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  <title>Ideas for The Riftbreaker</title>
  <subtitle>Ideas for The Riftbreaker as submitted to our Feature Upvote board. Ideas are ordered by 'new' and the 50 top matches are included.</subtitle>
  <link href="https://riftbreaker.featureupvote.com"/>
  <id>pr_6unmr34hogma0lh</id>
  <updated>2023-04-04T10:19:07Z</updated>
  <entry>
    <title>Deep sea Biome</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/693247/deep-sea-biome"/>
    <id>sug_u3dc6kpybotupw9</id>
    <published>2026-02-07T10:27:36Z</published>
    <updated>2026-02-08T22:12:05Z</updated>
    <content type="text/plain">Deep sea&#13;
Hi, please create an underwater biome, it would be amazing to see corals and algae there.And oil</content>
  </entry>
  <entry>
    <title>Able to select skins more easily</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/664598/able-to-select-skins-more-easily"/>
    <id>sug_chmwciqu5iuuswe</id>
    <published>2025-09-06T14:36:07Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">Right now you have to click on the appearance button and if the skin you wanted to select got passed, you have to continue clicking until it shows up again.&#13;
&#13;
I suggest either a list menu like with mods/weapons or a full screen menu so you can select with the mouse cursor more easily.</content>
  </entry>
  <entry>
    <title>Campaign Level (like old games)</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/665284/campaign-level-like-old-games"/>
    <id>sug_uu1h43nt2vkjzzc</id>
    <published>2025-09-10T16:08:33Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">Different Campaigns with level (Like Age of Empire)&#13;
&#13;
This gives new options for the devs for pre-build bases with new scenarios.&#13;
&#13;
Example:&#13;
Other part of your pre-build base of the other side is attacked and destroyed. Your mission: Rebuild, engage the attacker eventually, survive and grow.&#13;
Next mission with higher pre-research.&#13;
&#13;
&#13;
&#13;
- more to uncover&#13;
- more unique scenarios&#13;
- unique pre-build bases (like pre-build minecraft server :D)&#13;
- better to learn building and using specific research (beginner friendly)&#13;
- yes, difficulty settings possible&#13;
- no abnormal difficulty curve midgame, due to level based mode&#13;
&#13;
&#13;
You remember the demo?&#13;
That kind of 'finished' experience.</content>
  </entry>
  <entry>
    <title>Sniper Towers for dealing with artillery units</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/665738/sniper-towers-for-dealing-with-artillery-units"/>
    <id>sug_kefl4dajom0j9n8</id>
    <published>2025-09-13T09:19:40Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">Some turret that targets units in the back like snails and bears we only have the Super artillery and thats just not really usable.</content>
  </entry>
  <entry>
    <title>Retrieve old 1x3 pipeline cross back!</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/665880/retrieve-old-1x3-pipeline-cross-back"/>
    <id>sug_apepnpxvew5cwoo</id>
    <published>2025-09-14T11:06:17Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">After the update, the new shape of the pipeline crosses has become worse because it takes up too much space for no reason, and the old savegames are ruined because the replaced pipeline crosses now stand inside nearby buildings. Old 1x3 pipeline cross get us  to build compact foundations and outposts, but now we are losing a lot of space for functional structures because of the huge web of pipes. Now it's destroying a comfortable building. The new 3x3 pipeline is just terrible, we need old comfortable 1x3 structure!</content>
  </entry>
  <entry>
    <title>Wells</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/666357/wells"/>
    <id>sug_znylsbqh6166nhu</id>
    <published>2025-09-16T19:49:22Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">Why not give the ability to dig wells in search of different resources (water, gas, etc.). For example, this could be very helpful in deserts where there is little water, so as not to look for an oasis there, which may not exist at all.&#13;
&#13;
Select an area and place a drill building, which begins to drill, consuming resources and energy, finding different layers in the process, after which the drill can be upgraded into a mining station in the same place, choosing one of the found resource layers if it was found.The cost of extraction and maintenance depends on the depth of the found resource layer.&#13;
&#13;
For the drilling mechanics, a separate branch in the research tree can be provided&#13;
&#13;
Then there will be more variety. You can choose - either look for free resources on the surface of the map, or invest time and resources in searching for deposits on the spot, not far from the camp.</content>
