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The Riftbreaker News

Looking Forward: The Future of the Beta

Hello Riftbreakers!


In last week’s article, we answered one of the most prevalent questions about the Co-Op mode in The Riftbreaker: “Will the campaign be playable in co-op?” Today, we will focus on the second most popular topic in the community: “Why is the game in closed beta? Make it open beta!” We will try to explain to the best of our ability why we chose the closed beta route, how it benefits the development process, and why we can’t transition to open beta just yet. We will also give you a rough estimation of when said transition could happen and when you can expect to receive your beta key.

Our playtests have led us to several conclusions. One of them is: we have too many effects on our screen and we need to fix that,

First of all, let’s clarify why we chose the closed beta model. We had no idea what to expect when we started our testing. We have never played The Riftbreaker with anyone outside of our office. There was a slight chance that everything would go well, but honestly, we were expecting failure. In our experience, nothing ever goes right the first time. Only a handful of people were given access since we were ready to spend the next few weeks diagnosing connectivity issues, game-breaking bugs, and crash reports. In such unknown conditions, it is often the case that more than half of all common problems are caused by one or two bugs. We were prepared for things to bomb and didn’t really need hundreds of reports about the same couple of issues.

When you have friends along doing work, it is easy to fortify your base to the fullest.

To our surprise, none of that happened. Of course, the game had its fair share of issues, and it still does, but nowhere near what we had expected. We instructed our small group of players to focus on functionality first and report all the bugs and broken features. They co-operated and created cohesive lists of issues with as few duplicate error reports as possible. This allowed us to identify the critical problems and assign people to solve them quickly. Having a detailed list of issues and assignments without a vast, nebulous backlog looming over on Discord allowed us to push out patches rapidly. As we mentioned in our previous article - a small team like ours works best when we can focus on a smaller fragment of the game and work toward the ‘big picture.’ In other words, we try not to bite more than we can chew. Working with a small community allows us to set goals and work efficiently.

Big hammerroceros came prepared with personal bodyguards in the form of small hammerroceroses. It didn't help at all.

The closed beta period also allows us to test very specific game elements in a controlled environment. Each update that we release adds a couple of new features or gameplay changes. Our beta testers are informed about the upcoming changes in advance. By staying up to date with what’s happening within the dev team, they know what to expect from each update, which areas they should focus on, and what kind of bug fixes they can expect in the future. Not everyone has the time, and perhaps more importantly, not everyone is willing to put as much time into this project, which is completely fine. Keeping the beta and the testing group under key and lock for a little longer will allow us to continue this iterative development cycle. It has produced good results for us so far.

Playing with friends allows you to get a strong economy and build massive bases in a couple dozen minutes.

Now, let’s discuss what we still need to do to take The Riftbreaker to Open Beta. As you know, we utilize the peer-to-peer connection architecture. This means that people playing together are virtually linked, and all file transfers happen between their PCs, with no servers in the middle. Of course, that is a giant simplification, but the point is that we don’t have any matchmaking services or world servers to maintain. However, that doesn’t mean that the network side is completely maintenance-free. We have a server running 24/7 that acts as a central hub for the server search screen in the game. If the server went down, you could only connect to friends using the Steam friends list or by directly specifying the IP address that you want to connect to. At present, our server is more than capable of running the server search, but we have no idea what the maximum capacity is. If we opened the beta to everyone, we would likely find out the hard way. Before we do so, we need to implement more scalable and robust tools.

To compensate for the stronger economy, attacks get more dangerous as well.

Another disadvantage of open beta is that people will most likely get bored with it too quickly or get the wrong impression. We don’t want people to rush in and try The Riftbreaker in its unfinished state and form the first impression that it is broken and plagued by technical difficulties. We also don’t want you to get burned out by playing the same survival map for a couple of weeks before we add another biome to the list. The beta is not the full version experience. We want to make this distinction very clear.

Some things, however, are still dangerous, even in co-op. Meet the canceroth boss. It's nasty.

Some of you have been asking questions about the rate at which we’re releasing keys to the public. Generally, we try to release between 50 and 100 keys a week. At present, we give priority to those, who signed up earlier and who are present on Discord. Discord is our preferred method of instant communication with the community. It allows us to quickly address concerns and offer workarounds to issues before we can patch them. If you do not have Discord, you’re still eligible for a key. In fact, we will get keys to everyone who signed up for the test. As the game gets better, we will increase the pace at which we send out keys. It is going to take some time, and we are sorry about that. Please believe us when we say that we are not gatekeeping out of spite - we are gatekeeping to maintain an efficient process.

