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Breachway News

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!

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.

[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!

Breachway early access review: a graceful reinvention of starship combat as a question of taut deckbuilding



The beauty of cards is that they can be anything. You can slap together a working game with them in a couple of minutes. Take 12 blanks, doodle some faces and landscapes, and lo, you have a procedural narrative generator. Make some duplicates, invent a few rules and lo, you have systems.



Conversely, the great drawback of cards - especially in those roguelite deckbuilders people have been churning out since Slay The Spire - is that everything can be reduced to them. For example: last night, I played a round of Fungi with my partner, Fungi being a charming tabletop foraging sim in which you gather scrumptious chantarelles and boletus from the forest floor. This morning I resumed playing Breachway, out now in early access, in which you guide a starship through a series of wartorn solar systems, with battles unfolding as a turn-based exchange of cards corresponding to ship components.


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