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The Riftbreaker x Hellcard bundle available now!

Hello Riftbreakers!


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Today we are taking a break from exploring the Galatean underworld and jumping into something completely different. Don’t worry - you will still get to know more about the Crystal Caves biome later this week! Our friends at Thing Trunk are releasing the next entry in their Return 2 Games series - Hellcard today. Hellcard is a deckbuilding dungeon crawler in a paper-crafted world of magic and mystery. We know - it’s something completely different from The Riftbreaker, but we think there are at least a couple of reasons why you should check it out. Read on!

Hellcard often pits you against entire armies of monsters, but Riftbreaker players don't mind being outnumbered, right?

To celebrate the Book of Demons: Hellcard release, we have teamed up with Thing Trunk to offer you a bundle deal - you can get both The Riftbreaker and Hellcard at 15% off for a limited time. Coupled with Hellcard’s launch discount, you won’t get a better deal! Additionally, if you get the bundle, you will get an exclusive skin for the Ranger class inspired by our protagonist, Ashley Nowak.

Due to an error while calculating a Rift Jump, Ashley ended up in the Paperverse. Help her get through it in one piece!

Book of Demons: Hellcard takes you, a brave adventurer, on a quest to slay the big bad Archdemon and armies of his followers wreaking havoc in the Paperverse. The game takes the formula of well-known classics, such as Slay the Spire. After creating your hero, choosing from several varied classes, you are granted a deck of basic cards that will allow you to deal with the early encounters. Then, you open your map and decide where you want to go. Each path you take offers different rewards and perks that will make your hero capable of standing up to the Archdemon himself or several other final bosses, each with unique mechanics-altering skills. However, you don’t have to make that final stand alone.

There are various camps you will find along the way. Each of them offers different utility which will prove invaluable during your adventure.

What makes Hellcard unique is the fact that it’s been designed with cooperation in mind. Along the way, you will encounter characters who will gladly join you on your quest. Your followers are fully-fledged heroes with their own decks of cards and significant firepower. They will help cover your weaknesses and help you take on the armies of evil. Best of all - they can be controlled by other players. You can team up with your friends or use the in-game matchmaking to assemble your team and face the challenges of the Paperverse in a series of battles, ever-increasing in difficulty and intensity.

With over 300 cards to choose from you will be able to craft a deck that suits your playstyle perfectly.

Another aspect of Hellcard that is way different from other deckbuilding games is how battles play out. Other card battlers usually have you facing just a couple of enemies at once. Hellcard pits you against entire armies of paper zombies, skeletons, mages, and other mythical beasts. Making efficient use of all the resources available to your party is one of the keys to success. Another one is taking advantage of the enemy's placement. Many of your spells have effects that vary based on the distance from your enemy. Sometimes it’s best to keep them close. Or just keep them at a distance and blast them all with a powerful area-of-effect fireball. The choice is yours.

When in doubt, get your AoE out.

Book of Demons: Hellcard takes place in the Paperverse - a world where everything is made of paper. The distinctive art style might seem simple at first, but it has its unique charm that brings old board games and tabletop RPGs into mind. Coupled with an original soundtrack, the audiovisual style of Hellcard is undoubtedly different than anything you’ve seen before (unless you’ve played Book of Demons before, duh) and has an old-school charm to it.

Enemy placement matters in Hellcard. Make sure you take advantage of that.

Hellcard is a much different experience from The Riftbreaker. There is no race against the clock. Even though turns happen simultaneously, it’s still slower, turn-based combat with much fewer flamethrowers and explosions. However, if you are looking for a game you can play with your friends (or solo) after a hard day at work and enjoy the puzzle of planning ahead (which actually is something Hellcard shares with the Riftbreaker!), this is certainly something you should check out. Hellcard is now available in a bundle deal with The Riftbreaker for a limited time, and if you are still on the fence - check out the free Prologue! We wholeheartedly recommend doing so. Give it a shot!

EXOR Studios

X-Ray Vision: Making Life In Crystal Caves Easier

Hello Riftbreakers!


