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Experimental Branch Update #2 – More Gear, More Missiles, More Control

Hi everyone, it’s time for another update.

This patch focuses on adding more content on the Experimental Branch.
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Read on how to access the experimental branch here: https://store.steampowered.com/news/app/2118810/view/536594572115968105?l=english
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We've been working on getting more equipment updated to the new system, including upgraded cards and expanded drafting options based on library level, card slots, and subsystem slots.

Good news for missile fans—the Avalanche is playable again. We've overhauled missile equipment, added new missile types, and introduced missile card upgrades to expand build variety.

Another key change is giving players more control over equipment acquisition. Faction shops now offer guaranteed equipment types, and enemies drop specific gear based on their faction. You’ll find a full breakdown in the changelog.

We’re one or two updates away from finalizing this massive meta-game progression update (ironically, the actual meta-progression comes last). We can’t wait to share the full update with everyone soon.



[h2]Help Steer the Future of Breachway[/h2][hr][/hr]Breachway keeps evolving, and your feedback drives each update. From balance changes to new mechanics, we’re always listening. If you’re enjoying the game—or have ideas for improvement—leaving a Steam review is the best way to support development and influence what comes next.

We’re always looking for player insights, discussions, and ideas to improve Breachway. If you want to share feedback, report issues, or talk strategy live, join us on Discord and the subreddit—your input helps us make the game better with every update.

Without further delay, here is the latest change log:


[h3]Patch notes 1.65.0.0 (Experimental branch):[/h3]
  • Added Quality levels, new cards and upgraded cards to the Shielding Bay Equipment
  • Added Quality levels, new cards and upgraded cards to the Maintenance Bay Equipment
  • Added Quality levels, new cards and upgraded cards to the Suppressor Hacking Equipment
  • Added Quality levels, new cards and upgraded cards to the Weapons Bay Equipment
  • Added Quality levels, new cards and upgraded cards to the Missile Pods (External attachment) equipment
  • Added Quality levels, new cards and upgraded cards to the Missile launcher (weapons bay) equipment
  • Added Quality levels, new cards and upgraded cards to the Pyroclast equipment
  • Added the Pyroclast to the shop and enemy drop tables (It was only present as a starting weapon on the Firebrand initially)
  • Accessibility: Added icons next to a card's cost (mini card variant)
  • Accessibility: Added icons on the card type indicator (mini card variant)
  • Map changes: Special nodes of the same type (Elites, Space stations) will now spawn at least 1 node away from each other
  • More powerful starting equipment: All ships now start with a higher quality starting weapon that should last you well into the second sector.
    Currently the starting weapon is a big part of a ship's identity, so it's fitting for it to be relevant well into the second sector
  • (Avalanche) Modified the Missile Fabricator subsystem it starts out with to match the missiles card rework:
    - It now affects only depleting launched missiles belonging to the equipment you have it on
    - The subsystem can be removed from starting equipment and moved to a different missile equipment between fights
    - Fabricate Missile card also specifies how many missiles are available for production now
  • Swapped the starting resource bay for the Avalanche with a Weapons Bay
  • Changed enemy drop tables to the following:
    Solarii:
    40% chance to drop a non-precision weapon
    20% chance to drop a flak weapon specifically
    20% chance to drop a support equipment (Resource or Engineering bays)
    20% chance to drop any equipment
    Starkin:
    40% chance to drop a precision weapon
    20% chance to drop a railgun specifically
    20% chance to drop a tactical equipment (shield only until we add hacking back)
    20% chance to drop any equipment
    Free-roamers:
    40% chance to drop a non-weapon equipment
    20% chance too drop a laser weapon
    20% chance to drop an Ion weapon
    20% chance to drop any equipment
    Deadweights:
    40% chance to drop a non-precision weapon
    20% chance to drop a missile equipment specifically
    20% chance to drop any weapon
    20% chance to drop any equipment
  • Changed shop item population the following way:
    Solarii:
    One guaranteed Flak equipment
    One Non-precision weapon (Flak/Missile/Ion)
    One Support equipment
    One Equipment of any type
    Starkin:
    One Precision weapon (Railgun, Pulse/Light Laser)
    One Weapon of any type
    One Tactical equipment
    One Equipment of any type
    Free-roamers:
    One Laser or Ion weapon
    One Weapon of any type
    One Tactical equipment
    One Support equipment
    Deadweights:
    One Missile equipment
    One Non-precision weapon (Flak/Missile/Ion)
    One Weapon of any type
    One Equipment of any type

We didn't get into the details, but we also fixed most bug reports that were reported on the experimental branch.

Please keep in mind, this version is still Experimental so it is not guaranteed to be totally stable at this point.
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We’re very grateful for your continued support —it means a lot. Whether you’re leaving feedback, testing out new features, reporting bugs, or just enjoying the game, you’re helping us improve Breachway every day. We can’t wait to get the meta-progression update out there and hear what you think!

