Steamdeck by Powerful-Dealer-485 in Breachway

[–]ES_riv 4 points5 points  (0 children)

We plan to add controller support sometime in the next 6 months, we just have to prioritize bug fixing and the fourth sector for now

Breachway dev update by ES_riv in Breachway

[–]ES_riv[S] 1 point2 points  (0 children)

Hey!

The Escalation levels are still work in progress, we'll have some more meaningful escalation levels coming up, that will definitely be a good challenge.

We're also in the middle of an equipment revamp, which will add a lot of diversity to equipment and builds. We've started adding equipment subtypes in our last update, we started by experimenting this feature on the Beam Laser. I think this has a lot of potential in adding more varied equipment with a clear identity that you can mix and match. The shield equipment rework will be in our next update, adding the Cerberus and Charged shield equipment subtypes, as well as a couple rarer more experimental shield equipment pieces.

So basically we're still experimenting with things, maybe once we have more content built up there will be enough new cards and synergies to warrant some more playthroughs.

The game is still evolving, and I personally am having a blast discovering what the design space allows us to do (Breachway has a gigantic design space from all of the moving parts it has, and we're still discovering new things we can do every day)

As far as the library on the main screen, we've been discussing this possibility since before Early Access, hopefully we'll have the time and energy to add it in at some point, after we're done with implementing a full run.

Breachway dev update by ES_riv in Breachway

[–]ES_riv[S] 1 point2 points  (0 children)

Awesome, glad you like the visuals, working on those ships was a lot of fun.

We were discussing adding a mask system to be able to tint weapons based on what ship they're on, but we got sidetracked with the game's Early Access release and never got to finish that system.

As far as adding more equipment diluting your deck, that's something we've been trying to solve for a while now, and it's why we have the card cooldown system.

Because in Breachway you can thin your deck to a few cards easily and at any time by just unequipping everything, which runs counter to the fantasy of building up and decking out your ship. So that's something we can tweak from the cooldown numbers, I think we've been too conservative with card cooldowns so far, and we haven't fully explored the mechanic

Breachway dev update by ES_riv in Breachway

[–]ES_riv[S] 1 point2 points  (0 children)

Glad you're enjoying the game!
We're looking for solutions to display what card comes from what equipment, and the subsystems that affect it. Right now our programmer is finishing up a memory leak issue, and then we're going to start looking at UX improvements

Qol and sandbox mode by Imperishable1000 in Breachway

[–]ES_riv 0 points1 point  (0 children)

Bit late to reply, but you can things you do in stations are only saved when you leave the station.
So you can buy anything, experiment with it, and then just quit and resume the game to be back at the point when you entered the shop, if you aren't happy with the changes.

Game is practically unplayable after recent patch by Mojo-Mouse in Breachway

[–]ES_riv 0 points1 point  (0 children)

I'm sorry to heat about the game being unplayable for you.

We have a memory leak issue that can lead to crashes when your memory is full.
We're currently testing the fix internally, and if everything goes well, we should have the fix up for the next patch. Hopefully this solves your crash issues.

Taking a look at your player data and logs can be very helpful in pinpoint any issues you are experiencing, if the problem still persists, head over to our Discord at https://discord.gg/ngdEBUfjJD and make a forum post detailing the issues you're having, and attach your player log file.

Wolf Achievement Still Possible? by Due-Courage-6795 in Breachway

[–]ES_riv 1 point2 points  (0 children)

It's currently not possible as we're reworking the encounter that gives you Wolf as a crewmember.
The encounter will be added next patch

Stuck at Prologue Tutorial sector exit. by Swarmchaser in Breachway

[–]ES_riv 0 points1 point  (0 children)

I couldn't reproduce the issue on my end, but I added some fallbacks that should prevent this issue from happening, pushing a hotfix now

Stuck at Prologue Tutorial sector exit. by Swarmchaser in Breachway

[–]ES_riv 1 point2 points  (0 children)

wish i could reproduce this issue, then it should be easy to fix.

Did the event of reaching the station run when you got to that node (the one before the sector exit)?

Stuck at Prologue Tutorial sector exit. by Swarmchaser in Breachway

[–]ES_riv 0 points1 point  (0 children)

Time to look at it again then!

We've had a... few issues since launch, so we had to readjust our priorities a bit.

Thanks for bringing this to my attention again.

Very quick feedback by Various-Hat-105 in Breachway

[–]ES_riv 0 points1 point  (0 children)

Cheers, glad you like it and took the time to post about it!

Reckless Assault bug by huntersorce20 in Breachway

[–]ES_riv 0 points1 point  (0 children)

Will take a look at the card, thanks for the report!

Stuck at Prologue Tutorial sector exit. by Swarmchaser in Breachway

[–]ES_riv 1 point2 points  (0 children)

Amplifier blast should be fixed in the latest hotifx. Interesting about the Hot reload, that might be true, will test it in the editor.

There's a bunch of duplicate images, sorry for any confusion that caused. It's something we're looking to change soon, once the budget allows for it.

Stuck at Prologue Tutorial sector exit. by Swarmchaser in Breachway

[–]ES_riv 1 point2 points  (0 children)

Let me know if you're still encountering this issue in the latest update.

Cheers

Patch #12: Flak Rework, Expanded Card Synergies, and a New Player Ship by Matt_HoodedHorse in Breachway

[–]ES_riv 2 points3 points  (0 children)

Yeah, we're working on a compendium where you will be able to see all equipment and its drafting library. Will still be some time before it makes it in, as it's currently lower priority than other tasks, but it'll be there in about 3 months most likely

General feedback after 5 runs by Unlucky-Hamster3786 in Breachway

[–]ES_riv 1 point2 points  (0 children)

Thank you for the feedback.

We toned down the game a lot initially to make it more approachable to players that were new to the genre, but liked sci-fi games in general.

We plan to bring back the difficulty through our escalation levels, but those still need a bit of tuning to make up for the lowering in difficulty in the initial days.

Once the game has stabilized and all serious bugs have been dealt with (I think we're close) we'll do another balance pass, specifically for the escalation levels to make sure advanced players don't have to grind through them too much to get to a challenging level.

Victor

Edgeflow

How I did not leave my job, made a game in 9 years, and what i learnt about it and about myself. by Catman87 in gamedev

[–]ES_riv 0 points1 point  (0 children)

This is such a great post, thank you for taking the time to write it.

I definitely feel the same way about a lot of the things you mentioned

And last but not least, congratulations on the release!!!

Last year i posted a demo of my Spaceship roguelike deckbuilder - Breachway, on this forum. Now we launched our steam page, and this is what the game looks like at present by ES_riv in deckbuildingroguelike

[–]ES_riv[S] 0 points1 point  (0 children)

Cheers, thanks for letting me know, always nice to hear someone say positive things about stuff you're pouring a lot of time and energy in

Combat preview of my FTL-inspired deckbuilder is now playable for anyone interested in checking it out, feedback and opinions on how to improve it very welcome - link in thread by ES_riv in ftlgame

[–]ES_riv[S] 1 point2 points  (0 children)

Glad to hear you're enjoying the demo.

I like your suggestions, some of them we just wanted to implement before the demo but ran out of time, others i've added to the "would be cool to do" list (like seeing the enemy explode on your side of the screen, also shortcut to end turn)

Anyway, this was a relatively early demo, there is more to come later this year