Our decision to set the action of the latest World Expansion for The Riftbreaker - Into the Dark - in the Crystal Caves biome below Galatea 37 lead us to answer a couple of interesting design questions. The first major one was how to give players enough space to build their bases, which we solved by introducing the excavation mechanics. The second question was how to make the top-down camera work in an environment which largely consists of rock walls that obstruct the player’s view of the game world. Answering the latter turned out to be a more complex problem. This article will tell you all about our route to finding a solution. Read on!

It's sometimes hard to see creatures hiding behind rocks. It's even harder to shoot them.

It is not uncommon for creatures in The Riftbreaker to disappear behind a tall object - it is an inherent problem of the top-down camera view. Our search for answers started by looking for inspiration in the classic dungeon crawlers, both old and new. We jumped into a couple of our favorites and investigated how much of an area around the player those games reveal. As it turns out, there is no golden rule regarding culling objects around the player. The Riftbreaker combines combat with base building, and each of those elements requires a slightly different approach. We quickly realized we would have to make our own set of rules.

We decided to put together a culling system that works in two phases. First, it classifies the props based on whether they should be removed from the camera view. Then, it applies the final effect - a nice, soft, dithered radius around Mr. Riggs that allows you to see everything you need to play the game comfortably. The way these algorithms work is quite interesting, so let’s dive into them a little deeper.

A simulated view of the culling cylinder. It is aimed at Mr. Riggs, runs parallel to the camera, and marks props for deletion.

If we decided to cut everything around the mech from view, we would end up with an unappealing ‘hole’ in the middle of the screen following the main character. To avoid that, we devised a technique to help us avoid that. We prepared a special physical object in the shape of a cylinder that runs parallel to the focal point of the camera - usually Mr. Riggs. The cylinder feeds us information about which objects come into collision with it. You might notice that the lower end of the cylinder is cut short. The reason for the vertical cut is to prevent objects behind Mr. Riggs from popping in and out of view. The horizontal cut guarantees that only objects above a certain height will be considered for culling. In our case, it’s 10 meters. This prevents the culler from deleting the props on the ground from the player’s view.

Fighting gets much easier when you can see everything around you.

The cylinder recognizes three different categories of props on the scene. The first is ‘world props’ - all the elements that make up the structure of the level, such as solid, indestructible stone walls. Another category is destructibles, which designers may put on the walls for decorative purposes. The final category is ‘soft rocks’ meant for excavation during gameplay. Each of these object categories has a slightly different ruleset when it comes to culling. Categorizing them properly allows us to avoid the unpleasant ‘popping’ effect when props appear and vanish from existence, seemingly at random, and prevents the algorithm from deleting more objects than it has to.

Although not perfect yet, we are confident that exploration of the Crystal Caves biome is going to be much easier thanks to our culling solution.

Finally, we can move on to the visual part of the algorithm. The technique we use here is called the stencil test. It allows us to discard parts of the information (pixels of the objects we want to remove from view) by making a comparison between the stencil buffer and the reference value. It goes like this: world props, destructibles, and destructible walls within the cylinder we described earlier are marked as potential candidates for culling. We then filter them through our purpose-made stencil mask, which looks like this:

This is what the stencil mask used for culling looks like.

MAGNIFY!

This pixel structure allows us to get an approximation of transparency.

The mask is circle-shaped, with solid red in the middle and fading to black gradually. The key to this is very simple. Red means ‘do not render,’ while black means the opposite. All the pixels that make up the objects we marked as ‘ready for culling’ are cut from view if they fall underneath the red part of the mask on their way to the camera. Pixels that meet the black part of the mask are rendered normally. The mask is ‘noisy’ on the edges on purpose. Thanks to that, we achieve dithering - a simulation of transparency.

Sounds quite easy and logical. However, we also needed to apply camera culling when it came to the player’s cursor. This allows you to build up your base and aim at distant foes regardless of their position on the screen. That changes the perspective, which introduces a lot of problems for the culler. We used trigonometry to adjust the culling results based on the screen position, which proves that maths has its uses outside the classroom. We also had to ensure that the stencil mask would support multiple culling sources.

When building mode is enabled, the area around the cursor also reveals objects hidden from view by tall objects.

The method that we described in this article ensures that you will be able to see everything you need to stay in complete control of the game while playing the Crystal Caves biome. It also opens up new possibilities for level design when it comes to other biomes since the technique is universal and should work everywhere in the game without any issues. We can also imagine that some of you might not want camera culling enabled, so it will be possible to turn it off in the game’s options menu.

