2026-09-07 09:14 UTC · Community Announcements · RIV
Fixed a bug that prevented laser damage done to be counted, and thus not letting players unlock any laser weapons. Fixed a bug where merging an equipment with a subsystem into another equipment would delete the subsystem, now it is added to the cargo bay instead. Added a preview text in the equipment merging dialogue, showing you what equipment you will end up with if selecting one of the merge options.
2026-09-04 10:13 UTC · Community Announcements · RIV
Hey everyone, time for the.... second weekly update this week. We will be away most of next week, so we have a double-feature this week. The headline this week is really exciting, a brand-new hangar feature: equipment combining (shoutout to our Discord member Unisus for the initial suggestion). On the balance side we've tweaked some enemy values to smoothen the difficulty curve, and there's a batch of quality-of-life work for both mouse and controller players. Let's get into it. Equipment Combining {STEAM_CLAN_IMAGE}/42857103/f0a0e2b1bf3707d324be1a88304069a14b9a1ad3.gif You can now combine two
2026-09-03 06:39 UTC · Community Announcements · RIV
It looks like an older bug with the S03 Boss (Tyrant) got reverted in the last balance patch, making the fight soft-lock. The issue is now fixed, and you can resume your game as normal, and the fight should now work.
2026-09-02 07:49 UTC · Community Announcements · RIV
Hey everyone, time for another balance patch. We were away last week, right after a major update. So naturally we came back to quite a collection of bugs waiting for us. This patch clears most of those out (there are still some left that we're looking into), alongside some small card balance changes. Unfortunately, some of the bug-fixes and additions required addressable changes, so this update will reset your current runs in progress. We've also started work on one of the big goals of the Tactician update: enemy variety. Most enemies currently feel similar, and a big reason is tempo. They eac
2026-08-28 19:00 UTC · Community Announcements · Patrick (HoodedHorse)
It's been an exciting couple of months for Breachway with a wealth of patches focusing on balance, gameplay improvements, and player feedback, and a brand new roadmap reveal that will carry the game to 1.0. In case you have missed any of this news, let's round it all up below. Breachway is also part of the Hooded Horse August Publisher Sale at 50% off. Check it out, and check out the other games on sale during the Hooded Horse August Publisher Sale. Hooded Horse August Publisher Sale {STEAM_CLAN_IMAGE}/44897639/cd8e154e8b645ac2d7f4562c5e15eac724e4c269.png Breachway News Roundup The roadmap to
2026-08-22 18:30 UTC · Community Announcements · Patrick (HoodedHorse)
Dive into the tactical space battles of Breachway at a 50% discount as part of the Hooded Horse August Publisher Sale! Breachway combines deck-building strategy with turn-based combat, allowing you to customize your ship, manage resources, and face challenging encounters across the galaxy. Upgrade your ship and adapt your tactics to emerge victorious. Hooded Horse August Publisher Sale
2026-08-21 09:28 UTC · Community Announcements · RIV
Fixed a possible tutorial soft-lock on using a controller in the third tutorial panel Fixed some navigation issues when using a controller in the settings menu Improved Dpad navigation in the ship status screen on the map and in the hangar
2026-08-20 22:19 UTC · Community Announcements · RIV
Hey everyone, The Commander Update is now live on the main branch! This is our biggest update this year, and I'd like to thank everyone that helped test it on the Pre-deploy and experimental branches, reported bugs, and helped us polish it for today. Please note that this update includes a run reset. The changes to equipment, cards, and run data mean old saves aren't compatible. Any run in progress will need to restart. As promised in the preview, this post has the full details. It's a long one, so settle in, or skim the headers for what you care about. Let's get into it. Controller Support Th
2026-08-14 08:22 UTC · Community Announcements · RIV
Hey everyone, As outlined in our roadmap (which you can read here), August is when the Commander Update launches. This is a large update with a lot of new additions, so we expect it to sit on the experimental branch for 1-2 weeks before we roll it out on the main branch. How to access the experimental branch. {STEAM_CLAN_IMAGE}/42857103/8146cdf6ed5f3099be2e7cca99dea740680a120a.png Please note: switching to the experimental branch means losing your current run, and switching back will not be possible until the update goes live on main. If you're mid-run and want to see it through, finish it on
2026-08-13 12:26 UTC · Community Announcements · RIV
Hey everyone, the weekly balance patch is back! (We said we would skip this week, but never mind, we have a cool new addition) Fast Mode The headline this week: we've added a fast mode option to the settings menu. Turning it on makes all combat actions play out twice as fast, so there's less waiting around for the graphics when you already know what's coming. Our analytics (and your reviews) have been telling us for a while that fights run longer than they should, and while we're improving that on the balance side, fast mode is just an immediate quality-of-life win while we get there. {STEAM_C
2026-08-08 09:38 UTC · Community Announcements · RIV
Hey everyone, quick technical update aimed squarely at the stuttering some of you reported after the last patch. No content or balance changes in this one, just performance and stability work. Engine rollback Several of you told us the game started stuttering after the hit reactions update, high FPS on the counter, but the game feeling choppy. While investigating, we traced the most likely culprit to the Unity engine version we'd been shipping on: recent engine patch releases introduced a memory leak and allocator issues that cause exactly this kind of hitching (and were behind some of the cra
2026-08-07 09:55 UTC · Community Announcements · RIV
Adjusted ship mass levels, and improved ship rotation/torque on missile impact Fixed a bug with the Marauder where it didn't display the pirate base in the first map if you started the run with a Bruiser flak Apologies for the large file size, I'm looking into reducing that for smaller builds that only touch a couple of parts in the game
2026-08-06 18:37 UTC · Community Announcements · RIV
HI everyone, besides the usual bug-fixes and balance changes, we've got something really cool that will make combat look more dynamic: Hit impacts! {STEAM_CLAN_IMAGE}/42857103/5e85baf3c7c01c03f9760c4003c31c80719a8988.gif Enemies will now get shoved off course by hits from physical projectiles (Flak and especially Missiles, Railguns less so, as they just pass clean through the ship), and slowly return to their original trajectory with the help of their maneuvering thrusters. This feature came straight out of some hit-evasion tests we were running for the experimental branch. We wanted to share
2026-07-30 19:15 UTC · Community Announcements · RIV
Hey everyone, time for the weekly balance patch. As mentioned in las week's post, this update comes with a run reset. We've got two quality-of-life improvements this week. First, we've cut the credit cost of upgrading cards in half, upgrading individual cards is one of the best parts of building out your ship, and the old prices turned it more into a luxury instead of a real decision. Second, as promised in the Patch #32: Quad-Fire, Immolation, Firestorm and Expulsion are back, returning as Flak subsystems. That means you can now bolt them onto any Flak weapon, opening up some builds that were
2026-07-23 15:49 UTC · Community Announcements · RIV
Hey everyone, time for the weekly balance patch. This week we're working on the difficulty curve from the other side: the Sector 2 bosses. As covered in the previous posts, Sector 1 currently kills far more runs than Sector 2, so alongside the earlier Sector 1 nerfs, all four Sector 2 bosses are getting some extra teeth, mostly by shortening the downtime between their signature attacks, so there are fewer turns where they don't threaten you at all. As it so happens, this week's analytics insight will focus on boss lethality: {STEAM_CLAN_IMAGE}/42857103/eaffd51e5668f16d1cf2fd78b77e481ea4aaf69e.
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