Perhaps we can't see things well yet, but it's still very fun!

As for when the transition from closed to open beta might happen - we don’t really know, but it won’t be this year. It is quite likely that the open beta will last for only a couple of weeks as a final rehearsal before the release. We are looking into several additional options to let you try out the game early to some capacity, though. We will share details about them in advance so that you can schedule around those events. In the meantime, we will do our best to keep you in the loop about everything on the development front.

Remember to sign up here:


Have a great weekend!
EXOR Studios

Saving Galatea 37 with Friends: Campaign Mode in Co-Op

Hello Riftbreakers!


One of the most common questions you ask in the comments section of our articles is, ‘Will we be able to play the Campaign Mode in Co-Op?’ The short answer is - yes. However, it’s a great question that demands a longer explanation. Most of our posts talk about the technical details of the multiplayer mode or the conclusions we have reached while playtesting the Survival mode. Today, we would like to tell you why we hardly spoke about Campaign Mode, our experience with it, and what kinds of problems we have faced and solved.

The playtest we will discuss today was held quite some time ago, so we have no footage of it. Instead, we will share some shots from today's Metallic Valley playtest. Suffice it to say, it's a bit harsh!

We usually fill these articles with as much knowledge and fresh information as possible. We most often choose the topics we have recently worked on. When working on a single element of the game, like the death sequence we discussed last time, you can focus clearly and speak in more detail than weeks after the fact. Remembering all the small details and reasoning behind our design decisions is much easier. Lately, we have been occupied with implementing improvements based on the feedback we got from the Closed Beta playtest. The playtest allows players to play Survival Mode, which naturally steers our focus in that direction, also when choosing the topic for our articles.

Players now get notified when someone falls on the battlefield. Look at the team rushing to help their downed friend!

We plan to have the entirety of The Riftbreaker playable in Co-Op mode. We chose Survival as the target Beta experience because it is a one-time-limited and self-contained mission. People are much more likely to finish a survival mission within a single session and give us meaningful and actionable feedback. The above does not mean we forgot about the Campaign Mode. On the contrary, we conducted playtests long before the Beta went live. Sometime ago, we gave two of our programmers the task to try and play through the entire Campaign in Co-Op, fixing any issues they found along the way. They played on the internal office network, using their own PCs in the personal server mode. Here’s our best recollection of what happened during that time.

The visibility of deactivated mechs was one of the key issues in the previous builds. To combat this problem, we have attached some additional effects to the wreckage and added a "repulsor" that prevents the creatures from covering the mech.

The scope is the most significant difference between the Campaign and Survival Modes in The Riftbreaker. The Campaign takes place across multiple maps, and players can teleport between them at any point. In Survival, the entire mission takes place on one map only. Unsurprisingly, one of the first problems our boys encountered was traveling between maps. Initially, the game would just crash when trying to change maps. Additionally, only the owner of the server could decide when and where to travel. The programmers quickly fixed the technical side of things and were able to travel without issues. However, we still need to add a way for players to vote for map travel. We will likely do that via a pop-up window, asking whether you would like to travel to any given map and count the votes.

Moving between maps also created many problems when it came to resources - especially ammunition. It is very common that your ammo-producing Armories are located on the HQ map while you are out and about saving the rest of the planet from imminent doom (which you may or may not have brought yourself). When players travel to another map, we take a snapshot of the world state, taking note of how much resources they can produce. Since all players share the resource economy, it was not an issue. However, since ammo is separate for both players, the game got a bit lost when it had to produce ammo remotely for more than one player. Depending on the situation, the game would either refuse to produce ammo altogether or produce it at an insane rate - x^n, where x is the base production value, and n is the number of players. Luckily, that was also an easy fix.

New biome means new boss combinations. Magmoth is resistant to area damage, and Canceroth scoffs at physical. You have to pick your weapons well to fight a creature like this.

