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Breachway News

Promising space strategy game gets launch date and a free Steam demo

From the grandiose space adventures of Starfield and No Man's Sky to the tactical intricacies of FTL and Rebel Galaxy, shipbuilding is always one of the most delightful aspects of any good space game. Exciting new strategy game Breachway implements all the essentials of ship upgrades, resource management, and crew recruitment in a gorgeous deck-building roguelike that splashes in a little of my favorite parts from games like Into the Breach and Slay the Spire, and we now have a date for the game's Steam Early Access release. Even better, a free Steam demo lets you try it out yourself this week as part of Steam Next Fest.


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Breachway is coming to Next Fest!

Hi friends,

Breachway will have a demo in the upcoming Steam Next Fest starting on the 5th of February! Come check it out when it drops and see what we've been cooking since our last demo.

Here's a small tease:



See you on Monday, Space Cowboy.

Victor

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

Hooded Horse Strategy Publisher Sale

Hi everyone! Breachway and other games published by Hooded Horse are all featured at the Hooded Horse Publisher Sale. Come check it out!

Hooded Horse Strategy Publisher Sale

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August-September development update

Hi Friends,

It’s been a while since the last development post (3 months!), so let's see what we've been up to

We’ve been busy attending games-industry events for the first time this year. It takes a lot of time, energy and resources to attend these events, but somehow makes what we're doing seem more real, and seeing people pick up the game and enjoy it is a great feeling.

Most of what we've been doing however, is developing the meta-game aspect of Breachway.
Digging into the non-combat meta-game opened a lot of cool possibilities for gameplay and interesting wats for the player to interact with and discover the universe we’ve been creating

The game has always had a mind of it’s own, guiding us in the direction it wanted to develop in. This can result in a game that is more experimental and that doesn’t aim to replicate any specific formula, and it’s fun to discover the game bit by bit as you’re working on it. The big downside of this approach however is uncertainty and scope creep.

This process of discovery (and the resulting scope creep) has also led us delay the release of our game, so we don’t compromise our vision, and so that we can spend more time on polish, bug-fixing, and improving the player experience.

Here is a quick breakdown of what we did since July:
  • Attended Gamescom, saw a lot of people play and enjoy the game, we even met one of the people in our Discord server, he beat the demo twice on two separate days :D
    We actually have a few stories of people beating the demo on their first run, including a dad and his ~12 year old son. Gamescom was a blast!

  • We have Qualified for the Indie 80 Selection, and received a booth in the Indie space at the Tokyo Game Show, so we took that as the perfect excuse to go and visit Japan before the event started

  • We implemented the first iteration of the meta map, and started testing the game loop , including the faction relation system and non-combat events.

  • We created 20+ events, both generic and narrative events that are specific to the situation in our first solar system map


  • We further defined the factions, and fleshed out crew characters and the crew abilities

  • We are testing a fuel system to go with the more free-roam approach, similar to FTL. You will have a limited amount of fuel every time you enter a solar system, and while you can get more fuel from space stations and some events, the quantity will be very limited.

  • We added a new ship explosion system


  • Added targeting reticles and improved the general UX


  • Added more enemy animations, making them more reactive to player actions


  • Lastly, we’ve added a lot more characters to our world, here are a few of them:



The next 3 months are going to be very important for Breachway's development, we're almost done with the features we set out to create, we only have a couple more unique features we need to playtest and validate.
From here on out we'll mainly be focusing on adding more ships, enemies, cards and equipment, as well as tightening up the game experience as much as we can.

This is it for now, see you next time, Space Cowboy.

Victor


June development update

Hi friends,

It's about time we have another development update, as a lot of things were added this past month!



June was all about designing and implementing "meta-game" elements (in this context, elements outside of the core combat loop), and adding some cool new visuals.

Designing the meta-game presented a bunch of challenges that basically had to be solved at once before we could test them and get a feel if they work together as intended, as all of these systems are interconnected and you can’t get the full picture of how the meta-game play until all of the pieces are in place and work together.

So we really focused on implementing a first iteration pass of each of these systems.

The biggest of these pieces, that interacts with all other meta-game elements is the faction relation system. This will define your interaction options and outcomes in narrative events and quests, how regular non-combat nodes play out, access to space stations, and how likely it is that you will encounter hostile ships as you traverse regions of the solar system controlled by these factions.

Narrative events are major story events that happen in each system, based on what the system's theme is, and each event involves one or more factions. These events can have multiple possible outcomes, and a lot of branching ways to get to each - based on your relationship with each of the factions involved, who you have on board and what their specialties are, your crew’s morale, your ship’s equipment, and what items you are carrying in your inventory. So there's plenty of things to keep track of as we're making them.

Quests are basically even more complex narrative events that unfold across multiple nodes.

Non-combat events are a much simpler, more generic version of narrative events (they play in a similar way to distress beacons in FTL), and how they unfold is based on the relation you have with the faction that controls the area that event takes place in.

On the combat side, we have added some new additions in the form of activatable crew abilities and in-combat events:
  • Crew abilities are based on your crew’s level and role. The higher crew’s morale, the more often you can use these abilities.
  • In-combat events allow us to have a greater variety of combat encounters and victory conditions, outside of either ship blowing up. This can enable things like escaping combat (for both you and your enemy) if combat is not going well (this will also allow us to have a greater variety of optional enemy difficulty). Additionally enemies can offer you bribes to let them go, or allow you to disable a ship’s engines, and weapon systems in preparation for boarding them.

On the graphics side, we have a new battleship ready, for end-game enemies and bosses:



Also now when you attack and destroy a ship’s weapon or equipment, you actually see it blow up, and get rebuilt after a duration. We are now working on a visible ship damage system that persists between fights until you get repaired:





Oh and you can also space people 🧑‍🚀



See you next month, Space Cowboy.

Victor