Breachway 1.143.4.0 - Weekly Balance patch
Hey everyone, time for the weekly balance patch.
For this one, we've focused on reducing the difficulty of some Sector 1 encounters. Some Sector 1 elites actually had higher kill rates than Sector 1 bosses, even though Sector 1 bosses already kill players at 2-4x the rate of Sector 2 bosses. Sector 1 is still a big wall most players repeatedly get blocked by, so lowering its difficulty is the top priority.
On the player side, we've buffed some Railgun family cards, since that weapon family was underperforming compared to the rest. We've also buffed the starting Railguns on the Lancer, its win rate was the lowest of the five ships, and the weak start was causing a lot of player frustration.
Weekly Analytics Report
We aim to share some interesting game statistics each week. This week we have the graph that best represents the issue we'll focus on fixing in the coming weeks: fights are too long, even against enemies that don't pose much of a threat.
Average hull damage done is represented on the Y axis, combat turn length on the X axis.
Achievement Fixes
We've found and corrected the issue with the Avalanche achievement, and tracked down the reason the Smuggler achievement was so difficult to get. Turns out you had to be a Deadweight Ally when dropping off the smuggled package to get the achievement. On top of that, you only got the event once per profile, instead of once per run.
We've also added an achievement fallback check, in case you earned any achievements while offline and they didn't get properly registered. Check out the change log below for the exact changes.
Change log:
Bug fixes
- Fixed the Smuggling event to properly reset its state on run end, it previously failed to reset its state, thus could only be seen ocne per account
- Fixed an issue with the Smuggling event, where you would only get the achievement if you were allied with the Deadweights, even if you succesfully completed the mission otherwise
- Fixed an issue with the Avalanche game win unlock
- Upgraded Torch Beam is now properly named as Torch Beam+
- End of run statistics: Fixed classification for S01 Bosses (were misclassified as Elite enemies)
- End of run statistics: Fixed classification for S02 Elites (were misclassified as regular enemies)
- Fixed selling cost on Mk.I Coil-gun equipment
- Fixed text display on the Targeting Chip subsystem
- Fixed an issue where Solarii sector 3 ships didn't have PDC models displayed on the ship
Balance changes
- Sol S02 Boss heavy barrage (8Dmg, 4 Shred) replaced with a 12 Dmg 6 Shred barrage
- FR S02 Boss Asteroid Breaker base damage increased from 4 to 5
- SK S01 Boss - First Fortifier Shield card now takes 3 turns to play instead of 2, Shield generator durability decreased from 16 to 12
- DW S01 Elite fights were too long. The shield card now takes 3 turns to play, up from 2, the first power lock now takes 2 turns to play, up from 1. Missile launcher equipment durability down to 14 from 16, and now plays a reload card after every 3 Starflare missiles played
- FR S01 Elite: Shield generator durability down from 14 to 12, Ion cannon durability down from 16 to 14. The first Flare played now takes 2 turns instead of 1
- SOL S01 Elite: Shield gained by its block card reduced from 8SP to 6SP. Flak Durability reduced from 18 to 16. Hull points reduced from 60 to 50. It now fires Starflare missiles instead of Fireflies after reloading its missiles for the first time
- SK S01 Elite: Hull reduced from 55(65) to 50(60). Shield generator durability reduced from 12 to 10
- Lancer starting Rail-gun, Coil-gun and Mass driver all start with 6 card slots now instead of 4, and 3 pre-drafted cards. The Range-finder subsystem is no longer pre-installed on the starting Rail-gun
- Lancer's starting corruptor hacking console, has the Waste Reductor subsystem ore-installed (Repair 1 Hull point for every 5 mass spent)
- Pinpoint: base damage increased from 3(4) to 4(5), bonus equipment damage stays the same at 4(5)
- EM round: cost lowered from 3E to 2E, EM round+ cost reduced from 4E to 3E
- Fixed Cascade shot's damage not being affected by Kinetic attack damage multiplier effects
- Drill round: Cost reduced from 3O 1M to 2O 1M, Drill round+ cost reduced from 3O 2M to 3O 1M
- Hullbreaker: damage increased from 7(4 if shielded) to 8(5), Hullbreaker+ damage increased from 8(5) to 10(6)
- Spread shot: Base damage reduced from 4 to 3 on both versions
Let us know what you think, let's discuss how we an reduce combat length in our Discord, and see you all in next week's balance post! o7
The Breachway Team
Breachway 1.143.3.0
Hey everyone
We've optimized the turn end performance, as a good amount of our players mentioned they experienced low framerates in between turns. Since this affects so many of you, we wanted to ship this fix as soon as possible, even though its outside the weekly cadence we mentioned in our previous post.
There's also some other small fixes bundled in.
Changelog:
- Improved graphical performance in combat on turn change.
- Simplified and batched value updates, this should result in less CPU lag when turns change.
- Modified crew actions to be playable without the crewmember having to operate an equipment (with the exception of crew that affect the equipment they operate, like Breech Loading, which requires Elvira operate a missile weapon).
- Fixed Shredding barrage to no longer be consumed by enemy attacks.
- Modified the text on Catalyst pulse based on a player's recommendation.
- Fixed the upgraded Mark card to no longer have a different name than the base card.
- Modified text on Target lock to specifically reference precision attacks, to avoid confusion for it not buffing area attack damage.
- Added a Vsync option in the settings menu, the ultra graphics option had it on by default, which was clashing with our 60 FPS frame cap. It's now an independent option you can toggle on and off (it's off by default)
- Fixed an issue in neutral elite combat events where Solarii elites would never be added to the neutral elite event pool, expect to see them there going forward.
Thank you for your continued support, bug reports, and messages of encouragement. The game wouldn't be where it is without you! o7
The Breachway Team
Breachway 1.143.1.0
Hey everyone,
We've started some long-overdue balance changes, kicking off a new balance patch series with the aim of releasing one balance patch per week until we've smoothed out the game's difficulty curve.
For starters: Sector 1 is a wall new players keep hitting and bouncing off of, while Sector 2 is much easier by comparison, Sector 2 bosses rarely pose a challenge. To that end, we've started by nerfing some Sector 1 bosses and elites, and buffing Sector 2 bosses. The aim is to gradually bring the difficulty curve to a healthy shape, instead of overcorrecting and going back and forth.
We've also started looking at bringing the player ships closer together in terms of power level. We haven't made a lot of changes yet, but that'll be a big part of this balance pass.