Not all problems were quite that easy to figure out. You might already know we always maintain backward compatibility for our saved files. Everything would work fine if you loaded saved games from the 1.0 version in the current public build. However, those saves wouldn’t be usable in the 1.0 version anymore. That turned out to be a problem for us. When our playtesting programmers encountered a bug, they immediately got working on a fix. Then, they had to test if their solution worked by loading a saved file right from before the crash. If everything went well, they could progress further. Unfortunately, it wasn’t always the case. sometimes, their attempts at fixing the initial issues generated new ones… and corrupted their saves as a bonus. Since the entire campaign couldn’t be completed in one session, you can imagine how often they had to salvage their save files and start the entire campaign from the beginning.

Undeterred by all the errors and crashes, our brave heroes pressed on, fighting Galatean bugs and software bugs at the same time. At some point, they stumbled upon one of the exploration missions in a new biome. During those missions, you are not required to build an outpost, so you have no place to respawn. If Mr. Riggs is destroyed, you see a ‘defeat’ screen with the option to reconstruct your mech and start the mission anew. It didn’t work as intended when there was more than one player. If anyone died at any point during that mission, all players would see the ‘game over’ screen, regardless of how many mechs were alive and operational. This actually led us to the first prototype of the revive mechanics. A dying mech would drop a holo beacon that others could interact with to bring them back. This, coupled with the fix for the premature ‘defeat’ screen popping up, solved the issue. The team's problem-solving skills were instrumental in overcoming this and many other challenges, instilling confidence in the game's development.

We also increased stats for some creatures to make them more effective in the boss form. Behold - the Roid Rage Krocoon. Faster, stronger, more angry than ever.

Our team's persistence was evident as they continued to test not only the main Campaign storyline but also the DLCs we had available at that time - Metal Terror and Into the Dark. Both of them had their fair share of issues, but Into the Dark was far worse. For example - the system that clears the objects in front of the camera so that you can see your mech didn’t work at all, which made exploration, combat, and building way more difficult than it should be. Additional problems arose when our playtesters got around to fighting the Anoryx Worm. That fight is the only place in the game where we take away the player’s controls and move the camera elsewhere. Having more than one player and more than one camera was an exception that the game didn’t know how to handle. As a result, the camera would jump from one player to the other without end. Our crew fixed such errors case by case, finally drawing closer and closer to the end of the game.

More bugs awaited as our playtesters came close to the end of each of The Riftbreaker’s storylines. The end of each DLC and the main campaign is marked by a video cutscene that shows you the consequences of your choices. The game logic would hang completely after playing back any of those cutscenes. It was strange because there was an intro cinematic at the beginning of the game, and it worked fine. Digging deeper, we soon figured out that the problem lay not in the cinematic itself but in the operations we carried out after that movie finished playing. After each of our final mission cinematics, we teleport the player to a different map. This also happens in stage transition cinematics in the Crystal Caverns biome. The logic structure of the mission demanded the game to transfer the player after the video finished playing, but the game had no idea which player. It was an unhandled exception that caused the entire thing to stop in its tracks and halt the game’s progress, which could only be fixed by loading a save file.

Our boss creatures will also receive a visual overhaul to make them look more distinct from the rest of the horde. Here's an improved version of the Baxmoth boss.

Most of the issues that we faced were straightforward and easy to fix. However, without playing the game from start to finish, we wouldn’t have been able to catch a large portion of these bugs. Features often work in isolation or a controlled testing environment but fall apart at the seams when tested in real-life scenarios. The fact that we were able to complete the campaign some time ago does not mean we would succeed today. Rest assured that we are working on making onlince coop work in campaign mode. However, each full playthrough of the entire campaign can take weeks when we include the time that is required to fix some problems. Hence, the Survival mode is a much better tool for quick iteration and resolving all of the issues that are common for any type of gameplay.

All of the things we mentioned above can be summarized as follows: we are working on Campaign Mode coop, but it’s a much more difficult process than working on Survival mode and much more difficult to share because of the length of the game Conducting the Closed Beta test in Survival Mode allows us to work through the issues of each biome one by one, but more work will need to be done on top of that. We are planning to run an open beta of the campaign mode online coop experience using the experimental branch of the game. However, it will have to wait until we are sure that it’s mostly functional and that you won’t have to restart your progress due to architectural changes that invalidate your save file. As usual - we don’t want to promise when that is going to happen.

Today, the playtesters were no match for the Lesigian army, lead by Lesigian Omega with healing ray.

