn damage over time does the heavy lifting in its case. It is also worth noting that weapons are created with specific use cases in mind. A Lightning Gun will shred through Canoptrix and do very little against a Gnerot. Once we were happy with the baseline, we moved on to more advanced weapon tiers.

Tweaking weapon stats is not an easy task - here's just one screen of our Weapons Editor. The table goes much further, both horizontally and vertically, and each value has the potential to completely mess things up. Boy, am I glad I'm not in charge.

When you crafted higher-tier weapons, they received additional characteristics on top of their regular properties, such as piercing or multiple projectiles per burst. We quickly realized that these additional abilities had the potential to mess with the weapon’s power level by quite some margin. Certain combinations of stat rolls could double the weapon's damage output, but on the other hand, they could also increase the ammo consumption to very high levels. On top of that, the crafting screen DPS calculation would take into account the absolute worst and absolute best rolls, neither of which were actually possible, throwing the numbers off by a country mile. This situation needed some radical steps.

One of the complaints we often got was that the Corrosive Gun felt like a tool to destroy the magnetic rocks in Volcanic Zone. This is no longer true. More projectiles, more splash, more firepower will solve all your Volcanic Zone issues.

We decided to remove the extra characteristics from the craftable weapons to combat the inconsistencies. To compensate for that, we adjusted the base stats, like damage, rate of fire, and ammo consumption. Thanks to these actions, we removed the extreme outliers from the craftable range and ensured that the power level remained consistent across weapon tiers. The additional properties can still be added via mods, allowing you to still get truly devastating combinations. However, managing the power level of weapons stat-wise is not the only thing we have done.

No trickery here - this is a basic, crafted Advanced Laser, with no cheats or unlimited ammo, dealing with 40 Hammeroceroses. There is a delicate auto-aim going on to help you keep the beam on target and not lose the bonus damage.

We have also introduced some functional changes to those weapons, which didn’t see much use for one reason or another. Two great examples of this are the Laser and the Root Gun. The Laser used to grow in power the longer you managed to keep it on a single target. However, the bonus damage was immediately lost after you lost track of the creature you were firing at. We decided to change that. Now, the Laser will gain extra damage as long as you keep firing at enemies. You can switch targets freely, and as long as you keep hitting an enemy, you will retain the damage bonus. The laser is now very effective against single targets and groups of enemies. We hope you like it.

Two Superior Root Guns vs a pack of 50 Flurian Alphas. The weapon is much easier to use thanks to its high fire rate, piercing, and unlimited ammo. Perhaps a bit too good, but we'll iron that out at some point!

The Root Gun arrived in the game with the latest World Expansion but did not amass a huge fanbase. The leading cause was that the weapon utilized high-caliber ammo - a very valuable resource used by some of the most reliable weapons in the game, like Burst Rifle and Shotgun. The Root Gun simply did not deliver the same kind of firepower you could get from other weapons using the same type of bullets. To address this, we decided to take a radical step to improve its effectiveness - we removed ammo requirements from this weapon altogether and gave it a bit of a boost. This means that players can now use the Root Gun without worrying about running out of high-caliber ammo, making it a more viable alternative to other more established weapons in The Riftbreaker arsenal.

You can still do some crazy damage using weapon mods. Cluster Projectiles and a Minigun are a match made in heaven!

We hope it is pretty clear that the purpose of our weapons rework is NOT a nerf. It is not in the best interest of our players to decrease their firepower. The DPS stats on the newly crafted weapons will most definitely be lower than before, but that is mainly due to us correcting the calculation algorithm. The gameplay impact is negligible at best, while the weapon line-up is more straightforward for us to control. That last part is essential because The Riftbreaker 2.0 update will also include an overhaul of the loot system, allowing you to find unique, more powerful versions of weapons in the wild! We are committed to bringing you more exciting updates in the future, and we can't wait to share more details about the improved loot system in next week’s news.

You will get to know more about finding unique loot items in next week's article, stay tuned!

We hope you’re as excited about the upcoming updates as we are. If you want to try them out early, sign up for our Closed Co-Op Beta. We treat it as an experimental playground where anything goes, so you always have the chance to play with the latest developments and shape the game going forward. We encourage you to join our streams on Tuesdays and Thursdays, where we share the new developments and answer your questions live.

[h2]To sign up for The Riftbreaker Multiplayer Beta please fill in the following form:[/h2]
We reserve the right to contact only select participants.



See you there!
EXOR Studios