1. Breachway
  2. News

Breachway News

Space roguelike Breachway reveals new upgrades to increase replayability

Space roguelike Breachway has some big changes on the way, as developer Edgeflow Studio works on enhancing replayability. Bringing together the ship building I love from No Man's Sky, the deckbuilding of Slay the Spire, and the tactical combat of FTL, Breachway is already a lot of fun, but the team has received frequent feedback asking for greater variety between attempts. What started out as a planned update to the overarching progression has turned into a "pretty hefty rework," Edgeflow explains, and the focus is on redesigning several systems to reduce the similarity of runs.


Read the rest of the story...


RELATED LINKS:

Space roguelike Breachway adds a new ship soon as it ramps up build variety

Space tactics roguelike deckbuilder Breachway launches in early access

Highly wishlisted space roguelike Breachway confirms new launch date

Development Update: Meta-Progression Rework & UI Overhaul

Hi everyone

It’s time for another update post.

As you might know, the meta-progression update turned into a pretty hefty rework, focused on addressing one of the most frequent pieces of feedback: improving replayability by reducing run similarity. This required a significant refactor of several systems tied to equipment progression and variety.

[h2]To the Community[/h2][hr][/hr]Before we get into it, we'd like to take a moment to thank you for all of your Steam reviews and feedback. Steam reviews and community feedback are the compass guiding the future of Breachway. They’re not just a way for new players to find the game — they provide us with the insights we need to deliver impactful updates. Every review, comment, and suggestion so far has helped shape the journey.

Now let’s break it down:

[h2]Equipment Overhaul: More Loot, More Choices[/h2][hr][/hr]To add some much needed variety to your equipment loadout, enemies will drop equipment as loot.
The type of equipment each enemy drops is based on the faction they belong to, so Starkin might drop Laser weapons more often, while Solarii ships are more likely to drop Flak weapons.
This means your loadout will evolve differently depending on who you’re fighting.

[h2]Variable Equipment Quality[/h2][hr][/hr]Our new equipment quality system now varies items by card slots, subsystem slots, and drafting library tiers (from Mk.I to Mk.III).
No longer is all Mk.I equipment 4 card slots and 1 subsystem slot, all equipment can range from 2 to 8 card slots, from 0 to 3 subsystem slots, based on the equipment quality level.
Quality level is marked by a colored bar on the right side of the equipment UI, as seen in the mockup below (We have 6 different levels at the moment, with more to come).


For example: An early-game Mk.II weapon drop might offer powerful cards but only 2 card slots. So while this may be useful power spike in the short term, eventually you will want to sell it and get something more powerful.

[h2]Card Upgrades & Drafting Libraries[/h2][hr][/hr]In order do differentiate Mk I, II and III equipment more, we added card upgrades. While Mk.I equipment has weaker, basic cards, it can also roll upgraded versions of those cards as rare drafting options, creating more interesting and exciting drafting choices.

Besides more powerful cards, a Mk.II version of an equipment comes with upgraded versions of the Mk.I as the default common picks, creating a clear power progression.

This will also synergize with the Crew leveling system coming out soon after this update, higher crew levels means improved chances to draft rare/uncommon cards on their equipped gear.

[h2]Drafting Library Visibility[/h2][hr][/hr]To handle all of these new cards and equipment drops, you can now click any equipment to preview its draftable cards, no more guesswork required!
(This update just got done yesterday, so excuse the placeholder UI art)


[h2]Station and ship status UI polish[/h2][hr][/hr]We have updated the Ship Status and Station/Store UI to a cleaner look, doing away with the oversized station action buttons, and adding more compact buttons with icons under the "Store" category. Soon we'll fill that empty spot in the station services with a button for hiring a crewmember!
(The image is quite large, click to expand)


[h2]Starting loadout and enemy rebalancing[/h2][hr][/hr]All of these changes also meant we took a closer look at balancing, something what was long overdue. The player now starts with weaker equipment, but will have a lot more opportunities to swap that equipment out for more powerful options as the run progresses. This leads to a more noticeable power increase for players, the further into a run they get.

