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The Riftbreaker

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The Riftbreaker is a solo or Co-op base-building, survival game with Action-RPG elements for up to 4 players.

Latest · by EXOR StudiosWebsite

Changelog

The Riftbreaker Hotfix for Windows Update KB5086672, April 2nd, 2026.

Hello Riftbreakers!

We have just released an emergency hotfix for severe performance and game cursor update issues that were caused by the recent Windows Update KB5086672 (Windows 25h2).

The Riftbreaker Experimental Update, April 2nd, 2026. Changelog:

Changes:

  • fixed severe performance and in-game cursor update issues caused by Windows Update KB5086672 (Windows 25h2)

  • fixed mission name display for missions locations found using the Planetary Scanner in Open Campaign Mode. This fix only works for freshly generated missions.

Thank you for all the feedback so far, keep it coming! EXOR Studios

The Riftbreaker Maintenance Update, March 26th, 2026.

UPDATE: - These changes are now live on the default branch of the game.
Hello Riftbreakers!

We hope you've been having a lot of fun with the World Expansion IV Update! We're happy with the current state of the game, but it doesn't mean our work stops there - we still have a lot of things we can fix and improve!

Today, we are bringing our Experimental branch back to life. This is a special branch where we test our upcoming patches in preparation for their official release, usually a couple of days later.

This Experimental Release is available to everyone on an opt-in basis. Please be aware that things might not work as intended, and you may encounter problems. If you don’t want to take any risks, please wait for the public release of this update.

MAKE SURE TO MAKE A BACKUP COPY OF YOUR SAVE FILES! Make a copy of 'The Riftbreaker' folder from your documents and keep it safe.

With all these warnings out of the way, here’s how to access the experimental branch:
  • create a backup copy of your save folder (Documents/The Riftbreaker)

  • disable Steam Cloud save backup for The Riftbreaker

  • go to your Steam Library

  • right-click on The Riftbreaker

  • select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing

After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game, and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.

The Riftbreaker Experimental Update, March 26th, 2026. Changelog:

Changes:

  • blocked the ability to sell the Prime Rift Station when it has already started charging

  • low caliber tower ammo added as reward to shredder tower research in all research trees (fixed dependency)

  • added cry tornado upgraded description

  • added a few missing Chinese localizations (flowers and new neutral monsters)

  • added sample headless dedicated server config file

  • fixed floor eraser problems

  • fixed building time calculation problems

  • fixed missing localizations translations from some of the new WE IV strings

  • fixed magmoth and magmoth_ice description

  • fixed wrong dialogue line in ice_falling_rocks weather event

  • fixed earthquake event spawn position

  • fixed tornado event spawn position

  • fixed precache generation for cultivator saplings

  • fixed wrong dialogue line in one of the Cryo Fields encounters

  • removed DLC options when setting up an Open Campaign in multiplayer ( it does not and can not require DLC )

Thank you for all the feedback so far, keep it coming! EXOR Studios

The Riftbreaker Hotfix, March 6th, 2026.

Hello Riftbreakers!

We have just published a patch that will help you with the following problems:

The Riftbreaker Hotfix, March 6th, 2026, EXE: 1179 DATA: 837 changelog:
  • Fixed crashing issues with the Cryo Fields Survival mission on Easy difficulty.

  • Meteors, stalactites and ice rocks weather events have been added to precache and should no longer cause stutters.

  • Supercoolant Refinery lvl 2 and 3 have been added to the Survival Mode research tree.

  • Ionizer lvl 2 and 3 have been added to the Survival Mode research tree.

  • Loot added to all frospore mushrooms. They now yield rewards for cultivation.

  • Added a missing tree species to the cultivation saplings list.

  • Added the blue Crystal formation from the Cryo Fields to the Cultivation saplings list.

  • Fixed switched icon names for frospore mushrooms skins 1 and 2.

  • Special Into the Dark bioanomaly added to precache and should no longer cause stutters.

Outstanding issue: We are currently fixing a bug that causes the building speed reduction bonus not to work correctly in multiplayer. The current workaround: the host of the session should equip building speed mods - everyone on the server will have the buff. Any building speed buffs taken by clients will not work. We apologize for the issue.

Expect more fixes to arrive next week.

Have fun with the free weekend! EXOR Studios

It's Here! World Expansion IV Free Update - Open Campaign + Cryo Fields Biome

If you want a TL;DR of this article, this commentary trailer will give you all the essentials in a nutshell.

Hello Riftbreakers!
We are very pleased to announce that the new World Expansion IV Update is now live!

We have just released a huge, free content update for The Riftbreaker! It features the highly anticipated World Expansion IV, including the brand-new Cryo Fields biome, as well as an entirely new way to play the game - the Open Campaign mode. This update brings many changes and improvements to the game.

We might be a little biased, but this artwork hits all the right notes for us.

All the features of the World Expansion IV Update are available** both in solo and co-op play**. If you want to test the co-op mode, please make sure that all players are on the same version of the game. You can check the build number at the bottom of any menu screen in the game. This is also important if you want to play using the dedicated server. You must update the server separately from your main copy of the game.

All the features from this free update are availalbe both in solo and co-op modes. Invite your friends to try the game - it's free to play for the weekend!

It’s also a great time to try The Riftbreaker if you haven’t played yet! The game is 66% off right now, the deepest discount to date! Moreover, The Riftbreaker is free to play on Steam as part of our Free Weekend promo - you can play the game absolutely for free until Monday, the 9th of March. Promo starts at 10 AM PST, March 5th, 2026..

Judging by the intensity of Brutal Survival such a layout would never happen. However, freedom is the name of the game in World Expansion IV - you can set your game up in a way that allows you to build pretty bases like this one.

**

Open Campaign Mode

** The Open Campaign Mode is finally here! This new game mode allows you to skip the Story part of the regular Campaign, and gives you full control over how and where your mission on Galatea 37 begins.

In Open campaign, you can start where you please.

You can choose any of the biomes available in the game as your starting area. No DLCs required! Each biome will put you in a completely unique early-game situation. Starting in the Tropical Zone is perfect for those who want a smooth start with few threats from the environment. Choosing harsher regions like the Volcanic Area or Acidic Plains will immediately test your survival skills with environmental hazards and limited technology options. However, we can guarantee that all biomes are viable starting points that allow you to complete the game - we checked ourselves!

Some biomes offer a more relaxed start, others are complete chaos from the first minutes. This mode is not intended as a first-time experience, but you can try!

There are no dialogues suggesting what to do next. There aren’t any short-term objectives to follow, either (apart from dynamic, random encounters). Your only goal is to construct and activate the Prime Rift Station. How you go about completing this task is completely up to you. Resource availability, environmental threats, and expansion strategy will all depend on the starting biome you choose and the decisions you make along the way.

Building a structure that requires a ton of liquids in the desert just because a buddy said it would be funny? Sign me up!

Open Campaign Mode is available in both single-player and Co-Op. It’s a great alternative for players who want a more open-ended experience and greater control over their progression from the very beginning. You’ll also enjoy it if you like figuring things out on your own - no hand-holding whatsoever!

The new Cryo Fields biome can sometimes look serene and beautiful. Sometimes being the key word. Prepare for mayhem.

**

Cryo Fields - A Completely New Frozen Biome

** This is a permanently frozen region where nearly everything behaves differently from what you’re used to. One of the first things you’ll notice is how far apart the resource deposits are. They’re much larger than usual, but rarely close to each other. During our internal playtests, this quickly pushed us toward building multiple smaller outposts rather than a single centralized base. Trying to stretch a single base across the entire region usually creates more problems than it solves.

Unless you want to take over the entire map, we recommend building smaller extraction outposts. Resources are spread far apart in Cryo Fields.

You’ll also find natural Supercoolant deposits here. Until now, Supercoolant was something you had to manufacture yourself. In the Cryo Fields, it occurs naturally in large quantities, ready to be extracted and transported wherever you need it.

How many of you are wondering what will happen if we touch this thing?

The local ecosystem is very much alive. Creatures that evolved in these conditions won’t behave like anything you’ve encountered in other biomes. Some of our usual early-game defensive setups performed surprisingly poorly here. We had to adapt and come up with new strategies for survival, and you will likely need to do the same!

Wonder no more.

You can access the Cryo Fields biome in the Story Campaign through the Mission Generator after completing the Palladium Handling research. In Open Campaign, you can start there immediately. Godspeed, you brave soul!

Pro tip: attack waves in Cryo Fields are often accompanied by strong wind. Make sure to have a couple of turbines ready to take advantage of this effect.

The Cryo Fields biome is also available in Survival Mode. If you’re looking for a more intense and demanding Survival experience, this is it - Brutal difficulty level does not forgive mistakes here!

If the sheer number of storage buildings shown previously is making you dizzy, we have some good stuff for you, too.

**

New Buildings and Defensive Towers

** We’ve added larger versions of the Solid Materials Storage and Energy Storage buildings. These are significantly bigger and more expensive than the regular ones, but the capacity increase is hard to ignore. Once your base reaches a certain size, replacing several smaller storages with a single large one simply saves you space.

A typical solar farm in the Radioactive Desert. The Solar Panel/Energy Storage split is roughly even.

Now, you can replace the smaller storage buildings with the new large storage. It's a lot more space-efficient and will allow you to better utilize the room in your base.

Both storage types are available in three upgrade levels. At higher tiers, they can support much larger production chains without running into a storage cap every 15 seconds. Be careful, though, the Large Energy Storage gets volatile when damaged…

And here are the three levels of Large Solid Material Storage.

There are also three new defensive towers.

ICICLE TOWER

A complete opposite of a 'warm welcome.'

The Icicle Tower fires a cryo projectile that breaks apart on impact and slows enemies in the area. It doesn’t deal a ton of damage to most creatures, but if you target something that’s vulnerable to cryo-damage, the effects are pretty spectacular. The added bonus of crowd control gives you and your other towers time to deal more damage. We think it’s a great addition to the lineup.

INFERNO TOWER

If you like the idea of HCM, but are afraid of pipes, this one is for you!

The Inferno Tower launches cluster fire projectiles that split mid-air and ignite the ground. It covers a wide area and works well as a mid-range defensive option. It’s like a mini-HCM. Perhaps it doesn’t deal as much damage, and the range is much shorter, but it’s only a fraction of HCM’s cost! Plus, you know, there’s fire. We like fire. There are also several explosions. We like those, too. When fire and explosions are put together, we are happy. Does this tower make you happy?

