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THE RIFTBREAKER 2.0 IS LIVE! CO-OP IS OUT!
The wait is finally over! After months of development, testing, and countless iterations, the Update 2.0 has landed — and it’s the biggest leap in The Riftbreaker history.
Check out the overview here:
store.steampowered.com/news/…
Mr. Riggs has never been one for subtlety. Here's what a few volleys of missiles do to anything waiting in the jungle in The Riftbreaker!
Finished a biome in The Riftbreaker campaign, and then noticed something unfamiliar attacking your HQ? That's not a bug!
Once you complete a biome, its creatures can travel to your HQ and attack it. So the further you get, the more your home defenses have to handle - not just the locals, but everything you've already beaten.
Plan your HQ defenses with that in mind!
We're launching some rockets live on our only stream this week: twitch.tv/exorstudios
We've been knocking buildings over for a long time. Before The Riftbreaker, there was X-Morph: Defense, where tower blocks come down under your fire.
This one didn't last four seconds!
Four new biomes, co-op, and five years of updates. Thank you for exploring Galatea 37 with us!
The full five-year recap is on Steam: store.steampowered.com/news/…
Our creature models for The Riftbreaker start out with millions of polygons. Put a horde of those on screen and your GPU would give up almost immediately!
Since the camera always looks down from a fixed height of about 25 meters, we can get away with much simpler game-ready models, with thousands of polygons instead of millions. The details our artists sculpted aren't lost, either - normal mapping carries them over to the simpler model.
That's a big part of how we can send such huge hordes at your base!
Building a ton of walls all around the base might be your first instinct, but it might not always be the best choice! The Riftbreaker creatures never target walls explicitly. They only attack them if they stand in their way.
Walls can help you steer creatures towards your defenses, but they can also lead them to your weak spots. Build them with care!
Come and join us on the stream, as we wish the 5-year-old grandpa Riftbreaker a happy birthday! Live now at twitch.tv/exorstudios
In 2021, we told you co-op would take at least 6-12 months. It took a little longer than that, but you stuck with us the whole way - thank you! The Riftbreaker just turned 5.
The full five-year recap is on Steam: store.steampowered.com/news/…
Five years ago today, you stepped through the portal to Galatea 37 for the first time. We celebrated the only way we know how. Thank you, Riftbreakers!
The full five-year recap is on Steam: store.steampowered.com/news/…
The Riftbreaker is five years old today! Our anniversary recap is packed with stats, including how our 'at least 6-12 months' co-op estimate turned out. Thank you for five amazing years, Riftbreakers!
The full five-year recap is on Steam: store.steampowered.com/news/…
We built The Riftbreaker on our own engine, Schmetterling, and we love it. It lets us push for the right tech at the right time instead of waiting for someone else to ship it, and it gets performance out of the game we could only have dreamed of elsewhere.
It's an investment, but compared to licensing costs it's been a good one - and honestly, we just love making our own tech come to life.
We're coming home! After a long break from streaming, today we will take to Galatea 37 once more. Let's see whether we remember how to play the game at all (the answer is: probably not, please be kind) Live at twitch.tv/exorstudios come and hang out!
Ever wondered what happens to all the bodies after a big fight in The Riftbreaker? Every corpse still costs a little performance, so we can't keep them around forever.
When there's a whole pile, quietly removing the oldest ones works fine - you're unlikely to miss one out of hundreds. A single body is much harder to hide, so we took a hint from nature and created Quelvers: tiny scavengers that swarm any corpse nearby and eat it up.
They solved our problem and made the Tropical Zone feel a lot more alive. Later on, every biome got scavengers of its own - keep an eye out for them next time you play!
You might think Survival mode in The Riftbreaker keeps an eye on how strong your base is and sends waves to match. It doesn't!
In Survival, we scale the waves by time played and nothing else. Teching up fast won't make them harder, and playing slow won't keep them soft - they'll arrive at the same strength either way.
So every minute you don't spend building up your economy is a minute you'll feel later. Get building!
Each of our expansion campaigns for The Riftbreaker ends with a special weapon as your reward. Early on, we learned the hard way that a reward has to work where you earned it!
The Laser Swords couldn't hurt Wingmites, the most common creature in the Metallic Valley, and the Shard Gun barely worked in the Caverns. You let us know how disappointing that felt, and you were right.
So for Heart of the Swamp, we swapped the Root Gun we'd planned for the Flame Blades, which burn through everything in the swamp. Lesson learned!
When your game mixes two genres, every trailer runs into the same problem.
Show someone building a really good base, and the action fans get bored. Cut it, and everyone else assumes the game has no depth. There's no split of the footage that keeps both groups happy!
What helped us most was one sentence that tells both audiences what they're in for before they watch anything. For The Riftbreaker, it's the one at the start of our trailers: base building strategy meets intense action RPG.

