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Dev Blog: Beasts & Blooms

Hey Moonbreakers!

We've been hard at work adding new features and new Crew to the game. But now it's finally time to add something else - two new Captains! But first…

We like to say that if we're not embarrassed by our first release into Early Access, we waited too long.

Some of you might remember that the first version of Subnautica didn't even have… a sub. Seriously, the Cyclops was nowhere to be found. Nor did it have any survival elements. I'll never forget reading words on a Steam review that said "How DARE you release a survival game without eating and drinking?!" At that point, we hadn't even been thinking about the game in terms of survival. But those words just kept ringing in my ears.

Players were clearly thinking of the game as a survival game, and they "showed us" that it was. So we added food and water and kept moving forward. That's a long way of saying that even though we knew three Captains, ~40 Crew, no tutorial and no single-player was a pretty threadbare first release, we released it anyways knowing that the feedback we'd get would help us immensely.

We didn't know how much of the core game systems needed revisiting along the way, but we're so much better for it. So, Beasts & Blooms (releasing this week or next) is the first addition of two new playstyles, with many more to come.

[h2]Beasts[/h2]

Xuna is our robotic "beastmaster", who plays as a control archetype. Instead of her being able to attack, she has a robot dog that becomes disabled when it would otherwise be destroyed. As an expert robot-maker, Xuna can repair her trusty Toltacan by getting close to it. She can also use her robotic parrot to create areas of soft cover, and assign her insect drone to repeatedly heal any Crew she likes. All together, this gives her a nice toolkit for controlling game pacing and regions of the map.

[h2]Blooms[/h2]

Gardener Xo is our "gardener" class, who is all about creating, growing and nurturing (he is also the first of a new culture, called The Servants of Yi-Aweti - more to come there). The Gardener can create spiky Thornvines, which damage anything they touch. He also automatically "nurtures" all friendly units nearby, increasing their max health temporarily. A nurtured Thornvine turns into a mobile sentry, which slowly marches towards enemies and automatically shoots them every turn. He feels a bit like the Gorge from Natural Selection 2.

[h2]Crew[/h2]

We've also added five new Crew, which will unlock new gameplay. Generate more Cinder and place bounties on other units with the Fixer, give any Crew single-use flamethrowers, grenades and mines with Arms Dealer Yuki, throw friendly or rival units back to the Bridge with Pacifier Ohtli, blanket units with multiple piles of corrosive particles with Dr. Feelbad or deafen and push Crew with Whispers. These new units should add more variety and playstyles to the game, and we have many more Crew (and all new cultures) on the way.

There's tons more in this update though. For more details, check out this video we just posted, where I show the rest:

[previewyoutube][/previewyoutube]

We hope you love the direction we're heading with Beasts & Blooms and enjoy playing it arrives this week or next (just got to squash some bugs first).

Please keep your feedback coming and we hope you're enjoying the Early Access experience!

See you in the Reaches,
Charlie.

Command & Control Hotfix Released!

Hi Moonbreakers,

We just released a hotfix to address the balance of some units, as well as introduce a change in Leadership to help with the pace of matches.

You'll find a comprehensive list of all the adjustments below.

[h2]Change Log[/h2]
[h3]Big Stuff:[/h3]
  • Fixed threaded rendering issue with MacOS
  • Captains (including Cargo Run bosses) no longer generate Leadership
  • Fixed various Matchmaking issues:
  • Game would kick you to main menu at 5 min
  • You can now cancel at any time without being stuck on the matchmaking screen

Balance changes in the comments below.

You can play these changes now on Steam! As always, let us know what you think in our Discord, and continue to make suggestions about how we can improve Moonbreaker. We're always listening!

See you in the Reaches,
Moonbreaker Team.

Command & Control Update Released!

Jump back into Moonbreaker and discover all of the Reaches-shaking changes that have been made since our last update.

