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Breachway News

Patch #5 - Balance and Perk fixes

Hi everyone,
We’ve been truly blown away by your continued support and feedback over the past 24 hours. Your enthusiasm drives us, and we’re committed to improving Breachway until it reaches its full potential.

Today, we’ve got another balance and bug-fix update for you. This patch focuses primarily on balancing the second sector while addressing some key issues with first-sector enemies.
We have over-tuned most enemies, thus preventing new players from fully enjoying the game. The base level of the game's difficulty should be achievable by anyone willing to put some time into it.
For those of you who want a bigger challenge, we have our escalation mode , where you can test the limits of your skills in an ever-increasing difficulty mode.

We’ve also resolved several common issues players encountered when unlocking perks and perk slots.
[h2]Change log[/h2]

If you have any issues to report, please use the bug reporting forum on Steam. You can also join our Discord and report your issues in our bug reporting forum. We also have a subreddit community found here.

[h3]Bug fixes[/h3]
  • Fixed bug that would prevent players from returning to the store once having left already
  • Fixed bug that would show the first unlockable slot locked even though you had met the conditions already
  • Fixed bug that would display the text of the first unlockable slot on the second unlockable slot, once the first slot was unlocked
  • Fixed bug where dragging and dropping a subsystem to your equipment when buying it from the shop did not register the equipment being bought and thus did not increment the counter for the Overstock perk


[h3]Balance changes[/h3]

  • Increased turns to play Heavy Blast on the Custodian (Sector 2 boss) from 1 to 2
  • Increased the Reload time on the Custodian's Torpedo launcher from 1 to 2
  • Increased the time it takes to play the Arm PDC card for the Custodian from 1 turn to 2
  • Removed the Custodian's instant shield equipment repair when starting the shield phase
  • Replaced the Buckler shield equipment on SOL-B02 with the Barrier Shield equipment - this will allow for a larger attack window between shield cards
  • Set the durability of the Flak Mk.I to 12 for all factions (was previously 15 for Solarii only)
  • The Hoplite Shield equipment type starter Rampart card now takes 2 turns to play, was previously 1 turn. Affected enemies are: FR-B04, SK-B04, SK-C02, SOL-C01
  • Fixed the child card display on Swift Charge
  • Reduced HP by 15 on: DW D03, DW D01
  • Reduced HP by 5 on DW D02, DW B03
  • Reduced HP by 10 on enemies: SK-D01, SK-D02, SK-D03, SK-D04, SOL-D02
  • Reduced the enemy equipment HP for Punisher Rack from 18 to 14
  • Reduced the enemy equipment HP for Service Bay from 20 to 16
  • Reduced the amount of repairs dealt by AI Card Convergent Repairs from 2 to 1 for each destroyed equipment
  • Reduced the number of missiles fired by vengeful volley/upgraded vengeful volley from 2 to 1 for each destroyed equipment
  • Increased turns to play for enemy's light flak Mk.II Card Twin Barrels from 1 to 2
  • Increased turns to play for enemy's light flak Mk.II Card Follow-up Fire from 1 to 2
  • Increased turns to play for enemy's light flak Mk.II Card CounterOnslaught from 2 to 3
  • Increased rewards for starkin espionage mission being complete to 90 (hated/disliked), 120 (neutral), 150 (allied)
  • Fixed Expulsion not responding to Blueprint's mass discount
  • Fixed Swift Charge not displaying the child card Blink



Thank you for your ongoing support and interest in our game—it’s a huge source of motivation for the entire team!

As always, we encourage you to keep sharing your thoughts and feedback. Every review and suggestion helps us make the game better, and we’re grateful for each one.

Patch #4 - Tyrant, balancing and data saving

Hi everyone,

We’re back with another balance patch, to smooth out some of those rough edges off the game.

Your feedback and patience have been incredible! While we may not reply to every post, we’re reading all of them and addressing issues based on their urgency.

We’ve got a long list of things to tackle, but we’re taking it one step at a time and aim to resolve everything as quickly as possible.

If you have any issues to report, please use the bug reporting forum on Steam. You can also join our Discord and report your issues in our bug reporting forum. We also have a subreddit community found here.

Alright, on to the patch notes:

[h2]Balance changes[/h2]
  • Reduced Shield cost for the non-basic shields from 200 to 130 credits
  • updated reward nodes to only spawn in front of the player
  • Added the mechanic Keyword to Finn Mora (Marauder) to help with the lack of shields
  • Increased play time of Lighter Rounds and Barbed Shrapnel on the sector 1 boss (Tyrant)
  • Increased the cooldown of the Tyrant's heavy Flak weapon to 2 turns from 1 turn
  • Reduced the Tyrant Flak Engineering equipment Durability from 20 to 14
  • Changed the shop item populator to not add resource Bay Mk.I Equipment to its stores if you already have a Resource Bay equipment on your ship. This will increase the chances of getting more relevant store content
  • Reverted the cost of catalyst pulse to 2/2, and increased its cooldown to 4 turns


[h2]Bug fixes[/h2]
  • We added a different way of handling save data, it is now a text file. We've previously had issues with some changes in the save files with corrupted runs, this should be way more robust now.
  • Fixed a soft lock where you would not be able to enter the ship selector from the tutorial if your language was set to russian
  • Fixed Hot Reload buff not costing the 5th attack as well as the 6th
  • Fixed Hot Reload affecting cost values on drafting screen
  • Fixed Railgun Support card not doing support card cost calculation
  • Fixed bug where the player did not have the option to buy a transponder in the pirate base


Moving forward, we’ll be carefully reading your feedback, reviews, and suggestions. We've already received some great ideas from you today, sparking many thoughts on how we can improve the game in the coming days and weeks.

