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What we do to stay up to date

Hello Riftbreakers!


The game development industry is a fast-paced environment. It combines the elements of software engineering, art, and entertainment. All three of those fields are constantly on the lookout for innovation and new creative solutions. As a result, the game industry changes rapidly, and keeping up with all the latest developments is almost impossible. Still, we do our best to keep up with the news and are constantly looking for new tech to put in our games to improve your experience. In this article, we will show you what we do to stay up to date with our ever-changing industry.

The media in this article will serve as examples of techniques we decided to add on the basis of what we learned over time - either by playing or listening to what others have to say. Remember when rocks obscured the vision of your mech during gameplay?

The most obvious and the most important thing is playing new games. EXOR Studios is a team of fifteen people with wildly different tastes. There are no two people in our office who are exactly alike when it comes to gaming habits. Some of us have 8000 hours in Counter-Strike, while others prefer spending 200 hours grinding 100% in Starfield. Most of us have a dedicated gaming rig at home but only have the time to game on the Steam Deck. Some people jump on an opportunity to play the latest AAA titles as early as possible, while others wait for a few patches to come out first. The point is that our experiences vary wildly, allowing us to learn about new gaming trends from various sources.

We sought a solution in other hack'n'slash games. After all - Diablo and similar have been dealing with it for ages. The answer to our problems was a camera object culler that 'cuts out a hole' in props that you can see through. Most action RPGs use a similar technique!

While we obviously enjoy playing games, we try to learn as much as we can while playing. Naturally, we tend to focus on our area of expertise within the studio. Designers analyze the ins and outs of economy, combat, and other game systems. Programmers try to notice possible optimizations and techniques used by other developers that could work for EXOR games. Artists stop and analyze props, the composition of the scenes and try to understand what makes animations tick. By observing the work of others, we can learn what works and what doesn’t. We try to understand why developers make their choices and how they affect the overall experience.

When creating the destructible rocks of the Crystal Caverns biome, we took inspiration from the tried and tested voxel-based games that allow you to dig in the ground freely, like Minecraft. We divided the destructible walls into chunks. Then, we iterated on the size of those chunks and the speed of digging to allow a smooth experience. What you see above is a very early version.

Recently, we have been looking into changing the loot distribution algorithm in The Riftbreaker. We spent countless hours playing various parts of Diablo, Path of Exile, and Grim Dawn, among many other hack’n’slash games, to figure out what we could do better. We analyzed how often a player gets a chance to loot something valuable. We compared the crafting-oriented systems with trading-oriented systems, as well as those where no trading or crafting is present.

After hours of playtests and design meetings that totally did not involve any shouting and contravening examples from various games, we arrived at this version of rock-digging. Much better!

We’ve drawn a couple of conclusions from these observations. First - we need to give you as many chances to find something good as possible. For that reason, we’ve designed additional, smaller loot containers to work in tandem with our Bioanomalies. This will encourage you to explore the world since you will get plenty of rewards for doing so. Second - we probably shouldn’t worry about real-world logic as much as we do. If a rat can drop a Mighty Greatsword of Slaying +14 in some games, why shouldn’t you be able to find an awesome weapon in a bioanomaly? You will see the results of our work when we launch World Expansion III - we believe you will like it.

At times we work on cutting-edge techniques that do not have many examples to follow. When we introduced ray-traced shadows in 2020 there weren't many other titles on the market with this feature. Luckily, ray-tracing is not a new technique and we could learn from good, old analog books.

Sometimes, observation alone is not enough. Luckily, a lot of talented developers share their knowledge on the internet in the form of articles on various websites, their own blogs, or YouTube videos. While many sites aggregate such pieces, such as gamedeveloper.com or various subreddits, it is not always easy to find something interesting to you. That is why we often have to take a shot in the dark and simply google phrases such as “loot system in game X” or “raytracing implementation in Y.” You would be surprised how often it is possible to find a complex analysis of such topics on some obscure sites that see two visits per year. We treasure them!

