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The Riftbreaker Update, November 5th 2021

Hello Riftbreakers!

After a week of thorough testing on the experimental branch, our latest update for The Riftbreaker is now ready to ship. We managed to prevent a whole lot of common crashes, as well as addressed issues with expansive power grids that caused some players to lose power in their entire base. On top of that, we have also adjusted the strength, area of effect, and frequency of negative weather events.

You should also see big improvements when it comes to performance, especially on large maps with a lot of buildings or any other entities.

We are already working on the next update, featuring even more bugfixes and other updates. If everything goes our way, we should be able to put it up on the experimental branch later today or tomorrow.

The Riftbreaker Update, November 5th, 2021, Binaries #476, Package #70.


  • Added new environment tiles to the Radioactive Desert and Acidic Plains biomes improving the richness and variety of these environments.
  • Lots of fixes and optimizations for the ResourceSystem. They can reduce CPU performance costs associated with calculating energy grids and other resources, especially in large bases, by up to 15x.
  • Several optimizations for Acidic Yeast. It should have less of a performance impact now and take up less space in saved game states.
  • Improved component packing and unpacking speed (improved CPU performance).
  • The process of creating labels and bars now uses CommandBuffer to increase CPU performance.
  • Fixed how the "Walk in the park" is triggered.
  • Acidic Yeast and its parts got a texture upgrade.
  • Added support for removing and recreating LuaComponent to make save files smaller.
  • Added debug_recreate_buildings command. Use it if you encountered a bug that disconnected all your buildings from the energy grid. This command will remove and recreate all buildings and connections in your base.
  • The game will wait for the user profile to finish saving before exiting to the desktop to prevent data loss.
  • Added more constraints to ResourceVolumeRenderable to prevent resources from spawning in wrong spots.
  • Initialize uninitialized member variables to prevent some issues with loading the game.
  • Fixed camera_enable_zoom crashes with raytracing enabled.
  • Added debug output for render window creation to give us more information in case something goes wrong.
  • Weather events such as acid rain and hail storm are now more localized and no longer deal damage to all structures. Their time has also been reduced.
  • Added more neutral weather events to the event pool to reduce the chance of a negative event taking place.
  • Streaming options have been enabled for the Campaign Mode.
  • Fixed a crash that occurred while changing items in equipment slots.
  • Fixed a crash in the SetCurrentTarget method that occurred if the targeted entity was destroyed during aiming.
  • Fixed a crash that occurred when 'cheat_set_player_health' and 'cheat_add_resource' commands were used with invalid arguments.
  • Fixed a crash in WeaponSystem that occurred when the owner died in the same frame as the weapon dropped.
  • Fixed a crash that occurred when the player used interactive streaming options while on a different campaign mode map than the HQ.
  • Fixed a crash that sometimes occurred when a Necrodon was trying to revive a unit.
  • Fixed a crash that sometimes occurred when entering text in a Text Box.
  • Fixed text boxes cutting off the initial characters of all entered strings.
  • Fixed invalid memory access on the Planetary Scanner screen which could have led to memory corruption and crashes.
  • Fixed display problems with AMD FidelityFX Super Resolution while running the game in borderless window mode.
  • Fixed Energy Connectors refusing to connect buildings to the energy grid.
  • Fixed inventory corruption and mods disappearing when disassembling weapons with mods attached.
  • Added support for parts and decals sinking and dissolving on quicksand.
  • Attack Drone Towers have been tweaked to be more useful and effective.
  • Improved collisions for many destructible props - a lot fewer props now block player movement and projectiles.
  • Fixed destruction levels for Attack Drone Towers, Heavy Artillery, and Magnetic Stabilizers.
  • Tweaked Corrosive Gun projectile lights to be smaller and less performance-hungry.
  • Added auto-fire to Grenade Launcher and Floating Mines.
  • Fixed some errors in Korean and Japanese localizations.
  • 'Steel' will no longer appear in announcement voice lines.
  • Added 'debug_player_inventory command to debug inventory problems in real-time.
  • Inputs in the Inventory screen will no longer be blocked when the player has the map open and the 'cheat_minimap_teleport_on_click' command is enabled.
  • 'cheat_minimap_teleport_on_click' now works with the minimap, too.
  • The building destruction system has been moved from Lua script to C++.
  • Additional developer logs have been added to state transitions requested by ControllerState to track and find the Exor::[World]::FindSystem crash.
  • Energy lines will now connect to buildings even if they are built in an invalid spot (edge case)
  • Fixed a very convoluted bug that caused players to launch into campaigns of wrong difficulty levels.
  • Fixed a bug that caused all resource nodes to decrease to microscopic sizes after loading a saved game from a previous version.
  • Fixed a crash in Lua that happened after loading a save file from a previous version.
  • Fixed GetAngleBetween and GetAngleTo services to properly use the Y axis as up.