Please note that this feature is still work in progress. This functionality will likely face a lot of changes, both visual and functional - especially once we get your feedback from the beta testing period!

We hope that you learned something new today and that you enjoyed reading this article. For more looks behind the scenes of The Riftbreaker: Into the Dark, make sure to follow us on Steam, join us on Discord at www.discord.gg/exorstudios, and join our regular streams on www.twitch.tv/exorstudios every Tuesday and Thursday. Also, remember that we are waiting for your suggestions and recommendations on our suggestion board at riftbreaker.featureupvote.com. A lot of your feedback from there has already been taken into account for the future, and we’re waiting for more!

Take care and see you later!
EXOR Studios

Crystal Caverns Creatures: Crawlog

The Crystal Caverns biome that you will explore in the second World Expansion for The Riftbreaker, entitled Into the Dark, is a dark and unwelcoming place. Despite the undeniable beauty of the numerous natural crystalline formations, bioluminescent mushrooms and unusual flora, you can never feel entirely safe. Especially not when the hero of today’s article lurks around the corner. World, please meet the bread and butter of the Crystal Caverns creatures - the Crawlog.

Wouldn't want to meet this in the wild...

Crawlogs are relatively small creatures that live in large packs, scattered around various caves and caverns below the surface of Galatea 37. They look as if they were taken out straight out of a horror movie. Their heads look as if they were nothing but bare bones. The skin is wrapped so tightly around the creature’s face that it almost lets you see its bone structure. Be not mistaken - even though they look pale and thin, their jaws can still easily snap any living creature in half. Well, except for Gnerots and Krocoons.

Crawlogs’ slender bodies are covered with thick, pale skin, broken by strange, glowing crystalline formations on their backs and heads. It is unclear what their purpose is - perhaps they are the creature’s way of adapting to the crushing darkness of the depths, luring unsuspecting prey to its doom. Empty eye sockets suggest that Crawlogs used to live above the ground but lost their eyesight as a result of evolution, honestly making them even scarier.

Crawlog's idle animation and running loop.

Once an unfortunate animal gets too close to a Crawlog, it is quickly torn to shreds by the massive claws that stick out from both the hands and legs of the predator. They appear to share the characteristics of the crystals on the rest of Crawlog’s body, giving credence to the theory that the creature grows the crystals on its own, without any outside assistance, be it natural or unnatural. However, not all things about Crawlogs can be explained scientifically.

Why won't you just stay dead?!

The strangest thing about these creatures is that they seem to return from the dead! Obviously, that is impossible, right? Well, not quite. After defeating Crawlogs in combat, a couple of seconds after all their life functions have ceased, the crystals on their body glow up with bright light. Once that happens, the creature rises up once more. The only way to stop this is to destroy the body before it can reanimate. Hammers work well!

Opening each new cavern may disturb a pack of Crawlogs. Be wary!

Crawlogs are fast, brutal, and relentless. Every cave you open can hide another nesting ground, leading to problems if you are not prepared to face a pack of creatures angered by your intrusion. Their speed and agility allow them to take advantage of even the smallest passages within the cavern system of Galatea 37. If there is a way to get to you, they will do so. Prepare for the worst.

The Crawlog is only the first of the new creatures in the second World Expansion for The Riftbreaker. Into The Dark will introduce a lot of new content for you to explore - the Crystal Caverns biome, new weapons, technologies and buildings. Read all about them in the coming weeks - more articles are coming your way. Join our Discord at www.discord.gg/exorstudios not to miss the closed beta period ahead of release. Also, visit our streams at www.twitch.tv/exorstudios every Tuesday and Thursday for exclusive previews!

EXOR Studios

Rock Excavation: First Look

Hello Riftbreakers!


https://store.steampowered.com/app/2108630/The_Riftbreaker_Into_The_Dark/

In our announcement article for the second Riftbreaker World Expansion - Into The Dark, we told you about a major new game mechanic - rock excavation. The areas beneath the surface of Galatea 37 are teeming with life and troves of resources, often buried under tons of rocks and rubble. However, the naturally formed caverns and tunnels aren’t always accommodating for a four-meter Mecha-Suit. The only way of getting to those underground riches is by getting your hands dirty and doing the digging yourself. This article will tell you all about our excavation system, how it will affect the gameplay, and what you can expect to find in the unknown depths of Galatea 37.