SHREDDER TOWER

Acid-laced, splitting, razor-sharp needles are a nightmare scenario for me. Also for these Krocoons.

The Shredder Tower fires a rapid stream of acid projectiles. The individual hits aren’t the strongest, but the sustained fire adds up quickly. The little acid needles split on impact, hitting several other enemies with every single impact. It’s primarily a single-target weapon, but thanks to the extra cluster projectiles it will hold its own against groups, too.

The various rock structures will make you feel like you are inside a cave at times.

**

That’s not all!

** World Expansion IV also includes plenty of smaller features, changes, optimizations, and bug fixes. Take a look at the full changelog if you would like to see what we were up to these past couple of months!

This is an official invitation to the "build a functional Prime Rift Station in the weirdest place you can find" challenge. No rewards, this is just for fun and pushing your limits!

The Riftbreaker World Expansion IV Update, March 5th, 2026 Changelog:

Additions and Changes:

  • Added Open Campaign Mode

  • Added Cryo Fields biome

  • Added Large Energy Storage building

  • Added Large Solid Material Storage building

  • Added Icicle tower

  • Added Inferno tower

  • Added Shredder tower

  • Added Colgan species

  • Added Frigmon species

  • Added Frostiroth species

  • Added Glaciogan species

  • Added Hibernus species

  • Added Spikodon species

  • Added Temperoth species

  • Added Brabice species

  • Added Mantnice species

  • Added Iceder species

  • Added spline-based attack events in the Fungal Swamp, Crystal Caverns, and Cryo Fields biomes in Survival mode and on generated maps

  • Added two new unlockable skins for Mr. Riggs - Snowman and Mr. Freeze

  • Added Blizzard weather event

  • Added Snow Devil weather event

  • Added three versions of the Ice Bobardment weather event

  • Added alternate Sunburn weather event voice lines if the player has Sun Shielding researched

  • Added Cryo Fields specific cultivator rules for all plant species

  • Added new destruction effects for multiple flora species

  • Open Campaign objectives don't have the "Always Visible" flag anymore. Only the final Prime Rift Station opening sequence has the "Always Visible" status. This change will only affect newly started campaigns

  • All research items are now visible in Open Campaign Mode. Their research requirements are unchanged.

  • Added new Ambient Creature Spawner feature

  • creature nests can now be placed in missions during map setup

  • ambient nests are initially inactive

  • ambient nests are activated on player proximity

  • spawn numbers based on biome, map size, and threat level

Open Campaign is not any easier than the regular campaign. Every battle can turn into a full-scale war.

  • Added ambient creature nests across the story campaign

  • Added new flora species and decoration prefabs to the Cryo Fields biome

  • Updated Mr. Riggs' lines with final VO recordings and Ashley with temp silence

  • Added dedicated Bioanomaly meshes for the Cryo Fields biome

  • Added translations for WE IV for all languages

  • Added ice material to ice spawners

  • Added idle effect with sound to all spawners - to easily identify direction and distance

  • Added missing advanced resource cost to some mech superior upgrades

  • Added ice flora missing icons

  • Added specimens for new creatures and flora species

  • Added Colgan nest objective to the debug menu for testing

  • Added Cryo Fields creatures to the discoverable system

  • Added missing new species icons

  • Added loot to new big loot containers in the Cryo Fields biome

  • Added new creature and loot spawners to precache

  • Added new player skins to the debug menu

  • Improved the scanning speed of the Standard, Advanced, and Superior Bioscanners. Extreme level remains unchanged.

  • Open Campaign Prime Rift Station final attack waves support metallic, caverns, and swamp waves if there are outposts built in these biomes

  • Improved fighting music blend between DOM-based attack waves

  • Tweaked emissive time and factor in all new towers

  • Removed duplicated BurstWeaponComponent from icicle towers

  • MainMenu: new_headers, and a new label for Open Campaign and Survival screens

  • Objective markers - changed material on sparks, fewer particles

  • More loot drops from Shegrets

  • Changed destruction particles in all frospore props

  • Changed ammo fire rate and ammo cost limits to fix the ammo powerwell

  • SettingsMenuScreen: added a hint on how to change monitor setup

  • Inventory: fixed crafting parameters display

  • Improved palladium, titanium, and uranium handling research description for Open Campaign mode

The Open Campaign does not have any objectives that tell you where to go next. Random encounters can still happen, though!

Fixes:

  • Fixed Health Bar update problems

  • Fixed wall gates receiving damage from quicksand and magma when they were placed close to these surfaces, but not directly on them

  • Fixed hiding "always visible" quests

  • Fixed the missing tooltip from global awards on the Research Screen

  • Fixed multiple loot system bugs

  • WeaponItemUtils: fixed ammo cost modification (min scale is set by config variable weapon_max_ammo_cost_modification_factor )

  • Fixed specimen names for new species

  • Fixed Cryo Fields creature names in blueprints

  • Fixed metallic biome spawners appearing in ice biome survival mode on easy

  • Fixed partially missing loot from all elite spawners

  • Fixed loot missing from elite alien towers

  • Fixed "no wind" weather event in ice biome

  • Fixed the scale of units that walk out of crevices

  • Fixed the Minimap solar power display value

  • Fixed the elapsed playtime gameplay statistic

  • Fixed quicksand damage announcement

  • Fixed alpha mask in new vegetation props

  • Fixed debris limit calculation - improved performance in high-density scenarios

  • Optimized destructible parts limit for the Steam Deck

  • Open Campaign: fixed hardcore mode

  • Open Campaign: fixed the open campaign warning pop-up saving

  • GameServerOptions: fixed SetServerPassword

  • Multiple other small fixes and tweaks

Enough talking, go and fight for peace on this planet engulfed in interstellar war, that you most certainly had nothing to do with!

As always, we are grateful for all the feedback and support that allowed us to finish this expansion so quickly. We hope you will have a lot of fun with the Open Campaign. We also hope that the falling ice blocks in the Cryo Fields biome won’t hurt you too badly (they absolutely will). Have fun conquering these new challenges!

If you would like to always be up to date with The Riftbreaker and EXOR Studios, sign up for our newsletter and join our Discord server at https://www.discord.gg/exorstudios.

EXOR Studios

PS. Sorry, Wirawan, for breaking your mod again!

The Riftbreaker Experimental Hotfix, January 30th, 2026.

Hello Riftbreakers!

We have just released a tiny hotfix for the experimental branch. It fixes a bug that caused the users without access to DLC content to crash whenever they generated a map in a DLC biome in the Open Campaign mode.

There are no gameplay changes or any other fixes in this build.

EXOR Studios

The Riftbreaker World Expansion IV Experimental Update

Hello Riftbreakers!

We have just released a massive update for the experimental branch of The Riftbreaker! It features the highly anticipated World Expansion IV, including the brand-new Cryo Fields biome, as well as an entirely new way to play the game - the Open Campaign mode. This update brings many changes and improvements to the game, all of which will be released for free to all of you in just a couple of weeks. It is now the time for testing and finishing touches, and we would really appreciate your help with this. This article will tell you how to access the experimental branch, what feedback we are looking for, and, of course, a brief overview of the most important features of World Expansion IV.

One of the several art pieces we have prepared for you for the experimental release!

This Experimental Release is available to everyone on an opt-in basis. Please be aware that things might not work as intended, and you may encounter problems. If you don’t want to take any risks, please wait for the public release of this update. If you would like to help us test the new update ahead of the official release, follow these instructions.

This update is (most likely) incompatible with any current mods. Please remove all mods before playing. MAKE SURE TO MAKE A BACKUP COPY OF YOUR SAVE FILES! Make a copy of 'The Riftbreaker' folder from your documents and keep it safe.

  • Create a backup copy of your save folder (Documents/The Riftbreaker)

  • Disable Steam Cloud save backup for The Riftbreaker

  • go to your Steam Library

  • right-click on The Riftbreaker

  • select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing

After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game, and let us know if you encounter any issues. We also have a channel on Discord: #rb-experimental-feedback. We encourage you to join and share your feedback.

All the features of the World Expansion IV Update are available both in solo and co-op play. If you want to test the co-op mode, please make sure that all players are on the same version of the game. You can check the build number at the bottom of any menu screen in the game. This is also important if you want to play using the dedicated server. You must update the server separately from your main copy of the game and switch to the experimental branch for the dedicated server as well.

**With these technicalities out of the way, let’s take a look at the contents of World Expansion IV. **

Open Campaign Mode

The Open Campaign Mode is an entirely new game mode intended for experienced Riftbreakers and those who prefer jumping into the game blind and figuring things out on their own. There are several key differences between the regular Campaign Mode and the Open Campaign: In Open Campaign, you can choose your starting biome.

The regular Story Campaign is a guided experience, with narrative elements easing you into the world of Galatea 37. It always begins in the most welcoming biome - the Tropical Zone. The Open Campaign throws all safety nets out of the window. **You are free to choose the starting biome from among all the Galatean zones available in the game. **Each will come with its unique set of benefits and challenges. Will you trade the safety of the Tropical Zone for an abundance of Sludge and Flammable Gas in the Acidic Plains? Are you ready to handle the Volcanic Area without any heat resistance technology? Your early game experience will vary wildly, depending on the biome you pick, leading to entirely new possibilities in each playthrough.

If you are into building crazy large structures for artistic purposes, the Open Campaign will be the perfect playground for you. You can build an economy that will sustain your most wacky projects. Still - beware! Galatean creatures are as dangerous here as in the regular campaign!

Open Campaign features no Story-based objectives.

Just as you are free to choose where you start, you are also free to decide where to go next. The order in which you visit biomes will be determined by your economic and technological needs (and/or abilities). Ashley and Mr. Riggs will not comment on your progress or give any hints about what to do next. It is entirely up to you to figure out where to take them next. You can visit all biomes and establish massive outposts all around the planet, securing the economy you need to sustain your colony. Alternatively, you can stick to your Headquarters, scraping just the bare minimum of resources from other places, and leave the planet as soon as possible. The choice is yours.

Will you rush to complete all the Megastructures in record-time, or will you take the scenic route and explore the entire planet before coming back to Earth?

There are no Story-based research locks, and there is only one objective: build the Prime Rift Station.