Change log:
Lancer: Ranging shot damage increased from 3 to 5
SOL S01 Boss:
Improvised Flak damage lowered from 6 to 5
Replaced the Light barrage with a regular barrage dealing 4 damage 2 shred (Light barrage used to also fire an additional flak shell besides dealing 4 damage and adding 2 shred)
The first shield card now takes 2 turns to play, instead of 1
Hull points reduced from 70 to 65
FR S01 Boss:
Shield equipment durability down from 18 to 16
Shield points gained per Shield card played down from 8 to 6
SK S01 Elite:
First Shield card played delayed from 1 turn to 2 turns
Pulse laser equipment durability decreased from 12 to 10
SOL S01 Elite:
Stagger shot damage reduced from 5 to 4
Shield generator durability decreased from 14 to 12
SK S01 Boss (by far the weakest of the Sector 1 bosses):
Laser pulse damage increased from 4 to 6
DW S02 Boss (barely did any damage, but still resulted in long fights):
Trident Torpedo countdown reduced from 4 (3+ Reload) to 3 (2 plus Reload)
The missile rack now fires 4 missile instead of 3 before needing to reload
HP reduced from 100/125 to 80/100
SK S02 Boss (The weakest Sector 2 boss):
Paired Pulse cooldown decreased from 3 to 2
Suppression added by Inhibit increased from 1 to 2
SOL S02 Boss:
Twin Barrel cooldown reduced from 3 to 2
Light barrage replaced with a 5 damage 2 shred Flak barrage
Shaped Charge cooldown decreased from 2 to 1
FR S02 Boss:
Drilling Beam damage increased from 5 to 7
Let us know what you think, and see you in next week's balance post! o7
The Breachway Team
Breachway 1.142.0.4
Changelog:
- Improved logging to be able to identify and trace game crashes and freezes better
- Applied various fixes to prevent the game from freezing on starting a new run
- Increased the variety of weapons the first node offers, all ships can be offered any unlocked weapons
- Fixed a bug that prevented proper randomization in the first node's equipment offers
- Further simplified the station node to eliminate any performance hits when entering a station node
Breachway 1.142.0.0
Changelog:
- Waypoint events and stations are now faster to load, reducing or eliminating the hiccups experienced in the map
- Card drawing and drafting options now use a seeded random instead of generating a new random seed every time. This means that quitting and re-entering combat will now always draw you the same cards in combat, and offer the same drafting options, similar to how other deckbuilders work.
- Events are now also affected by the same random seed, so quitting and re-entering the game in the map will load the same event (there are still some edge-cases here that we need to take care of)
- Both of the above changes mean that soon we'll be able to have seeded runs, similar to other deckbuilders, possibly allowing for daily challenges and other things later down the road.
- We now have a weighted card draw system, which means that cards that have been in your draw pile for longer have a higher chance to get drawn. This should eliminate cases where you never see some cards from your draw pile, because other cards come off cooldown and get drawn instead. Currently a card that sits in your draw pile for 4 turns is three times more likely to be drawn than a card that has just entered your draw pile at the end of last turn
- You can now un-assign reactor power when overheated, to increase your heat dissipation
Breachway 1.141.0.2
New build is up (still 1.141.0.0, so it won't reset current runs) with the following fixes:
- Fixed the display on meta-progression unlocks, the locked/unlocked state should now be properly displayed
- Meta-progression unlocks now no longer count damage dealt and other similar stats for things that are already unlocked
- Fixed some enemy cards not having their damage updated and displayed properly when playing cards such as Suppressive Fire
- Patched an issue where the game could not find any fitting subsystems to award to the player when fighting an elite, leading to a soft-lock (it will now just not award any subsystem), this patch is meant to hold until i find out why the engine isn't finding any relevant subsystems to award the player with
- Fixed an issue where some quad flak equipment would have a malfunctioning Mark card in their initial drafted cards
- Fixed an issue where not all of the Cerberus cards had upgrade options
- Added a slight animation to cards that can be upgraded when inspecting cards in the hangar. This is because not all equipment types have upgradable cards yet
Breachway 1.141.0.0
Build 1.141.0.0 is now live.
I apologize for the constant version changes that reset your current run progress, but we had some bugs that required a full addressable rebuild, which clears ongoing runs.
Changes:
- Area damage now only gains the brittle damage bonus against unshielded targets (for now, a launched missile will preserve the damage it had on launch, this will change once I start the missile design pass)
- Correctly added the Smelter and Centrifuge resource bays
- The sector start events and sector end shops now correctly spawn in the second and third sectors
Breachway 1.140.0.0
Hey everyone, i will keep this update short, but it has a much-requested feature: Card upgrading!
You can now upgrade base cards on Mk.II Equipment. Before , when upgrading your equipment pieces from Mk.I to Mk.II you had to remove and redraft cards, or just drop your Mk.I equipment entirely.
Now you can directly upgrade base cards to their upgraded version if you have upgraded your equipment to Mk.II.
In order to do that, just select a Mk.II equipment in the hangar, select a card, and press the upgrade button.
Hovering over the upgrade button will display the upgraded version of the card.
Right now card upgrades are only available for the following equipment families:
Flak, Railguns, Beam Lasers, Resource bays, Shields
Thanks for your continued support
The Breachway team
Breachway 1.139.0.2
Hi , we have a small update fixing some reported issues with the new flak cards.
- Flak and Missile damage now correctly deal 50% of their hull damage as equipment damage, it was incorrectly set to 200% last patch
- Fixed an issue with Mark not working correctly, it mistakenly applied the buff to the enemy :D
- Fixed Sunder+ dealing 0 damage
- Fixed a display bug where the base version of Light barrage would say that it added a Flak Shell+ to your hand, instead of the base version
- Fixed multiple typos in map events
Breachway 1.139.0.0 - Flak rework
This build has a complete rework of the flak equipment among other things, read more below:
- Flak equipment now conforms to the 8 cards per drafting table rule
- Flak equipment has been split into 4 equipment subtypes, more accurately reflecting the role of each: (Also a bunch of new flak cards were created)
Quad-Flak — The support/bridge weapon: high attack volume (Flak Shell tokens, enemy control, hand economy) that sets up and amplifies a finisher rather than closing games on its own.
Shredder — The Shred engine: applies Shred faster than anything else and stacks amplifiers to race toward Brittle, feeding the heavier Flak weapons rather than finishing itself.
Bruiser — The payoff weapon: big cash-out attacks that hit hard once Brittle is online, but with limited ability to set up Shred on its own.
Pyroclast — highest raw damage flak equipment, paid for through Heat and overheat risk, with low Shred contribution - Flak shells and Heated shells are now free to play, but the cards that generate them are slightly more expensive
- Added the Bruiser as a startup weapon choice on the Marauder if it is unlocked
- Implemented subsystem images (we have unique images for about 70% of the existing subsystems, the rest have a placeholder image)
- Fixed a bug where crew abilities were not responsive and caused a soft-lock (the memory leak branch shouldn't have any more bugs, hopefully)
- Because of the new 8 card per drafting library limit on the flak weapons, some upgrades didn't make the cut, but will make a comeback as subsystems (Expulsion, Immolation, Firestorm, among others)
- Flak and Missile damage now only deals 50% of hull damage to equipment, this is to balance out their high hull damage, they were previously too effective at also shutting down the enemy equipment.
- Card drafting reworked: each piece of equipment now tracks its own draft offers, and steadily raises your odds of being offered uncommon and rare cards the longer it shows you only commons, resetting as soon as a rarer card appears.
Patch 1.132.0.0 changelog
- Renamed subsystem Alpha Strike to Charged Chamber (effect stays the same - the first attack you play in the first turn of each combat is free)
- Created a new subsystem: Thermal Residue: The first time an attack from this equipment deals hull damage each turn, apply 3 Heat to the enemy.