  </entry>
  <entry>
    <title>UI/Font Scaling</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/667104/uifont-scaling"/>
    <id>sug_hb4hdupu1cr6zgm</id>
    <published>2025-09-19T20:47:11Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">Please add a UI scaling option to The Riftbreaker.&#13;
&#13;
On Steam Deck and other small screens, the current UI is too small and hard to read. A simple scale slider or preset options would greatly improve readability and accessibility.</content>
  </entry>
  <entry>
    <title>New DLC suggestion : In the Eternal Blizard</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/668880/new-dlc-suggestion-in-the-eternal-blizard"/>
    <id>sug_8kfhvnc4d1a3d8a</id>
    <published>2025-09-28T13:00:35Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">New Resources : Nitrogen can be used as a supercoolant replacement, for example in megastructures. We can find it in nitrogen vents, which are similar to geothermal vents.&#13;
New Weapons : To diversify damage types for melee weapons, we're adding the Burning Morning Star and the Corrosive Halberd.&#13;
New Support Towers&#13;
Provocation Tower: Attracts enemies within its range.&#13;
Cryogenic Tower: Uses nitrogen to create an ice ground that reduces enemy movement and attack speed. To protect our own towers from the frost effect, they must be shielded with a Thermal Shield.&#13;
New Mechanic : Frost reduces building efficiency.&#13;
0-15%: No icon.&#13;
15-30%: Snowflake surrounded by a yellow glow.&#13;
30-45%: Snowflake surrounded by an orange glow.&#13;
45-60%: Snowflake surrounded by a red glow.&#13;
New Weather Events : Blizzard (Medium frost) and Snowstorm (Little frost)&#13;
New Buildings Nitrogen Extractor. Thermal Shield: Protects buildings from the frost effect.&#13;
New Monster Types Frost Monsters are boosted by the frost effect.</content>
  </entry>
  <entry>
    <title>Option to clamp mouse when not paused</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/671616/option-to-clamp-mouse-when-not-paused"/>
    <id>sug_n23uzo5wbqnb8l1</id>
    <published>2025-10-12T14:02:11Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">A QOL update, I like to play idle games or have videos on my other screen. I don't want to unclamp the mouse as then it can leave the game during gameplay causing obvious issues. Could we have another option to make the mouse unclamp only when paused or in the menus?</content>
  </entry>
  <entry>
    <title>Weapon Rarity Filter in crafting</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/685807/weapon-rarity-filter-in-crafting"/>
    <id>sug_iv3zilliqxwzopo</id>
    <published>2025-12-25T23:13:49Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">As you progress in the game it gets tiring scrolling past the lower quality tiers of weapons. Have small icons for each tier that remember when you click them. So that you can toggle showing only reds, or reds and blue, etc.</content>
  </entry>
  <entry>
    <title>EGS game version 746</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/686575/egs-game-version-746"/>
    <id>sug_61tpvlhuoq1l61w</id>
    <published>2026-01-01T09:32:49Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">Why isn't it updating in EGS?</content>
  </entry>
  <entry>
    <title>Random Research for Survival</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/686624/random-research-for-survival"/>
    <id>sug_9lxsc4awziittaf</id>
    <published>2026-01-01T20:40:34Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">This would be an option for survival mode.  When this is enabled, you can't access the research menu, instead the game automatically researches technologies in a random order.  There's probably some bias towards critical upgrades like HQ upgrades and upgrades that are lower down the tree, but you never know what you're going to get.</content>
  </entry>
  <entry>
    <title>Weapon presets</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/686847/weapon-presets"/>
    <id>sug_h7bhl9hc7yvsbs8</id>
    <published>2026-01-03T14:01:42Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">It's always annoying to me when I have to manually put in and out different technologies in the 4 slots we have like titanium machinery when I'm building but energy sensors when enemies are attacking for mod and equipment drop. Wouldn't it be more convenient to have certain presets(say, 3 or 4) for each situation you could switch to with a hotkey?</content>
  </entry>
  <entry>
    <title>Towers getting experience and leveling up as they kill enemies.</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/686852/towers-getting-experience-and-leveling-up-as-they-kill-enemies"/>
