- 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
- Balance Patch #5 - Balance, Bugfixes, Ship impact reactions - 6 August 2026
HI everyone, besides the usual bug-fixes and balance changes, we've got something really cool that will make combat look more dynamic: Hit impacts! Enemies will now get shoved off course by hits from physical projectiles (Flak and especially Missiles, Railguns less so, as they just pass clean through the ship), and slowly return to their original trajectory with the help of their maneuvering thrusters. This feature came straight out of some hit-evasion tests we were running for the experimental branch. We wanted to share it with you guys as soon as possible, because it's a small addition that adds a lot to the feel of a battle. Some values may be off/ exaggerated, it's a feature we'll add to and refine going forward. For this weeks "Fun with analytics" section (we should make it an actual section), we're looking at the most lethal enemies in the game: As you can see above, we still have…
- Balance Patch#4 - New Flak subsystems, fight compression - 30 July 2026
Hey everyone, time for the weekly balance patch. As mentioned in las week's post, this update comes with a run reset. We've got two quality-of-life improvements this week. First, we've cut the credit cost of upgrading cards in half, upgrading individual cards is one of the best parts of building out your ship, and the old prices turned it more into a luxury instead of a real decision. Second, as promised in the Patch #32: Quad-Fire, Immolation, Firestorm and Expulsion are back, returning as Flak subsystems. That means you can now bolt them onto any Flak weapon, opening up some builds that weren't possible when they were locked to specific drafting pools. On the balance side, we're continuing to file down the Sector 1 wall, with a focus on compressing fights. The Freeroamer Sector 1 boss is a good example of this: it was both too weak and too slow, fights against it dragged on without ev…
- Balance patch #3 - Sector 2 boss buffs, enemy nerfs, bug-fixes - 23 July 2026
Hey everyone, time for the weekly balance patch. This week we're working on the difficulty curve from the other side: the Sector 2 bosses. As covered in the previous posts, Sector 1 currently kills far more runs than Sector 2, so alongside the earlier Sector 1 nerfs, all four Sector 2 bosses are getting some extra teeth, mostly by shortening the downtime between their signature attacks, so there are fewer turns where they don't threaten you at all. As it so happens, this week's analytics insight will focus on boss lethality: Maybe we should do something about that sector 3 boss... We want to slowly move all bosses in a particular sector more closely together in terms of lethality, somewhere around 8-10% for sector 1, not sure about sector 2 yet. We've also toned down three regular encounters that our analytics show punching well above their weight for their spot in the run, and fixed a…
- Roadmap to launch - 17 July 2026
Hey everyone, this is a different kind of post. No patch notes today: this is our development roadmap from here to 1.0, and a bit of an explanation of how we're changing the way Breachway gets updated. Up to now we've been shipping medium-sized patches that each touched a bit of everything. That kept the game moving, but it made it hard to see where it's all going, for you and honestly for us as well. Going forward we're splitting development into three tracks: Major updates. Named, themed updates, each built around one headline feature. These are the ones worth coming back for, and they're what this roadmap is about. Weekly balance patches. Small, frequent, and driven by real data. This is where we look at anonymized run telemetry every week (win rates, what's killing you, what nobody ever picks) and tune numbers accordingly. No big system changes in these, no forced run resets. Weekly…
- Balance patch #2 - Laser + Railgun buffs, enemy nerfs, Achievement fixes - 16 July 2026
Hey everyone, time for the weekly balance patch. For this one, we've focused on reducing the difficulty of some Sector 1 encounters. Some Sector 1 elites actually had higher kill rates than Sector 1 bosses, even though Sector 1 bosses already kill players at 2-4x the rate of Sector 2 bosses. Sector 1 is still a big wall most players repeatedly get blocked by, so lowering its difficulty is the top priority. On the player side, we've buffed some Railgun family cards, since that weapon family was underperforming compared to the rest. We've also buffed the starting Railguns on the Lancer, its win rate was the lowest of the five ships, and the weak start was causing a lot of player frustration. Weekly Analytics Report We aim to share some interesting game statistics each week. This week we have the graph that best represents the issue we'll focus on fixing in the coming weeks: fights are too…
- Patch #32.1 Performance optimization, minor bug fixes - 11 July 2026
Hey everyone We've optimized the turn end performance, as a good amount of our players mentioned they experienced low framerates in between turns. Since this affects so many of you, we wanted to ship this fix as soon as possible, even though its outside the weekly cadence we mentioned in our previous post. There's also some other small fixes bundled in. Changelog: Improved graphical performance in combat on turn change. Simplified and batched value updates, this should result in less CPU lag when turns change. Modified crew actions to be playable without the crewmember having to operate an equipment (with the exception of crew that affect the equipment they operate, like Breech Loading, which requires Elvira operate a missile weapon). Fixed Shredding barrage to no longer be consumed by enemy attacks. Modified the text on Catalyst pulse based on a player's recommendation. Fixed the upgra…
- Save 50% On Breachway - 9 July 2026
Dive into the tactical space battles of Breachway at a 50% discount as part of the Hooded Horse July 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 July Publisher Sale