Discover additional ways to win – Play with all-new Units, take control with Map Scenarios and Control Points, and customize your Units with a little extra glitz and sparkle in our fourth major Early Access update: Command and Control.

[previewyoutube][/previewyoutube]

[h2]Command Your Crew[/h2]



Cinder is no longer the only resource to manage when planning your strategy and Rosters.
Leadership is a new resource that is generated by your chosen Captain, and is used to deploy your Crew onto the field.

Some Units can generate Cinder, which is used to power abilities. Alternatively, you can now harvest Cinder directly from the environment. You'll need to plan carefully to maximize your use of both resources to lead your Crew to victory.

[h2]Discover New Paths to Victory[/h2]



Defeating your opponent's Captain is no longer the only way to win in Moonbreaker!

Each map now features different Scenarios, including areas to control, that provide Victory Points. You need to gather 10 Victory Points in total to win a match. Though, you must remain vigilant! Defeating the Captain will grant 10 Victory points to the opposing team.

Plan your moves carefully to take advantage and execute your strategies to their greatest effect!

[h2]New Units, Bigger Rosters[/h2]



We've added a handful of new Smugglers Units to the latest update with some awesome abilities that are sure to shake up the board and keep your rivals on their toes. They are:
  • Turncoat: A four Leadership cost, six health melee Unit. They have the ability to immobilize a rival Crew. On your next turn, gain control of the Unit if still in range.
  • Crash: A six Leadership cost, 10 health melee Unit. With the ability Flux Capacitor, attack ALL touching units, then permanently gain +1 Attack and lose -1 Health.
  • Flurry: A five Leadership cost, 10 health melee Unit. Their passive ability means that when Flurry takes damage, you deal 2 damage to ALL Units (inluding friendly) in range.
  • Noxy: A five Leadership cost, six health ranged Unit. With the passive ability Defend the Swarm, when damaged Noxy will create a Toxoid (max 1). Whenever a Toxoid is destroyed, they gain +1 Attack.
  • Hittenruhn: A three Leadership cost, six health Unit. Whenever they damage their target, Hittenruhn’s passive ability refreshes its move.

In addition, expanded Roster sizes (10 slots) give you even more control over your strategies and the ability to discover unique Unit combinations.

Ship Assists have also been adjusted to a Cargo Run only feature. This provides players with more chances to finesse their game-by-game plans, as well as amp up the unpredictability of Cargo Run.

[h2]A Little Extra Sparkle[/h2]



We've added a few bonus items to the Season Track rewards you can unlock as part of this update!

These bonus rewards include a slick alternate paint job for one of the newest units added to the game, Turncoat, as well as an additional decal pack, profile image, and banner to further customize your Rosters.

But that's not all. You can also get your hands on an opulent palette of glitter paints to really ✨dazzle✨ your opponents in battle!

[h2]Community At Our Heart[/h2]



In January, we launched our Experimental branch, giving the community unprecedented access to our day-to-day development. This provided players the opportunity to actively provide feedback, which allowed us to tweak and refine this update while we were developing it. The change to introduce Leadership came directly from the community, and would not have happened without their input and help.

We also revisited some of the more popular game suggestions on Nolt, and really took the time to fold the community into every part of Command and Control.

This includes the implementation of an always visible Turn Timer (one of the more popular community suggestions), massively improved match intro and outro screens, and a more thorough, engaging Tutorial.

And we won't stop there...

[h2]Follow Moonbreaker Development[/h2]

We want you to join us on every step of our development journey, to make Moonbreaker the best game possible!


We'll see you in the Reaches!
- Moonbreaker Team

Moonbreaker 'Experimental' Build is Now Available

Hello Moonbreakers,

We hope you all had an amazing holiday season and a wonderful New Year!

Over the break, we spent a ton of time reading through all of your feedback on Nolt, in our Official Discord, across social media and through responses to our survey. That feedback has been invaluable in helping us shape the next steps for Moonbreaker.