That is why, rather than talking about hypotheticals that you won’t be able to verify for months, we prefer to talk about facts that you can get access to - just sign up for our Closed Beta test at:



We hope that this article clarifies the situation and allows you to set your expectations accordingly. If there are any other aspects of the game you would like to learn about, any details that we might have skipped, or if you simply want to tell us to stop picking our noses and release the game already, the comment section is yours!

See you next time!
EXOR Studios

Closed Co-Op Beta Update, October 4th 2024

Hello Riftbreakers!


Another week, another portion of updates to the Multiplayer Beta. As always - more keys will be sent out on Monday.

[h3]The Riftbreaker Closed Co-Op Beta, October 4th, EXE: 9559 DATA: 62 Changelog:[/h3]
  • All players should reconnect automatically when a save file is loaded on the server.
  • If you are the host of a multiplayer game, the game will now use localhost data loopback that avoids TCP/IP data transmission to reduce performance load and perceived latency.
  • Changed and improved the weapons, projectiles, effects and stats on Arachnoid, Nurglax, Nerilian, Baxmoth, Gnerot, Mudroner and Magmoth Bosses.
  • Improved the tile randomization parameters for Volcanic Area Survival mode - you should have more free space now and more lava pools that you can utilize.
  • Fewer Geothermal Vents will spawn in the starting area of the Volcanic Area Survival missions.
  • The starting area radius in Volcanic Area is now smaller, which should guarantee Carbonium and Ironium deposits near the spawn location.
  • Opening the small bioanomalies will no longer cause the nearby creatures to go aggro.
  • Changed and improved the sounds and effects for the Team Boost buff activation.
  • Changed the volume sliders from geometric to logarithmic, fixed saving settings.
  • Changed and improved the Phirian Boss model and skins.
  • The respawn timer starts blinking faster and faster the closer you are to the reactivation 'deadline'.
  • Improved mech wreckage visibility by dissolving corpses around the wreck and not allowing enemies to come close to it.
  • The mech wreckage is now lightly highlighted on the screen to make identification easier.
  • Added new placeholder voiceover lines for mech deactivation, destruction, and reactivation.
  • Added new voiceover variants to the Canoptrix Nest objectives.
  • Added new voiceover lines to Shegret attacks.
  • Added new voiceover lines for the dynamic boss encounter objectives.
  • Fixed an issue that caused the player's Teleport skill to sometimes send players to the [0,0,0] coordinates.
  • Fixed problems with players being unable to switch pages of the menu.
  • Fixed multiple problems with player actions on the Research Screen.
  • Fixed the Geoscanner sounds being played for all players when anyone activates it.
  • Fixed the 'Confirm' button on the Customize Controls menu screen.
  • Fixed a crash in the Building System.
  • Fixed a crash in the Custom Difficulty Screen.
  • Fixed an issue that caused some liquid pools to be unusable and invisible on the minimap.
  • Fixed multiple problems with dropping player input data.
  • Fixed a crash that occurred when switching equipped weapon mods.


EXOR Studios

Closed Co-Op Beta Update, September 27th 2024

Hello Riftbreakers!


Another day, another portion of updates to the Multiplayer Beta. We will send out more keys on Monday. Stay tuned!

[h3]The Riftbreaker Closed Co-Op Beta, September 27th, EXE: 9522 DATA:59 Changelog:[/h3]

[h3]Gameplay Changes and Additions[/h3]
  • The Magma Biome is now a part of the Coop Playtest. It's a much more challenging area than the Tropical Zone, so tread carefully. We'd love to hear your feedback in regards to difficulty balancing boss skills in this biome and any bugsthatt you might encounter along the way.
  • Added phirian attack to magma survival
  • Added elemental version of Phirian boss entities with attacks and skills (effects skins and meshes still missing)
  • Reworked Mech deactivation and activation sequence with improved effects and sounds. This is still work in progress, but feedback is very welcome.
  • Improved canoptrix, granan, morirot and mushbit nest spawn rules
  • Added new voice lines to the multiple canoptrix nests objective
  • Creeper: separate, much more agressive creeper for survival objective (probably too agressive)
  • Fireflies event - triggers solar panels(15% power), brighter light and fireflies, weak wind has been removed from this event
  • The sound of a Bioanomaly being opened should be heard by all players in the game
  • Changed effects for multiplayer boost
  • Changed enemy health modifiers per player above 1 in Coop to:
    • normal 0.15
    • hard 0.3
    • brutal 0.4