Sometimes Crystal Caverns offer nice views!

Let’s start with the technology behind the excavation mechanic. Maps in the caverns biome are filled with two general kinds of rock formations. The classic, indestructible rocks give each map tile its individual layout and set the structure of the play area. What’s more interesting is the second category: destructible rocks. They are visually distinct from the structural rock formations and make up the majority of what you’re going to see in the caverns. This doesn’t mean things are going to get boring - far from it. You can dictate where you want to go, which areas to defend, and exactly how much you want to explore. The soft, destructible rocks can be excavated using Mr. Riggs’ upgraded drilling arm. The process is very simple: you walk up to the wall you want to get rid of, hold the interact button, and in a couple of moments, you will be able to enjoy more room for your future endeavors.

When you get bored of manual digging, you can use nukes.

Now, let’s get down to the bottom of how all of this really works. The destructible rock formations are really comprised of individual boulders. They are densely stacked one next to another in what we call a ‘prefab’. For more information on prefabs and how they work, you can check out this article. The destructible rock prefab fills the area marked by the level designer with tons of individual pieces that you can later dig out. To save performance, the game renders only the outside walls of these areas, spawning new ones as you progress to give you the feeling of digging out individual pieces of rock. If we simply stacked 2x2 walls next to each other, it would be impossible to dig out any shape other than a square. Utilizing boulders of various shapes and sizes and rotating them gives us much more freedom and granulation.

As for the gameplay itself, the Crystal Caverns biome will welcome you with a couple of open areas where you can set up your initial headquarters. However, the existing caverns won’t be large enough to set up a base strong enough to withstand the enemy attacks (yes, you read that right, you’re not safe, even underground). You will have to walk the fine line between excavating more room for expansion and opening your base to attacks from creatures of the dark. Every corridor you open and every cave you create has the potential to be crawling with monsters straight out of your nightmares. They can feel your presence… and they can dig, too!

Always watch your back!

Even the best plans can fail miserably if a massive creature decides to dig a path right to the middle of your outpost. Radars play a big role in detecting these threats early and preventing the destruction they might bring. Large creatures that are able to excavate tunnels are often followed by a horde of smaller ones. Make smart decisions and make sure you take the necessary precautions, otherwise, you might lose everything.

Terrifying as it might be, excavating new tunnels and caverns also yields great benefits. Apart from discovering new resource deposits, you can also find places that will allow you to boost your energy production. Wind Turbines and Solar Panels do not generally work in the Crystal Caverns biome. However, you can find some spots where the cave's layout creates strong air currents. You can take advantage of that by placing a Wind Turbine farm around the spot. That won’t be enough to power you for long. What you really want to find and take advantage of are Geothermal Vents. They will keep the lights on in your base and keep the darkness at bay.

You can find a lot of treasures in the caves. Treasures and horrors beyond comprehension.

Into the Dark changes the way you play The Riftbreaker in many ways. We are excited for what’s to come and we can’t wait to let you play! We’re definitely going to hold an extended experimental period for Survival balancing purposes. If you want to get information about that first-hand, you should definitely join our Discord at www.discord.gg/exorstudios. You can also check out our VOD of the first pre-alpha Survival mode session right here: https://www.twitch.tv/videos/1718954824. We will tell you more about Crystal Caverns in the coming weeks, so don’t miss it!

EXOR Studios

Modding Spotlight: Rift City & Arctic Map

Hello everyone!

Every time we launch the live build of The Riftbreaker, we can’t stop ourselves from clicking on the ‘mods’ menu and checking what’s new. Your response to the modding integration has been great. Ranging from balance tweaks to complete overhauls of certain game modes, your mods have been nothing short of amazing - and they get better every day. Today we would like to showcase a couple of truly special mods created by a Steam user by the nickname Molch. They have created a couple of custom survival maps for The Riftbreaker, which are nothing short of amazing. Let’s take a look at them now!

No, Mr. Riggs! You can't eliminate your competition in a running contest!

