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:
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.
[hr][/hr]
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
This patch focuses on adding more content on the Experimental Branch.
[hr][/hr]
Read on how to access the experimental branch here: https://store.steampowered.com/news/app/2118810/view/536594572115968105?l=english
[hr][/hr]
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.
[hr][/hr]
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