All the technologies in the research tree are available for you to research. There will be no special mission requirements known from the Story Campaign. If you need a specific tech blueprint to move forward, there will be only two things that can stop you - research cost, or (in select cases) familiarity of certain flora and fauna species. This means that you can plan your optimal path to the end goal of the Open Campaign mode - construct a functional Prime Rift Station and sustain its operations for long enough to establish a two-way connection back to Earth.

In Open Campaign, you can establish outposts in all biomes, regardless of whether you've got access to the DLC content. This potentially means infinite gas, which means infinite HCMs, which is infinite explosions. We like explosions.

No DLCs required

Since there are no story missions in the Open Campaign, you are free to visit all biomes, including the Metallic Valley, the Crystal Caverns, and the Fungal Swamp - even if you do not own their corresponding DLCs. Establishing outposts in those biomes will give your economy a big boost and provide you with access to the unique resources offered by those biomes, including Morphium and Fungal Resin.

To try out the Open Campaign mode, you will need to create a new Campaign save. Why not create it in Co-Op mode as well? Then, your friends can join you at any time!

Available both for solo and co-op play

Just like any other game mode in The Riftbreaker, you can either try beating the Open Campaign solo or with a group of up to four players. You might need an extra pair of hands - Open Campaign is not any easier than the regular Story Campaign. Enemy hordes will attack you often, making sure that your conquest of Galatea is never a walk in the park.

Cryo Fields Biome

Another piece of brand-new artwork for the update - this one will show up after you've established your outpost in the new biome.

With the new update, you will also gain access to an all-new biome: Cryo Fields. This biome is located in a low-temperature area and is permanently covered with ice and frost. The layout of the biome is quite open, with not many terrain obstacles - quite similar to the Radioactive Desert in that regard. Resource deposits in this biome are larger in size and volume than in other biomes, but they are further away from each other. It’s a good idea to set up small, separate extraction outposts rather than a large, centralized base.

New liquid resource (sort of): Supercoolant

We already know Supercoolant as a product of the Supercoolant Refineries. With access to the Cryo Fields biome, Ashley and Mr. Riggs have discovered vast natural reserves of this liquid. This opens a ton of possibilities - including turning your base into a massive extraction facility, with hundreds of compressors shipping the product to the most remote parts of the planet.

New species to discover

The Cryo Fields biome is full of life despite its harsh conditions. Galatean creatures have adapted to the cold climate in surprising ways, presenting you with a new set of challenges as you try to figure out how to fight against them effectively. You will also be able to catalog new plant species for potential cultivation purposes. Despite the sub-optimal conditions, the Cryo Fields biome is not completely barren, and cultivating local plants might yield good results.

Available in both the regular Story Campaign and the Open Campaign modes

If you want to continue playing your old save file after the World Expansion IV update, you are free to do so. You will receive access to the Cryo Fields biome via the Mission Generator in the Orbital Scanner interface screen right after you complete the “Palladium Handling” research. In the Open Campaign mode, you can even start your journey in this biome - we don’t know whether it’s a good idea, but good stories often begin with bad ideas!

Available also in Survival Mode

If you prefer more action-packed, bite-sized game sessions, try out the Cryo Fields biome in Survival Mode. This well-known formula packs the entire Cryo Fields experience into intense, 90-minute matches where your goal is to withstand attacks from enemy hordes that come around every couple of minutes.

New Buildings

Apart from these two major additions, the World Expansion IV Update will also feature new buildings and defensive towers to expand the existing Riftbreaker arsenal.

Expanded Energy Storage and Solid Material Storage

These versions of the storage buildings are much larger and cost significantly more to build, but their holding capacity is far greater than that of their regular counterparts. This will allow you to stock more resources in a much more compact space. Just don’t let the Energy Storage explode. It is pretty volatile.

This building can hold up to 20k of each solid resource.

The new Energy Storage can hold up to 400k Energy at Level 3.

Icicle Tower

A 2x2 cryo damage tower. It works similarly to a Rocket Tower: it launches a projectile that travels at moderate speed and explodes on impact. The difference here is that it deals not area, but cryo damage. Also, the projectile shatters into a cloud of miniature ice spikes that slow down enemies in its area of effect.

Inferno Tower

Another 2x2 tower of a higher range - something in between a mortar and regular artillery - that shoots cluster fire grenades. Think of this as a miniature version of the HCM. The projectiles shot from this tower split mid-air into several smaller bombs that release a fiery inferno on impact.

Shredder Tower

A 1x1 tower that is a crossover between the handheld Shard Gun and the Minigun Tower. This structure will fire many small projectiles at a high rate of fire, with a wide horizontal spread to cover a larger area. It will not excel at dealing a lot of direct damage, but it will be great as a damage-over-time support tower. On top of that, it will deal acid damage - one of the types that is the most underrepresented in The Riftbreaker.

Other Changes, Known Issues and Unfinished Content
  • The Cryo Fields biome is not in its final form yet. We're still missing some props and map tiles. It will change significantly over the course of the next few weeks.

  • The models for Bioanomalies aren't there yet - they are also work in progress.

  • There are new voicelines, but they haven't been recorded by our actors yet. We're making do with placeholders recorded by yours truly. If you can't stand my voice there are two options: mod the files or turn down dialogue volume. No hard feelings!

  • Let us know what you think about the balance. This biome is not a walk in the park.

A note on the Dedicated Server status: we have done some upgrades when it comes to running the server in headless mode, entirely disabling the UI. This can be done by adding this parameter to the starting options: cli=1 Additionally, you can specify the campaign type, starting mission, and difficulty levels via commands. For example: set campaign open/open set mission campaigns/open/headquarters_magma set difficulty brutal This line will start a new game in the Open Campaign mode, starting in the Volcanic Zone biome on Brutal difficulty. Changing the parameters will allow you to tune this to your preferences. The update also includes many smaller improvements and optimizations introduced thanks to your feedback.

We are eager to hear what you think about the World Expansion IV. Please let us know if you encounter any issues or errors that we can fix. The best place to leave your feedback is either our Discord at https://www.discord.gg/exorstudios or the Steam discussions board. We will be monitoring your feedback closely and releasing fixes as soon as possible over the Experimental testing period.

We hope you will have a lot of fun with the new update! EXOR Studios

The Riftbreaker Hotfix, December 17th 2025

Hello Riftbreakers!

We have just released a tiny hotfix for a bug regarding seasonal events on the Dedicated Server. This fix prevents a crash that would happen if you wanted to use a Dedicated Server while the event is active.

There are no gameplay changes or any other fixes in this build.

EXOR Studios

The Riftbreaker Maintenance Update, December 16th, 2025

Hello Riftbreakers!

We have just released a small update for The Riftbreaker, aimed at improving the online connectivity, especially when using the Dedicated Server on various PC configurations, including connecting to a server with a Steam Deck.

There are no gameplay changes in this build.

EXOR Studios

The Riftbreaker Experimental Update, December 15th, 2025

Hello Riftbreakers!

We have just released a new update for the experimental branch of The Riftbreaker. It's not a patch that will drastically change your gameplay experience. Instead, this one is focused on backend changes. It features improvements and fixes for many errors and problems you have reported while using the Dedicated Server on various hardware configurations, including the Steam Deck.

This Experimental Release is available to everyone on an opt-in basis. Please be aware that things might not work as intended, and you may encounter problems. If you don’t want to take any risks, please wait for the public release of this update.

If you decide to test this build with the Dedicated Server, please make sure to update the server app to the latest version. If the version numbers don't match, you will not be able to connect. The build number is #799.

MAKE SURE TO MAKE A BACKUP COPY OF YOUR SAVE FILES! Make a copy of 'The Riftbreaker' folder from your documents and keep it safe.

With all these warnings out of the way, here’s how to access the experimental branch:
  • create a backup copy of your save folder (Documents/The Riftbreaker)

  • disable Steam Cloud save backup for The Riftbreaker

  • go to your Steam Library

  • right-click on The Riftbreaker

  • select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing

After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game, and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.

If everything goes right, we expect this update to hit the main build of the game later this week.

EXOR Studios

The Riftbreaker Hotfix, October 22nd, 2025.

Hello Riftbreakers!

We have just published a patch that will help you with the following problems:

  • Crashes when selling Decompressor buildings.

  • Crashes when interacting with various objects.

  • Crashes when drilling resources manually.

There are no other changes in this build. We're sorry for these issues in the first place.

EXOR Studios

The Riftbreaker Maintenance Update, October 21st, 2025.

Hello Riftbreakers!

We have just released a new update for The Riftbreaker. If features numerous improvements for the flow and balancing of the Campaign Mode, especially in the context of Co-Op Multiplayer. We have also introduced a wide range of other fixes and improvements based on your feedback. They are all listed in the changelog below.

The Riftbreaker Experimental Maintenance Update, October 21st, 2025. Changelog:
Changes:
  • We have introduced numerous changes to improve the Campaign in both single- and multiplayer:

  • Improved the timing of objective display in the Stregaros Nest mission.

  • Improved the objective display during the ending sequence for the Heart of the Swamp campaign.

  • Acidic Plains Reconnaissance mission samples requirement will now scale depending on the number of players (1 - 10, 2 - 15, 3 - 20, 4 - 25).

  • Gather Palladium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).

  • Rhodonite Concentration mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).

  • Gather Uranium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).

  • Gather Titanium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).

  • Ferdonite Concentration mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).

  • Volcanic Area Reconnaisance mission samples requirement will now scale depending on the number of players (1 - 10, 2 - 15, 3 - 20, 4 - 25).

  • Increased the challenge for the Metallic Valley Investigation Outpost Stage 2 mission in the Multiplayer mode. It will include a higher number of Octabit nests depending on the number of players in that mission.

  • Reworked the Crystal Caverns outpost mission objectives to scale according to the multiplayer player count.

  • The Fungal Plateau mission will now be marked as completed exactly after the dialogue sequence, previously it was marked as finished 300s after the dialogue sequence.

  • The Metallic Valley Outpost will now be marked as finished after finishing the Metal Terror storyline and will be possible to be removed.

  • Caverns Exploration mission - Crawlog attacks will not start within the first 90 seconds of the mission.

  • Into the Dark campaign start - the Anoryx Blast warning will interrupt most other dialogues.

  • The Crystal Caverns Outpost will now be marked as finished after finishing the Into the Dark storyline and will be possible to be removed.

