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Introducing Prop Sets

Hello Riftbreakers!


When designing The Riftbreaker, we wanted each playthrough to be slightly different. Enemy attacks happen at randomized intervals, and you never know what kind of a surprise the Galatean weather is holding for you. This variety is greatly aided by the randomized map generation system that we implemented. In today’s article, we’re going to tell you about the most recent addition to this system, that will expand its capabilities even more - Prop Sets.

The new system allows us to replace decorations in various spots across the level, reducing the rare, but unpleasant repetitions.

You can walk by the same spot many times and not even realize you've seen it before, but slightly different!

We have already written a lengthy article about the map generation system. We encourage you to give it a read, but if you want a quick summary, we have your back, too: maps are constructed from tiles. Each tile is handcrafted by a level designer. They set up the terrain obstacles, place resource deposits, mark spots for player and enemy spawns, and set up all the necessary boundaries. The map is also filled with various props. The bigger props are placed manually, while the large fields of vegetation are handled by our prefab system. This system allows us to mark a flat area to be filled automatically with various grass tufts, shrubs, bushes, palm trees, and many others.

Prefabs work great and save a lot of time, but have their limitations. This is why we decided to introduce prop sets.

The prefab system not only makes designing a level easier but also ensures an even higher degree of variability within a tile. We have many prefabs to choose from, and you never know which one you’re going to see in the game. However, this system also had its limitations - it could only be used on a flat, empty space. This means that if we wanted to place some vegetation on rocks, or create a complex structure by combining several props, it would always be the same and not undergo randomization. For World Expansion III we decided to improve that and developed the Prop Set System.

The prefab system was quite powerful, as it could transform the feeling of an entire tile. But, as always, we wanted more power. MORE POWER!

The idea behind this system is very simple. In order to introduce more variability within the tiles, we decided to group our props into sets that can be exchanged with each other without any hassle. The designer places props on the map as usual. They can set them anywhere they like - on the ground, in canyons, on the rocks - the sky is the limit here. However, some magic happens during the map generation process. The game can exchange the objects that the designer placed on the map with similar ones, using a list that we created. Thanks to this, every time you load a map, you will see quite a different landscape. If this sounds complicated, just check out this GIF, and it will all become clear:

A dozen variations available at a click of a button.

We choose a base set of props for the designers to use during the tile creation process. Then, we create a simple CSV table that lists all the individual props that belong to the base set. After that, we can create as many alternative sets as we want. Let’s use a simple example to portray the process.

Base Set
tree_01
bush_01
grass_01


In the table above, you can see a simplified version of the base set of props. It contains the tree_01, bush_01, and grass_01 models. The level designer will place these props on the map and the game will use it as a baseline. Then, we can create an alternative set by choosing some other models that are similar to the base props and listing them in the CSV file.

Base Set
Alternative Set 01
tree_01
tree_02
bush_01
bush_02
grass_01
grass_02


This tells the game that it is safe to replace the tree_01 model from the base set with the tree_02 model from the alternative set. The system will only exchange props from the same table row, so you don’t have to worry about giant trees replacing grass tufts. However, you can specify completely different props. For example:

Base Set
Alternative Set 01
Alternative Set 02
tree_01
tree_02
mushroom_01
bush_01
bush_02
rock_01
grass_01
grass_02
flower_01


In this case, if the game decides to choose Alternative Set 02, the original trees, bushes, and rocks will be replaced with mushrooms, rocks, and flowers. You can get really creative here, but you also have to make sure that the lists you create make sense - you don’t want rocks to grow on top of trees, do you?

SURPRISE SPREADSHEET! Working in game development requires more staring at spreadsheets than you imagine. This is a fragment of our Fungal Swamp biome propset. Click to zoom in, if you like spreadsheets.

Additionally, during the map generation process, each tile is divided into four almost equal parts (not all tiles are square or rectangular, hence the almost part). Each part of the tile will use a different prop set if possible, ensuring that you will see as many variants of flora and other decorations as possible.

