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Breachway News

Next Fest Demo & New Trailer

Hi friends,

It's time to take charge of your ship and lead your crew as you seek out the source of The Signal.

In Breachway, you'll explore the galaxy with a ragtag crew in our deck-building space roguelike, with a playable demo during Next Fest! Mix and match different loadouts for your ship, changing what cards you get based on the equipment and crew you have. Discover new and powerful card synergies, and use tactical prowess to overcome your enemies!

Watch the newest trailer here (with a special announcement at the end):

[previewyoutube][/previewyoutube]
Start your journey in the Magpie – a compact space vessel equipped with an industrial laser cutter and robotic arms. Prepare for combat protocols and familiarize yourself with the ship's controls by playing through the prologue, then pick your ship chassis and take to the stars to explore the galaxy!


Jump into the Arbalest, a well-rounded ship that strikes a balance between offense and defense, or the Marauder, built for sheer firepower at the cost of precision.


Having the right crew can mean the difference between victory and defeat, as each crew member has unique skills and different equipment that can lead to unexpected and powerful combinations. Take your time looking over your deck, and devise unique combinations to dominate space warfare!


Plan your path carefully with risk versus reward in mind — battles guarantee credits and a new card to add to your deck. However, with few opportunities to repair, you could end up in an encounter with low hull health. Find paths that could lead to space stations or other Allied events to aid you as you progress. Keep in mind who your friends – and foes – are each run, with allied factions providing safe passage and enemy factions aiming their sights at you as soon as you enter proximity.


We can't wait to see what stories get uncovered as you explore a small part of the galaxy in our Next Fest demo!

See you in the stars, Space Cowboy.

Victor

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.


Read the rest of the story...

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

[previewyoutube][/previewyoutube]

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