[h3]Multiplayer Server and UI improvements[/h3]
  • Added a debug pause server option - debug_pause_server 0/1
  • The game server will now pause gameplay when there are no players present on the server
  • Multiplayer_game.gui: add option to disallow 'Streaming integration`
  • Multiplayer_server_list.gui: add `time_elapsed` column
  • Multiplayer_server_list.gui: show difficulty column
  • Added server password option
  • Updated color and outline of loading bar
  • Fixed loading bar height
  • EquipmentSlots: added shared icon
  • EquipmentSlotScreen: fixed sharing mods
  • Fix ammo display icons for towers
  • Tower water big: fixed missing ammo icon

[h3]GENERERAL FIXES[/h3]
  • Dead creatures should no longer play the death animation when appearing for the first time on screen
  • Teleport: reset cooldown if teleport doesnt work
  • HudVote: fixed removing label (removed spam in log)
  • Items: fixed lifetime on powerfists
  • AnnouncementSystem: reduce timeout for mech announcements
  • Fixed Nerilians coming out of the ground when they were seen for the first time
  • Geoscanner sounds should play correctly in multiplayer
  • Fixed global resource storage in outpost building
  • D-pad gamepad shortcuts for build mode options won't change weapon slots when in build mode
  • Fixed muzzle particles in mortars


EXOR Studios

Memento Mori: New Death Mechanics for Co-Op

Hello Riftbreakers!

This week, we will expand on one of the topics we covered in our last Co-Op Status Update articles. More specifically, we will discuss the mechanics of a player’s avatar’s death in multiplayer. For the past couple of weeks, we have debated over this feature and what we can do to make it more meaningful in the multiplayer context. In the latest build of the Multiplayer Beta, we have introduced meaningful changes to this gameplay aspect. This article will explain what’s changing, our reasoning behind the changes, and the goals we’re trying to reach. Enjoy!

Up until now, "dying" in multiplayer worked exactly like in single-player, with the exception of not losing any weapons (due to technical reasons).

The Riftbreaker was never supposed to be a highly-punishing game. While it is true that the enemy attacks can get overwhelming and the player might have to fight very hard to defend their base, we don’t punish the player for failure. At least - not severely. When a player’s health drops to zero, the mech explodes with a high-damage blast that covers a large radius. After a few seconds, the mech is reconstructed and returned to the HQ at full health. You are free to get back into the fight almost immediately. If you play on normal difficulty and above, you only lose one weapon, which you can later pick up. This is precisely what we were aiming for. We want to keep you engaged and give you the tools to fight back.

This led to players developing a sel-sacrifice strat, as it allowed them to get more DPS.

When we started testing multiplayer, however, some problems began to surface. At the beginning of the survival run, the players are quite underpowered compared to the creatures they fight, especially on the higher difficulty levels. This led some players to the adoption of the ‘self-sacrifice’ strategy, where dying and exploding next to the most powerful creatures in the wave often resulted in a higher DPS output than any of the basic weapons could provide. This strategy, while effective, was not the intended gameplay and led to some imbalance in the multiplayer mode. We didn’t want to take away the death explosion. That would feel like slapping our players on the wrist for not playing the way we intended. We didn’t like that and had to figure out a solution - preferably one that would reward players for staying alive rather than punishing them for dying.

We decided that encouraging players to stay alive, rather than introducing punishments for dying was the way forward.

We put our thinking caps on and got to work. We knew we wanted to center our new ‘death’ mechanics around reviving fallen players and started experimenting. When the player’s health reaches zero, their mech enters a new, temporary “deactivated” state, accompanied by a small explosion. This state serves as a window for other players to come to the rescue, allowing for a more strategic and cooperative gameplay experience. The mech can stay up to 30 seconds in that state. During this time, any player can walk up to the deactivated mech (or teleport to it; your avatar is a permanent rift portal even when you’re down), press “interact,” and pick you up. If you do not want to wait 30 seconds, hold the interact button to speed the timer up. Once the time limit is reached, the mech explodes with the well-known self-destruction blast and gets sent back to the HQ.

We utilized some of the mechanics that we developed for the Multiplayer Deathmath test a couple of months ago. It was a good starting point for the system we currently have in place.