Using what we learned, we not only developed ray-traced shadows, but also highly detailed, pixel-perfect raytraced ambient occlusion. It utilizes the same acceleration structure we prepare for RT shadows, so the additional rendering cost is negligible.

One recent example is our Volumetric Lighting implementation. While researching the topic, we supplied our own observations and past knowledge with publications found online. The first one was an amazingly comprehensive presentation by Bartłomiej Wroński from Siggraph 2014 entitled “Volumetric Fog: Unified compute shader based solution to atmospheric scattering.” Another useful presentation came from Sebastien Hillaire: “Physically Based and Unified Volumetric Rendering in Frostbite.

Volumetric Lighting is exactly what we needed to 'glue' the world together. It allows us to simulate the way the light interacts with aerosols, giving the scene a much more natural look.

The authors of these presentations detailed how they achieved realistic Volumetric Lighting in the AAA projects they worked on. Thanks to the data and observations from these documents, we avoided many pitfalls and achieved great results. For example, we learned what kind of resolution we should aim for when creating the light scattering map, and that the quality increase is negligible above a certain point. We also learned efficient ways of getting rid of the aliasing artifacts using jitter - a solution that’s very simple but not easy to come across!

The new lighting method opened up a whole new world for us when it comes to map construction.

Doing your own research will only take you so far - not all knowledge can be shared as an article or a video essay. However, you can fill in the gaps during developer conferences. They are (usually) multi-day events during which people from various studios give talks about their games, the technology they use, or even the organization of work within their company. Listening to talks from both veterans and newcomers to the industry can be very inspiring and allows you to draw conclusions you can later implement in your own work.

One of the new, subtle improvements we're introducing for the new biome is the behavior of liquids and the simulations of waves on their surfaces. It's still work in progress, but you can see a nice wake behind Mr. Riggs that displaces the algae on the surface of this small lake.

Still, the most important part of attending industry events is networking. You can meet your old friends and trash-talk them for not having dynamic shadows in their game (cheers, Robert!). You can also make new friends and learn that they are facing the exact same issues as you - crucial software crashing, illogical technical requirements, trouble with implementing network play (wink, wink), etc. Getting to know these people gives you a chance to learn something you haven’t discovered yet and perhaps brainstorm a solution to your problems together. Such relations are truly invaluable.

Our new system takes into account individual vertices coming into contact with water, which means that each of Fungor's tentacles creates its own ripple and wake as it moves around.

If you are a developer or would like to start your career in game development, here’s the TL;DR:
  • Talk to other people in the industry, learn what they do, and keep an open mind. You don’t have to go to conferences to do that - Reddit, Discord servers, and various forums can help you with that.
  • Read technical articles and watch technical breakdowns of your favorite games. Not what you like, and challenge yourself to try new things in your work.
  • Play—a lot. Nothing beats a hands-on experience with games, both old and new. Try to understand why they did things the way they did.


The waves are not physically simulated but still do a good job in creating an impression of movement on the surface. Here, there are dozens of Stickrid legs interacting with the surface and causing ripples and waves to appear.

It’s impossible to always be the first to know all the novelties in the game development world. However, you can always try to learn as much as possible about what seems interesting to you and hone your skills. It will pay off in the long run. You can always talk to us and ask questions about gamedev on our Discord - www.discord.gg/exorstudios - we’re always happy to share what we have learned so far on our 15+ years-long journey.

EXOR Studios

PS. We started streaming our tests of the multiplayer mode together with our viewers! Join us on www.twitch.tv/exorstudios every Tuesday and Thursday at 3 PM CET to watch developers being beaten at their own game!

Nominate The Riftbreaker for Labor of Love in Steam Awards 2023

Hello Riftbreakers!


The end of the year is just around the corner, and so are the annual Steam Awards. This event highlights the most significant achievements in the gaming industry every year. While most categories focus on crowning the best new gameplay, storytelling, and technology marvels, one is slightly different. The Labor of Love category is dedicated to older games that have been released in years prior and are still receiving improvements and expansions to this day.