  • Fungal Swamp Outpost - adjusted initial Fungor attack strength per player count.

  • Fungal Swamp Outpost - adjusted initial Canceroth attack strength per player count.

  • Inner Swamp - adjusted objective requirements per player count.

  • Swamp Meadow - adjusted initial canceroth encounter strength per player count.

  • Swamp Forest - modified spline attacks to be species based.

  • Fixed a possible game logic lock in the Radioactive Desert Reconnaisance mission if a player started the Find Unusual Creature objective, jumped to a different mission containing the Stregaros species, and obtained its familiarity in that mission.

  • Added a 'Game Over' condition if Canceroth reached the resin intake point of the Great Mushroom Tree in the Fungal Swamp Outpost mission in the Heart of the Swamp campaign.

  • Heart of the Swamp - Fungal Forest - reduced the final Phirian attack strength on Easy difficulty.

  • Disabled the ambient crystal growth event in the Into the Dark Campaign Crystal Caverns Outpost (it shouldn't be there).

  • Fixed the Fungal Swamp Outpost Shield Generator zone marker position when it reappears.

  • Crystal Caverns Entrance mission - the boss music will no longer be interrupted by generic music if the player rushed to the boss fight before the first song played through.

  • Mission Generator - bioanomalies, biocaches, and power wells will no longer spawn if the bioanomaly parameter rolls a 0.

  • Added Canceroth Omega to the boss spawn pool in survival mode and in campaign mode after the first Canceroth encounter.

  • Metallic Valley Outpost - increased the strength of the first Flurian encounter.

  • Improved the Hazenite Concentration mission by improving objective markers, increasing the radiuses for objective completion, adding building highlights, and reworking the attack patterns.

Other changes:
  • Meteors spawned during the Meteor Shower weather event will now spawn a small amount of resources on impact.

  • Players joining a Multiplayer session in progress will be able to view the previous chat history from the entire session.

  • The ping menu actions can now be bound to any key in the "Customize Controls" menu screen.

  • Reworked the Power Jump movement skill. It works more reliably now, feels a lot snappier and easier to use, and doesn't destroy everything in its path anymore. However, the mech is now much better at jumping over obstacles and actually reaches the spot you are aiming for! More information on this rework available in our article here.

  • Improved the reliability and usability of the Teleport Movement Skill. It now comes in four item levels and deals increasing energy damage with every level. This energy Blast can also stun enemies. Improved the Camera Behavior and visual effects during Teleport. More information in the article here.

  • Improved the behavior of the Shotgun projectiles. Shotguns will now be able to reliably kill large groups of small enemies.

  • Improved the behavior of the High-Caliber Rifle. It will now be more effective thanks to improved piercing behavior.

  • Mr. Riggs will no longer become staggered after indirectly hitting an area-damage resistant creature with an area damage melee weapon (Krocoon vs Hammer scenario).

Fixes:
  • Fixed an issue that prevented the spewer weapons from dealing damage over time.

  • Fixed an issue that prevented area damage over time effects.

  • Fixed an issue that caused other outposts to produce resources indefinitely, even if the storage was full. This had the potenetial to drain all the resource deposits much sooner than expected.

  • Fixed an issue that prevented the message about 'Familiarity Increased" in Multiplayer.

  • Solar Power indicator will now correctly show 0% at night in Multiplayer.

  • The building level number addon orientation will now be rotated correctly after loading the game in Multiplayer.

  • Fixed the missing 'Scan' button SFX on the Orbital Scanner menu screen.

  • Fixed an error that caused the minimap to display wrong after changing the graphics settings.

  • Optimized the performance of the inventory screen in scenarios with many items stored by the player.

  • Fixed an issue that caused some buildings, like Gas Power Plants, to work at 100% capacity, even when supplied with only a fraction of the upkeep cost.

  • Fixed some GUI animations on the Inventory screen lists.

  • Fixed statistics order in item description tabs on the inventory screen.

  • Fixed the green/red arrow order for the Ammo Cost Reduction stat for weapons. Lower costs are now displayed in green, higher in red.

  • Fixed an issue that caused the mission time to be displayed wrong on the Statistics screen in singleplayer.

  • Fixed an issue that caused duplicates of items to appear in the [0,0,0] coordinates if a player loaded the save file with an item lying on the ground.

  • Fixed some issues with aspect ratio on ultrawide screens in game menus.

  • Fixed a crash in PauseSystem.

  • Fixed an issue that caused incorrect translations to appear during player votes in some circumstances.

  • Fixed an issue that caused the building tooltip of a previously selected building not to disappear after leaving build mode.

  • Missions Generated with the Orbital Scanner will now display proper names in rich presence fields on Discord, Steam, and other places.

  • Depleted traps will no longer send out a 'building destroyed' announcement.

  • New special announcement (with placeholder audio for now) will play if your base is being damaged by an earthquake.

  • The 'Compare' action button is now disabled during item disassembly.

  • Fixed an error that caused Custom Mode maps to not always fit the desired size parameters.

  • Fixed issues with pipe arrows blinking or staying behind forever after loading the game with build mode active.

  • Fixed the 'Dynamic Camera' functionality in the Multiplayer mode.

  • Fixed an issue that caused a black line to appear on the planet surface in the Orbital Scanner screen.

  • Fixed a crash in BuildingClientSystem in Multiplayer mode.

  • Fixed a crash in the HudQuest system.

  • Modding: added support for fragment injection for data/scripts/hud/minimap.dat so mods can inject only own changes with {mod}_minimap.dat files.

  • Fixed a disassembly cost exploit in multiplayer. In some circumstances, the disassembly value was bigger than the crafting cost.

  • Fixed an edge case where the player pawn on the client PC may end up missing the TransformComponent, rendering their mech useless.

  • Fixed an issue that allowed players to click 'interact' on the Rift Station building even if the building couldn't be activated.

  • Fixed the Stregaros Nest mission logic bug that could lock it in an always unfinished state (if the crystal was activated and destroyed shortly afterwards).

  • Fixed the rotation of the Liquid Decompressor mesh not aligning with the pipe input.

  • Fixed the pivot point of the Headquarters Level 1 ruin mesh that caused it to be displayed off-center.

  • Improved the palladium resource special tile and added a new Omega creature volume spawner.

  • Fixed the camera behavior during the Anoryx Wurm fight after a downed player was reactivated.

  • Added Omega creature attacks to caverns exploration mission in multiplayer mode.

  • The Mortar Sentry is now disabled in the Crystal Caverns biome.

  • Updated tile spawn rules and map layouts for all Survival Mode missions.

  • Fixed attack_boss_nurglax.logic - energy variant spawned a nerilian instead of a nurglax - thanks to ponomaryow.dmitry.

  • A small amount of liquid storage was added to the Quantum Cortex Lab and the Gravitational Hyper Lens to fix pipe systems with 4 pipes.

  • Fixed lightning effects display in Multiplayer for the Energy Pylon, Multiplayer Boost, Defensive Drones, Healing Aura, and the Anoryx Wurm.

  • Reduced the amount of camera shake for some skills.

  • Elemental variants of the dash skill have new visual effects.

  • Added four rarity levels to the recently reworked Dodge Roll skill, each with increased damage and explosion radius.

  • Introduced some fixes ofr the Decompressor UI on gamepad.

  • Fixed some typos and text errors in English localization - thank you, Chris!

  • Multiple crash bug fixes and networking improvements.

The Riftbreaker Experimental Maintenance Update, October 20th, 2025.

Hello Riftbreakers!

We have just released a new update fot the experimental branch of The Riftbreaker. If features numerous improvements for the flow and balancing of the Campaign Mode, especially in the context of Co-Op Multiplayer. We have also introduced a wide range of other fixes and improvements based on your feedback. They are all listed in the changelog below.

This Experimental Release is available to everyone on an opt-in basis. Please be aware that things might not work as intended, and you may encounter problems. If you don’t want to take any risks, please wait for the public release of this update.

MAKE SURE TO MAKE A BACKUP COPY OF YOUR SAVE FILES! Make a copy of 'The Riftbreaker' folder from your documents and keep it safe.

With all these warnings out of the way, here’s how to access the experimental branch:
  • create a backup copy of your save folder (Documents/The Riftbreaker)

  • disable Steam Cloud save backup for The Riftbreaker

  • go to your Steam Library

  • right-click on The Riftbreaker

  • select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing

After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game, and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.

If everything goes right, we expect this update to hit the main build of the game later this week.

The Riftbreaker Experimental Maintenance Update, October 20th, 2025. Changelog:
Changes:
  • We have introduced numerous changes to improve the Campaign in both single- and multiplayer:

  • Improved the timing of objective display in the Stregaros Nest mission.

  • Improved the objective display during the ending sequence for the Heart of the Swamp campaign.

  • Acidic Plains Reconnaissance mission samples requirement will now scale depending on the number of players (1 - 10, 2 - 15, 3 - 20, 4 - 25).

  • Gather Palladium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).

  • Rhodonite Concentration mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).

  • Gather Uranium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).

  • Gather Titanium Samples mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).

  • Ferdonite Concentration mission requirement will now scale depending on the number of players (1 - 500, 2 - 650, 3 - 800, 4 - 1000).

  • Volcanic Area Reconnaisance mission samples requirement will now scale depending on the number of players (1 - 10, 2 - 15, 3 - 20, 4 - 25).

  • Increased the challenge for the Metallic Valley Investigation Outpost Stage 2 mission in the Multiplayer mode. It will include a higher number of Octabit nests depending on the number of players in that mission.

  • Reworked the Crystal Caverns outpost mission objectives to scale according to the multiplayer player count.

  • The Fungal Plateau mission will now be marked as completed exactly after the dialogue sequence, previously it was marked as finished 300s after the dialogue sequence.

  • The Metallic Valley Outpost will now be marked as finished after finishing the Metal Terror storyline and will be possible to be removed.

  • Caverns Exploration mission - Crawlog attacks will not start within the first 90 seconds of the mission.

  • Into the Dark campaign start - the Anoryx Blast warning will interrupt most other dialogues.

  • The Crystal Caverns Outpost will now be marked as finished after finishing the Into the Dark storyline and will be possible to be removed.

  • Fungal Swamp Outpost - adjusted initial Fungor attack strength per player count.

  • Fungal Swamp Outpost - adjusted initial Canceroth attack strength per player count.