We immediately found a couple of sore spots when testing this solution out. First, when players get to zero HP in The Riftbreaker, they are likely surrounded by an army of aggressive and powerful creatures. Other players had a lot of difficulty reaching their downed comrades. Moreover, the reactivation took a couple of seconds in the first version of this system. During that time, the player helping their friend was essentially defenseless. More often than not, we ended up with two mechs down instead of both players surviving the ordeal.

Reactivating a fallen mech takes only a fraction of a second and grants you temporary invincibility. Thanks to this, you can jump in and out of the battle zone with your buddy in one piece.

The first thing we changed was the reactivation time. Instead of making the player wait a couple of seconds with the “interact” button held, we decided that the process should be almost instant. After all, you’ve already done the hard part—actually getting to your buddy’s wreckage. Additionally, we decided to give a temporary boost to both players involved. After successfully rescuing a teammate, both of you get 5 seconds of invincibility and a 200% damage boost to get out of the danger zone safely. With these changes, we saw that players were more eager to help their fallen friends without fear of risking their own skin.

When you get picked up by your co-op partner, you both get a temporary 200% damage boost. Take revenge on those who wronged you!

Since players can now pick each other up and speed up the destruction timer to use the death explosion more strategically to prevent the abuse of death mechanics, it is the right time to bring back weapon dropping. For the past couple of months, this feature has been disabled in multiplayer for technical reasons. Our tech problems have been solved, and the new death mechanics prompted us to reactivate it in multiplayer once more. The weapon they dropped is visible to all players, but only the owner can pick it up. The lost weapon is gathered automatically when you touch it with your mech and is automatically re-equipped in the slot from which you dropped it.

When your own mech is inactive, you can spectate other players. We are thinking about adding the spectator mode as a standalone option - you would be able to watch others play without joining the session as a player.

The biggest issue we are currently fighting is the mech’s visibility in the deactivated state. We all know what the screen looks like during a battle in The Riftbreaker. It contains bodies, blood, explosions, and other particle effects. At the moment, it is tough to notice the wreckage of your teammate among all the carnage. We are trying to combat this by adding various icons, markers, and effects to distinguish the mech from the surrounding objects. However, at this point, it is still a bit difficult to notice, especially when your focus lies elsewhere.

Even when the mech is inactive, you can still teleport ot its location.

Remember, this is a collaborative process. Since this is the first time we have introduced this set of mechanics to the multiplayer mode, nothing is set in stone at this point. All the timers, buff values, and visuals are subject to change. We're eager to hear your thoughts and suggestions. The more issues we can identify at this early stage of testing, the better the game will be for all players when we finally reach the open beta and, eventually, the public release.

If you prefer it, here’s the TL;DR of the new death and resurrect mechanics in bullet points:
  • When a player's HP drops to zero, and no other mechs participate in the game, the character blows up and is respawned in the HQ, just as usual.
  • When a player's HP drops to zero and other mechs are present, the mech enters a 'disabled' state. The mech can spend up to 30 seconds in that state.
  • During the 30-second countdown, other players can walk up to the downed mech and 'reactivate' it by pressing interact. The reactivation is almost instant.
  • After reactivating a player, both mechs receive a "Reactivation Boost" - temporary double damage, health regen (up to 50% HP, more or less), and invulnerability for 5 seconds. These values are subject to change.
  • The player can opt out of waiting to be reactivated. They can press and hold the spacebar to speed up the 30-second timer. After the timer expires, the mech blows up and reconstructs at the HQ.
  • If a player is reactivated from the downed state, they don't lose any weapons.
  • If a player is not reactivated in time, they will drop one equipped weapon.
  • The dropped weapon is visible to all players but can only be picked up by the player who lost it. Upon pickup, the gun is automatically re-equipped.
  • Players can enter all menu screens except the inventory screen in the downed state.
  • When your mech is down, you can spectate other players participating in your session.
  • The downed mech is marked on the minimap, and players can teleport to it anytime.
  • These changes have been introduced to discourage the self-sacrifice strategy of dealing with bosses and increase player interaction during gameplay. This mechanic needs more work and careful consideration. Try playing around with it and see how you like it. We are open to making any necessary changes to make it feel good and natural.

And that’s about it! Let us know what you think about the new mechanics we’ve introduced. We’re open to all kinds of feedback. Tell us what other changes you think would make the co-op play a more sociable experience. We await your comments here and on our Discord at https://www.discord.gg/exorstudios. Also, don’t forget to sign up for our beta test by following the link below. More invites go out every week!

See you next time!
EXOR Studios