- Breachway Compendium polish and balance pass - 2 October 2026
A quick update featuring a round of Compendium improvements plus some enemy balance changes. Compendium Changes Concepts and keywords now show up in the Compendium as you encounter them, so a fresh profile isn't greeted by a wall of terms it hasn't met yet. The Compendium now has a Perks tab. The Statistics tab has been trimmed down to your statistics and each ship's starting equipment unlocks. Everything else it used to show now lives in the Compendium. The Expertise perk has been removed. Equipment drafting libraries are now visible from the start, no perk required. The Compendium screen now has sounds. Balance Changes We're continuing to smooth out the difficulty curve, mostly by giving some of the softer Sector 1 and Sector 2 enemies more teeth and trimming a couple of the tankier late encounters. Deadweight S01D: no longer reloads after its missile volley. Freeroamer S01B: beam dam…
- Patch #35 - The Compendium and Beam array - 1 October 2026
Hey everyone, This new update brings a brand-new aux weapon, a new perk, proper models for our new Ion Cannons, and something we've wanted for a long time: an in-game Compendium. Under the hood we also rebuilt how the game picks your enemies, which turned up a difficulty bug we've now fixed. Let's get into it. The Compendium Available from the main menu and the pause menu. Every keyword is explained there, along with how the game's systems actually work: cooldowns, your reactor and Heat, shields, crew and Command Points, fuel, factions, and how damage adds up (flat bonuses first, then percentages, rounded down), including exactly how Precision, Area and equipment-only damage wear down enemy equipment. It also tracks everything you can find in the game: Equipment: every piece of equipment, including gear you haven't unlocked yet, with what it takes to unlock it. Unlock something and its…
- Breachway experimental branch update - Compendium - 29 September 2026
Hey everyone, we have a new build up on the experimental branch, you can find the main changes below: Added a compendium, where you can find all of the game's mechanics and keywords, Equipment, Subsystems and Crew. Since there is no way to know which subsystems and crew were seen by a player, those categories will have to start from 0. Unlocked Equipment starts from the current state. Added a new Beam laser for the Aux. mount Added updated models for the Ion Siphon and Resonator Reworked/simplified the enemy populator, which also revealed a bug: some events and missions (such as the Trade Security mission) were supposed to have more difficult enemy fights (enemies from the next sector), but the difficulty was not bumped up accordingly, it now is.
- Tactician update part 1 - Bugfixes - 28 September 2026
Fixed the perk slot unlock for a subset of players that could not unlock it at 5 unlocked perks Fixed Echo burst+ not returning to the draw pile on play Fixed Chain shot effect (now properly reduces cost on applying brittle) Fixed multiple cards not correctly interacting with Discount Rack Fixed an issue the prevented some equipment types (missile rack, hacking, engineering bays) from being upgraded past Tier 4 Modified Redline/+ so the heat added on turn end increases with each stack played, which matches with expected behavior
- Tactician update part 1 - Controller support updates - 25 September 2026
- Fixed an issue with not being able to access your cargo bay or ship in the combat victory screen if you were playing on a controller - Fixed an issue with the tutorial highlighter being off-screen in the faction tutorial panel, on starting the first post-tutorial run - Added the ability to jettison items such as Salvage, Splicers, etc - Various controller quality of life improvements - Various tutorial controller improvements and updated tutorial text - Fixed controller scroll behavior in the Cargo bay, to only scroll the cargo when the focused item is at the bottom of the cargo bay display - Fixed an issue with the controller button panel being obscured during the card drafting screen
- Tactician update part 1 - Hotfix 1 - 24 September 2026
- Fixed a bug that prevented buying and selling items in the hangar with a gamepad - Increased ship cargo capacity by 2 on most ships - Added heat as a cost on the Pyroclast and Smelter cards - Modified the equipment inspector so it is docked next to the store panel when inspecting items in the store - Removed the library tier lock badge from cards in the history tab
- Patch #34 - Tactician update, part 1 - 23 September 2026