[h2]It would be a great honor for us if you nominated The Riftbreaker as your candidate in the Labor of Love category in Steam Awards 2023.[/h2]

The Riftbreaker has received a great deal of changes and improvements over the course of the year. The seven major updates we introduced allowed you to:
  • Explore the Crystal Caverns biome and discover over 30 new species of fauna and flora in World Expansion II, using the new cave excavation mechanics.
  • Save the world once more, battling the demons of your past in Into the Dark story DLC.
  • Enjoy the new level of graphics in the game with the introduction of Volumetric Lighting.
  • Revisit the biomes in the original story campaign after the addition of the new, atmospheric map tiles. More than 20 new tiles have been added to the map generation algorithm for the Tropical Zone, Radioactive Desert, Acidic Plains, and the Volcanic Region biomes.
  • Give your bases a makeover with the introduction of the new decorative structures from the Summer Update. You can find 148 brand-new structures in total, and completely change the look of your base.
  • See performance improvements thanks to the optimizations of our game engine’s resource management systems and new rendering techniques. The Introduction of Tiled Deferred Shading alone got you an average 10% GPU performance boost
  • Got to experience community-suggested quality-of-life improvements, such as the new, compact building menu.


[h3]And that is not the end of the road for The Riftbreaker either. [/h3]

World Expansion III is in development, bringing you access to another Galatean biome, setting new challenges in the story campaign, and expanding the technology tree even further.

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

We’re reworking the very foundations of the game to bring you the long-promised co-op mode. We report our progress in the periodic Status Report articles, which you can find here:

https://store.steampowered.com/news/app/780310/view/3381659291157676103
https://store.steampowered.com/news/app/780310/view/3701435238673426124?l=english
https://store.steampowered.com/news/app/780310/view/3657536564724315072?l=english
https://store.steampowered.com/news/app/780310/view/3657539010840327508
https://store.steampowered.com/news/app/780310/view/3752120943822713623

The development of the Co-Op mode for The Riftbreaker is one of the most complex quests we have ever undertaken, but our progress is tangible. We have even started a closed beta test with our community members to test the networking aspect of the game. The test is limited to old-school PVP gameplay at the moment, the data it provides us is invaluable for the project as a whole. If you would like to participate in our test (which will evolve into a fully-fledged Co-Op test over time), you can do so by signing up here:

https://store.steampowered.com/news/app/780310/view/3803913612004075220?l=english

Our plans do not end there, as we aim to reinvigorate the endgame with the option to generate additional missions. You will be able to explore the planet and grow your bases even further. We will also add the economy management screen and rework the mod system. You can see what we’re planning on our roadmap:



If you think The Riftbreaker deserves to be called a ‘Labor of Love’, please nominate us for this year’s Steam Awards. It would be a great honor for us and a crowning achievement of what is soon to be six years of very hard work.

Thank you,
EXOR Studios

World Expansion III is coming!

Hello Riftbreakers!

A couple of days ago, we announced the beginning of our Multiplayer Beta Test. It is a huge stepping stone on the road to Online Co-Op in the Riftbreaker. However, this is not the only thing we are working on. Our content and design teams are working hard on the latest World Expansion III. Today, we’d like to give you a sneak peek into what you can expect from the upcoming update. Please remember that everything you see today is not final and will probably change quite a lot before release. Still, we want to give you an idea of what kind of adventures await you in the near future. Read on!

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

An unknown fungal infection spreads across Galatea. Spores of a very aggressive fungus species reach Ashley’s Riftbreaker base, causing chaos and destruction. While searching for the source of the contamination, Ashley discovers an ecosystem unlike anything she has seen before - a vast swamp biome that plays host to numerous species of fungi, carnivorous plants, and animals. In the middle of it all, there is a monstrous-sized mushroom/tree, seemingly the centerpiece of the entire biome. Although everything seems lively and colorful at a glance, further scans reveal that, for some reason, the entire ecosystem is facing extinction. Will you try to save it? Should you even intervene? Perhaps it is the right choice to let nature run its course…

Who said that a swamp has to be dark and dull?