This feature allows us to have many variations of complex structures without the need for manual re-propping everything each time.

For now, only the map tiles we created for World Expansion III will use this system. Retroactively introducing it to each of our map tiles from other biomes would be a lengthy process. It would require us to create prop sets, remove all existing props from the maps, and replace them with only the base set models. We’re not saying it is never going to happen, but it will need a lot of dedication. Creating a new biome using this system is a breeze, though, so we highly encourage you to use it when creating your custom maps. We will publish an update to The Riftbreaker World Editor suite around the release of the World Expansion itself.

Replacing props in such tightly-packed spaces would be a nightmare. With the new system, it's a breeze.

The right set can completely change the mood of the scene.

We hope that this (relatively) small addition will greatly enhance your experience with the Fungal Swamp biome in the upcoming expansion. Each day we are getting closer to our beta experimental release, so stay tuned for more info on that - www.discord.gg/exorstudios is the best place to stay informed. We’re also quite happy with our progress on the multiplayer front - we even streamed a four-player playthrough of an online co-op run on www.twitch.tv/exorstudios. You can watch it here:

[previewyoutube][/previewyoutube]

When the time comes, we will for sure have a closed beta release of the co-op version. Sign up for that here:



Have a great weekend, and see you next time!
EXOR Studios

New Creature Reveal: Canceroth

Hello Riftbreakers!


If you see one Canceroth in the wild, there is a good chance that there are more nearby.

Our work on World Expansion III for The Riftbreaker is progressing nicely. We are at the Alpha stage of production—the logic structure for the entire campaign is in place, allowing playtesters to complete the expansion without any tricks or debug options. We have already started conducting early playtests within the company. Tests like these help us identify problems and challenges, as well as the highlights of the campaign. It turns out that we all consider today’s topic to be one of the highlights. Some of you might have seen this creature on our stream already - let’s take a closer look at the Canceroth.

Canceroth testing in a synthetic environment. Take a good look - it's rare to see one in such a calm setting.

The Canceroth is one of the most unique lifeforms you will encounter during your exploration of the Swamp biome. At first, it looks like a colony of some sort. In the center of the colony, there is a large cell that is surrounded by several smaller ones, identical to the one in the middle. The colony moves as one, with the central cell controlling the behavior of the entire group, rolling over the surface of the planet with no regard for anything on its way. Canceroths leave a wake of destruction behind them, annihilating all organisms and structures they encapsulate. If they get inside your base, it is already too late to stop them. You can’t even count on natural protection - Canceroths traverse mountains and canyons with ease.

Canceroth Nests are well protected by other species of creatures and plants. What's their connection? You will have to discover it yourself.

A Canceroth’s body is incredibly resilient, thanks to its unique construction. Each individual cell looks as if it holds some kind of dark energy trapped within it. However, the physical part of the body resembles a ball made of elastic tubes, capable of changing shape according to the organism’s needs. This protects a Canceroth from physical damage, as the body absorbs the energy or changes shape to avoid injury. Acid, energy, and fire also seem to have limited potential against these creatures. What works is cryo damage coupled with area damage. First, you slow the creature down, then bombard it with whatever you have at your disposal for maximum effect.

Canceroths do not only spawn during attack waves. They will also attack you if you touch a Bioanomaly.

Speaking of ways to eliminate the Canceroth, you must do it strategically. The smaller cells can be destroyed to limit the creature’s size and damage output, but this is not very effective in the long run, as the cells can simply regrow. The only way to deal with the colony once and for all is to destroy the central node. Sounds simple at first, but all the surrounding cells are great at soaking up damage and protecting the ‘head.’ Use traps, landmines, and precision-targeting weapons to snipe the central piece.

If you thought battles in The Riftbreaker can get chaotic sometimes, just wait for the Canceroth to appear.

What makes matters even more tricky is that Canceroths usually do not come alone. Sometimes, they will invade your base as a part of an attack wave. However, Canceroths also create their own nests, and when they do, they will simply keep coming after you as long as they stay active. Moreover, Canceroths also come in Alpha and Ultra variants, each even bigger and more powerful than the last. Not a lot can stand in their way, so be on the lookout for those and destroy them before they can reach your base.