Hey everyone, The Tactician update is proving to be much bigger than we initially thought it would be, and we decided to roll it out in two parts. The first batch of Tactician Update focuses on the player, with new cards, new equipment, some much needed store changes, and a lot of quality of life additions. All of this is now live on the main branch! We spent a lot of the last few weeks testing and talking to our tester group on Discord, and a lot of what's below was shaped by the feedback and bug reports from everyone who tested it there and on the experimental branch. Thank you. Please note: this update includes a run reset. The changes to equipment, cards and cargo mean old saves aren't compatible, so any run in progress will need to restart. Your meta-progression unlocks are safe. This is a big post, so feel free to skin the headers for what you care about. Let's get into it. Ion Ca…
- Tactician Update part one - experimental - 17 September 2026
Hey everyone, The Tactician Update patch will be very packed, so we decided to break it down and release it in parts. The first content batch is now live on the experimental branch. Most of the new content uses placeholder art. This is a quick rundown so you can dive in and start testing; the full write-up comes when everything rolls out to the main branch after sufficient testing. As usual, switching to the experimental branch means losing your current run. Ion Cannon Rework The Ionize mechanic has changed: Ionize now disables an enemy equipment for 1 turn instead of removing 1 pip. Alongside that, the Ion Cannon has been split into 3 subtypes, with some new cards (card art is still placeholder): Ion Disruptor (the basic starting Ion Cannon): Ion Sling (Common) - 1O 1E, CD 4 - Deal 6 Ion damage. Ion Javelin (Common) - 1O, CD 5 - Deal 4 Ion damage. If you are Shielded: spend 2 Shield Po…
- Balance patch #8 Hotfix - 7 September 2026
Fixed a bug that prevented laser damage done to be counted, and thus not letting players unlock any laser weapons. Fixed a bug where merging an equipment with a subsystem into another equipment would delete the subsystem, now it is added to the cargo bay instead. Added a preview text in the equipment merging dialogue, showing you what equipment you will end up with if selecting one of the merge options.
- Balance Patch #8 - Equipment Merging, Card Highlighting, Balance Changes - 4 September 2026
Hey everyone, time for the.... second weekly update this week. We will be away most of next week, so we have a double-feature this week. The headline this week is really exciting, a brand-new hangar feature: equipment combining (shoutout to our Discord member Unisus for the initial suggestion). On the balance side we've tweaked some enemy values to smoothen the difficulty curve, and there's a batch of quality-of-life work for both mouse and controller players. Let's get into it. Equipment Combining You can now combine two pieces of equipment of the same subtype in hangars. Feed a donor piece into your equipped one to upgrade it. Adding card slots, subsystem slots, or expanding the drafting library (if the donor is Mk.II) or transfer a single card from the donor to the receiving equipment. And if the two pieces are from the same family but different subtypes, something more interesting h…
- Balance patch#7 Hotfix - 3 September 2026
It looks like an older bug with the S03 Boss (Tyrant) got reverted in the last balance patch, making the fight soft-lock. The issue is now fixed, and you can resume your game as normal, and the fight should now work.
- Balance Patch #7 - Balance, Bug-fixes, Unlock changes - 2 September 2026
Hey everyone, time for another balance patch. We were away last week, right after a major update. So naturally we came back to quite a collection of bugs waiting for us. This patch clears most of those out (there are still some left that we're looking into), alongside some small card balance changes. Unfortunately, some of the bug-fixes and additions required addressable changes, so this update will reset your current runs in progress. We've also started work on one of the big goals of the Tactician update: enemy variety. Most enemies currently feel similar, and a big reason is tempo. They each play a card every 1-3 turns and mostly loop the same cards, and there's only so much variety you can build within those confines. Going forward, we'll be redesigning enemies to make their behavior and tempo genuinely different from one another. The first example is the redesigned Deadweight S01B.…
- Breachway News Roundup at the Hooded Horse August Publisher Sale - 28 August 2026
It's been an exciting couple of months for Breachway with a wealth of patches focusing on balance, gameplay improvements, and player feedback, and a brand new roadmap reveal that will carry the game to 1.0. In case you have missed any of this news, let's round it all up below. Breachway is also part of the Hooded Horse August Publisher Sale at 50% off. Check it out, and check out the other games on sale during the Hooded Horse August Publisher Sale. Hooded Horse August Publisher Sale Breachway News Roundup The roadmap to launch for Breachway was revealed about a month ago and details the remaining steps and stages of the game before 1.0. The game will be receiving regular weekly balance patches and bug fixes, with major updates coming every few months. This schedule will help the game to be developed towards 1.0 while retaining balance and player experience. These patches and updates wi…
