The Music of The Riftbreaker
Hello Riftbreakers!
Today, we’d like to talk about the music of The Riftbreaker. Some time ago, we explained what it takes to create convincing sound effects and voiceovers for the game. However, we have not talked much about the music, which is also a huge part of the game’s soundscape. In this article, we will discuss what goes into creating a soundtrack for a game like The Riftbreaker. We will also tell you a little bit about the themes we tried to sneak into the soundtracks of each biome, as well as the Adaptive Music System that rules it all.
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We even had a string quartet rendition of The Riftbreaker Main Theme at a side-event to Gamescom 2019. It was probably once in a lifetime opportunities to hear it like that, so we're glad it was caught on tape.
Music for The Riftbreaker is composed by an experienced composer and multi-instrumentalist, Marcin Pukaluk. He has years of experience creating original music scores for movies, games, and other media. Marcin is a one-man army, composing, performing, and arranging all his pieces by himself. However, we couldn’t just come up to him and ask, “Hey mate, could you design a soundtrack for a game you know nothing about”? We needed to provide some context first.
We invited Marcin to have a chat and playtest the game in our office. The project was in its early stages at that point. However, it was already clear that The Riftbreaker combines the themes of heavy industrialization and advanced technology with the exploration of an unknown planet full of wonders of nature. After some discussions, we came to the conclusion that the instruments that emphasized those themes were synths, drums, and strings. This basic set of instruments would be supported with other sounds as necessary.
By analyzing the gameplay from the first playable demos, we came to the conclusion that we can divide each play session into three types of player activities: combat, exploration, and base building. All of these activities are very different from each other. To create a good soundtrack that always fits the mood of the events on the screen, we needed to take that into account. This is why we decided to create separate playlists, each with a slightly different style, for combat, exploration, and base-building. It was a crucial bit of info for Marcin to determine the mood of the tracks to compose.
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A typical, calm and steady building piece. Gets you right in the groove of optimizing your supply chain.
The tracks that you can hear during base-building are quite calm and slow-paced but always have a steady rhythm. They are meant to help you focus on the task at hand without jumping into the foreground of the scene. The base instruments are supported by subtle industrial elements, like various ‘computer’ beeps, drones, and machinery clanging. All these elements fit well with what is usually happening within your base.
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One of the exploration pieces from the original game. It accompanies the player while exploring the wilderness of Galatea 37.
The exploration playlist creates the feeling of mystery and tension as you explore the Galatean wilderness. Long, steady notes, coupled with additional ambient sounds like wind howling or water dripping, give off a vibe of danger. The rhythm section in these tracks is very limited or even completely absent at times, amplifying the lack of safety.
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NO MERCY, DESTROY EVERYONE WHO THREATENS THE PEACE OF THIS PEACEFUL PLANET!
The last ‘main’ playlist in the game is battle music. It is the most dynamic of the three, featuring fast-paced drums and aggressive lead melodies performed on various instruments. We wanted to get your heart racing with these pieces. Listening to them makes you feel like you’re a superhero in a battle against the entire planet.
As the work on the game progressed, we also came up with additional ‘playlists’ that we thought could enhance the experience and make the soundtrack more complete.
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The fear playlist can get really spooky at times.
The ‘fear’ playlist is a collection of the most atmospheric pieces in the game. These tracks accompany you when you are out exploring Galatea 37 at night. It is basically the ‘exploration’ type of music, but with the feeling of dread turned up to the maximum. It features an even more creepy ambiance and droning sounds that make you feel uneasy.
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The idea behind the adventure playlist was to make you feel like an intrepid explorer. Like a certain copyrighted archeologist uncovering secrets of an ancient city.
Next up, we have the ‘adventure’ playlist. You can hear these pieces whenever you visit a new biome for the first time in the Campaign Mode or when you start a new Survival Mode run. Hopeful and full of joy, it is meant to inspire you on your mission to secure the future home for humanity.
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Just wait for the drop. It's nasty.
The last music variant we came up with is the most experimental one - we call it ‘anticipation’ music. We asked Marcin whether he could compose a couple of pieces using the Shepard Tone phenomenon. It’s an auditory illusion that makes the listener believe there is a constant tone in the music piece that is always rising. We use these tracks before the biggest attacks in the game to evoke feelings of danger and uncertainty.
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We had to feature some metal-adjacent music in an expansion called Metal Terror.
It is also worth adding that each World Expansion that we released featured new music that fit the theme of the biome added in that expansion. The Metallic Valley music features heavy, distorted guitars and ‘cybernetic’ sounds to match the aesthetic of both the biome and the creatures you can meet there.