Terrain obstacles are nothing for a Canceroth. They can move across the talles peaks and deepest canyons of Galatea 37.

Canceroths are not similar to any creatures in the Swamp biome. However, they do not display aggression towards other species. Still, their destructive nature and ability to destroy and consume everything in their path are not without consequences. Their destructive behavior brings imbalance to the ecosystem and threatens the existence of other creatures. Ashley and Mr. Riggs will have to solve the mystery of the Canceroth’s origin and find out whether its influence threatens the planet. Should they interfere at all? Is Galatea 37 better off without their intervention? What other secrets does the biome hold? You will find everything in the story-driven campaign that’s coming alongside the World Expansion III update for The Riftbreaker.

If you somehow miss a Canceroth rolling through your base, you will definitely notice the telltale trail of destruction.

All our players will be able to face off against the Canceroth and many other new creatures we’ve prepared for you in the free portion of the World Expansion III update. This time it’s going to feature not one, but two additional maps for the Survival Mode, which will give you plenty of opportunities to try out the new weapons and technologies. If you’d like to get your hands on the early, follow us on www.discord.gg/exorstudios not to miss the experimental update, which is going to happen well before the official release. Join our streams on Tuesdays and Thursdays at www.twitch.tv/exorstudios for even more exclusive information and live Q&As!

See you there!
EXOR Studios

Creature Nests in the Swamp Biome

Hello Riftbreakers!


This creature/structure/growth/whatever-it-is looks certainly different from all the other nests we've seen so far.

Today, we continue our cycle of articles previewing the new content in The Riftbreaker World Expansion III. We’ve already discussed some of the new technologies that will help you master both the dry land and the waters of the Swamp biome. We have also shown you some creatures that will oppose your expansion into their home turf and destroy their nesting grounds. In fact, you might want to think twice before disturbing any nests - and we’re going to tell you why in today’s article.

You will rarely get this much space to fight the nest. Cherish these moments.

Like the creatures found in other areas of the planet, the inhabitants of the Swamp biome often live in packs. This allows them to hunt together and protect each other from danger. These groups often form large nests, which serve as their makeshift homes and nurseries for the young. However, these nests are different from what we see in other regions of Galatea. In areas such as the Tropical Zone, you will find only one species living in nests - the Canoptrix. The same is true for the Mushbits in the Desert, Morirots in the Volcanic Zone, and Granans in the Acidic Plains. Things are different in the Swamps.

Battling through to the nest itself is a difficult and dangerous process.

Multiple species of nesting creatures inhabit this newly discovered biome, which is not really strange by itself. What makes them unique is the fact that all species in the Swamp biome seem to gather around the same type of nest. It makes it pretty clear that the creatures do not build this structure themselves but find it in the wild and claim it as their home. What makes the Swamp nest even stranger is a giant acid-spitting maw located at the very top of this structure. It will actively seek out threats, aim at them, and bombard them with a barrage of acidic projectiles from a long distance. All these properties make it very likely that the nest is a living organism, forming a symbiotic relationship with the creatures of the Swamp biome.

Luckily most of the natural inhabitants of the Swamp biome absolutely hate fire.

Multiple species of creatures lay eggs both within and around the nests. You will want to clear them out as quickly as you can - otherwise, your base will never get any rest from an endless stream of creatures pouring your way. Fungors, Plutrodons, and Stickrids are not the only creatures that you will face while trying to clear these nests out. The aggressive, carnivorous plants, which we showed you a couple of weeks before, very often grow in the immediate vicinity of the nest. It’s an additional layer of protection for the entire structure and the creatures inside. Combine that with the “turret” on top, and you’ve got a serious siege on your hands.

Energy-based weapons like the Lightning Gun can help you clear out multiple targets at once - which is especially useful when the entire jungle decides to attack you!