There’s a lot of exciting content coming soon. This update is a massive undertaking—we’ve more than doubled our card count with upgraded versions, not to mention all the new cards and dozens of new equipment drops enabled by the equipment quality system. We really want to share this with you for feedback as soon as possible.

We’re testing the update internally and refining it this week, then rolling it out to our beta testers, and eventually to a public testing branch as we integrate all the content for this major update.

We'll keep you updated on when the public testing branch will go live.

Thank you
We’ve been heads-down making these changes (sorry for the quiet Discord and Steam Forums!), but your feedback directly shaped this upcoming update. Keep it coming—we’re listening!

—The Breachway Team

Patch #15 - Bug Fixes, Meta-Progression Update, and Third Sector Teaser

Hi everyone,

We're happy to report we’ve got this bi-weekly update ready to go, addressing some of the issues many of you have brought up on the Steam forums and our Discord. Your feedback has been invaluable and keeps us pushing to make Breachway the best it can be—thank you for that!

[h3]An Update on Meta-Progression[/h3]
We know a lot of you are excited about the meta-progression update we’ve been teasing, and we wanted to give you a quick update. After taking some much-needed time to recharge over the holidays, we’ve made solid progress, and it’s almost ready to head into internal testing. This update is shaping up to bring a lot to the table—better balance and power scaling, new cards, upgraded cards, more meaningful progression and ways to track it, and plenty of reasons to dive back in for another run.
It's turning into our biggest update yet!

[h3]A Peek at the Third Sector[/h3]
While we’ve been working on meta-progression, we’ve also been adding more content in preparation for the game’s third sector. We’re really excited about the powerful ships you’ll encounter there, and we wanted to share a little sneak peek of one of our latest designs: the Starkin Heavy Cruiser. Check it out!
[h3]Patch Notes for This Week[/h3]
Here’s what’s new and improved in this patch:
  • Fixed some Deadweight enemies always starting with missile fire support.
  • Fixed Force Optimization card disabling specified productions for the rest of the fight instead of 1 turn
  • Fixed Force Optimization card disabling wrong amount of resource production
  • Fixed Force Optimization depleting despite not saying so
  • Fixed Force Equivalence card disabling specified productions for the rest of the fight instead of 1 turn
  • Fixed Force Equivalence card disabling wrong amount of resource production
  • Fixed Force Equivalence depleting despite not saying so
  • Fixed Forced Conservation card disabling specified productions for the rest of the fight instead of 1 turn
  • Fixed Forced Conservation card disabling wrong amount of resource production
  • Fixed Forced Conservation depleting despite not saying so
  • Fixed Drilling Beam depleting despite not saying so
  • Fixed Uranium Slug sometimes not dealing additional equipment damage
  • Fixed Uranium Slug only dealing damage to the first enemy equipment when working
  • Thermal blockade: card effect now reads "Apply 1 Coolant Loss to the enemy ship for every 3 shield points it currently has."

We’re very grateful for your continued support—it means a lot. Whether you’re leaving feedback, 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

Hotfix #9 - Addressing white backgrounds in combat

Hi everyone,
We got some reports in the past couple of days about a white screen in combat, we found and addressed the issue in this hotfix.
The issue was a result of us cleaning out the project of unnecessary files, and some settings were lost in the process.

We really appreciate all of your bug reports, they are invaluable in detecting and fixing issues in a timely manner.

Thank you for your patience and support,
The Breachway Team

Hotfix #8 - Addressing the inability to start a new run

Hi everyone,

We’ve been hard at work addressing the recent reports of players being unable to start a new run or continue a run in progress. After investigating the issue further yesterday, we identified the root cause of the issue and implemented a fix late last night.

This hotfix specifically targets the issue affecting players who were unable to start a new run. Additionally, we’ve identified steps to prevent similar problems from occurring in the future.

If you were affected by this issue, please try again and let us know if the hotfix resolves the problem.

Thank you for your patience and support,
The Breachway Team