  • Inner Swamp - adjusted objective requirements per player count.

  • Swamp Meadow - adjusted initial canceroth encounter strength per player count.

  • Swamp Forest - modified spline attacks to be species based.

  • Fixed a possible game logic lock in the Radioactive Desert Reconnaisance mission if a player started the Find Unusual Creature objective, jumped to a different mission containing the Stregaros species, and obtained its familiarity in that mission.

  • Added a 'Game Over' condition if Canceroth reached the resin intake point of the Great Mushroom Tree in the Fungal Swamp Outpost mission in the Heart of the Swamp campaign.

  • Heart of the Swamp - Fungal Forest - reduced the final Phirian attack strength on Easy difficulty.

  • Disabled the ambient crystal growth event in the Into the Dark Campaign Crystal Caverns Outpost (it shouldn't be there).

  • Fixed the Fungal Swamp Outpost Shield Generator zone marker position when it reappears.

  • Crystal Caverns Entrance mission - the boss music will no longer be interrupted by generic music if the player rushed to the boss fight before the first song played through.

  • Mission Generator - bioanomalies, biocaches, and power wells will no longer spawn if the bioanomaly parameter rolls a 0.

  • Added Canceroth Omega to the boss spawn pool in survival mode and in campaign mode after the first Canceroth encounter.

  • Metallic Valley Outpost - increased the strength of the first Flurian encounter.

  • Improved the Hazenite Concentration mission by improving objective markers, increasing the radiuses for objective completion, adding building highlights, and reworking the attack patterns.

Other changes:
  • Meteors spawned during the Meteor Shower weather event will now spawn a small amount of resources on impact.

  • Players joining a Multiplayer session in progress will be able to view the previous chat history from the entire session.

  • The ping menu actions can now be bound to any key in the "Customize Controls" menu screen.

  • Reworked the Power Jump movement skill. It works more reliably now, feels a lot snappier and easier to use, and doesn't destroy everything in its path anymore. However, the mech is now much better at jumping over obstacles and actually reaches the spot you are aiming for! More information on this rework available in our article here.

  • Improved the reliability and usability of the Teleport Movement Skill. It now comes in four item levels and deals increasing energy damage with every level. This energy Blast can also stun enemies. Improved the Camera Behavior and visual effects during Teleport. More information in the article here.

  • Improved the behavior of the Shotgun projectiles. Shotguns will now be able to reliably kill large groups of small enemies.

  • Improved the behavior of the High-Caliber Rifle. It will now be more effective thanks to improved piercing behavior.

  • Mr. Riggs will no longer become staggered after indirectly hitting an area-damage resistant creature with an area damage melee weapon (Krocoon vs Hammer scenario).

Fixes:
  • Fixed an issue that prevented the spewer weapons from dealing damage over time.

  • Fixed an issue that prevented area damage over time effects.

  • Fixed an issue that caused other outposts to produce resources indefinitely, even if the storage was full. This had the potenetial to drain all the resource deposits much sooner than expected.

  • Fixed an issue that prevented the message about 'Familiarity Increased" in Multiplayer.

  • Solar Power indicator will now correctly show 0% at night in Multiplayer.

  • The building level number addon orientation will now be rotated correctly after loading the game in Multiplayer.

  • Fixed the missing 'Scan' button SFX on the Orbital Scanner menu screen.

  • Fixed an error that caused the minimap to display wrong after changing the graphics settings.

  • Optimized the performance of the inventory screen in scenarios with many items stored by the player.

  • Fixed an issue that caused some buildings, like Gas Power Plants, to work at 100% capacity, even when supplied with only a fraction of the upkeep cost.

  • Fixed some GUI animations on the Inventory screen lists.

  • Fixed statistics order in item description tabs on the inventory screen.

  • Fixed the green/red arrow order for the Ammo Cost Reduction stat for weapons. Lower costs are now displayed in green, higher in red.

  • Fixed an issue that caused the mission time to be displayed wrong on the Statistics screen in singleplayer.

  • Fixed an issue that caused duplicates of items to appear in the [0,0,0] coordinates if a player loaded the save file with an item lying on the ground.

  • Fixed some issues with aspect ratio on ultrawide screens in game menus.

  • Fixed a crash in PauseSystem.

  • Fixed an issue that caused incorrect translations to appear during player votes in some circumstances.

  • Fixed an issue that caused the building tooltip of a previously selected building not to disappear after leaving build mode.

  • Missions Generated with the Orbital Scanner will now display proper names in rich presence fields on Discord, Steam, and other places.

  • Depleted traps will no longer send out a 'building destroyed' announcement.

  • New special announcement (with placeholder audio for now) will play if your base is being damaged by an earthquake.

  • The 'Compare' action button is now disabled during item disassembly.

  • Fixed an error that caused Custom Mode maps to not always fit the desired size parameters.

  • Fixed issues with pipe arrows blinking or staying behind forever after loading the game with build mode active.

  • Fixed the 'Dynamic Camera' functionality in the Multiplayer mode.

  • Fixed an issue that caused a black line to appear on the planet surface in the Orbital Scanner screen.

  • Fixed a crash in BuildingClientSystem in Multiplayer mode.

  • Fixed a crash in the HudQuest system.

  • Modding: added support for fragment injection for data/scripts/hud/minimap.dat so mods can inject only own changes with {mod}_minimap.dat files.

  • Fixed a disassembly cost exploit in multiplayer. In some circumstances, the disassembly value was bigger than the crafting cost.

  • Fixed an edge case where the player pawn on the client PC may end up missing the TransformComponent, rendering their mech useless.

  • Fixed an issue that allowed players to click 'interact' on the Rift Station building even if the building couldn't be activated.

  • Fixed the Stregaros Nest mission logic bug that could lock it in an always unfinished state (if the crystal was activated and destroyed shortly afterwards).

  • Fixed the rotation of the Liquid Decompressor mesh not aligning with the pipe input.

  • Fixed the pivot point of the Headquarters Level 1 ruin mesh that caused it to be displayed off-center.

  • Improved the palladium resource special tile and added a new Omega creature volume spawner.

  • Fixed the camera behavior during the Anoryx Wurm fight after a downed player was reactivated.

  • Added Omega creature attacks to caverns exploration mission in multiplayer mode.

  • The Mortar Sentry is now disabled in the Crystal Caverns biome.

  • Updated tile spawn rules and map layouts for all Survival Mode missions.

  • Fixed attack_boss_nurglax.logic - energy variant spawned a nerilian instead of a nurglax - thanks to ponomaryow.dmitry.

  • A small amount of liquid storage was added to the Quantum Cortex Lab and the Gravitational Hyper Lens to fix pipe systems with 4 pipes.

  • Fixed lightning effects display in Multiplayer for the Energy Pylon, Multiplayer Boost, Defensive Drones, Healing Aura, and the Anoryx Wurm.

  • Reduced the amount of camera shake for some skills.

  • Elemental variants of the dash skill have new visual effects.

  • Added four rarity levels to the recently reworked Dodge Roll skill, each with increased damage and explosion radius.

  • Introduced some fixes ofr the Decompressor UI on gamepad.

  • Fixed some typos and text errors in English localization - thank you, Chris!

  • Multiple crash bug fixes and networking improvements.

The Riftbreaker Hotfix, September 15th, 2025.

Hello Riftbreakers!

After a period of testing on the experimental branch and positive results, we are publishing the last week's hotfix to the default branch of The Riftbreaker.

The new patch should fix all the maps and objectives where the game flow got stuck, right after loading your save file. No tricks necessary - it should just work.

This build contains no other changes.

Once again, please accept our apologies for causing this mess in the first place. We hope that this patch will help you progress with your Campaigns as expected. If you still encounter issues, please do not hesitate to contact us here, on the Steam Forum, or on our Discord at https://www.discord.gg/exorstudios

EXOR Studios

The Riftbreaker Hotfix, September 11th, 2025.

Hello Riftbreakers!

As we promised yesterday, we have developed a patch for The Riftbreaker that will fix the issues with blocked progress that many of you have reported after yesterday’s patch.

The new patch should fix all the maps and objectives where the game flow got stuck, right after loading your save file. No tricks necessary - it should just work.

We are pretty sure that this is a safe change, but we’d rather test it more extensively on the experimental branch. If you were affected by the error yesterday, follow these steps to gain access to the experimental branch.

  • Create a backup copy of your save folder (Documents/The Riftbreaker)

  • Disable Steam Cloud save backup for The Riftbreaker

  • Go to your Steam Library

  • Right-click on The Riftbreaker

  • Select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing

After that, you will be able to choose 'experimental' from the drop-down menu.

Once again, please accept our apologies for causing this mess in the first place. We hope that this patch will help you progress with your Campaigns as expected. If you still encounter issues, please do not hesitate to contact us here, on the Steam Forum, or on our Discord at https://www.discord.gg/exorstudios

EXOR Studios

The Riftbreaker Hotfix, September 10th, 2025

Hello Riftbreakers!

We have just pushed a hotfix to remedy the issue that caused players to be unable to progress in many areas of the Campaign mode - scouting missions, various areas in the DLC missions, and others. We are very sorry for any problems we have caused.

This patch will not help if you have reached a point where the campaign has gotten stuck. We will develop a patch that will push your campaign flow further, but we need until tomorrow to get it done. In the meantime, loading an earlier save file should allow you to proceed without issues.

Additionally, we have received reports from users that Windows Defender throws a false positive, preventing them from accessing their save files. These are the troubleshooting steps that helped them:

https://steamcommunity.com/app/780310/discussions/0/598536531263685649/

Our investigation shows that this problem occurs when you have the 'Controlled Folder Access' feature enabled in Windows Defender Ransomware Protection. By default, it protects the Documents folder. If you have it enabled, you can probably see a lot of attempts by our game to write to your disk by checking the 'Protection History' section. You can whitelist the app from there.

If you encountered this issue, please make sure The Riftbreaker is whitelisted in your Windows Defender app.

Once again, please accept our sincere apologies for any problems caused.

EXOR Studios

The Riftbreaker Stability Update, September 10th, 2025.

Hello Riftbreakers!

Here is the changelog for the latest patch. We have not seen any significant problems on the experimental branch, so it is time for an update on the main branch. Give the changelog a read - we have managed to fix quite a lot of problems with this one!