– The Breachway Team

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[h3]Expanding Choices: The Meta-Progression Update[/h3][hr][/hr]The Breachway team has been hard at work on a major update aimed at increasing replayability and reducing run similarity by overhauling equipment progression. Enemies now drop loot based on their faction, ensuring each battle influences loadout evolution. The new equipment quality system adds varied card slots, subsystem slots, and drafting tiers, so even early-game drops can offer strategic choices.

The card upgrade system further differentiates Mk.I, Mk.II, and Mk.III equipment, offering stronger card options as players progress. Drafting libraries are now fully visible, allowing players to preview available cards before making choices. These updates set the stage for crew leveling, which will affect card rarity in future patches.

Read more here:
https://store.steampowered.com/news/app/2118810/view/536594572115968105?l=english

[h3]Public Test Branch and What’s Next[/h3][hr][/hr]A public test branch is now available for players to experience these changes and provide feedback. The goal is to ensure meta-progression unlocks feel meaningful, with additional perks and subsystem variety coming in the next update.

Beyond this, the team plans to apply similar progression-focused improvements to other parts of the game, maintaining the roadmap outlined for 2025. More details will be shared as development continues.

Read on how to access it here: https://store.steampowered.com/news/app/2118810/view/536594572115968105?l=english

https://store.steampowered.com/app/2118810/Breachway/

Breachway Update – Experimental Branch Now Live!

Hi everyone,

We’re back with another update! We had a one-week delay due to some health issues, but we're back on track.

In our last post, we teased some of the changes in progress, but due to the high volume of work involved for our small team of four, it will still take time to finalize everything we want to improve. That said, we want to share all our progress with you and get valuable feedback on the direction we're moving. To make this easier, we've set up a public test branch where you can see the latest developments.

How to access the experimental branch.
The plan is to update the experimental branch every two weeks (or sooner if major bugs are found). Once a set of changes is finished, it will be moved to the main branch, and the next set will begin testing.

[h3]What’s in This Update?[/h3][hr][/hr]We’re still calling this the Meta-Game Update, and the goal is to increase replayability by:

  • Providing more opportunities to change loadouts
  • Giving players a clearer power progression through a run
  • Making meta-progression unlocks more meaningful
The first two parts are nearly complete. Enemies now drop equipment, and equipment variety has increased, though some types are still missing and will be added in the next update.

What’s still in progress:
  • meta-progression unlocks for items and additional perks. These will be added in the second update from now, after which we expect to move the full update to the main branch.
  • Subsystem overhaul: more varied Subsystems to upgrade your equipment. These will come in at different power levels, so you can afford to buy a few subsystems even in the first sector.


Once this update is live, we'll apply similar changes to other parts of the game, focusing on run variety and more impactful player choices. The roadmap we posted at the end of last year is still valid and represents the order in which we plan to tackle things.

https://steamcommunity.com/games/2118810/announcements/detail/537714770822823940

[h3]⚠️ Test Branch Disclaimers[/h3][hr][/hr]Before jumping in, please keep in mind:

  • This is a testing branch – Expect instability and unfinished features.
  • Meta-game progress will not carry over – Any progress made in the test branch will reset when returning to the main branch.
  • Tutorials won’t reflect new features yet – We’ll cover changes in update posts like this instead.
  • Localization is one update behind – New cards and mechanics will initially be in English, with translations coming in the next test branch update.

[h3]🆕 What’s New in the Experimental Branch?[/h3][hr][/hr]

  • Upgraded and Brand new Cards – Equipment now comes with both regular and upgraded cards to draft.
  • A Clearer Power Curve – Mk.II versions of equipment now include upgraded versions of Mk.I cards, along with stronger options.
  • Revamped UI – Station and ship status UI has been cleaned up to reduce clutter.
  • Equipment Drafting Tables – Now viewable directly in the equipment inspector.
  • Expanded Equipment Quality Levels – Currently seven levels, increasing to 9 when the third sector is introduced.
  • A lot of Equipment Variations – Each piece has pre-drafted cards, subsystems, and unique slot counts.
  • Card drafting changes - Skipping drafting no longer gives credits, but any drafted card increases an equipment's sell value by 20 credits.
  • Resource Stockpile Limits – You can now stockpile 3 resources per max resource production unit, with a new bar indicating stockpile levels.




[h3]🚧 Equipment Still in Progress[/h3][hr][/hr]Some equipment is still being adjusted, and won’t drop from enemies or appear in shops yet. These include:

  • All Engineering Bay Equipment
  • 1 Resource Bay Equipment
  • Missile Launcher & Missile Pods
  • Point Defense Cannon
  • Radiators
  • Hacking Equipment

[h3]Thank You for Your Support![/h3][hr][/hr]Breachway wouldn’t be where it is without your feedback. Every suggestion, every bug report, and every discussion helps refine what comes next.

This update is just one more step—we’re not done yet. More improvements are on the way.
We look forward to hearing your thoughts on the new features and content!

– The Breachway Team

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