Exploring the flooded swamps of Galatea 37 will not be easy. You will often find yourself with limited building space. Tactics you’ve relied on in the other areas of the planet will have a slim chance of working here, so you will have to rework your tactics from the ground up. Luckily, we have plenty of new technologies to help you with that, including buildings that you place directly on liquid pools! For example, the new Biocondenser will allow you to turn mud into sludge, giving you the option to run your base on gas power. New water-based towers will help to protect your base and liquid pipelines from any danger.

Building space is quite limited. Your pipeline installations will play a crucial role in the Swamp biome.

Nothing is ever simple on Galatea 37 and the native species of the swamp biome will not be happy with your interference in their habitat. The story part of World Expansion III takes place quite late in the course of The Riftbreaker campaign. It will let you make use of all the advanced technologies in your arsenal. Build up all the defenses you can muster - Fusion Power Plants, Shield Generators, Heavy Artillery, and other late-game structures will help you survive the onslaught of the new creatures. Most of them will get their own introductory article, but here are a couple of your new friends:

Stickrid - a (relatively) small insect that hunts in packs. What makes them unique is that Strickrids run away from their prey and try to defeat it from a distance by spitting acid on them.

Stickrids try to keep their distance from you. Luckily, it's the same distance as your flamethrower's range.

Plutrodon - a three-legged curiosity that attacks from a distance and uses its unique body form to climb trees and other obstacles.

Plutrodons are a bit harder to defeat than Stickrids and can get you from behind your walls. Be careful as you fight them - you may bring the wrath of the forest upon yourself!

Fungor - a massive creature with many tentacles all over its fungus-like body. Some of those tentacles are used for movement, while others will try to beat you to death.

Fungors aren't usually aggressive, but if you make them mad, you will have a bad day.

Not only the creatures are quite aggressive in this area of Galatea 37. Here’s a couple of plants that want to take a piece of your Mech’s armor:

The tradition of dangerous things hiding beneath your feet is upheld. This is just a work-in-progress preview - these plants are going to get an article of their own!

The Riftbreaker has expanded a lot since its release. We have updated the game with two new biomes, more than a hundred new technology items, and dozens of new creature types. The third World Expansion is going to bring those numbers even higher, requiring us to do some housekeeping:
  • We’re going to rebalance the creature power levels, as well as the weapons to make sure that fights are exciting and demanding all the way through your Campaigns
  • A new loot drop algorithm will make sure that you are rewarded for completing challenges, defeating fearsome bosses, and exploring the world
  • More custom gameplay events will keep the game fresh and unpredictable, increasing the replay value
Who knows what you will uncover during your travels to this previously unexplored area of Galatea 37?

Stay tuned for a preview of this ugly thing.

Work on this massive expansion is going to continue alongside our Multiplayer development. You can expect more and more news from us on the new features as we get closer to release. You can also learn quite a lot from our preview streams at www.twitch.tv/exorstudios every Tuesday and Thursday. In the meantime, it would mean the world to us if you added The Riftbreaker World Expansion III to your Steam Wishlist.

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

Thank you!
EXOR Studios

Sign Up For Multiplayer Testing Here!

Hello Riftbreakers!


Today marks a turning point in the development of The Riftbreaker Multiplayer. We are finally ready to start testing the networking aspect of the game with people outside our office. That means you - our players!

Starting today, we are going to periodically distribute access keys to The Riftbreaker Multiplayer Beta to volunteers. Let's be clear here - this is not a co-op test. Not yet. The build we're running for the purpose of this test is limited to pure necessities and only runs our deathmatch mode (you can read more about it here). We will use the data gathered during this test, along with your feedback, to improve the netcode of the game and avoid major issues once we move on to the real deal - co-op testing rounds.