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It's weird how music can evoke the feeling of space and hollowness of caverns. Special effects work wonders here.
The music of Crystal Caverns is characterized by a huge soundstage. Apart from the main instruments driving the music forward, you can also hear a ton of additional sound effects. Water dripping from the ceiling, wind howling in the distance, rock formations scraping against one another, and echoes of unknown creatures - you can hear all of those elements reverberating across the caverns, building the atmosphere.
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While the music from the MEtallic Valley and Crystal Caverns could work in other biomes, the Fungal Swamp is definitely one of a kind.
World Expansion III takes place in a Fungal Swamp, a place teeming with life. We wanted the music to reflect that. However, we also wanted to give the soundtrack of the swamp its own unique character. You can expect to hear a lot of ethnic instruments in this biome - drums, didgeridoos, djembe, and mouth harps. Sounds like it shouldn’t work, but it does, check it out:
The Riftbreaker features more than fifty individual music pieces, totaling up to almost four hours of original music. However, if we just let all of those music pieces play at random, we could end up in the middle of a heated battle with calm and relaxing building music in our ears. Or, quite the opposite - you don’t want the pumping battle soundtrack to keep playing long after you’re done defending your base. This is why we developed the Adaptive Music System.
The system controls the playback of all music in the game. It is an algorithm that analyzes the player's in-game situation and chooses the appropriate music piece to accompany it. It takes into account the current biome, the time of day, the number of enemies on the screen, and the player’s current activities. Based on the information gathered, a random piece from the appropriate playlist is selected. The system performs these checks quite often. It can also change the music on the fly - if you are exploring an unknown region and stumble upon a nest of enemy creatures, it will turn on the battle music for you. Once you’ve eradicated all threats, the music will switch back to the exploration theme.
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The full remastered soundtrack for your listening pleasure.
As you can see, creating a soundtrack for a game is quite a complex task that requires a lot of forward-thinking and creativity. If you enjoy the work we put into it together with Marcin Pukaluk, you can listen to it in a remastered version that is available both on Steam and YouTube. Or, you can rip the original versions straight from the game files. Be our guest! (By the way, an updated version of the soundtrack with more remasters is coming. Stay tuned.)
As always, we invite you to check out our streams every Tuesday and Thursday on www.twitch.tv/exorstudios. All our previews, co-op streams, and behind-the-scenes segments happen right there. You can also always catch us on Discord at www.discord.gg/exorstudios.
See you there!
EXOR Studios
P.S.
Some time ago we published a modding spotlight article about WirawanMYT’s Expanded Arsenal mod. Wirawan has just published a massive update for his creation, featuring dozens of new technologies, challenging enemy variants, and even more complex resource chains. Check out the trailer below and download the mod to give it a try!
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Each physical element that comes into contact with water causes waves to appear.
'Water' in the prologue mission did not look like water at all, however, we did not have the correct tools to make it better.
After the switch to the new system, the water looks much more convincing. The waves that appear on the surface play a huge role in that. The edges of liquid pools are much more distinct in the new system and easier to notice.
In the previous system we faked waves and ripples by using a 'refract' particle effect, which generally caused chaos on the screen.
The new and improved version. It takes some time for the surface to settle after it's been disturbed.
The improved Swarm Missile Launcher is a great tool for testing the 'interactability' of the liquid pools!
The refraction effect looked quite okay on some liquids, but it wasn't the level we were satisfied with.
Things can always look better. We won't stop improving.
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!
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 was quite powerful, as it could transform the feeling of an entire tile. But, as always, we wanted more power. MORE POWER!
A dozen variations available at a click of a button.
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.
This feature allows us to have many variations of complex structures without the need for manual re-propping everything each time.
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.
If you see one Canceroth in the wild, there is a good chance that there are more nearby.
Canceroth testing in a synthetic environment. Take a good look - it's rare to see one in such a calm setting.
Canceroth Nests are well protected by other species of creatures and plants. What's their connection? You will have to discover it yourself.
Canceroths do not only spawn during attack waves. They will also attack you if you touch a Bioanomaly.
If you thought battles in The Riftbreaker can get chaotic sometimes, just wait for the Canceroth to appear.
Terrain obstacles are nothing for a Canceroth. They can move across the talles peaks and deepest canyons of Galatea 37.
If you somehow miss a Canceroth rolling through your base, you will definitely notice the telltale trail of destruction.
This creature/structure/growth/whatever-it-is looks certainly different from all the other nests we've seen so far.
You will rarely get this much space to fight the nest. Cherish these moments.
Battling through to the nest itself is a difficult and dangerous process.
Luckily most of the natural inhabitants of the Swamp biome absolutely hate fire.
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!
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.