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Today's article will feature some never-seen-before pieces of concept art, mock-ups, and trivia. This is the first look at our idea of what the starting biome would look like in The Riftbreaker.
Here's an "action shot" from that era - we re-used the mech model from X-Morph: Defense, and had it open fire at Canoptrix's ancestors. IF you take a closer look, it turns out that these creatures can swim!
A concept sketch of Felix Nebulosa - one of the creature ideas we had early on. It never made it into the game, because we chose to have Canoptrix as our cannon fodder in the Tropical Zone, and it didn't fit any of our other biomes. Rest easy, chicken lizard.
In our earliest concepts, Mr. Riggs looked a little bit different than he does today. Look at his little giant robot hands!
One of the new loading screens for the Cryo Fields biome. Just a little sneak peek of what's coming!
Since you're a kid you're being told to be independent and solve problems on your own. However, asking for insight from others may reveal problems that you wouldn't have thought of and save you trouble later. APES TOGETHER STRONG!
Click to zoom in! This is the mission logic flow diagram for the Swamp Harvest mission. It is as non-linear as it gets - all the events can happen in any order, and it was our designers' job to figure out how to handle all the possibilities. We know it's not the best image, but it's enough to recognize the structure is complex and multi-layered.
POV: you just announced you will be changing something in the game and open your inbox.


There are clear four peaks on The Riftbreaker graph - that usually happens when our work intensifies and we are doing a lot of bugfixing.
The peaks for the engine are more or less aligned with the graph for the main game.
A 'beautiful' scene from one of our earliest multiplayer builds. Shadows pop in and out of existence, many effects are missing, players move as if they were submerged in syrup, all marinaded in hundreds of millisceonds of delightful lag (on LAN). Good times! May they never come back.
Once we started the Closed Beta, each build brought back another portion of features known from the single-player version. In this example, the game runs like a geriatric tortoise with a broken leg, but at least it looks half-decent!
Let's not forget the unsung hero of the entire Co-Op project: our PvP connectivity test. You have no idea how much useful data we got from your participation. We know this didn't happen in 2025, but it laid the foundation for what would eventually happen. Press F for the accidental PvP mode.
EXOR team realizing that people cared, even after all this time. 2025, colorized.
Thank you for years of support. We know it took longer than expected and you had to go on 'trust me bro' all this time. We hope that you are satisfied with the result. We know we are!
This is one of our favourite scenes we captured for the Co-Op trailers. Lasers Swords flying left and right, tons of Mushbits being eradicated, countless pieces of debris - pure chaos.
We are taking a couple of weeks off. We expect most of the team to be back on January 7th. It's quite close to our planned release date for World Expansion IV, so we're gonna have to go into the year like these mechs - no hesitation, no fear, push forward!
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