2026-08-07
Trailer_final_6_better_7_fixed_4_4k.mp4
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Hello Riftbreakers! The title of today’s article is not a mistake - that’s a typical filename for an EXOR Studios trailer in the final stages of its production. Looking at our gameplay trailers, you’d never expect that their production takes a long time - it’s just a couple of gameplay clips stitched together, after all. However, the opposite is true. Our trailers are a result of a long process that is a bit messy at times, but always very fun and definitely more interesting than the file name suggests. It's also a process that makes the game itself better in some unexpected ways. This article will talk about gameplay trailers only. We have a couple of CG trailers out there, but the workflow is completely different in their case. Our very first gameplay trailer for The Riftbreaker. What you can see in the video is pretty much EVERYTHING we had in the game at that point. If you pay attention to details, you will quickly notice that there are only three enemies shown for the entire duration of the trailer. That's because these are the only ones we had. There is also one voiceline that is spoken by your truly. Can you tell which one? Paweł spent an entire week setting up the
스팀 공지2026-06-26
Players vs. Developers: What We Learned
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Hello Riftbreakers! As game developers, we have the incredible pleasure of building games that we would want to play and sharing them with millions of people around the world to enjoy. As awesome as that is, we are often quite anxious about every new release. After all, the release day is always the ultimate test for the game - not only when it comes to the technical side, but also from the game design standpoint. Luckily, playtesting exists, and players are usually more than happy to play the game early and share feedback. This allows us to fix the vast majority of serious errors, but also reveals that real players play the game very differently from developers. Today, we would like to share some things we observed when watching you play the game - what we saw in live playtests, streams, YouTube videos, and co-op sessions. Some of these things really were eye-opening! Going back to the 2019 demo was an experience for sure. We didn't even remember that old Sentinel Towers did not need any power back then. The Riftbreaker was first revealed on the 8th of March, 2019. The first opportunity to play the game itself came just three weeks later, at PAX East in Boston. We prepared a
스팀 공지2026-05-29
Optimization in The Riftbreaker: What It Takes and What It Costs
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Hello Riftbreakers! We often mention optimization in our articles, release notes, and other interactions with you. It is one of the pillars of programming. It is usually not a problem to program the computer to do something for you. It is much more of an issue to make the computer do what you want quickly, without using 100% of CPU/GPU/RAM while at it. The Riftbreaker is a collection of thousands of such features. Making sure they all play nice with each other often takes more time than developing the feature in the first place. In today’s article, we would like to show you that optimization comes in many forms and is never an afterthought but an integral part of the development process. Just like you strive to optimize your bases, we are constantly fighting for every bit of performance we can get. If we had to define optimization, we would say that it is the process of finding a compromise between functionality and resource utilization. You want to lower the performance cost of a feature while maintaining the intended function. One of the easiest examples of that is how our 3D models are made. First, our artists sculpt the model with very complex geometry. Polygon counts for our r
스팀 공지2026-04-02
The Riftbreaker Hotfix for Windows Update KB5086672, April 2nd, 2026.
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Hello Riftbreakers! We have just released an emergency hotfix for severe performance and game cursor update issues that were caused by the recent Windows Update KB5086672 (Windows 25h2). The Riftbreaker Experimental Update, April 2nd, 2026. Changelog: Changes: fixed severe performance and in-game cursor update issues caused by Windows Update KB5086672 (Windows 25h2) fixed mission name display for missions locations found using the Planetary Scanner in Open Campaign Mode. This fix only works for freshly generated missions. Thank you for all the feedback so far, keep it coming! EXOR Studios
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