Future Breach 64 news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed players1 · 6 October 2026 - 15:44:35 UTC
- SteamPulse tracked peak11
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score89% positive
- Total reviews104
- Release dateJan 4, 2025
- DeveloperYurii Nikshych
- PublisherTheGamesFortress
Genres: Action, Simulation
Company pages: Developer: Yurii NikshychPublisher: TheGamesFortress
Future Breach 64 Steam news
Future Breach 64 news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- A new and Improved HIGHTOWER - 9 September 2026
Hi friends! For a long time, Hightower had many places that were, um,"there" but not used gameplay-wise and had no reason for you to actually go there. Now, the enemy incursions will be more varied and Hightower has been improved and expanded. With each update, I’m happy to say this becomes more and more like the idealised concept of this game that we originally envisioned. Expanded HIGHTOWER and added more varied enemy incursionsThe “less grind” feature now comes as standard (no need to ‘enable’ it) Fixed the "living areas/bridge achievement"... hopefully.Fixed the missing Workers Loot (examine) feature -thanks o4zloiatrinax for finding this bug! Turns out it was introduced when adding the “uncuff” feature for megacorp workers.Fixed a pesky memory leak!Fixed the “revive timer” not resetting when you are downed a second time (when you are downed and need to call the medic or wake up in…
- Pylonmania update! - 6 May 2026
We proudly introduce basebuilding aspect to hightower so that the money you collect along the way actually has a purpose (it becomes unlocked after the first few missions). \ People have said this is perhaps the best update, if not the greatest so far if I may say so myself-There has been a lot of talk in the community about the game being too grindy, so this room now has clues as to how to reduce the grind:- fixed footstep audio lag- mouse sensitivity can be increased way further nowother things mentioned in the forums are still in the works, so stay tuned!
- Gamepad Update - 22 October 2025
Added an option in the settings menu where you can select between DirectInput, Xinput (for xbox controllers) and an "disable" (if you have a controller connected but don't want it to interfear). The DPAD is used for selecting team commands (vertical) and inventory items (horizontal). As an aside funny anecdote: the testing was done on a Logitech F710 which has an "X" mode for Xinput (xbox mode), So, Imagine my surprise after spending lots of time trying to understand why the second trigger thingies(L2, R2) didn't, well, trigger, it took looking at an image of an xbox controller to realize they don't have those buttons. lol. other minor bug fixes
- New Mission type: Protect Base Core - 11 October 2025
Hello Fam! This update introduces:New Mission Type - Protect the Base Core (appears later during the game) - thanks Hardwater for the idea!Gamepad Support - Tested on a Logitech F710, but most gamepads should work hopefully, if not use a re-mapper or whatever it is you zany kids use these days. This took surprisingly long to do, since it required going through all the aspects of the game to make sure it all worked.Linux Support - now runs natively on LinuxNow, I know what you are going to say: “But.. where are the new hats!?” And to that I say, fear not - they are coming!
- The Hardwater update - 9 August 2025
Today’s update fixes some lingering bugs described by the user Hardwater (thanks Hardwater!)-Fixed enemy squadmates not seeing you after you are revived-Fixed a spelling error (“moral coil”→”mortal coil”) - I could have SWORN I fixed it in previous updates, but guess not -Fixed a crash during missions -Fixed enemy squadmates floating in the air near their dropship after it flies away (dead bodies will still float though.. for now)
- Uncuff and ye shall be free! (from bugs) - 17 July 2025
Greetings fam! Today’s update features many quality of life things but, most importantly… and people will say this will be one of the greatest things that came to this game in quite a while , let me tell you that, is Uncuffing. Truly a great day for Future Breach. You can now FINALLY uncuff Megacorp workers (either those captured ‘accidentally’ by you or cuffed by the enemy team). And YES, you will get your cuffs back or get extra cuffs if it’s by the enemy team. Extra thanks to the users Hardwater, Tomekk, Boxes for doing lots of testing and providing useful info and ideas!Fixed crashes related to shattering glassFixed a bug related to being revived midgameMade the dropship more accessible when the door opens onto downward slopesimproved the “F1 F2” hint text logic for the carriers/squadmates info
- Healtcare costs!?? - 21 June 2025
Greetings fam! Today we have some new quality of life improvements, mostly stemming from Sleeve's feedback thread and ideas from the user BOXESAdded healthcare costs for your squadmates: When it comes to tactical sims, what could be more realistic and immersive than taking care of the medical bills of your team? Though, jokes aside, this was done to alleviate the whole “having a large amount of cash later on in the game that doesn’t really have a purpose” and add another layer of importance for when a squadmate gets injured. Apart from this, more uses for cash are planned.Added a “squadmate status” window similar to the carriers status window that you can access when you have access to the command menu during missions or incursions. In it you can see your squadmate’s status (if he was injured) and his current action.Squadmate’s gravestone thingies in the squad menu will now list the nam…
- The enemies can build turrets now! - 20 April 2025
People will say that this is probably the greatest update of this game: - The enemy team will now build turrets after a certain level - turrets are vulnerable to EMP grenades, so those now have more reasons for existence - previously the primary reason was to destroy enemy pylons, generators and base cores. - Later in the game, enemy worker carrier ships will now sometimes appear during incursions - Enemy incursions now less frequent but “better” - Greatly improved the squadmate and worker decision-making - Workers will drop their weapons from smoke/flash grenades - now those Finally have an actual use! - Added Nades and Cuffs stats (so you can carry more of them) - they will sometimes appear as a choice when you level up and wake up. - Added an option to disable the music - Added more pages to the in-game “Tactical Guide” bug fixes: - You can sit on any chair in the dropship (previousl…