- Created a new subsystems: Delayed Primer: On the third turn each combat, your attacks deal +2 damage.
- Created a new subsystem: Alpha Strike: Your attacks deal +3 damage while there are no attack cards in your cooldown pile.
- Created a new subsystem: Omega Strike: Your attacks deal +2 damage while there are no attack cards in your draw pile
- Created a new subsystem pick logic to ensure each subsystem only appears once each run under normal circumstances, to provide greater run variety.
We will add special events that will allow you to clone a subsystem you already have sometime in the future
Patch 1.118.0.0 Changelog
Hi everyone, it’s time for another patch!
As mentioned on our Discord and forums, we’ve been focusing on fixing two of the most serious issues you’ve reported repeatedly:
persistent cards getting stuck (most notably missiles), and a memory leak that caused performance to degrade during longer play sessions.
Testing indicates that the persistent card issue has finally been resolved. The memory leak fix, however, introduced a few secondary issues that we’re still working through. We expect to have those addressed in a follow-up patch by the end of the year.
With that out of the way, let’s talk about the main new feature introduced in this patch: Equipment Subtypes.
Equipment subtypes are more focused versions of existing equipment. Each subtype has a smaller drafting pool and is built around a clear core theme.
The first example of this system is the Beam Laser. Previously, Beam Lasers lacked a strong identity: some cards applied Shred, others applied Heat, and some simply dealt damage. With a large drafting pool, it was difficult to consistently lean into any of those directions, as the odds of seeing synergistic cards were relatively low.
To address this, we’ve split the Beam Laser into three distinct subtypes:
This change aims to do a few things:
- Give players more confidence that they’ll see cards that support a specific playstyle they want to aim for.
- Shift more strategic weight toward which equipment you install, rather than relying solely on draft luck.
- Allow us to give each piece of equipment a clearer identity, making it easier to design cards that reinforce that theme.
We think this system has a lot of potential, but before committing to it more broadly, we want to test it with your help and gather feedback.
We’ve also added new features and refined several existing systems. This includes new shield modes - Focused and Diffuse Shielding, which reduce incoming damage from Precision and Area attacks respectively, as well as new armor types like Angled and Ablative Armor, which mitigate specific damage types such as Kinetic and Laser damage. You can read more about these and other changes below.
Changelog:
- Potential fix for the bug that caused missiles to be stuck in flight, and could make effects that should expire (like suppression) be permanently active
- Fixed an issue where going into a run after finishing the tutorial would hide the ship status screen
- Fixed an issue that would display the first two escalation systems as unlocked after unlocking the first one
- Fixed a bug with Triangulator, that made it boost all attack damage, instead of missile damage
- Added Thermal Lance (Beam Laser subtype). Cards: Singe, Heat Ray, Torch Beam, Lacerate, Pre-heater, Meltdown(Mk.II only)
- Added Industrial Laser (Beam laser subtype). Cards: Drill beam, Cutting beam, Welding beam, Scour, Shear
- Modified Beam Laser. It now has a smaller drafting library built around versatility and utility. Cards: Slice, Slit, Scrape, Beam Sweep, Cross-cut, Focused Beam(Mk.II only)
- Created a new card: Scour - a basic industrial laser card that deals 4 damage, and has a shred value of 2. This basic card is meant to reinforce the identity of the industrial laser - to add and utilize shred for various effects.
- Created a new card: Shear - an Industrial Laser card that deals 4 damage, and on dealing hull damage adds 1 Shred to the enemy any time they receive hull damage for that turn. The effect of multiple Shear cards can stack
- Created a new card: Singe - a basic Thermal Lance card that deals 4 damage with an ignite value of 2. This basic card is meant to reinforce the identity of the Thermal Lance - to add Heat.
- Created a mew card: Cross-cut - a Beam Laser card that deals 4 damage, and repeats the attack if you added any shred on the enemy that turn
- Modified the Beam Sweep card to now deal a base damage of 3, with an ignite value of 2, it gains 1 extra damage for every active energy production. Beam Sweep+ also has its ignite increased by 1 for every active energy production
- Modified the Pre-Heater card: The effect that doubles the ignite of the next attack is now an "On Hull damage" effect
- Replaced Diffraction field subsystem with Focused Shielding (Reduce enemy precision damage by 25% when shielded)
- Replaced Repulsor Field subsystem with Diffuse Shielding (Reduce enemy non-precision damage by 25% when shielded)
- Modified Eutectic armor subsystem , name and mechanic: the effect is now called Ablative armor, and reduces Laser damage and Ignite by 1 for every 15 durability. So the more durability, the more effective the armor is, but it can now be stripped away and weakened by receiving hull damage. The Ablative plating subsystem gives players 30 durability of Ablative Armor on combat start, this stacks with duplicates of this subsystem, so you can have 60 durability or more, making the player immune to most laser damage and sources of Ignite.
- Modified Whipple plating subsystem , name and mechanic: it is now called Angled Armor, and reduces Flak damage and Shred by 1 for every 15 durability. So the more durability, the more effective the armor is, but it can now be stripped away and weakened by receiving hull damage. The Angled Plating subsystem gives players 30 durability of Angled Armor on combat start, this stacks with duplicates of this subsystem, so you can have 60 durability or more, making the player immune to most flak damage and sources of shred.
- Made Quad fire be able to be triggered by point defense attacks as well
- Balance: Fuel Price now increases by 10 credits each sector, but no longer increases by 5 credits after the first level of escalation (which was left over unintentionally from a previous design)
- Balance: Appropriate sector enemies now start 1 node earlier in sectors 2 and 3
As always, thank you for taking the time to play, report bugs, and share your feedback.
This patch includes some meaningful changes under the hood, and we’re especially interested in hearing your thoughts on the new equipment subtype system. Please let us know how it feels in practice, and don’t hesitate to report any issues you encounter on our forums or Discord, it genuinely helps us shape the game going forward.
- Edgeflow Studio
Patch 1.113.0.0 Changelog
Hi everyone,
We're happy to announce that because of the hard work of our testers and community, we were able to quickly roll out the 3 sector patch on the main branch!
Here's what you can expect in this update:
1.91.0.0 (2025-05-16)
Hi everyone,
This update brings a few exciting additions and important improvements:
- The Hacking Array equipment is now back in the game.
- We've added nearly a dozen new achievements for you to discover and unlock.
Alongside these updates, we've also addressed a number of bugs (thank you all for your detailed reports!)
We're also beginning to dig deeper into your feedback on game balance. Whether you're a new or returning player, your experiences help us pinpoint where things need adjustment. This marks the first step in a longer process to fine-tune and improve Breachway’s balance and gameplay experience.
