Home Products Changelog

Release Notes for Breachway

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:

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

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:

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:

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:

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:

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

Card Fixes and Balance Changes

Crew and Equipment Changes

Shop and Fuel System Changes

Miscellaneous Changes and Additions

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

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

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

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


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

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:

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