- Future Breach Trading Cards, Badges, Backgrounds and emoticons are here! - 15 April 2025
Greetings all! You've probably by now wondered what all those "steam points" are and how to use them, well fear not! We're in this journey together. Future Breach now has cool backgrounds and emoticons to choose from for your various nefarious uses, as well as regularly scheduled card drops in game. What a time to be alive! The Points Shop can now be found here: https://store.steampowered.com/points/shop/app/2335790
- Added Enemy Carriers - 31 March 2025
Greetings all! This build introduces lots of new things -Added enemy (red) carriers to some missions. The red team can now capture and collect resources and workers. This is one of those features that was cut during initial production that I finally am happy to introduce. The overall vision is for both sides to have equivalent abilities (like in that other game with hats) and I believe we are on the right track. -Added glass hats -Added a secret location in hightower. Additionally, there are many fixes and improvements, and I'd like to thank all of you from the forums, especially Necronomicron, LoxAndOrder and Sleeves for providing lots of feedback. Fixes: Fixes/improvements: -Fixed more random crashes. -Fixed “if a downed worker bleeds out/dies, sometimes his torso keeps rotating” -Fixed spelling mistakes -Revamped the Xp system - you will now get Xp from more things -Fixed the hole in…
- Stability, fixes and fuel barrel hats - 15 March 2025
In this update - Fixed: Cuffed worker glitches out and walks around in cuffs - random crashes greatly reduced - Added several hats, including a fuel barrel hat ------------------------ known issues: - steam workshop workers don’t appear until you create and save your own custom worker - too large building/objectives after being revived - if squadmates sitting in ship are ordered to follow, they glitch below the dropship floor for a second - if a downed worker bleeds out/dies, sometimes his torso keeps rotating - if the mission is NOT complete and you leave, and you saved(marked) your squadmates, they aren’t saved - feedback from https://steamcommunity.com/app/2335790/discussions/0/591765454927734039/
- We have a workshop n' stuff - 5 February 2025
Due to popular demand (actually, it was just the user "Cookie Dealer"), we are introducing steam workshop integration. You will now be able to create your very own custom worker that will appear in your base (you have to find him - he could be ANYWHERE) and give him a name, as well as download custom workers made by others. The workers can also wear HATS. NOTE: the workshop appears after you have finished several missions Additionally in the update: - fixed the player arms walk/run animation (sometimes it wouldn't play) - Squadmade recovery system revamped - fixed squadmates that died during enemy incursions in your base being listed as missing during a mission - fixed worker carriers in the base sometimes not picking up the workers and being empty - fixed the FPS Cap button - it now works better - additionally stability fixes. I know developers always say this line and no one knows wha…
- Your Feedback - Reality. PART DEUX - 20 January 2025
Greetings all, this update for the full version features: - Ability to command dudes after the ship landed (becomes available after the first few missions) - Enemy Incursions overhaul - now they are more varied and not just frontal assaults. - A way to increase the capped FPS from 60 - 2560x1440 resolution option - Added a 'drop weapon' zone in your room - Achievements fix for the ship parts progression - Fix for the ship parts names (in the megaship view after the missions) not being visible in certain localization such as Chinese/Japanese -some other things such as key binding, steam controller support, steam workshop are on my list for possible later updates. Cheers!
- NEWS: Your Feedback - now reality! - 8 January 2025
Greetings all! With today's update, the settings panel has been greatly revamped, now added: - Ability to change (tone down) the "Pixelation" - Invert the Mouse - Mouse Speed - View Keyboard Shortcuts Additionally, you can now replay the tutorial that was at the start at the game without loosing your progress (added to the main menu) Fixed many bugs, including the one where your squad would glitch out when stacking up and wouldn't respond to commands, and a lot of smaller ones that are too numerous to mention
- progress report - it's all coming together - 2 April 2023
-Added the Hightower “hub world” from where you will go on missions - sleep, food, stamina stats and mechanic - 3 squadmate classes (apart from the generic one) - medicus, destructor and techsmith - improved the procedural level generation - -added resource gathering: tech chunks, fuel barrels - added weapon destruction - impoved the terrain to make it look less bland - color wall destruction: now the debris chunks will be the same correct color not just grey. The coloring of the walls is all done programmatically ( as is the entire level generation) - improved the AI's vertical aiming and flanking - Added a night color palette for, well, nighttime so it looks more natural. Also team colors on ships. - Added team logos/texts/propaganda to the generator. This will help the places feel more "intentional". Unaligned places will have various graffiti on the wall telling the player's team to…
- game progress - 12 March 2023
-Added team colors and flags to the level generator. Now, the building's colors will be different depending on the faction parameter of the location. I also hope that the randomly added colors will make the levels easier to navigate and not blend together, and also give the appearance of design/purpose -in the "blue" areas (your faction), the scientists are friendly and you should protect them from enemy forces (to be done), in red areas you will capture the enemy scientists -Turret building, Destruction, Damage, Repair - if you kill someone while he is building a turret, the turret flies apart -Been working on the whole system that keeps track which squadmate is dead / hiring/ firing/etc. It's the more "boring" part but very crucial, and was very time intensive since there is a lot to keep track of such as the whole database of squadmates, which are currently hired/dead/etc, visualisin…
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