The Riftbreaker Experimental Update, September 10th, 2025. EXE: 1096 DATA: 727 Changelog:

Changes:

  • Factory buildings will now correctly display their production values if the building produces "fractions" of resources. For example - Carbonium Factory Level 2 produced 1.5 carbonium per second - the tooltip will now show the correct value.

  • Improved multiplayer gameplay performance - we added a set of low level engine improvements that should improve CPU performance. This will primarily affect low-end CPUs. This change is barely noticeable on machines with above recommended CPU specs.

  • Changed the Prime Rift Station activation attack wave composition. Reduced the wave congestion to improve performance and gameplay pacing.

  • Changed the final attack wave in the Heart of the Swamp DLC - replaced some weak enemies with fewer strong enemy units to improve performance.

  • Survival Mode - biocache respawn mechanic is now silent (does not include an on-screen notification) and spawns biome-appropriate biocaches.

  • Removed laser pointers from the Mortar when using the charged shot.

  • Added a glow effect to the Laser muzzle to improve the visual effect of the beam.

  • The fireflies random event weather has been changed to be a bit brighter.

  • Redesigned the "Report a Bug" menu screen. It now features a larger title and a smaller text box size. Changed the description for the "Report a Bug" in-game menu screen.

  • Changed the weather effects for the super moon event.

  • Reworked the prologue objective markers to use the new dynamic marker color system. The objective marker colors in-game, on the minmap, and on the HUD should now match.

  • Changed the volcanic rock rain event - added a new effect for big meteor explosions, added a small amount of resource drops from each bomb.

  • Changed the meteor shower event - added a new explosion effect for small meteors, reduced camera shake, increased burning radius, and added a small amount of resource drops from meteors.

  • Added Chinese localization to the Report a Bug screen.

  • Changed the Heavy Plasma projectile visual effects - shorter and smaller trail, sharp sparks.

  • Added resin tree tiles to the Fungal Forest mission generator script.

  • Added resin tree tiles to the Fungal Plateau mission in the Heart of the Swamp campaign.

  • Implemented the "server_rcon_password" console command. It allows you to set up a password for remote control of your server via console commands. Here's how it works:

  • By default, the "server_rcon_password" is empty. When there is no password set up, clients can't run console commands on the server.

  • The host sets up the password by typing in: set server_rcon_password XYZ, where XYZ is the password you want. The client must enter the exact same command to be able to run remote commands on the server.

  • If both the host and the client entered the password, the client can now run commands remotely using the "rcon" command. For example, if the client wants to enable God Mode on the server, the command will look like this: rcon cheat_god_mode 1.

  • Added an option to change the user display name by clicking on the name bar at the top of the menu screen.

  • Added sound effects for many elements in the in-game UI. (Skills and consumables items, crafted item popups, back/cancel buttons, disassembly selection, etc.)

Fixes:

  • Fixed liquid resource requirement for the Rift Station activation procedure. It now requires liquid resources to be properly stored before the procedure starts.

  • Fixed research requirements for Armory Levels 4 and 5. Previously, they required the HQ building, levels 3 and 4 - now they require the Armory building, levels 3 and 4.

  • Fixed a typo in the English description of one of the plants.

  • Fixed a very rare game progression bug where if a user destroyed the Rift Station when the objective to "step onto the Rift Station to initiate its check procedure" was active, then the game progression would be broken.

  • Fixed "Run Robot, Run!" achievement progress tracking in single-player game modes.

  • Fixed animation scale issues for the Power Well mesh.

  • Fixed animation issues in the Portal Bomb Tower mesh that caused black polygons to appear.

  • Fixed animation issues in the Liquid Compressor mesh that caused black polygons to appear.

  • Fixed GUI screen stretching issues on Widescreen displays in several screens (like the new Mission Generator screen, for example).

  • Removed the outdated "Armory building limit increase" award from higher-tier Armory research items. Removed the mention of the limit increase from the tech description.

  • Fixed issues that caused Crystal Walls not to rebuild automatically from ruins.

  • Fixed a crash in extractor.lua that occurred when an event arrived after its owner's death.

  • Introduced a number of fixes for the Pipe system.

  • Fixed an issue that caused only one size of floor tiles to appear in the Build Menu.

  • Fixed a crash caused by the minimap.

  • Fixed issues with the 'Remove From Research and Add To Research' buttons availability.

  • Fixed a crash in PauseSystem.

  • Liquid resource icon will no longer display on buildings with liquid storage.

  • User-selected minimap filter toggles should now persist through game loads and map changes.

  • Fixed a bug that caused the mission status to flip from "Win" to "Lose" in some situations.

  • Fixed an issue that caused the research requirements in the Research Tree to display incorrectly.

  • Fixed the display of the "unlocks" tooltip for completing a research item.

  • Fixed missing building icons on the Statistics Screen.

  • Damaged buildings will now disappear from the minimap when they are repaired (with the 'damaged buildings' filter toggle active).

  • Underground treasures will no longer spawn underneath resource deposits.

  • Fixed objective markers in the "Destroy Plutrodon Nests" random event objective.

  • Added missing scroll bars to the Journal Screen.

  • Fixed a crash caused by text overflow on the "Report a Bug" screen.

  • Fixed "dedicated server" translation in Russian language.

  • Fixed errors with the behavior of the 'Continue Game' menu button.

  • Fixed a dodge roll bug that caused players to teleport if they weren't in motion while activating the skill.

  • Fixed an error that caused the Garlimonium fruit to disappear while carrying sometimes.

Thank you for all the feedback so far, keep it coming! EXOR Studios

The Riftbreaker Experimental Update, September 5th, 2025.

Hello Riftbreakers!

We hope you've been having a lot of fun with the 2.0 Update! We're happy with the current state of the game, but it doesn't mean our work stops there - we still have a lot of things we can fix and improve!

Today, we are bringing our Experimental branch back to life. This is a special branch where we test our upcoming patches in preparation for their official release, usually a couple of days later.

This Experimental Release is available to everyone on an opt-in basis. Please be aware that things might not work as intended, and you may encounter problems. If you don’t want to take any risks, please wait for the public release of this update.

MAKE SURE TO MAKE A BACKUP COPY OF YOUR SAVE FILES! Make a copy of 'The Riftbreaker' folder from your documents and keep it safe.

With all these warnings out of the way, here’s how to access the experimental branch:
  • create a backup copy of your save folder (Documents/The Riftbreaker)

  • disable Steam Cloud save backup for The Riftbreaker

  • go to your Steam Library

  • right-click on The Riftbreaker

  • select 'Properties,’ then 'Betas,’ and use the following password: IknowWhatImDoing

After that, you will be able to choose 'experimental' from the drop-down menu. Download the update, play the game, and let us know if you encounter any issues. We also have a channel on our Discord: #rb-experimental-feedback - we highly encourage you to join in and share your feedback.

The Riftbreaker Experimental Update, September 5th, 2025. Changelog:

Changes:

  • Factory buildings will now correctly display their production values if the building produces "fractions" of resources. For example - Carbonium Factory Level 2 produced 1.5 carbonium per second - the tooltip will now show the correct value.

  • Improved multiplayer gameplay performance - we added a set of low level engine improvements that should improve CPU performance. This will primarily affect low-end CPUs. This change is barely noticeable on machines with above recommended CPU specs.

  • Changed the Prime Rift Station activation attack wave composition. Reduced the wave congestion to improve performance and gameplay pacing.

  • Changed the final attack wave in the Heart of the Swamp DLC - replaced some weak enemies with fewer strong enemy units to improve performance.

  • Survival Mode - biocache respawn mechanic is now silent (does not include an on-screen notification) and spawns biome-appropriate biocaches.

  • Removed laser pointers from the Mortar when using the charged shot.

  • Added a glow effect to the Laser muzzle to improve the visual effect of the beam.

  • The fireflies random event weather has been changed to be a bit brighter.

  • Redesigned the "Report a Bug" menu screen. It now features a larger title and a smaller text box size. Changed the description for the "Report a Bug" in-game menu screen.

  • Changed the weather effects for the super moon event.

  • Reworked the prologue objective markers to use the new dynamic marker color system. The objective marker colors in-game, on the minmap, and on the HUD should now match.

  • Changed the volcanic rock rain event - added a new effect for big meteor explosions, added a small amount of resource drops from each bomb.

  • Changed the meteor shower event - added a new explosion effect for small meteors, reduced camera shake, increased burning radius, and added a small amount of resource drops from meteors.

  • Added Chinese localization to the Report a Bug screen.

  • Changed the Heavy Plasma projectile visual effects - shorter and smaller trail, sharp sparks.

  • Added resin tree tiles to the Fungal Forest mission generator script.

  • Added resin tree tiles to the Fungal Plateau mission in the Heart of the Swamp campaign.

  • Implemented the "server_rcon_password" console command. It allows you to set up a password for remote control of your server via console commands. Here's how it works:

  • By default, the "server_rcon_password" is empty. When there is no password set up, clients can't run console commands on the server.

  • The host sets up the password by typing in: set server_rcon_password XYZ, where XYZ is the password you want. The client must enter the exact same command to be able to run remote commands on the server.

  • If both the host and the client entered the password, the client can now run commands remotely using the "rcon" command. For example, if the client wants to enable God Mode on the server, the command will look like this: rcon cheat_god_mode 1.

  • Added an option to change the user display name by clicking on the name bar at the top of the menu screen.

  • Added sound effects for many elements in the in-game UI. (Skills and consumables items, crafted item popups, back/cancel buttons, disassembly selection, etc.)

Fixes:

  • Fixed liquid resource requirement for the Rift Station activation procedure. It now requires liquid resources to be properly stored before the procedure starts.

  • Fixed research requirements for Armory Levels 4 and 5. Previously, they required the HQ building, levels 3 and 4 - now they require the Armory building, levels 3 and 4.

  • Fixed a typo in the English description of one of the plants.

  • Fixed a very rare game progression bug where if a user destroyed the Rift Station when the objective to "step onto the Rift Station to initiate its check procedure" was active, then the game progression would be broken.

  • Fixed "Run Robot, Run!" achievement progress tracking in single-player game modes.

  • Fixed animation scale issues for the Power Well mesh.

  • Fixed animation issues in the Portal Bomb Tower mesh that caused black polygons to appear.

  • Fixed animation issues in the Liquid Compressor mesh that caused black polygons to appear.

  • Fixed GUI screen stretching issues on Widescreen displays in several screens (like the new Mission Generator screen, for example).