Changelog 1.91.0.0
- Added the Aux Hacking Array equipment, unlocked by playing 500 tactical cards (tracking started when the update went live, so some of you might unlock it automatically),
- Added 10 new achievements (achievement icons are still placeholder),
- Equalized credit distribution a bit between the first and second sectors (first sector enemies now award more credits, while second sector enemies award slightly less),
- Fixed bug where combat would not start in the Starkin Espionage mission if you were allied with the Solarii and you picked the "I do not betray my own" option,
- Fixed a bug where combat would not start in the neutral gunship combat event even if you selected a combat option,
- Combat support missiles are no longer affected by any damage modifiers,
- Slit now correctly buffs damage by indicated amount,
- Fixed Charged shield unlock requirement tracking,
- Fixed bug that caused overflow recycler to not work in certain conditions,
- Fixed some card and event typos,
- Roughly half of the map nodes on critical paths are now revealed on entering the map,
- Increased credit reward for most missions,
- Increased "Savings" quirk credit bonus from 40 to 60 credits,
- The repair station event now gives you the following options: Gain 1 Salvage , Repair your ship, Add a card, Remove a card,
- Increased Salvage selling price from 35 to 40,
- Added an additional trigger for defense protocol, to help it detect when you are unshielded as a result of your shield decaying
Thanks for being part of the journey, your feedback is invaluable in improving Breachway.
1.90.0.2 (2025-05-12)
Hey everyone,
here are some more fixes based on your latest bug reports.
Change-log:
- Fixed bug that would in some cases not display the correct values for meta-progression unlocks
- Fixed issue where in some cases a user's data folder would not get created properly, leading to an inability to play the game
- Fixed a bug that could cause shops and elite fights to soft lock the game
- Fixed the weapon score check when trying to access Free-roamer stations while allied with the Deadweight faction (still has some edge case issue to be solved)
- Some small typo and card effect fixes
- Replaced the starflares in the avalanche's starting missile rack with Tracker missiles
Thank you for your support and for reporting further bugs!
The Breachway Team
1.90.0.1 (2025-05-08)
Hey everyone,
here are some fixes and balance changes based on your latest bug reports.
Change-log:
- Fixed bug causing ship perks to be lost on continuing a game in progress
- Fixed bug causing you to enter combat even when selecting options to avoid combat
- Added a check that should avoid edge-case situations where you have a ship locked, even if the unlock conditions for it are met
- Made the logic for Lacerate more robust, making for more consistent triggering of its effect
- Buffed the base Firestrike card from 4 damage to 6 damage, and from 1 to 2 shred, the upgraded Firestrike from 6 to 8 damage, and base shred from 2 to 3.
- Modified the starting Pyroclast weapon so it starts with 2 firestrike cards, as that is meant to be the main damage dealer of that equipment.
- Added a subsystem to its starting radiator that increases its heat capacity by 2, and replaced the thermal buffer starting card with Heat convertor.
- Added a new achievement "Blot out the sun" for unlocking the Avalanche (it was previously missing an unlock condition, and thus also an achievement
More achievements to be added soon.
Thank you for your bug reports in our Discord server, your feedback is invaluable.
1.90.0.0 (2025-05-06)
Biggest Update Yet – Card Upgrades, New Equipment system, and More
Four Months of Work, One Massive Update
Hey everyone,
We are happy to announce that the update we've been working on for the last four months is finally live on the main branch!
This is by far our biggest update yet. It completely overhauls some of the game's systems, progression, adds dozens of new cards, and more than doubles the number of cards in the game through card upgrades.
Let's go over the main features we've added since the last update on the main branch:
Card upgrades
This is a big one. Every card now has an upgraded version you can draft on higher-tier equipment, effectively doubling the amount of cards in the game.
New cards
We've added more than 40 new cards and redesigned dozens of existing cards for more impact and synergy
Equipment variety
We've added a wide variety of equipment variations, where before you could only find a couple of variations on each equipment, we now have more than 30 versions of each equipment type, each with a different number of card slots, subsystem slots, and drafting library level.
Equipment rewards
Where before you would mostly finish a run with the gear you started, you now have a good chance to find new equipment dropped on defeating enemies, making for a more varied loadout and thus more interesting choices throughout a run.
Equipment upgrades
You can now upgrade any equipment you encounter or start with. Whether you're aiming for a specific build or adapting to new synergies, this feature adds flexibility and more strategic decision-making.
Lifetime and run stats
You can now view your stats at the end of each run, as well as what progress you made towards unlocking new ships, perks and equipment.
Additionally, you can also view your lifetime stats, and have a general overview on your meta-progression unlocks from the main menu.
More meaningful meta progression for new players
We’ve reworked the early-game experience to offer a more gradual and guided introduction to the game’s core systems and card mechanics, making progression more rewarding and the game easier to get into.
Alternate starting loadouts
As you unlock equipment through meta-progression, most of it becomes available for use at the start of a run. This adds more variety and lets you mix and match different starting strategies.
This is just the beginning, as we plan to expand this system with more unique starting options in future updates.
Revamped UI
A cleaner and easier-to-use interface on the map and in shops, greatly streamlining the station experience.
Player profiles
You can now set up multiple player profiles, each with their own level of progression.
Kinetic weapons
Point defense, flak, and railguns have been grouped into a new Kinetic weapon family, enabling more synergies and interactions between these weapon types.
Faction-based drops and store content
What items you see in stores and drop off enemies is now based on what faction those enemies and stores belong to. This leads to more control over your loadout in a run, and helps differentiate the factions more.
Bug fixes
We have fixed dozens of bugs since the last major update on the main branch, There will undoubtedly be some new bugs added, as is the case when you add so much new content and code to the game, so keep those reports coming, and we'll do our best to squash all of them!
Thanks for sticking with us while we worked on this major overhaul.
Our goal with this update was to address two of the biggest issues you've raised: lack of variety in runs and a weak progression system for new players. We hope these improvements make your runs more dynamic, your builds more interesting, and your time in Breachway more rewarding overall.
What’s Next?
Now that we’ve laid the groundwork, we’re shifting focus to balance and content. With so many new systems in place, we want to make sure everything feels tight and fair. Expect regular balance passes, along with new content, every two weeks—including new achievements, enemies, perks, and subsystems.
Additionally, we also still have to create new images for all the new cards, that is an ongoing process, so please bear with us.
Your opinion mnatters
If you’ve been playing the new update, we’d love to hear what’s working for you—and what still feels off. your feedback helps surface the patterns we might miss when we’re deep in interconnected systems. Whether it’s a quick note or something more detailed, it gives us a better sense of how the game’s landing now that the foundations have shifted.
Thanks again—and enjoy the update!
- The Breachway Team
1.41.0.2 (2024-12-19)
Patch #13 - More Missiles and Hacking Arrive in Breachway
New Equipment Expands Build Variety + Key Bugfixes
Hi everyone,
We’ve added some new equipment to Breachway, designed to expand the options for viable builds across the different ships.
While we’re still hard at work on the Meta-Progression update, which we’re confident will be a great addition to the game, it just needs a bit more time to fully come together.
Looking ahead, we plan to shift to a more regular patch release cycle. Instead of waiting for one large patch every couple of months, you can expect more frequent updates that introduce fixes and fresh content, like new enemies, cards, subsystems, and events. Larger updates—like the Meta-Progression patch—will still happen every couple of months, but smaller updates will keep things moving at a steady pace.
In the meantime, we hope you enjoy experimenting with the new Missile Launcher and Hacking Array equipment, and let us know what you think!