Thank you for your support,
EXOR Studios

Live on Twitch

www.twitch.tv/exorstudios

Soundtrack is up on YouTube

Hello Riftbreakers!

To have a little break from patch notes (which are still coming this week), we have something a little bit different for you today. We have uploaded the entire soundtrack from The Riftbreaker to YouTube for your listening pleasure.

[previewyoutube][/previewyoutube]

The soundtrack features 14 atmospheric compositions, written and performed by Marcin Pukaluk. They are quite a bit different from the music you hear in the game, as they all have been remade and mastered with standalone listening in mind (in other words, separately from the game).

Marcin decided to reimagine these tracks because the music in the game required him to stay within some limits. For example, you do not want your battle music to have a one-minute-long intro. The fight might be over within that minute. However, the same intro might work really well and make the entire piece more complete. Without any game-specific restriction, Marcin could unleash his creativity and deliver these pieces exactly as he imagined them.

The video doesn't contain any ads or anything intrusive, so you can just put this on in the background and forget about it. Or you can enjoy our game art, that's okay too!

In the meantime, we are continuing our work on fixing bugs, putting out fires and tending to the wounded.

Talk to you soon!
EXOR Studios

P.S. Please, don't ask us to put this up on streaming services. If we did that, you could have issues with uploading game videos or streaming. Let's avoid that.

Experimental branch update - October 29th 2021

Hello Riftbreakers!

First of all, a massive THANK YOU to everyone who decided to try out our experimental branch. We have managed to catch a lot of bugs early and fix them before they became an issue on the public build.

That being said, the update still needs some thorough testing and a couple of days of trials before we can call it ‘ready’. We have decided to patch the experimental branch first, to ensure that the next patch does not cause you any critical issues. If you don’t find any significant problems with it over the weekend, this will be the next public patch that we are going to push out early next week.

To join the experimental branch:
  1. create a backup copy of your save folder (Documents/The Riftbreaker)
  2. disable Steam Cloud save backup
  3. go to your Steam Library
  4. right-click on The Riftbreaker
  5. select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing

After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.

The Riftbreaker Experimental Branch Changelog, October 29th, 2021, Binary #355, Package TC#76
  • Weather events such as acid rain and hail storm are now more localized and no longer deal damage to all structures. Their time has also been reduced.
  • Added more neutral weather events to the event pool to reduce the chance of a negative event taking place.
  • Streaming options have been enabled for the Campaign Mode.
  • Fixed a crash that occurred while changing items in equipment slots.
  • Fixed a crash in the SetCurrentTarget method that occurred if the targeted entity was destroyed during aiming.
  • Fixed a crash that occurred when 'cheat_set_player_health' and 'cheat_add_resource' commands were used with invalid arguments.
  • Fixed a crash in WeaponSystem that occurred when the owner died in the same frame as the weapon dropped.
  • Fixed a crash that occurred when the player used interactive streaming options while on a different campaign mode map than the HQ.
  • Fixed a crash that sometimes occurred when a Necrodon was trying to revive a unit.
  • Fixed a crash that sometimes occurred when entering text in a Text Box.
  • Fixed text boxes cutting off the initial characters of all entered strings.
  • Fixed invalid memory access on the Planetary Scanner screen which could have led to memory corruption and crashes.
  • Fixed display problems with AMD FidelityFX Super Resolution while running the game in borderless window mode.
  • Fixed Energy Connectors refusing to connect buildings to the energy grid.
  • Fixed inventory corruption and mods disappearing when disassembling weapons with mods attached.
  • Added support for parts and decals sinking and dissolving on quicksand.
  • Attack Drone Towers have been tweaked to be more useful and effective.
  • Improved collisions for many destructible props - a lot fewer props now block player movement and projectiles.
  • Fixed destruction levels for Attack Drone Towers, Heavy Artillery, and Magnetic Stabilizers.
  • Tweaked Corrosive Gun projectile lights to be smaller and less performance-hungry.
  • Added auto-fire to Grenade Launcher and Floating Mines.
  • Fixed some errors in Korean and Japanese localizations.
  • 'Steel' will no longer appear in announcement voice lines.
  • Added 'debug_player_inventory command to debug inventory problems in real-time.
  • Inputs in the Inventory screen will no longer be blocked when the player has the map open and the 'cheat_minimap_teleport_on_click' command is enabled.
  • 'cheat_minimap_teleport_on_click' now works with the minimap, too.
  • The building destruction system has been moved from Lua script to C++.
  • Additional developer logs have been added to state transitions requested by ControllerState to track and find the Exor::[World]::FindSystem crash.
  • Energy lines will now connect to buildings even if they are built in an invalid spot (edge case)


Wishing you a wonderful weekend,
EXOR Studios

Live on Twitch

www.twitch.tv/exorstudios