Clearing out a Swamp nest is not an easy task. It will require a slow, methodical approach, getting rid of the threats layer by layer. You can, for example, try to lure the creatures out first, then burn the carnivorous plants with fire, and finally blow up your main target with an orbital barrage. However, that’s not the only option, and we’re sure you will find many ways to sweet victory. If you succeed, you will be rewarded with a shower of rare resources and high-quality mods (and perhaps something more!). Most importantly, though, you will enjoy a moment of peace and quiet.

Sometimes you might not even realize how many enemies are around you! Employ hit-and-run tactics to get away from hairy situations like these.

We hope you enjoyed this glimpse into the weird world of the Swamp biome, which is coming to The Riftbreaker in World Expansion III. Remember to add the expansion to your Steam Wishlist and join us on www.discord.gg/exorstudios never to miss any news! We have also started streaming co-op playthroughs of the survival Mode once more, so follow www.twitch.tv/exorstudios and get notified when we go live on Tuesdays and Thursdays!

See you there!
EXOR Studios

New Water-Based Towers

Hello Riftbreakers!


While discovering the secrets of the Galatean Swamp, you will have to face several challenges. Apart from the wildlife trying to push you away from their natural habitat, you will have to contend with limited building space. Bases in The Riftbreaker can get pretty huge. All the factories, power plants, and storage buildings take up a lot of space. However, dry land is a luxury in the Swamp, requiring you to change your building habits and make the most of every square meter available to you. You will need to find savings everywhere - and we want to help you with that. Let’s take a look at the floating defensive towers.

All three levels of the Floating Immolator Tower. By the way - they don't get smaller with each level. It's just the perspective and my lack of Photoshop skills.

Perfect protection for your pipelines.

Stumbling upon a row of towers like this one should make your enemies think twice. It should, but it doesn't, which is good, because it means that the twoers will get the chance to get busy.

Resources in the Swamp biome are scattered on small islands with very limited building space. It is quite likely that your new outposts will span across several such islands. Floating towers will help you defend such structures. The first tower you will get access to is the Floating Immolator Tower. It’s a rapid-firing tower that shoots flaming projectiles which explode on impact. Any creature hit by the tower will be set on fire, receiving additional damage over time. The Floating Immolator Tower has three advancement levels, each one more powerful than the last. However, the sheer firepower is not the key feature here.

These towers do not need any additional power sources. Thanks to this, you can set up traps in the middle of nowhere!

What makes the Floating Immolators a prime choice for the Swamp biome is their portability and ease of use. As the name suggests, these towers have to be placed on a liquid pool of any type (yes, even magma will do - though fighting fire with fire is not the best idea). They also need AI cores and a steady supply of liquid ammo, but that is all! No need to provide them with power, no need to build complicated piping networks, or anything else, really. As long as you place them in a liquid pool they are ready to go. This gives you the ability to surround all your islands with a perimeter of powerful defensive towers that are sure to give the creatures of the Swamp a headache.

Always support your Immolators with artillery. Let the fireworks begin!

As great as these towers are, they do not come without drawbacks. The first and the most obvious one is their vulnerability. Their placement on liquid pools, away from walls or any other defenses, makes them a juicy target for enemy artillery and more tanky units, who can take several salvos and actually get up close. Remember to always support your Floating towers with batteries of Artillery back on dry land. It is also advisable to build the Floating Immolators in very large numbers. The sheer number of these towers can make up for their fragility and will keep the damage output steady, even if you lose several towers in an attack. That’s where the second drawback comes in - these towers are quite expensive. Keep your Carbonium and Ironium production up - protecting your base is not going to be cheap.

No one will destroy this pipeline under our watch! By the way, it's a sneaky preview of a new resource - resin. Any guesses what it can do?