Changelog:
- New Equipment type: Missile Launcher. This allows players to install a missile equipment on a Weapon Mount slot, there's never too many missiles!
- New Equipment type: Hacking Array. A "lite" version of the hacking module that can be installed on a ship's Aux Mount, allowing ships to use hacking cards without swapping out their Shield Generator.
- Made a balance pass to first sector Starkin and Free-roamer enemies, to reduce the attrition damage they could cause in the early game.
- Fixed a bug that would result in players being blocked in the Buy/Sell dialog in hangars
- Fixed a bug that would not unlock the third and fourth perk meta-progression slots
- Hack Heatsinks: the card now reduces enemy heat tolerance to 0 for 1 turn, instead of reducing it by 1 + your Security counter for multiple turns.
- Removed Launch bay Equipment appearing in stores when playing as the Marauder (as the ship did not have a Launch bay)
- Fixed a display issue where the Pinpoint card would not correctly display the damage it did based on damaged or disabled equipment
To the Community
As always, we want to thank you for your patience and support for Breachway.
Please keep sharing your thoughts and opinions with us—every review and suggestion is hugely appreciated, and the game will only get better because of them.
1.40.0.9 (2024-11-28)
Hi everyone, there were some minor issues that were reported after the last update.
We're fixing them as we see them, so here's the first hotfix after our Avalanche update:
- Fixed enemy's Bombard card effect and text
- Fixed Barbed Shrapnel text
- Fixed Flak Shell effect
- Fixed Shield Amplifier Displaying 0 on card text at times
- Modified SK-B03 to fire Heavy Blast instead of Eruptive Blast
- Modified map node placement to make it better fit into a 16:10 aspect ratio
- Modified card keyword explanation window position so it's no partly longer off-screen on enemy cards
- Fixed issue with Amplifier Blast not initiating the +50% laser damage buff
- Fixed Paired Pulse damage display in all instances
- Offensive Assurance is now correctly displayed as a support card
- Increased Shield added by Flash Shields from 8 to 9
- Fixed text issues on the Light Torpedo when played by the enemy
- Prep Volley now properly returns to draw pile after being played
Expect more fixes in the near future as more issues are discovered.
Thank you for your kind words regarding our latest update, it really means a lot to us!
1.40.0.7 (2024-11-26)
The Avalanche Ship, Flak Overhaul, and New Damage Synergies
Hi everyone,
First, thank you for your patience while we worked on this update. We know it’s been a while, and we apologize for the long wait.
This patch turned out to be more ambitious than we initially planned. As we dug into the game, we discovered more areas that needed attention, and we couldn’t resist tackling them to improve Breachway.
We want to start by presenting you with our latest ship:
Introducing The Avalanche
The Avalanche is a new missile-focused ship designed to dominate enemy point defenses with overwhelming missile barrages. Its playstyle centers on high-volume missile volleys, synergizing with the new Blast Damage mechanics, opening up new possibilities for missile-based builds.
(Insert screenshot of the Avalanche here)
Major Changes
Flak Overhaul
Flak mechanics have been reworked to promote strategy and reduce randomness:
Shred Counters: Most Flak cards now apply Shred counters to enemies.
Brittle Effect: At 10 Shred counters, enemies gain 1 Brittle, increasing the damage they take from Blast attacks.
Controlled Impact: These changes make Flak weapons more predictable and tactical.
New Damage Types
Three new damage types—Precision, Blast, and Ion—replace the previous equipment-specific interactions, adding flexibility to deck-building:
Precision Damage: Single-target, high-accuracy attacks.
Blast Damage: Area-of-effect attacks for handling groups of enemies.
Ion Damage: Disruptive utility effects for strategic control.
This change encourages diverse synergies between cards and weapons.
Ignite Mechanic Simplified
The Ignite mechanic has been updated for better clarity:
Each card now has a specific Ignite Value, which determines the maximum Heat it can generate.
For every point of hull damage, 1 Heat is added to the target up to the Ignite value.
This system provides better transparency and opens new design possibilities.
Subsystem Swapping
Subsystems are now swappable, allowing players to experiment and adapt their strategies during a run.
Generic Mk. I Equipment
Mk. I equipment is now generic, providing greater variety in early-game drafting.
This change and the new damage types support creative builds from the start.
New Features
Run End Screen
At the end of each run, a Run End Screen summarizes your performance, showcasing key stats such as:
Damage dealt by weapon type.
Enemies defeated (Regular/Elite/Boss).
Nodes traveled, Heat added, and credits earned.
Future updates will expand this feature with scoring systems, achievements, and highlights for a richer post-run experience.
Streamlined Space Station Menu
Station services have been consolidated into the Hangar screen to simplify navigation and reduce menu backtracking.
(Insert screenshot of the updated menu here)
Improvements
Stability Enhancements
Key improvements to the tutorial experience include:
Bug fixes for increased stability.
Improved communication of mechanics to help new players get started more easily.
Enemy Behavior Updates
Enemies have been adjusted to align with new mechanics, creating more engaging encounters:
Streamlined actions improve predictability and counterplay opportunities.
Rebalanced behavior ensures less frustration and more strategic gameplay.
Looking Ahead
The next update will introduce meta-progression features, addressing highly requested additions. Here’s what’s coming:
Unlockable Starting Loadouts: Customize starting configurations to suit different playstyles.
Expanded Starting Perks: Experiment with new perks for varied strategies.
Achievements and More: Progression elements to add depth and replayability.
These additions aim to provide more meaningful choices and increased variety in every run.
To the Community: Thank You
With this patch, we’ve worked to tackle some of our players' most frequent feedback and concerns. This is just the beginning of our journey toward improving the game, and we hope these updates will enhance your experience while unlocking more viable card and equipment combinations.
These foundational changes have delayed some of our planned content releases. We felt it was essential to address core gameplay mechanics first to ensure that the game’s foundation is solid before we start adding new features and content.
We can't stress how crucial your feedback is in identifying the game's issues, so please keep it coming. We're a small team, and progress is slower than we'd like, but we're here for the long haul and are determined to do our best to bring out the potential so many of you saw in the game.
We can’t wait to hear your thoughts, so please keep the feedback coming — it truly makes all the difference.
1.33.0.11 (2024-10-17)
Hey everyone.
It's been almost a week since our last official update, but this is a meaty one.
We've broken the changelog into several categories to highlight the changes we added over the last week.
Game Design Updates
On the game design side, we've simplified some of the systems in the game, giving you more freedom in making decisions on how to equip your ship. For example, the crew now directly determines your card slots (number of the crew + 1 base card slot) and whether they operate equipment. Equipment items now always add their cards to your draw pile, whether operated by the crew or not. This allows more leeway in your ship's setup; you can have a fully equipped ship with only a few crew or a fully crewed boat with only a few pieces of equipment.
Additionally, we've implemented a limit to how much fuel you can buy from stores (3 per store currently), which is a better way to add some fuel scarcity without increasing the price. We've also improved the odds of getting subsystems that are actually relevant to your current loadout, enabling more natural power scaling that is less reliant on RNG.