As you might've seen from the Dev Vlog in early December, there are a lot of anticipated changes coming soon to the game, and we really want to get those changes into your hands much sooner to gather your feedback.

Today we are introducing a daily Experimental build for players who would like to provide feedback on in-development content for the next big Moonbreaker update. This build will update every day and include new scenarios and battle conditions, Crew, maps, and features. We'll be relying on you to tell us what you think!

Your Moonbreaker account on Experimental will be separate to the default build of the game (referred to as “None” in Steam’s listed Betas) – which means you won't have access to your Paint Jobs or any progress you've made there. You will encounter more bugs on this build and we might need to reset accounts on Experimental from time-to-time. This will not affect your progress on the default build, but we'd highly recommend not completing any detailed Paint Jobs in Experimental if you are sentimental about them.

Excited to provide daily feedback on Moonbreaker's development? It's simple to switch to the Experimental build on Steam. Here’s how:

[h3]How to Access the Experimental Build[/h3]

  1. Exit Moonbreaker if the game is running
  2. Go to your Steam Library and find Moonbreaker
  3. Right click it and select “Properties”
  4. Switch to the “Betas” tab
  5. Choose “experimental” from the drop down menu
  6. Moonbreaker will download and update the new game files
  7. Once the download completes, you should see a “Play” button!


You can switch back to the default build of Moonbreaker at any time through the same drop down menu by selecting “None”

With all of the changes coming to Moonbreaker, we anticipate that the next update to the default build of the game will happen some time in late February. This will give us time to gather your feedback and make tweaks and balance changes as needed! We are making some big changes to gameplay and would love your feedback on them in Experimental.

We also have a new channel in Discord for players checking out the Experimental build as a place to provide feedback and let us know about any major or game-breaking bugs.

See you in The Reaches,
Moonbreaker Team

https://store.steampowered.com/app/845890/Moonbreaker/

EA 1.3 Update

Hi Moonbreakers,

We’re sneaking in one last update for 2022 before we take some much needed rest for the holidays!

First off, as a huge thank you for sticking with us from Early Access launch through today, we’re giving all players a holiday gift pack. The gift pack will automatically redeem in-game when you launch Moonbreaker after installing the 1.3 update.

The gift pack includes: “Frozen” Decal Pack, “Chilled” Banner Crest, and an awesome “Gloomside Zax” Paint Job.

We’ve also fixed the Level 31 Season Track reward. Previously the Decal Pack granted was not usable in Paint Mode. This should now be resolved.

Additionally, we’re introducing some more balance changes to a handful of Ship Assists and Units. You can find the list of those changes in the full Patch Notes below.

Again, we want to extend our thanks for all of your ongoing support and feedback. As you might have already seen in Charlie’s Dev Vlog, we have a lot of exciting changes heading to Moonbreaker in the new year and can’t wait to get them into your hands.

We wish you and your families a wonderful holiday season!

See you in the Reaches,
Moonbreaker Team.

[h2]Patch Notes EA 1.3[/h2]

Big(ish) Stuff
  • Holiday gift pack added automatically to the game. The gift pack includes:
  • “Frozen” Decal Pack
  • “Chilled” Banner Crest
  • “Gloomside Zax” Paint Job
  • Fixed the Level 31 Season Track Decal pack not actually being usable in Paint Mode.
  • Fixed an issue where selecting the language Chinese would result in “???” for unit names.
  • Fix Switchback's ability not granting Rapidfire if they were still afflicted by the Slow debuff from a previous use of Switch It Up


Balance Changes
  • Vortex Beam: Increase cooldown to 3, reduced radius from 3 to 2
  • Disruptor Beam: Increase cooldown to 3, reduced radius from 3 to 2
  • Corrosive Particles: The next time damage is dealt to units in area this turn, add 1 to it.
  • Escape Hatch: Randomly deploy your most expensive unit. It takes damage equal to its Cost
  • Quetzalli: Increased Cinder cost to 6, added Slow
  • Amplifier Bitol: Cinder cost increased to 6