[h3]Rift City[/h3]

The first map from Molch is called Rift City. It is a 12x12, non-randomized map, taking the game’s action to an urban environment. It might seem like an easy idea at first until you realize that there are pretty much no assets in the vanilla version of The Riftbreaker that you could use to create such a map. Sure, you can use some flags, potted plants, statues, and regular lamps as decorations, but that won’t be enough to create a full-fledged city. Molch had to get creative. Spoiler - they did not disappoint.



Instead of modeling entire buildings, texturing them, and using them as ready-made props, Molch took a modular approach. They created a set of 1 and 2 grid-sized cubes and applied our floor tile textures to all faces of the model. Thanks to that, Molch ended up with a collection of bricks that could be used to create buildings, pathways, walls, and any other architectural structure you could come up with. Granted, these won’t be the most detailed structures ever, but with enough creativity, they can still form stunning art pieces. Just check out the EXOR HQ and the abstract sculptures surrounding it!



To breathe more life into Rift City, Molch also added custom flying objects to the map. Instead of our classic birds, jellyfish, or unidentified insects, the skies of the City are populated with hot air balloons, as well as blimps. You can also catch a glimpse of a jet plane soaring through the skies. Best of all - there is also a full-sized airport, complete with airway beacons, hangers, and a control tower. Molch achieved all that by skillfully connecting their own custom-made elements with clever use of the assets that were already available in the game.



Speaking of using assets in a clever way, raise your hand if you remember our previous game - X-Morph: Defense. XMD featured a destruction system that allowed you to destroy buildings piece by piece, bulldozing cities one skyscraper at a time. Molch managed to replicate that using… tree trunks! There is a shack built from wooden logs hidden on the map. Since it’s made from individual, destructible parts, you can tear it down piece by piece, revealing the internal structure of the cabin, which even includes supports under the roof! It’s just like a building from X-Morph: Defense, but on a much smaller scale. Amazing stuff.



Rift City offers a ton of easter eggs and hidden features. We don’t want to spoil them all, so just go ahead and play it! The map is intended for regular survival gameplay. You will find all the necessary resource deposits to set up your base. However, you will need to be cautious - the city is currently inhabited by tons of creatures from all the Riftbreaker biomes, including several dozens of boss creatures, just waiting for you to misplace your key infrastructure. Conquering this map is certainly going to be a challenge.



[h3]Arctic Map[/h3]



Molch’s next creation is slightly different from the one we discussed previously. Unlike Rift City, Arctic Map takes advantage of The Riftbreaker’s map generation system to provide you with a new level layout every time you launch a Survival run. This means that no two games played on this map will ever be the same. Molch created a bunch of custom tiles, each featuring something special that separates this map from the ‘natural’ formations found in other Galatean biomes.

The Arctic Map is a masterclass in utilizing already existing props in new and unconventional ways. Molch combined assets from the vanilla version of The Riftbreaker into awesome, atmosphere-building contraptions. Not to spoil too much, you will find evidence of yet another alien civilization taking interest in Galatea and its inhabitants. The equipment they left behind is still operational - take a walk around the map yourself and try to see what secrets you may uncover.



Creative tile construction is not the only thing that stands out in this mod. Molch added custom ground textures and modified the existing boulder sets to fit the Arctic atmosphere much better. Thanks to that, all tiles are very detailed and simply feel right - this is what you would expect from a polar region of a planet such as Galatea 37. A perfect place to plan your next science trip!

The Arctic Map is fully adapted for Survival mode gameplay, meaning you will easily find all the necessary resource deposits and plenty of good spots to set up your headquarters. Be cautious, though, as once again, Molch did not go easy on the number and difficulty level of the creatures you will encounter! Bring your best gear and tactics if you plan to take on the challenge.

We highly recommend downloading both Rift City and the Arctic Map. They are both available on the Steam Workshop, which you can easily access through The Riftbreaker’s main menu. Don’t forget to rate and add the mods you like to your favorites! It gives the creators a chance to see that you appreciate their work and want more!

You can find Molch's mods right here:

https://steamcommunity.com/sharedfiles/filedetails/?id=2906784014&searchtext=

https://steamcommunity.com/sharedfiles/filedetails/?id=2902467177&searchtext=

And if you ever need any modding help, catch us on Discord - www.discord.gg/exorstudios.

Enjoy!
EXOR Studios