For the purpose of clarity and transparency, we have started a semi-public forum on our Discord server devoted to multiplayer development only. Every member of www.discord.gg/exorstudios can see the forum, but only people with access to the Beta can send messages there. You can talk to us anywhere else on the server, but that place is for feedback and on-topic discussions only. By doing it this way, you can always check how the development is going and what we have managed to achieve so far. This also does not mean the end of our 'Co-Op When' articles - we will still summarize everything that's happening behind the scenes for you every couple of months.

If you are not a member of our Discord and would still like to know the details of this testing round, we've also got you covered. You can find the full contents of our onboarding message for our volunteer testers. This message includes most of the details about the test and the current state of the build. Reading it should answer most of your questions, but feel free to comment if something is unclear. It is the first time we're doing something like this and we want to improve anywhere it is possible.

Thank you for joining us in this stage of multiplayer development.

[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.



[h3]Hello, and welcome to the closed test of The Riftbreaker online multiplayer beta![/h3]



Network play is a much different beast than single-player offline gaming. The number of variables goes up dramatically. Not only does the game and your PC matter but also the type of connection you’re on and your distance from the server. This is why we need help from as many of you as possible. Please read the following information carefully, as it will probably answer most of your questions.

The Riftbreaker Multiplayer Beta is our limited test platform on Steam. It is a hidden product that will unlock after entering our provided key. It is an entirely separate build of the game. You do not need to worry about keeping a backup copy of your files from The Riftbreaker single-player version - we keep all the data for the MP version in a separate folder. Game settings are also separated, so if you have any changes in your game's config, you will need to reapply them here.

The features of this build have been reduced to the bare minimum. Currently, it only allows you to play The Riftbreaker online in Deathmatch mode. Running the game in such a simple configuration will allow us to diagnose problems and issue fixes more quickly. This build does not allow you to play co-op (yet)!

This test aims to study the game’s behavior during online play and discover all the issues and bottlenecks. We will use the information gathered during this test to reduce the data transferred between the server and its clients. We want to find out in which areas we need to improve things and ensure that the game can handle all the different types of connections you might use to play.

This build of the game is highly experimental. It won’t receive thorough testing at all times. It may stop working altogether for lengthy periods. Please bear that in mind.


[h3]WHAT WE ARE LOOKING FOR[/h3]
We do not need you to install software to log gameplay performance or errors. The game itself gives us quite enough information on that. However, if you encounter crashes (and there will be crashes, a lot of them), please send in the crash report, including your nickname and a detailed description of what you were doing at the moment the game crashed. It will help us a lot.

We are looking for your feedback on the technical front. We want to know when connections fail. We want to know how many times you managed to switch the map before the server gave up on you. We want you to test the various connection methods and test with your friends from around the world. Try to break the game in any way you like - that is our current focus.
Gathering general gameplay and balancing information from the online deathmatch mode IS NOT the intended purpose of this closed testing round.



[h3]CURRENTLY SUPPORTED ONLINE GAMEPLAY FEATURES[/h3]
The gameplay of the deathmatch mode is very basic, and we do not plan on making any major adjustments to it. It is primarily a testing tool, not the intended way to play the game. We are aware of the various issues with this game mode, but we do not want to spend too much development time on improving it. You can tweak it yourselves via mods if you wish. We would love to hear any bug reports about gameplay features that are broken, don’t function as intended or behave in unexpected ways. That being said, we do not intend to expand the deathmatch gameplay feature set or spend much time on improving it’s balancing.

There are two main options in the Main Menu: Multiplayer and Mods. Clicking on Multiplayer allows you to either host or join a server.