    <id>sug_wse5rwzvfh9xofr</id>
    <published>2026-01-03T14:30:05Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">If anybody played Supreme Commander know what I'm talking about. As towers kill enemies they become more powerful and start regenerating by themselves.&#13;
It would be awesome of the devs included this feature. It would give a greater sense of progress. The freshly-built towers would be a little weaker than they are now, but more experienced ones would be noticeably stronger.&#13;
I know in canon they are controlled by AI-cores, but what if it's a self-learning AI?&#13;
It would add a greater sense of progress AND more ways to play the game.</content>
  </entry>
  <entry>
    <title>player split up to regions</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/687154/player-split-up-to-regions"/>
    <id>sug_kbgsxwacgijvcmn</id>
    <published>2026-01-05T17:08:56Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">be able so players can setup up mining outpost or explore different regions by themselves instead of having all players go to the same region to progress story and gather materials a bit faster , i have a full team and deviding rolls who dus what during gameplay</content>
  </entry>
  <entry>
    <title>Wheel menu for building or other tasks</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/687174/wheel-menu-for-building-or-other-tasks"/>
    <id>sug_1visstuxawvulnj</id>
    <published>2026-01-05T20:23:16Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">Similar to the Social Wheel that can be opened via hotkey or controller button, that could bring up building menu in wheel format that could expand/layer to new wheels for submenu's, building variants, etc.&#13;
&#13;
Could also be used for loadout switching, etc (if that gets developed).</content>
  </entry>
  <entry>
    <title>Mega Energy Power Structure</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/688041/mega-energy-power-structure"/>
    <id>sug_ywxygw5nwcjmoga</id>
    <published>2026-01-10T18:26:40Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">Endgame energy idea / feedback:&#13;
&#13;
For late/endgame, I think a new Mega Energy Structure could help a lot with balance.&#13;
Right now, sustaining megastructures often turns into large-scale power-plant spam, which works but feels a bit unsatisfying from a systems perspective.&#13;
&#13;
A single, extremely expensive mega power building (huge build cost + heavy water/coolant/plasma upkeep) that provides a very high flat energy output (e.g. 40–50k) could offer a cleaner endgame solution: fewer buildings, clearer trade-offs, higher risk if supply chains fail.&#13;
&#13;
I think this would fit very well alongside megastructures and potential endless/endgame modes.</content>
  </entry>
  <entry>
    <title>Related mods can be inserted into towers</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/689604/related-mods-can-be-inserted-into-towers"/>
    <id>sug_k5eiukxxiwtomij</id>
    <published>2026-01-17T23:47:08Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">Possibly with tech 2/3 allows 1/2 mod slots to increase their stats, &#13;
&#13;
i mean i get that its underwhelming with the hundreds of towers that we can place on the field, but i feel like it would be a pretty cool addition to make towers stronger (even though it already seems like they are overwhelming)</content>
  </entry>
  <entry>
    <title>Co-op different locations</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/689605/coop-different-locations"/>
    <id>sug_szhueosmutcdpjm</id>
    <published>2026-01-18T00:02:25Z</published>
    <updated>2026-01-25T10:12:54Z</updated>
    <content type="text/plain">Believe the flow of multiplayer would feel much better if you can go to different locations without bringing everyone you are playing coop with. This would allow people to continue objectives they are in progress of while allowing others who want to travel to do so without forcing the full group to travel.</content>
  </entry>
  <entry>
    <title>Dirty Technologies. Survival Mode.</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/690477/dirty-technologies-survival-mode"/>
    <id>sug_8ckgdohoapegdgv</id>
    <published>2026-01-22T20:56:36Z</published>
    <updated>2026-01-25T10:12:53Z</updated>
    <content type="text/plain">Ultra-efficient extraction and production methods scorch the planet and destroy its atmosphere.&#13;
The longer the player relies on these technologies, the more the world mutates and actively turns against him.&#13;
&#13;
These technologies are low-tier and available from the very start of the game.&#13;
Visually and mechanically similar to the Corruption mechanic from Warcraft 3.&#13;