The Floating Immolator Tower is not the only one that you will be able to place directly on water. As many of you suggested on our Feature Upvote board, The Riftbreaker needs more heavy-hitting giant towers. We already added a couple on the previous World Expansions. WE III will continue that trend and then some! This expansion will add three truly powerful 3x3 towers. One of them will be a water-based tower, shooting massive, piercing projectiles that deal cryo damage on impact. We don’t have any visuals or a name for that tower yet, but when it arrives, we will definitely preview it on www.twitch.tv/exorstudios during our developer stream. Follow us there so as not to miss it!

https://store.steampowered.com/app/2506610/The_Riftbreaker_World_Expansion_III/

That’s it for today. Remember to add The Riftbreaker: World Expansion III to your wishlist and join our Discord at www.discord.gg/exorstudios to get all the latest news and details from development.

See you there!
EXOR Studios

Mudroner Reveal + Visual Improvements

Hello Riftbreakers!


As you’ve already seen in our numerous previews and live playthroughs on stream (Tuesdays and Thursdays, 3 PM CET at www.twitch.tv/exorstudios ), the Swamp biome is full of interesting creatures. Many of them are uniquely adapted to life in semi-aquatic conditions of their environment. Stickrids’ long legs, Fungors’ tentacles and Plutrodons’ tree climbing all provide mobility and survivability in the Swamp. However, none of these creatures are more at home here than the hero of today’s article - the Mudroner.

Mudroner in all of its swampy glory.

The Mudroner is a native species of the Galatean Swamp. These creatures can often be seen in small packs, roaming around the shallow waters. They bear quite a resemblance to Hedroners, which can be found in similar places around the surface of Galatea 37. However, these species are quite different from one another. Various types of Hedroners camouflage their bodies by taking on the appearance of liquids they live in. For example, in the Tropical zone, they look like mud, and in the Metallic Valley they disguise themselves as made of Morphium. However, Mudroners appear to be able to survive only in the Swamp biome and only in one form - ‘wearing’ greenish-brown mud outer layer.

No, Mr. Riggs, that's not how you document wildlife!

At first glance, Mudroners look like a much more dangerous evolution of a Hedroner. Their bodies are taller and more slender. Dozens of sharp teeth stick out of their giant, elongated maws. However, their most striking feature is a pair of eyes right above their mouths. The eyes emit an unnatural purple glow, attracting prey and sending a warning signal to anything that might pose a threat to the creature. That includes you.

Luckily, Mudroners hate fire, so you will find ways to deal with them relatively quickly.

Although they spend most of their time by liquid pools, Mudroners will happily leave the comfort of their homes to attack you and your base. Usually, they will try to keep their distance and throw heavy objects at Mr. Riggs, as their melee attacks are quite slow and easy to avoid. Since Mudroners move slowly, they usually won’t be able to escape once you’ve closed in on them. However, if a Mudroner feels it’s losing the fight, it can sink into the ground and materialize elsewhere. They use this technique to distance themselves from danger and continue fighting from afar.

They can catch you by surprise almost anywhere.

Fancy descriptions aside, Mudroners are a refreshed version of the Hedroners that you already know from the original game and its various biomes. However, while giving the creature a face-lift, we also came up with the idea of a neat visual feature. If you take a closer look at Mudroners, their texture has a slight animation to it, simulating the flow of a liquid. This is done via a custom shader. The shader takes information from a flow map - a texture that stores information about movement. By adjusting the flow map, we can simulate the flow of different types of liquids. We liked the result, so we applied this change to the original Hedroners as well.

A subtle change, but Hedroners look much better now that their 'mud' is not static.

This is not the only visual upgrade we’ve made in preparation for the launch of World Expansion III. Thanks to the introduction of Tiled Deferred Shading which we talked about before, we could finally use transparent objects in The Riftbreaker. That, in turn, allowed us to cook up liquid simulation, including waves and ripples on the surface. We will publish a longer article on that soon, so stay tuned!

Ultra versions look even more at home now in the Volcanic Zone.

Join us on Discord! We publish our internal developer changelogs daily, discuss upcoming changes and preview lots of cool things there. www.discord.gg/exorstudios Also remember to join us on streams, every Tuesday and Thursday, 3 PM CET at www.twitch.tv/exorstudios , where you can see the new content in a live, unedited environment. See you there!

EXOR Studios