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Perpetuum mobile (almost!) - biomass power plant chain

A good base in The Riftbreaker functions like a well-oiled machine - all its elements are there for a reason and work together to create something bigger than the sum of its parts. The factories produce resources, resources are crafted into supplies, supplies are used for defense and exploration, which in turn results in more factories being built. The cycle repeats, fueled by the tireless work of the various power plants at your disposal. However, they do not produce the energy from thin air (besides the windy boys). They need some kind of fuel themselves. Wouldn’t it be wonderful is they could sustain themselves on their own?

All the elements, working in perfect harmony...

A while ago we introduced a new power plant variant - the Plant Biomass Power Plant. As the name suggests, it uses the biomass gathered by Mr. Riggs in order to produce energy for other buildings. It is quite efficient but requires a constant delivery of plants to fuel the reactions inside. You could, of course, set out and cut down all the vegetation on the surface of Galatea 37, but that would leave you with no time at all to take care of the more important things like expanding the base and conducting research. Additionally, during an attack, you would run into the risk of your power cutting out - when you’re absorbed by slashing through an alien horde, there is little time to think about lawn mowing. If only there was something to take care of that…

What is your problem, game? Just let us farm in peace!

Presenting to you the latest development in the Riftbreaker technology! Flora Cultivator! This building utilizes specialized drones that seek out available space and plant specialized strains of plants. They have been engineered to make their growth very quick, while keeping the need for nutrition as low as possible, making them the perfect fodder for the Biomass Power Plant. The only thing you need to provide in order for the Cultivator to work is some energy, that you can produce with Solar Panels, for example. But wait, you still have to cut down the plants by yourself, right?

Oh, for Goodness' sake! Nothing's ever easy with you, isn't it?!

Wrong! Enter the Flora Collector! This autonomous facility uses a different kind of drones to seek out plants that are suitable to use as biomass and collects them. The AI technology allows the Collector to efficiently grab all the parts of the plant that can be utilized, guaranteeing more biomass compared to collecting it manually. Best of all - one Cultivator can support up to three Collectors, enabling an entire chain of self-sustainable energy production! Thanks, technology!



How do you like the idea of such synergistic building chains? Would you like to see more of such solutions in The Riftbreaker? Make sure to let us know in the comment section and on our Discord!

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The Riftbreaker - Live on Twitch

www.twitch.tv/exorstudios

[APRIL FOOLS] The Riftbreaker: Training Grounds announced!

Hello, Riftbreakers!

Ever since we first unveiled The Riftbreaker to the world, we have been getting numerous questions about the multiplayer aspect of the game. Even though initially we did not plan to offer more than a single-player experience, our stance on that has changed seeing how important it is for many of you. We have already announced that we are going to try implementing co-op into the game once we are finished with the single-player portion. However, there is something that we have been keeping a secret for almost a year now. We present to you: The Riftbreaker: Training Grounds!



Training Grounds is the prequel to the Story of The Riftbreaker. It focuses on the most grueling part of The Riftbreaker training. You and 99 other players will each take control of their own Mecha-Suit and enter the Simulated Training Destination. Inside, the Riftbreaker Cadets have to use the resources they find in the environment in order to craft the tools necessary to survive. Then, they battle each other until only one of them is left standing. Only the winners are allowed to take the final test and complete the training. Fail three times and you’re out of the program - only the best are allowed to become Riftbreakers.



To increase the player immersion, each player will have exactly three attempts to win the trial. No more, no less. Three shall be the number of attempts you’re allowed, and the number of attempts shall be three. The fourth attempt will not happen, and neither will the second one, except the one preceding the third. The fifth attempt is out of the question. Once the third attempt is completed, either in failure or victory, the fate of the contestant shall be decided. If victorious, they will be able to play The Riftbreaker once it’s out. If not, The Riftbreaker: Training Grounds shall be deleted from their library and they will not be allowed to play The Riftbreaker.

The Riftbreaker: Training Grounds will be available for free, with the option of purchasing additional colors for the Mecha-Suit. The game releases on October 21st. More information coming soon! We hope you’re as excited as we are!



Useful links:
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www.twitch.tv/exorstudios
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Alpha Update 4 + Live on Mixer!

Hello everyone!

We have a new update for Alpha 2 ready and published. There are a few gameplay improvements and a large number of maintenance fixes. A huge thank you goes out to all of our Riftbreaker testers for their relentless hunt for bugs. As usual, we will send out a new batch of alpha keys after the stream today (it's live now! https://www.mixer.com/exor_studios ).



We are currently working on a number of large gameplay changes which makes maintaining a stable branch of the game very time-consuming. We are working on a new weapons system (randomized properties, augmentations, special characteristics), an improved resource system (so it's clearer where tanzanite, hazenite etc. come from and what they are needed for) and a complete overhaul of the inventory screen. To make these changes happen we have to break the game first and we don't want to slow down development to keep it functional during that period. As a result, we are planning to slow down the pace of updates to the Alpha build for some time. This may be a month or two. Either way, we'll keep you informed on the progress as we move forward. Your feedback is crucial to us at all times, so keep those suggestions, as well as bug reports, coming!



The full changelog for this update can be found below:

Alpha 2 - Update 4, Stable Build 134 - Changelog (March 31st, 2020)


  • Added Ashley and Mr Riggs's dialogue warnings about incoming weather events
  • Cheaper repairs - repair price factor changed from 25% to 20% of the base building cost.
  • Improved display of damage numbers
  • Better scale and movement for damage numbers.
  • Critical hits without bigger visual scale.
  • Less "floaty", whatever that means...
  • Damage numbers have constant width to avoid moving left/right.
  • Flora collector added to research
  • Added smoke trail for sniper rifle bullets
  • All key shortcuts can now be remapped (this one is for you AZERTY users)
  • Changed weather damage announcement minimum interval time to 30s from 10s
  • Moved dynamic vegetation to advanced graphics tab
  • Improved localization for building speed multiplier option - was building speed
  • Bigger explosion power for acid bulbs (only visual) - because bigger explosions are better explosions :)
  • Fixed Riftbreaker logo animation loop
  • Fixed capital letters in the controls screen
  • Fixed invisible menu items
  • Fixed misc GUI nad menu problems
  • Fixed main menu invisible buttons issue
  • Fixed false mouse cursor movement blocking keyboard/pad menu navigation
  • Fixed WeatherState sounds not stopping on game restart/load
  • Fixed incorrect positions of some entities after game load
  • Fixed playing dead animation when an enemy unit has already died (no zombies in this game, sorry)
  • Fixed changing dead enemies to "wrecks" after save/load
  • Fixed time of day override weather blending - windyboys won't start to turn super fast any more
  • Fixed flame towers constantly shooting at dead enemies after save/load
  • Fixed scroll bar in load menu
  • Fixed double buildings on building upgrade
  • Fixed floors removing buildings
  • Fixed missing energy lines when selling/destroying buildings
  • Fixed repair tower drones destroy on building upgrade
  • Fixed collisions for mushroom_big_01.ent prop type
  • Fixed buildings working for a few seconds after being built, even without supplies (the hunt for zombies continues!)
  • Fixed a crash when the game was saved while a flame tower was shooting
  • Fixed a number of crash bugs ( die zombies, die!)
  • Multiple repair drone fixes




Useful links:
Quest Form: https://forms.gle/HKs1pUMqmTeLMPbt7
www.facebook.com/exorstudios
www.twitter.com/exorstudios
www.mixer.com/exor_studios
www.twitch.tv/exorstudios
www.youtube.com/exorstudios