&#13;
1) Dirty Energy&#13;
For example: Gaseous Fission Reactor - a nuclear reactor concept where nuclear fuel is in a gaseous state rather than solid (fuel pellets) or liquid (molten salts).&#13;
https://en.wikipedia.org/wiki/Gaseous_fission_reactor&#13;
&#13;
- Extremely high efficiency.&#13;
- Radioactive emissions damage the planet’s atmosphere, leading to the extinction of all animals and plants.&#13;
- Mutants begin to appear.</content>
  </entry>
  <entry>
    <title>Language Support: Traditional Chinese</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/664651/language-support-traditional-chinese"/>
    <id>sug_g8loai8qxjui6cy</id>
    <published>2025-09-06T23:50:11Z</published>
    <updated>2025-09-08T07:11:52Z</updated>
    <content type="text/plain">Please support Traditional Chinese.&#13;
There is Simplified Chinese but Traditional Chinese.</content>
  </entry>
  <entry>
    <title>Make the interface more convenient. And several problems.</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/664145/make-the-interface-more-convenient-and-several-problems"/>
    <id>sug_j8i5fikzsdmscgv</id>
    <published>2025-09-04T05:06:38Z</published>
    <updated>2025-09-04T09:39:03Z</updated>
    <content type="text/plain">Make the interface more convenient. And several problems.&#13;
1) At later stages, it takes a long time to find the right building. For example, three screens with towers.&#13;
It is possible to optionally expand the line for selecting buildings, or the number. The line will be wider. Or there will be 1-2-3 lines on the screen (adjusted in the game settings).&#13;
&#13;
2) It takes a long time to find a weapon in the crafting menu.&#13;
&#13;
It is possible to make filters - by rarity, type of cartridges&#13;
&#13;
3) Small buildings are not visible behind tall ones. Sometimes it is difficult to build.&#13;
Perhaps rotating the screen will help.&#13;
&#13;
Or a vertical view from above when pressing a key on the keyboard.&#13;
&#13;
4) Pipeline bug. If you combine many sources, errors sometimes occur (almost always if you put a new cross for the intersection). The amounts of liquid production are not summed up correctly.</content>
  </entry>
  <entry>
    <title>I want to add a nuclear missile silo or hydrogen bomb silo in the game.</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/663849/i-want-to-add-a-nuclear-missile-silo-or-hydrogen-bomb-silo-in-the-game"/>
    <id>sug_c5o09zjulh5zj7b</id>
    <published>2025-09-02T11:10:52Z</published>
    <updated>2025-09-04T09:39:03Z</updated>
    <content type="text/plain">It can be used to clear the area or perish together when the base is on the verge of falling.</content>
  </entry>
  <entry>
    <title>Endgame - Mech powerup building</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/663743/endgame-mech-powerup-building"/>
    <id>sug_u75rtwqigwcf76v</id>
    <published>2025-09-01T16:33:36Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">While exploring around the map, occasionally the player can stumble upon objects which, upon interaction, grant a temporary powerup. Like quad damage, infinite ammo, etc.&#13;
&#13;
It would be fun if player had an access to a building which would grant those powerups on demand. Perhaps in exchange for a massive amount of energy and resources.</content>
  </entry>
  <entry>
    <title>Only do DLC's</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/663632/only-do-dlcs"/>
    <id>sug_cfeozabeva97h94</id>
    <published>2025-09-01T05:50:44Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">Hey Exor and Surefire, you pretty much have a perfect game.  Why try anything different.  Just make new DLC's, be like city skylines and have 200 dlc's.</content>
  </entry>
  <entry>
    <title>Make enemy assaults more threatening, and diverse by adding more detailed attack preferences!</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/663264/make-enemy-assaults-more-threatening-and-diverse-by-adding-more-detailed-attack-"/>
    <id>sug_iqvx5pmjecvwpwo</id>
    <published>2025-08-30T18:03:59Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">grant higher-level monsters (such as Alpha and Ultra) greater intelligence, or make the monsters' attack targets more strategic.&#13;
In the game, monsters have many interesting abilities, such as ranged attacks, invisibility, charging, and even transforming into carriers or conducting long-range bombardments. However, they often fail to utilize these abilities effectively, instead clustering together and charging forward, stopping to attack only at their maximum range. Although, within the existing game framework, monsters already have some priority logic—their targets are categorized as Headquarters, Player, Energy, Tower, Walls, etc.—almost all monsters share the exact same priorities. Only the Nurglax Maggot does not attack players but instead targets Walls.&#13;