Technical Updates
On the technical side, we've eliminated a handful of nasty bugs that resulted from our combat save system. However, this also required us to disable saving during combat (at least for now) as it created more edge cases than our programmer could handle in a limited amount of time (there are a lot of cool additions we want to work on).
Additionally, we've improved performance in some cases by addressing a memory leak and reducing some texture sizes that had to be written for the ship damage system.
New Features
We've also had some fun and added a ship-renaming option in the hangar as some of our players suggested. It has no effect, but we'll soon have people referring to the ship by its name at events.
Run Reset Notification
With these latest technical bug fixes behind us, we hope the game is stable enough for you to enjoy without any issues. This will also allow us to proceed with all the cool features and content we want to add.
Due to the sizeable changes in this patch, your current run progress will be reset (meta progress will not be affected). We've tried to avoid this, but there's no way around it when we make fundamental changes to the game.
Patch 11 Changelog
Stability and Performance Fixes
- Combat Stability: Fixed issues where leaving combat on the enemy's turn could result in a soft lock.
- Turn Resumption Fix: Fixed issue where leaving combat on the enemy's turn could result in the enemy playing cards on your turn when you resumed.
- Texture Optimization: Reduced the damage map texture size for the first two enemies, as some people reported the game crashing when they exploded.
- Memory Leak Fix: Added a new fix for a reported memory leak (save file massively growing in size as you played).
- Combat Save System Update: Modified the combat save system to only save at the start of combat.
Card Fixes and Balance Changes
- Diffraction Field Adjustment: Modified diffraction field to require targeting your ship, not the enemy ship; increased its cooldown from 2 to 3 turns.
- Tinker Card Cost: Reduced the cost of Tinker from 2 Mass 2 Energy to 0, as the card depletes and takes 3 turns until its effect activates.
- TEG Enhancer Duration: Reduced duration of TEG Enhancer to 4, as stated on the card.
- Art and Display Fixes: Removed placeholder art from Dead Heat and removed variable from the card display.
- Tutorial Card Fix: Fixed the wrong tutorial cards shown if you leave/continue between fights.
- Heat Shift Bug: Fixed bug where Heat Shift could result in negative heat for the player.
- Tutorial Expansion: Added a new tutorial node for getting your 4th crew member.
- Exhaustive Card Mechanics: Added an icon for exhaustive cards (both on the card and in the keyword) and a tutorial panel explaining them in the 4th fight.
- Light Flak and Flak Barrage Changes:
- Light Flak Barrage cooldown increased from 2 to 3.
- Flak Barrage cooldown increased from 3 to 4, minimum damage increased from 3 to 4.
- Endothermic Reaction Fix: Fixed Endothermic Reaction not giving its bonus shield in certain edge cases.
- Arbalest's Starting Laser Update: Added an extra Pulse Laser card to the Arbalest's starting laser.
- Crew Ability Adjustments:
- Force Production: Cost increased from 2 CP to 3 CP, cooldown increased from 3 to 4.
- Overload Cannons: Cooldown increased from 3 to 4.
- Cheap Shot: Cooldown increased from 2 to 4.
- Reload: Cost increased from 2 CP to 3 CP, cooldown increased from 2 to 4.
- Tune Generator: Cooldown increased from 2 to 4.
- Emergency Shielding: Cost increased from 2 CP to 3 CP, cooldown increased from 2 to 4.
Crew and Equipment Changes
- Card Slot Allocation: Each crewmember always adds 1 card slot to your ship, regardless of whether they operate equipment or not.
- Crew Abilities: Crewmembers need to operate equipment to use their ability.
- Ability Activation Feedback: If crew can't activate their ability, a message explaining why is displayed next to their ability text.
- Equipment Functionality: Equipment now adds cards to your deck even if not operated by the crew.
- Cooldown Adjustment: Cards from equipment without a crewmember operating it have +2 cooldown.
- Card Management Flexibility: Cards can be drafted or removed from equipment while not operated by crew.
- Subsystem Operation: Subsystems function normally on equipment not operated by crew.
Shop and Fuel System Changes
- Fuel Availability: Each station now has three fuel available for sale.
- Crew Ability Usage: Crew abilities are limited to once per station.
- Subsystem Availability: Greatly increased the odds of having subsystems for your loadout on sale in shops.
- Weapon Subsystem Frequency: Increased the chance of having weapon subsystems appear in stores.
- Shop/Hangar Interaction Fix: Fixed issue where entering and exiting the shop and/or hangar would reset the card removal and addition option.
Miscellaneous Changes and Additions
- Ship Renaming Feature: Added the ability to rename your ship in the ship selector screen (to be later implemented in events whenever someone refers to your ship).
- Tutorial Expansion: Extended the tutorial by adding an extra node that introduces a new character, showing that crewmembers are tied to card slots.
- Exhaustive Card Explanation: Added a new tutorial panel in the 4th fight explaining exhaustive cards (still needs localization for languages other than English).
- Exhaustive Card Icon: Added a new icon for the exhaustive card mechanic, making it more visible and adding it to the keyword.
- Transponder Sell Price Adjustment: Modified the transponder sell cost from 50 to 20 (as the item itself costs 35).
- Notification Icon Addition: Added a notification icon next to your ship status panel when you gain reactor power or receive a missile launcher in the weapon picker event.
- Shield Mk.I Equipment Price Increase: Increased the sell price on shield Mk.I equipment to make it easier to buy higher-level equipment.
Future Development Plans
From now on, we should have more time to work on the features we discussed in the last dev update and patch notes.
Roadmap Update
We’ve also listened to your feedback regarding the presence of too much RNG in the game, and we’re currently reworking the Flak weapon system to reduce the excessive RNG while keeping its core identity intact. You can read more about the changes in the upcoming dev update next week.
We're also working on a roadmap, but it will take longer. We want to ensure we present you with a clear and accurate development plan for Breachway.
To the Community
Thanks again for all of your suggestions and words of encouragement. They're a big help in improving the game and a great motivator that keeps us going! We're genuinely excited about what the future will bring for the game and can't wait to share more details with you.
As always, we encourage you to continue sharing your thoughts and feedback. Every review and suggestion helps us improve the game, and we're genuinely grateful for each one!
1.32.7.9 (2024-10-05)
Hi everyone,
It's been a long week, and we're so happy our work fixing all the various issues you pointed out has been appreciated. Before we take a much-needed weekend off, we've got one more update to ship, with many fixes in card and event interactions. (We'll still keep an eye on this thread just to make sure nothing slipped by.)
We’d also like to update you on the saved data rework. Last night, we finished refactoring the save code and spent all day stress-testing it to ensure stability. So far, everything looks solid, and it seems the data loss issue is resolved. We’ll continue testing over the weekend, and if all goes well, we plan to push the fix to the main branch on Monday.
We can’t express how excited we are to have the most severe issues resolved finally — or very close to it. This means we can start focusing on adding features you’ve suggested, improving readability, and generally making the game more user-friendly.
Next week, we’ll focus on one of the most requested features: ship customization. Many of you have asked for more meta-progression and more ways to tweak your starting ship, experiment with different equipment, and explore new combos.
We’re also working on enhancing the end screen to make it more satisfying. You’ll soon be able to see detailed stats of your run, including enemies defeated, missions completed, nodes traveled, unlocks, and more.
