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

[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:
[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
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
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