- Save 50% On Breachway - 22 August 2026
Dive into the tactical space battles of Breachway at a 50% discount as part of the Hooded Horse August Publisher Sale! Breachway combines deck-building strategy with turn-based combat, allowing you to customize your ship, manage resources, and face challenging encounters across the galaxy. Upgrade your ship and adapt your tactics to emerge victorious. Hooded Horse August Publisher Sale
- 1.177.1.0 - Controller Tutorial and Navigation Fixes - 21 August 2026
Fixed a possible tutorial soft-lock on using a controller in the third tutorial panel Fixed some navigation issues when using a controller in the settings menu Improved Dpad navigation in the ship status screen on the map and in the hangar
- Patch #33 - The Commander Update - 20 August 2026
Hey everyone, The Commander Update is now live on the main branch! This is our biggest update this year, and I'd like to thank everyone that helped test it on the Pre-deploy and experimental branches, reported bugs, and helped us polish it for today. Please note that this update includes a run reset. The changes to equipment, cards, and run data mean old saves aren't compatible. Any run in progress will need to restart. As promised in the preview, this post has the full details. It's a long one, so settle in, or skim the headers for what you care about. Let's get into it. Controller Support The big one, the most requested feature since our Early Access launch. You can now play the whole game with a controller. To be honest, we're not big controller players ourselves (although Breachway does feel surprisingly good with a controller), so while the full game is playable, the experience mig…
- Commander update - experimental branch test - 14 August 2026
Hey everyone, As outlined in our roadmap (which you can read here), August is when the Commander Update launches. This is a large update with a lot of new additions, so we expect it to sit on the experimental branch for 1-2 weeks before we roll it out on the main branch. How to access the experimental branch. Please note: switching to the experimental branch means losing your current run, and switching back will not be possible until the update goes live on main. If you're mid-run and want to see it through, finish it on the main branch first, the Commander Update will make its way there soon enough. And with that out of the way, let's get into the main additions: Controller support This is the big one, something a lot of you have been asking for since our Early Access launch. You can now play the whole game (except the tutorial, for now) with a controller. To be honest, we're not big c…
- Balance Patch #6 - Balance, Bug-fixes, Fast combat mode - 13 August 2026
Hey everyone, the weekly balance patch is back! (We said we would skip this week, but never mind, we have a cool new addition) Fast Mode The headline this week: we've added a fast mode option to the settings menu. Turning it on makes all combat actions play out twice as fast, so there's less waiting around for the graphics when you already know what's coming. Our analytics (and your reviews) have been telling us for a while that fights run longer than they should, and while we're improving that on the balance side, fast mode is just an immediate quality-of-life win while we get there. Overheat timing change One mechanics change worth explaining before the change log: Overheat damage now triggers before the card draw phase. In practice this matters for cards like Redline, which adds Heat at turn start, previously that Heat landed right before the Overheat damage check, so you could take…
- Addressing performance issues - 8 August 2026
Hey everyone, quick technical update aimed squarely at the stuttering some of you reported after the last patch. No content or balance changes in this one, just performance and stability work. Engine rollback Several of you told us the game started stuttering after the hit reactions update, high FPS on the counter, but the game feeling choppy. While investigating, we traced the most likely culprit to the Unity engine version we'd been shipping on: recent engine patch releases introduced a memory leak and allocator issues that cause exactly this kind of hitching (and were behind some of the crashes and freezes a few of you have sent us dumps for, thank you!). We've rolled the game back to an earlier, stable engine version that predates the problem. One note for the technically minded: the newer engine versions also carried a security fix, and rolling back doesn't mean losing it, every bu…
- Marauder hotfix, Hit impact value adjustments - 7 August 2026
Adjusted ship mass levels, and improved ship rotation/torque on missile impact Fixed a bug with the Marauder where it didn't display the pirate base in the first map if you started the run with a Bruiser flak Apologies for the large file size, I'm looking into reducing that for smaller builds that only touch a couple of parts in the game