When hosting a server, you can set up the following options:
  • Warmup duration - how long the warmup at the beginning of each map is going to take
  • Max player count - The maximum number of players allowed to join the server
  • Max frag count - the number of kills a player has to reach in order to win the game and finish the round
  • Time limit - The maximum amount of time the round can take
  • Bot count - how many bots should join the game alongside real players. Bots count towards the maximum player limit. However - if a human player tries to join a full server where some of the players are bots, one of the bots will leave to make room for that player. Please note that the current bot implementation is very simplistic and doesn’t provide enjoyable gameplay. We use bots primarily to stress test the game. They are only slightly smarter than an average rock.
  • You can select the starting map. We have three simple arena-type maps available at the moment. When players reach the time or frag limit, the map will rotate to the next one.
  • Public server - If enabled, your server will be visible to everyone who has this version of the game. If disabled, people can join you only by using the Steam Friends list.
  • Dedicated server - if enabled, the server will run in headless mode. This means you won’t see the game render any images. It will only handle game logic. Turns this option on if you want to use this PC only as a server, and you don’t intend to play on this computer. Hosting the game on a dedicated server machine should improve game performance and stability.


Clicking the Join Game option will take you to the server list screen, where you can see all game servers running at the moment. You can check the server name, current map, number of players, and your ping to that server. You can join any of the visible servers as long as there is room for you.

Clicking Mods will take you to the Mod Management Screen. Mods are very unlikely to be compatible with this game version, but you can still create your own mods and manage them here.

[h2]The game will likely receive updates frequently. To ensure you are on the latest version, restart the Steam client before you play. This forces Steam to check for new updates for games you have installed on your system.[/h2]

You will experience a varying amount of latency while running the game. When running the server yourself, the game is going to run mostly fine, but the more players join the game, the worse it is going to get. This is something we are actively working on and it should improve is going to change drastically as we move from build to build.



[h3]WHAT IS ALLOWED…[/h3]
  • modding
  • discussing the build in an open manner
  • streaming - we only ask that you make it obvious that this is a very early closed testing build
[h3]…AND NOT ALLOWED[/h3]
  • sharing the build without our explicit permission - we want the number of testers to be limited because the beta build is not in a good enough state to be played by people who are not REALLY REALLY REALLY interested in the game - right now it’s probably only usable by our most hardcore players
  • we don’t want to drown in too much feedback, but don’t worry, we will gradually expand the testing group


Let us know if you need any more information. We’re looking forward to getting all the useful feedback from you!
EXOR Studios

Galatea 37 Celebrates Halloween

Hello Riftbreakers!


[h2]Spooky season has arrived at Galatea 37! Get your costumes out of the wardrobe and decorate your Riftbreaker bases.[/h2]



[h3]For a limited time, until November 10th, you can enjoy the Halloween celebration event in The Riftbreaker. We have prepared a couple of cosmetic changes that will transform the look of your bases and help you get in the holiday spirit.[/h3]



As we stated in our Halloween Update Patch Notes:

During this event, the Tropical and Volcanic Zones of Galatea 37 will be illuminated by a custom-made weather event, with orange haze and a smokey atmosphere, as if you were close to a fire. Delicate ash and ember particles complete the look of a burning planet. Your Energy Connectors will be replaced with skulls and bones. Basic lamps will be decorated with Jack-o-lanterns. Rift portals you place on the ground will change into magical cauldrons filled with a strange substance of an unknown origin. The basic floors will also get an overhaul as we apply a cobweb theme to them in true Halloween fashion.




All the changes that happen during this event are purely cosmetic and can be turned off at any time. Go to the options menu, select ‘gameplay’, and change the ‘seasonal events’ option to on or off, depending on your preference. You can even switch between them back and forth - the change applies in real time!

Please note that due to technical reasons and the way this event works, if you play in the Tropical Zone or the Volcanic Region biomes during Halloween, you will NOT see weather events other than 'smoke and ash Halloween special'. If you turn the seasonal event off, the custom weather effect can take up to 10 minutes to go away. Other than this, the event has no real effect on gameplay.

Enjoy the festivities!
EXOR Studios