We’ll keep you updated throughout next week on progress and what you can look forward to in the near future.
Changelog
- Changed Draw Power's mass cost from 5 to 3
- Fixed Draw Power not having its cost affected by active Blueprint effect
- Fixed Stripmine edge case where, if production is maxed, playing it makes you lose one production as well
- Fixed Stripmine being able to leave the player with 0 mass production capacity
- Fixed Forced Draw edge-case where it adds extra heat despite you running out of cards in your draw pile
- Fixed Focus Blast precision attack dealing no equipment damage.
- Fixed targeting reticles on Focus Blast
- Fixed Strike Assembly effect being removed by enemy playing missile card
- Fixed Strike Assembly being able to cause a soft lock in certain edge cases
- Fixed Strike Assembly not animating on entering/exiting
- Fixed Strike Assembly not communicating properly when no missile is drawn (on turn end, if no slot is available to add a missile card, the active icon will turn to a disabled state, reenabling itself at the start of the next turn)
- Fixed Several Railgun Cards being tagged as belonging to the resource bay family instead of railgun (Draw Power, Impetus, Shatter Rounds, Battery Surge)
- Modified escape pod events so AI crewmembers are automatically uninstalled and added to the cargo bay if there are no more empty slots on your ship
- Fixed issues with contraband events, where engaging in combat would send you into another combat encounter on winning. Along with the issue of sometimes skipping nodes if carrying contraband.
- Properly fixed the increasing fuel cost on the base difficulty
- Standardized card add/removal costs between the store and the maintenance ship event (still varies by faction relations for the maintenance ship event)
- Updated the card drafting view so it looks more consistent when there is a single card drafting option
- Modified Tyrant combat event so it is counted as a destroyed enemy if you have the mission of destroying six enemies in the first sector
- Fixed Colony Defender participants losing their correct portrait after the first battle battle,
- Fixed Colony Defender edge-case soft-lock if the player is allied with the pirates and attacks the Free-roamer ships exclusively during this event
- Fixed potential soft-lock on the second turn reload when fighting the investigator's ship during the Starkin Espionage effect,
- Fixed potential soft-lock on the second turn reload when fighting the research ship that discovered your hack during the Starkin Espionage effect
We deeply appreciate the incredible community that is forming around Breachway. Your bug reports, suggestions, and reviews are keeping us motivated and helping us pinpoint issues, fix them, and expand the game into something that has the potential to truly special. We couldn’t do this without your support!
1.32.7.0 (2024-10-03)
Hi everyone,
we've managed to track down and solve the issue with the soft locks happening on the second sector boss, as well as fix some minor issues related to events.
Thank you for your patience while we sort the save game data issues out. We've managed to pinpoint the issue there, and are working on a permanent fix for it.
In terms of balance, we've moved the fuel cost increase to the first escalation level, as it was too punishing to new player. Additionally, we've changed some cards on the Marauder's starting loadout to make them more synergistic with the resource types associated with it.
The game's balance is an on-going process, so thank you for all your feedback , if the game's launch has proven one thing, it's that you can be blind to a lot of obvious things if you've worked on something for long enough.
On to the patch notes
Changelog
- Fixed a soft-lock issue on the second boss, if quitting and resuming battle after the first turn
- Fixed an issue with the second boss where he would play the Command Center card again if reloading combat after the first turn
- Moved fuel price scaling from the default difficulty to the first Escalation level
- Changed icons for space stations from a credit icon, to a more descriptive space station icon
- Added missing text to the Scavenging Remains event, when resuming the scavenge after being attacked by a hostile ship
- Updated the text on the Neutral Gunship event, to reflect the actual morale change based on your choice
- Set Recycle card cooldown from 0 to 6
- Fixed NPC portrait mismatch in Solarii station on allied dialogue
- Replaced Flash shields with Hasty defense on the Marauder's starting shield
- Replaced Ordnance surge with Asteroid Ore on the Marauder's starting resource bay
- Replaced Mass surge with Ordnance surge on the Firebrand's starting resource bay
- Removed deplete from Palisade, set cooldown to 6 turns
- Removed Defense Protocol from shops until its issues can be fixed
Thank you, and please keep the comments and reviews coming, they are extremely helpful in locating and fixing bugs and design issues.
1.32.6.1 (2024-10-02)
Hi everyone,
We've got another patch packed and ready to ship! This update primarily focuses on fixes, including some that address potentially game-breaking bugs.
The main balance adjustment is to the fuel system. Based on your feedback, we realized the fuel prices were too cheap, trivializing the fuel system to some extent. To address this, we've introduced a scaling cost system. Now, each time you purchase 1 unit of fuel from stations, the price increases by 5 credits (10 credits on escalation level 5+). This change should keep fuel accessible while discouraging farming the entire map.
Changelog
- Fixed a bug which could cause bloat of player inventory save file data as well as act as a memory leak.
- Fixed Backup Shields interacting with crew abilities
- Fixed Provisional Slot event losing its extra slot to a repeating laser beam attack
- Fixed Combat Readiness also removing 2 ordnance production while in effect
- Fixed Combat Readiness missing it's reticle when dragging
- Fixed Pacify not disabling the correct weapons on SK D04
- Fixed Selective Ionization removing the wrong card pips on SK D04
- Fixed issue with Draw Power resulting in player taking 5 HP damage per turn.
- Fixed Denial sometimes not applying its effect if targeting directly on the ship equipment and not enemy card UI
- Fixed Raised Firewall not returning to the players draw pile when played
- Fixed Raise Firewall having its original cost affected by active security in drafting screen
- Fixed Force Draw adding more heat than the card says
- Fixed issue where Flak Mk.I price was 200 instead of 100
- Fixed a soft lock if you were on a combat node belonging to a hostile faction in the first 7 nodes traveled on the map
- Fixed micro charge having 0 cooldown, increased to 6, reduced price from 2E/5M to 2E/3M
- Fixed build-up having 0 cooldown, increased to 6
- Fixed an error in the weapon picker event that made random choices 2 and 3 always be the same when playing the Firebrand.
- Added some more guardrails for damage render texture issues and some more logging in case it keeps happening
- Added in some missing/mismatched UI sounds
We'll be keeping a close eye on your feedback for this patch, to quickly catch any potential bugs that might have slipped through.
As always, we encourage you to continue sharing your thoughts and feedback. Every review and suggestion helps us improve the game, and we're truly grateful for each one!
1.106.0.0 (2025-10-28)
Breachway 1.106.0.0
Changelog
- DW B05: Fixed an issue with soft-locking on ascension 7 and higher
- Fixed issue with Thermal Tick not displaying the correct value on being played
- Lock and Load: Fixed issue where it sometimes wouldn't add the correct number of Flak shell cards to your hand
- Trade security mission should no longer spawn in unreachable locations
- Added a station action for the Mechanic Keyword - repair up to 15 Hull points
- Added a station action for the Engineer Keyword - +1 card drafting options in the next 3 post-combat card drafting screens
- Added a station action for the Combat Logistics Keyword - gain 1 extra card slot for the next combat encounter
- Added a station action for the Scavenger Keyword - Gain 1 Salvage (more events using salvage coming soon)
- Added a station action for the Ace Pilot Keyword - Gain 1 fuel
- Added a station action for the Quick Reflexes Keyword - Gain 50 credits
- Added a station action for the Hacker Keyword - Start the next 3 combat encounters with 1 Security
- Lena Starling is now has the Mechanic keyword (used to be Engineer) -Mechanics repair 4 hull after every 4 combat encounters, so this is to help new players out
- Sol S02 Elite - Its flak cannons now go on cooldown after firing 3 shots.