  • Removed the outdated "Armory building limit increase" award from higher-tier Armory research items. Removed the mention of the limit increase from the tech description.

  • Fixed issues that caused Crystal Walls not to rebuild automatically from ruins.

  • Fixed a crash in extractor.lua that occurred when an event arrived after its owner's death.

  • Introduced a number of fixes for the Pipe system.

  • Fixed an issue that caused only one size of floor tiles to appear in the Build Menu.

  • Fixed a crash caused by the minimap.

  • Fixed issues with the 'Remove From Research and Add To Research' buttons availability.

  • Fixed a crash in PauseSystem.

  • Liquid resource icon will no longer display on buildings with liquid storage.

  • User-selected minimap filter toggles should now persist through game loads and map changes.

  • Fixed a bug that caused the mission status to flip from "Win" to "Lose" in some situations.

  • Fixed an issue that caused the research requirements in the Research Tree to display incorrectly.

  • Fixed the display of the "unlocks" tooltip for completing a research item.

  • Fixed missing building icons on the Statistics Screen.

  • Damaged buildings will now disappear from the minimap when they are repaired (with the 'damaged buildings' filter toggle active).

  • Underground treasures will no longer spawn underneath resource deposits.

  • Fixed objective markers in the "Destroy Plutrodon Nests" random event objective.

  • Added missing scroll bars to the Journal Screen.

  • Fixed a crash caused by text overflow on the "Report a Bug" screen.

  • Fixed "dedicated server" translation in Russian language.

  • Fixed errors with the behavior of the 'Continue Game' menu button.

  • Fixed a dodge roll bug that caused players to teleport if they weren't in motion while activating the skill.

  • Fixed an error that caused the Garlimonium fruit to disappear while carrying sometimes.

Thank you for all the feedback so far, keep it coming! EXOR Studios

The Riftbreaker 2.0 Update - Co-Op & Endgame - is Live!

Hello Riftbreakers!

Today is the day you and we have been waiting for - The Riftbreaker 2.0 Update is now live! After almost four years of development, the Online Co-Op mode for The Riftbreaker is now available to everyone in the form of this massive, free update. However, the 2.0 Update is much more than the addition of Co-Op mode - it is also a massive expansion of the original Story Campaign, which will test your building, combat, and logistics skills more than anything you’ve encountered before. This update also comes with a host of gameplay improvements, quality of life changes, and performance optimizations.

Gather your team and jump in!

Thank you all for your patience and support during the development process. It was a bumpy road. Over the past few years, we have refactored almost the entirety of the game’s codebase to make online play possible. Such a massive rework wouldn’t have been possible without your help. Thank you for the countless hours you spent testing the game during our Closed and Open Beta periods. Thank you for all the bug reports, improvement suggestions, and feedback. Today’s release is our mutual success.

**

Let’s break down all the new features coming to you in this grand update.

**

Share responsibilities. Build bigger. Expand further. Conquer all.

FOUR-PLAYER CO-OP - Gather your team and conquer Galatea 37 together. You can play the entirety of the Campaign and Survival Modes, as well as the Prologue mission. You can play with your friends by setting up a server and inviting them to play with you, or you can join other Riftbreakers from all around the globe and find the perfect game through our in-game Server Browser. Our difficulty level scaling ensures that gameplay remains challenging but fair, requiring you to work together to reach the goals you set for yourselves. We have also implemented many co-op-centric features to enhance your online play experience. Use the in-game chat to coordinate your team. Teleport to other players at any time. Reactivate the mechs of your fallen teammates. Stick together and receive a temporary power boost. Most importantly, though, have fun together!

Our endgame content will allow you to build amazing structures, much larger than anything before. You can build them all over the world, or cram them all on one map. Which one will you choose?

EXPANDED ENDGAME CAMPAIGN - A brand-new story arc involving (https://store.steampowered.com/news/app/780310/view/541102686549836370?l=english) - specialized buildings with massive resource and upkeep requirements that will test your planning skills and grant powerful passive boosts in return. The 2.0 update is fully voiced by Francesca Meaux and Ryan Laughton, reprising their roles as Ashley and Mr. Riggs. The new plot adds as much story content as each of our previous World Expansions: 40 minutes of new dialogues, giving you new insights into the world of The Riftbreaker. Expand your economy beyond what was previously possible thanks to the new outpost limit set to 15. Discover new planetary locations for resource gathering or exploration thanks to the new Orbital Scanner functionality (more on that in this article). Build up a massive mining operation, or cultivate resources to fulfill your needs. Whatever you do, don’t forget about defenses. Enemy attacks in the Endgame make the previous battles look like child’s play.

Omega-strain creatures hide everywhere. If you anger the wildlife enough, they will come knocking to your door.

NEW OMEGA-STRAIN CREATURES - These are new, more powerful, and tougher versions of the existing species. They are the new backbone of the enemy hordes, bringing destruction wherever they go. Defeating them will yield great rewards. Our artists had the opportunity to let their imagination go wild and have updated Omega creature models to command respect. Omegas also come in “elemental” forms, requiring you to vary your arsenal while fighting. In total, you will be able to encounter 73 varieties of these monsters! Each Omega creature receives additional abilities from a wide range of available options - we have explained all of them in this article. Given that the toughest Omegas out there can receive up to four of these special skills, the number of possible combinations is enough to ensure that no two encounters are quite the same!

The improved Orbital Scanner functionality will enable you to establish new resource outposts and explore never seen areas of the planet.

RANDOMIZED MISSION GENERATOR - After completing all of the main missions in any given biome, you will now have the option to look for new planetary locations. You can either look for hidden treasures and Bioanomalies in exploration-style maps, or you can set up new resource outposts in resource-rich areas. The Campaign is no longer limited to a predefined set of maps. The Randomized Mission Generator gives you access to countless variations of maps with unique characteristics. Utilizing this tool will grant you access to additional resources, equipment, and space to relocate your infrastructure if needed. Here's a more detailed article about this feature! As we mentioned previously, the new limit for outposts is 15, and with the ability to look for areas with lots of resource veins, you can easily boost your production to hundreds, if not thousands, per second.

Alternatively, you can give exploration missions a go. They serve as a great palate cleanser between planning and building your factories. You might even stumble upon some of our brand-new, unique encounters. They are special in-game events that happen on handcrafted tiles you won’t see often. When ‘rolling’ a new map via the Mission Generator, there is a chance that one such tile will be featured on your map. Ashley and Mr. Riggs will immediately notify you via custom-made dialog lines, tailored for that occasion. Each encounter stands out visually and narratively, and is guaranteed to never repeat in one Campaign playthrough. Once you see it, it’s gone forever (unless you set up an outpost to admire the view. It’s a viable strategy).

The more you explore the planet, the better the rewards you will find in the wild - they now range from decorations to powerful weapons.

**LOOT SYSTEM REWORK **- Crafting is not the only way of getting new gear anymore. You can now find weapons, mech upgrades, and other useful items as loot from enemy creatures, Biocaches, and Bioanomalies. The items you find have the potential to be much more powerful than those you can craft yourself - always check for upgrades! You never know what cool additional characteristics an item might have. As you complete research tree nodes, the lootable items will progress as well, increasing the pool of available items. You might even find ones that exceed your current level of research, making each find exciting. And if you don’t find what you want, you can always disassemble the junk and enjoy the extra resources. It’s a win-win. Read more in this article.

Even one mech is a force to be reckoned with. Given that you can now play with up to four, we had to give the Galatean creatures a fighting chance!

GAME BALANCE ADJUSTMENTS - We have rebalanced the entirety of The Riftbreaker campaign, taking all your feedback into account. The difficulty modes in version 2.0 have been redesigned to better suit the majority of players. Easy Mode has been toned down to allow for a more casual, leisurely style of play. Hard and Brutal Modes have been “intensified” to offer a greater challenge to those who want their skills tested. However, the game’s difficulty is not only about combat - the economy also plays a huge role here. With the new Loot System, the addition of Omega Creatures, and the increased number of outposts, we had to take a long look at how our buildings operate. We adjusted costs and production outputs and introduced other necessary changes. Also worth noting, difficulty levels are customizable both in single and multiplayer, meaning that you can adjust the game parameters exactly to your liking.

More weapons are useful now! We made sure that even the weakest weapons have a good use case. Not only did we tweak the stats, but we also introduced functional improvements to many of them.

WEAPON SYSTEM REWORK - We have rebalanced the entire weapons system to improve firepower scaling across the entire campaign. Weapons that were previously too weak have received significant upgrades, making more builds viable. We have also introduced functional changes to some weapons, like the Root Gun and Laser. We highly encourage you to experiment with all of them. You might discover a new favorite! We have also taken a good look at the weapon mods to make sure that everything you find and install in your guns has a meaningful impact on your firepower. We've discussed this process in detail here.

Researching new technologies will allow you to build even more complex bases.

RESEARCH REWORK - All research items in the Story Campaign will require both time and resources. Adding a research item to the queue will require you to pay a one-time resource fee. This cost will offset the extra resources that you will get during the new campaign. Survival Research tree remains unaffected. We highly encourage reading the article that we have written on this topic. You can find it here. It explains our reasoning behind this change.

You can now disassemble mods, mech upgrades, and weapons in multiples. Took us long enough, right?

QUALITY-OF-LIFE IMPROVEMENTS - We’ve added many features, such as mass item disassembly, research search bar, quick multiplayer teleports, and many other options to make your gameplay experience as smooth as possible. These tools have been added thanks to the feedback from our brave Beta testers, who suggested some brilliant solutions. Thank you to everyone who participated!

You will notice performance increases in the face of large hordes and in map-wide bases.

MASSIVE PERFORMANCE GAINS - Since this update required us to rework the entirety of the engine, you will now be able to enjoy The Riftbreaker with much smoother performance, able to handle truly massive bases and enemy numbers.

While we won’t be able to create a comprehensive changelog (the update is simply too big and it spans several years of changes), here are the most important changes coming to you in this build in a nutshell:

You can play in a group of up to 4 players over the internet or using LAN. The game dynamically adapts to to the number of players.

CO-OP MULTIPLAYER
  • Online Co-Op has been added. All game modes are available for online play - Story Campaign, Survival Mode, and the Prologue mission.

  • Added a Server Browser screen. Browse all available servers, check what they’re playing, and join the one that suits you.