Our launch wasn’t perfect, but your feedback is what will help us grow and enhance the game, and we’re incredibly grateful for it.

Please keep sharing your thoughts and opinions with us—every review and suggestion is hugely appreciated, and the game will only get better because of them.

Patch #3 - Arbalest and Marauder balance changes

The balance patch


Hi everyone,

After going through your reviews, we've identified some balance issues, especially with the first two ships.

If you have any issues to report, please use the bug reporting forum on Steam. You can also join our Discord and report your issues in our bug reporting forum. We also have a subreddit community found here.

Below are the changes we've made and the effects we’re aiming for:

[h2]Change list[/h2]

  • Due to some potential bugs, we temporarily replaced wolf's crew ability to add +1 reactor power
  • Reduced the cost and cooldowns of many crew abilities
  • Added the Rearm upgrade card to Marauder's starting deck ensuring better ordnance production
  • Changed Arbalest's perk so it makes every 6th attack cost 0 ordnance
  • Added a PDC equipment on the Arbalest's starting loadout
  • Increased Flak equipment damage from 0.65 per point of hull damage, to 1 - This makes flak significantly stronger when it comes to damaging and destroying enemy equipment.
  • Reduced cost for adding and removing cards in stations to 20 credits if allied, 25 if neutral, and 40 credits if disliked or hated
  • Added drafting after each combat: 1 card on regular enemies, 2 cards on elites
  • Pirate Hideout is automatically revealed with the Marauder
  • Reduced Rearm mass cost from 4 Mass to 3 Mass
  • Reduced Fuel cost from 50 to 25 credits
  • Replaced one of the Marauder starting Shield Pulse cards with a Flash shields card


[h2]The intended effect[/h2]
We want you to fully enjoy all of the game's content, so we made a few changes that will make the Arbalest and the Marauder more of a force to be reckoned with.
Additionally, we removed some of the randomness on when you get to draft cards, so right now you are always guaranteed a consistent card drafting occasion after every enemy defeated.

You can expect more balance changes and bug fixing on an ongoing basis. We won't stop until Breachway is rock-solid.

Thank you again for your ongoing support and for sharing your opinions with us, all reviews and suggestions are enormously appreciated, we are committed to improve the game with the help of your feedback.

Patch #2 - Fixing store soft-locks

Hi everyone, we're here with a hotfix for an issue preventing people playing in Chinese from entering any stores in the game.

We will post more hotfixes throughout today, all solving various issues reported by our players.

Thank you for being so patient as we work through the issues and get Breachway into a stable state for you to enjoy as quickly as possible.

All reviews and suggestions are enormously appreciated, and we will use your advice to help improve the game together!

If you have any issues to report, please use the bug reporting forum on Steam. You can also join our Discord and report your issues in our bug reporting forum. We also have a subreddit community found here.

Patch #1 - Bug and Crash Fixes

Day 1 Patch nodes

This patch addresses some of the most glaring issues we've come across during the first 24 hours of the game after launch. We have focused on improving the game's stability, especially when playing from 2 separate devices through cloud saves.

If you have any issues to report, please use the bug reporting forum on Steam. You can also join our Discord and report your issues in our bug reporting forum. We also have a subreddit community found here.

[h2]Change list[/h2]
  • Added an achievement checker for cases where people had previously unlocked ships in the demo, and were thus unable to get achievements for it
  • Made stores be able to be visited multiple times
  • Fixed soft lock if quitting on the enemy's turn
  • Fixed data mismatch issues that could result in soft locks from playing the game from 2 different devices using cloud saves (still some edge cases left we need to figure out tomorrow)
  • Fixed an issue with the player ship status and faction relations UI disappearing in the cluster map.
  • Removed black rectangle that would show up in some events (Pirate Ambush and Solarii tade security mission - if you were allied with the Deadweights)
  • Fixed Superposition giving tons of resources on turn end and having the wrong card art
  • Fixed Uranium Slug dealing damage to destroyed equipment edgecase
  • Fixed Impetus Support Card not getting the support cost discount from Blueprint
  • Fixed Blueprint not resetting the mass cost discount properly
  • Fixed Capacitor Upgrade not being playable under certain conditions not defined to the player
  • Reduced Catalyst pulse cost from 3 ordnance 2 energy to 2 ordnance, 2 energy
  • Fixed some minor typos


As we have made some sizeable changes to the way the data is saved to address some of the soft locks, please note that run progress will be lost after the update.

[h2]Thank you so much for all your support in trying the game![/h2]
We are hard at work on additional patches, which will cover the reported issues, and we are also working on improving the game's balance and adding more significant meta-progression elements. -- all reviews and suggestions are enormously appreciated, and we will use your advice to help improve the game together!