- Sol S02 Elite - Now plays charged barrier instead of Fortify
- (both of these changes will be reverted on escalation 10)
- Renamed missile Launcher to Missile turret. The old name was confusing as it implied that it could be mounted on the launch bay, but instead it goes on a weapon hardpoint
- Fixed an issue with getting 2x2 security from the Hacker station action
- DW S02 Elite: Reduced Torpedo tubes equipment durability from 35 to 30
- DW S02 Elite: Reduced Hacking console durability from 24 to 20
- DW S02 Elite: Replaced the Rampart (10 SP 1 Durability) shield card with a Block (8 SP 0 Durability) card
- SOL S02 Elite: Reduced Flak cannons Durability from 20 to 18
- SK S02 Elite: Reduced Pulse Laser durability from 24 to 20
- Fixed an issue with combat encounters from the "allied" pool happening with factions you were not allied with
- Fixed an issue with SK-B07 not having its Shield generator equipment properly tagged
- Added a new subsystem: Fusion Amplifier (Resource Bay)- On combat start, gain 1 Reactor power and assign it to a random resource
- Added a new subsystem: Field Booster (Shield Generator) - Start combat with +1 Shielding
- Added a new subsystem: Scrambler (Ion Cannon) - Inflict 1 Blind on the enemy for every 12 Ionize points applied
- Added a new subsystem: Targeting Chip (Laser, Railgun) - Start combat with 2 stacks of Target Lock
- Added a new subsystem: Momentum Stabilizer (Laser, Flak, Missile) - Start combat with 1 stack of Offensive Assurance
- Added a new station action for the Smuggler keyword - Gain 1 Transponder
- Fixed a bug where hiring a crewmember did not give you access to his or her station action within the same station
- Pinpoint+ - Fixed an issue where the upgraded version was still counting active enemy equipment, instead of total enemy equipment
- Energy Spike - Fixed an issue where it had an extra requirement of having at least 1 active energy production in order to be playable
1.104.0.0 (2025-10-19)
Hey everyone,
It’s finally time for another update!
We're sorry you get this a week after the Steam update, but we had a pretty rocky launch for the patch, and we wanted to have the build stabilize before posting it to GoG, so this includes all other updates between the initial launch and yesterday's hotfix.
This one update on addressing one of the biggest points of confusion in Breachway: enemy design and combat clarity.
Originally, we tried to make our enemies modular, essentially assembling them from equipment pieces that handled all of their logic and behavior. We hoped this would lead to interesting, emergent encounters.
Instead, it created enemies that were overly complex, confusing, and — ironically, kind of bland.
To make matters worse, enemies hadn’t been updated to use the new equipment and card systems we introduced back in June, meaning they were missing entire mechanics and interactions.
That mix of blandness, confusion, and inconsistent difficulty really hurt the experience, so we decided to rebuild enemies from the ground up.
A Quick Note
Please keep in mind that this update is massive. Dozens of new enemies, over twenty new cards, new station functionality, and a much wider range of possible builds.
We’ve tested everything thoroughly, but there’s only so much a small team can catch when it comes to bugs and balance.
Please help us improve this update further by reporting any issues you find and sharing your balance suggestions in our Discord. You can also join our community on our subreddit, r/Breachway.
Rethinking Enemies
We went back to the drawing board. Rather than thinking of enemies as bundles of complex systems, we focused on them individually:
What makes each one interesting to fight?
We also realized a key mistake in our original approach: trying to make enemies play the same cards as the player.
That’s fine for the player, stringing together intricate combos is part of the fun.
But when enemies did it, it just became hard to follow.
So, we set some new design rules:
No more same-turn effects, every change in enemy stats (damage boosts, buffs, etc.) don't affect any cards played in the current turn, giving you time to react.
All enemy actions must be clearly readable.
And most importantly, it’s okay for enemies to have unique, even overpowered cards. This makes their actions more impactful, without the kind of combo gymnastics a player would need to go through.
Patch Notes
-
Enough talk however, here are the patch notes for this update:
-
Reworked 42 enemies: some have been updated, most are brand new
-
8 New elites, completely replacing the old set
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4 New bosses for the end of sector 1, each offering a unique challenge
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Reworked Sector 2 boss: the old version was the epitome of what went wrong with our enemy design: overly complex, hard to follow, and frustratingly difficult. It’s been retired for now, and we’ll add more variety for Sector 2 bosses soon.
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New enemy cards and effects: first sector enemies are simpler and easier to read, while second sector enemies now have a few new tricks up their sleeves.
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Improved enemy card clarity: you can now see the amount of shred and ignite enemy attacks will do, without having to read the card text (which is still strongly recommended!)
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Crew hiring at stations: you can now recruit new crew members at stations. It’s not cheap, but an extra card slot can make all the difference.
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Removed the Tactical hardpoint type: shield and hacking equipment now goes on the Utility hardpoint instead. This makes ships more similar in the short term, but with the upside of opening up a lot more build variety during your run. We’ll keep refining ship differentiation in future updates.
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New map node icons: reward nodes, merchants, repair ships, and fuel ships each have their own distinct icon and are now visible on the map.
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Improved card drafting: you’ll no longer see the same card shown twice in a row (though there’s a known issue where you might still see duplicates in two-option drafts — we’ll fix that soon!).
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Neutral combat events, both for Elites and regular enemies. This allows us to make the faction combat encounters more impactful in the future, and allows you to hunt elites free of any repercussions on faction relations
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Many smaller changes and fixes throughout the game.
What’s Next
We know everyone’s eager for the third sector, but we couldn’t keep building new content on a shaky foundation. We felt this rework was necessary.
The good news is that we’ve built a ton of new enemies recently, and that momentum isn’t slowing down.
The third sector is now our top priority, and moving forward, our focus is on iteration and maintaining a steady cadence of updates as we develop it in parallel. No more months-long reworks!
Beyond the third sector, this is what we plan to work on in the near future:
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Alternate sector layouts, this will come in the next update a couple of weeks from now
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Improved and more streamlined tutorial, offload some of the information presented in the tutorial to the game itself, to be presented when necessary
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Crew levels
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Split equipment into smaller, more varied equipment types, with a more focused drafting table. We want to put more emphasis on your ship loadout
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1 more hardpoint for each ship
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Reworked waypoint nodes, populated with more interesting encounters (we have some great ones in the works)
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Worldbuilding- we are going to further flesh out the world and story in new events and crew interactions
That's it for this update.
Thank you for your continued support and encouragement.
We hope you'll enjoy this new update.
- The Breachway Team