  • Added the Dedicated Server option. It allows your PC to serve as a host of a Co-Op session, without the performance overhead that comes from rendering the game scene. Warning - if you enable this option, you can’t play in the session you’re hosting. We will move this option to a separate, free app in a couple of weeks.

  • Added multiplayer-centric features: in-game chat, emote wheel (accessed with the ‘H’ key by default), and teleports to other players.

  • Added the ability to reactivate the mechs of your fallen co-op partners. After a mech is destroyed, you have 30 seconds to get to your friend and pick them up. If you manage to do it successfully, both of you will get a temporary invulnerability and a damage boost.

  • Added the option to share items with co-op partners via the inventory screen. You can share mech upgrades, mods, and weapons this way.

  • Added “Join through Link/IP” option. You can use this option to play on a LAN network even when you are completely disconnected from the internet. This is also currently the only way to connect to players who own the game on other PC storefronts.

You will have the chance to start the endgame after activating the Rift Portal. Two important pieces of info: 1) the endgame is entirely optional, but highly recommended, and 2) you can start the endgame on a save from your old campaign if you wish to do so.

ENDGAME
  • Introduced a new part of the Story Campaign that becomes available when Ashley decides not to go back to Earth through the portal. The mission objective text has been adjusted to hint at that option.

  • Added Megastructures - 6 massive buildings that pose a significant challenge in a couple of ways: large upfront costs (requiring you to build up your economy), high upkeep requirements (posing a logistical challenge), and enormous size (requiring you to plan space for them in your base). Completing these building projects will lead you to the ‘true’ ending of the game.

  • Added new Story Missions and encounters to guide you through the process of building the Megastructures. They are fully voiced by Ashley and Mr. Riggs.

  • Added the Mission Generator feature to the Orbital Scanner screen. After completing the main storyline for any given biome, you will now have the option to look for new areas of interest within that biome.

  • Added more than twenty handcrafted gameplay tiles with various shapes and sizes to create new tactical gameplay scenarios. Fun fact: The Riftbreaker 1.0 launched with 30 unique gameplay tiles for 4 biomes. The Riftbreaker 2.0 currently includes 225 gameplay tiles across 7 unique biomes.

  • Added 14 new ‘encounter tiles’ - special map tiles that you can find during the generated exploration missions. They stand out visually and narratively, giving you new insights into the world of Galatea 37.

Most important change: there is a dancing emote. Activate the emote wheel by pressing "H" by default.

OTHER MAJOR CHANGES
  • Added 73 new Omega-strain creatures. These are more powerful and tougher versions of existing Galatean species. Each of them has received a visual overhaul to emphasize their high power level and terrifying nature. They serve as Boss encounters in attack waves on higher difficulty levels (but not only there! You can also find them in the wild!)

  • Introduced a major rework of the Loot and Weapon system. You can now find complete weapons and items as rewards for exploration and combat challenges. Weapon firepower has been adjusted to ‘flatten’ the power disparity between the most and least useful weapons. The least popular items have been reworked to encourage players to find new uses for them.

  • Changed the looks and functionality of the Minimap and the large Map screen. Instead of ambiguous colors, resources, and important buildings are now marked with icons. There are also several toggles to adjust the objects displayed on the map.

  • Introduced the Mass Disassembly option, which allows you to quickly dismantle large quantities of unused mods, mech upgrades, and weapons.

  • Added a Search option to the top of the Research Tree Screen.

  • Added the Death Skull system - a new way of encouraging a more measured and careful approach to combat. You can read about this system here.

  • Added new compositions of attack waves for Endgame purposes. You’ve seen nothing yet. If you think your defenses are enough - think again!

  • Reworked the UI of the Liquid Compressors and Decompressors to improve your experience with them. We also fixed a lot of bugs connected with these two buildings.

  • The capacity of Solid Material Storage has been increased from 200 to 500 units per building on Level 1 and proportionally on Levels 2 and 3.

  • You no longer need to build multiple Armory buildings - the new limit for this building is one. Its production output has been adjusted to compensate for the new limit. Upgrading it as soon as the next level becomes available will guarantee the maximum ammo production. One Level 5 Armory is equal to 5 Level 5 Armories before the update.

  • The limits for Ammo Storage buildings have also been adjusted. You can build 2 at Level 1, 4 at Level 2, and 6 at Level 3.

  • Maximum weapon ammo has been adjusted to the new firepower balance.

  • Carbonium and Ironium Factories Level 2 and Level 3 output has been reduced from 2 and 4 per second, respectively, to 1.5 and 2 per second. Energy requirements have been reduced to match the new production level. This has been done to offset all the extra resources you will be getting from various drops and generated missions. We have also significantly increased the amount of resources that are available in resource deposits in campaign missions.

  • Crafted weapons no longer have randomized statistics. You are always guaranteed the weapon of the exact characteristics as advertised during the crafting process. You can still use mods in those weapons to improve them.

  • Weapon Mods have been thoroughly revised. We have removed some categories that went largely unused and improved the truly useful ones.

  • Defensive Towers no longer have mod slots. This feature didn’t work correctly for the majority of the time, and modding 1000+ towers in the late game was a dubious pleasure. We decided to scrap that feature altogether to avoid further issues.

  • Mech Upgrade parameters have been revised to improve the usefulness of various combinations. Bonuses granted by mech upgrade modules are now additive, not multiplicative. Previously, if you equipped a 10% resistance bonus upgrade and then another one, you would get 11% as a result. Now, the bonuses will add up to 20%, as one would expect.

  • Removed Grid Culler from various medium-sized trees and other props to make building large structures easier. You won't have to cut down all the trees before you set up your HQ anymore.

  • Damage reflection limits have been added to various creatures to prevent them from getting one-shot by reflective armor builds.

  • Nuclear Power Plants no longer have a uranium upkeep cost.

  • Reduced the size of the collision box for Walls to prevent the player's projectiles from hitting them when standing on the Heightened Wall Floor.

  • Changed the effective radius for the Shockwave Tower from 13 to 18.

  • Added health bars

Co-Op Open Beta Update, August 24th, 2025

Hello Riftbreakers!

Here's yet another patch for the Open Beta of The Riftbreaker 2.0 build in anticipation for the big day on Monday!

The Riftbreaker Co-Op Open Beta Update, August 24th, 2025 Changelog:
  • Fixed a potential deadlock when inviting players into a lobby

  • Fixed rotating Metal Terror ending sequence

  • Fixed patching decompressors reservation

  • Fixed missing resource info on Decompressor screen

  • Fixed connecting pipes to empty decompressors

  • Fix for refreshing values in the DecompressorMenuScreen on client side

  • DecompressorMenuScreen: fixed selected values

EXOR Studios

Co-Op Open Beta Update, August 21st, 2025

Hello Riftbreakers!

Here's yet another patch for the Open Beta of The Riftbreaker 2.0 build in anticipation for the big day on Monday!

The Riftbreaker Co-Op Open Beta Update, August 21st, 2025 Changelog:
  • Fixed missing audio samples in the endgame campaign

  • Improved special encounter tile visuals and sounds

  • Building_base.lua: prevent crash when loading saves with missing/invalid modded content

  • ResourceVolumeSystem: prevent crash when loading saves that contains volume entities with missing/invalid GameplayResoruceDef

  • LootSystem: prevent crash on missing/invalid modded content

  • Updated game remaster version to 698 and disabled the forced "Disable Mods" setting.

  • Fix for missing player markers on screen edge

  • Forced GPU shader cache reload on the first-run after this update

  • Disabled unfinished swamp canyons tile from the mission generator

  • Added 6 Endgame related Achievements (don't worry, they can be achieved in singleplayer)

  • Enabled 3 additional mission generator encounters

  • Fixed multiple instances of multiplayer related crash bugs

  • Fixed rare instances of the game entering an infinite loading state when loading into a map

EXOR Studios

Co-Op Open Beta Update, August 19th, 2025

Hello Riftbreakers!

Here's another patch for the Open Beta of The Riftbreaker 2.0 build. Since we don't know when to say stop, we will try to squeeze in yet another patch before the weekend. In the meantime, have fun!

The Riftbreaker Co-Op Open Beta Update, August 19th, 2025 Changelog:
  • Enabled 11 Campaign Mission encounters. You can try them out by finding new locations via the Orbital Scanner screen.

  • The Rift Station now has a small working buffer - if the required resource supply runs out for just a tiny moment, the whole sequence will not be immediately stopped.

  • The Dodge Roll skill no longer does damage to friendly structures when you roll through them.

  • Improved the sounds and visual effects of the Dodge Roll Skill.

  • Fixed an issue that caused the Crystal Caverns Survival Mode mission flow to be broken.

  • Fixed an issue that caused some projectiles to be invisible when playing in co-op as a client.

  • Fixed an error in loot collector drones that caused them to glitch out when failing to find a new target.

  • Fixed an error that caused outro videos to play twice if a player entered the pause menu after watching them for the first time.

  • Fixed a crash in GameplayState when old campaign state contained an invalid/missing MissionDef reference.

  • The popup saying 'Failed to connect to service' will now appear quicker in case of failure.

  • Fixed an issue that prevented the progress bar from appearing at first during co-op loading.

  • Fixed an error that caused problems with activating the Arcology Workshop.

  • Fixed conflicts between the auto aim and homing weapon characteristics.

  • Fixed the Megastructures build menu category highlight bug, which occurred if a player jumped to a different map after the highlight appeared and before it disappeared (120s window).

  • Fixed a crash in MultiplayerLobbyScreen on missing or invalid DifficultyDef.

  • Fixed an error that caused the mech melee attacks animations not to playback correctly when viewed by another player.

  • Fixed several issues with the spear and trident animations.

  • The minimized chat window should now always display the latest message.

  • The Pipe system will now refresh every time after removing or creating new connections to prevent crashes and other issues.

  • Fixed a crash in the InventoryScreen that happened if mech's hand slots became empty when the inventory screen was open.

  • Fixed an issue that caused other mechs to visually appear in [0,0,0] during multiplayer gameplay in very rare cases.

  • Fixed an issue with the vertical offset of the unlocked items popup.

  • Fixed UI button hitboxes overlapping on the Database screen.

  • Fixed a crash that occurred when trying to load a save file that was created precisely when a Necrodon's revive skill was active.

  • Fixed multiple other user-reported crash bugs.

EXOR Studios