Here are more detailed suggestions: [https://steamcommunity.com/app/780310/discussions/0/598536186508850595/</content>
  </entry>
  <entry>
    <title>Skin in Coop should be based on own unlocks instead the host + more default skin unlocks</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/663234/skin-in-coop-should-be-based-on-own-unlocks-instead-the-host-more-default-skin-u"/>
    <id>sug_a2h0kdvdhm8s6oy</id>
    <published>2025-08-30T17:25:44Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">Currently, when you join a game, the available skins seemingly are based on the Hosts unlocks, and you might get a random skin if the host has not enough alternatives unlocked yet it seems.&#13;
How it should work, is letting ppl use their own skin unlocks!&#13;
&#13;
Also, the default color variations of the default skin should be unlocked by default, to allow variation (instead this strange random unlock system)&#13;
Namely Skin 1 (Reddy), Skin 3 (Steel), Skin 6 (Green), and the blue variation that got added lately&#13;
Source:&#13;
https://riftbreaker.fandom.com/wiki/Skins</content>
  </entry>
  <entry>
    <title>Make Modmanager Auto-DL&amp;activate Mods of the Host when joining a modded Game</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/663084/make-modmanager-autodlactivate-mods-of-the-host-when-joining-a-modded-game"/>
    <id>sug_icpalms07sjemzr</id>
    <published>2025-08-30T14:03:27Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">Currently, you have to look up all Mods the Host uses, and activate them manually - it doesn't help that the List get's depricated and not all mods shown - also the strict requirement to use ALL Mods the Host does, despite some of them are purely clientside &amp; cosmetic, doesn't help eighter.&#13;
Would like if the requirement could be lifted, or such mods differentiated and loaded independently.</content>
  </entry>
  <entry>
    <title>Auto share equipment</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/662126/auto-share-equipment"/>
    <id>sug_y4u6vegczgvgn48</id>
    <published>2025-08-25T03:00:58Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">simple, rather than making us click each item individually so everyone in the co-op group can use it, let us click a couple options for which gear we want shared that we pick up automatically.</content>
  </entry>
  <entry>
    <title>Mr.Rig suit upgraded via research</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/660719/mrrig-suit-upgraded-via-research"/>
    <id>sug_irv4kotzcarwbqh</id>
    <published>2025-08-15T21:58:34Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">The idea is to make your suit upgradable like your command Center, and with each upgrade you unlock a new slots for mods and weapons to carry.&#13;
&#13;
instead of installing 14slots mod, make it available via research hub, either done alone, or along with the CC.&#13;
&#13;
To have only 4 slots and less ammo for all biome is tiring, also the waves is getting harder and harder the Mech suit needs to comply with the more upcoming threat, at least that should be the idea of going to another planet, with all the available upgrade, it would be bad to apply just 4 &#13;
&#13;
with each Tier of research you unlock 4 slots  to reach total of 14 slots for mod and six slots for weapons&#13;
t1 upgrade: 2 slots for mods 2 for weapons&#13;
t2 upgrade: 2 slots for mods 2 for weapons&#13;
t3 upgrade: 6 slots for mods 2 for weapons&#13;
&#13;
also the Mech size and appearance change with each upgrade&#13;
&#13;
it will give more dynamic to the how the playthrough works</content>
  </entry>
  <entry>
    <title>Lighting and Upgrading Buildings</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/660711/lighting-and-upgrading-buildings"/>
    <id>sug_gut6eatmufuud5i</id>
    <published>2025-08-15T20:27:17Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">I notice that when I would want to decorate my base with lights, I have to put a lamps and sometimes I miss spacing them, so I have an idea of why not have foreach building four surrounding lamps on the 90 degree angel of which can be selected with any color and can be altered along the way with the option of changing color however the player want.&#13;
&#13;
let's say you love green .. you can easily change all colors in your base to green lighting. Option done similar to sell/upgrade option with the one selection or group selection. &#13;
&#13;
&#13;
The idea of doing this is, save time while decorating and building your base and in the same time build each section with specific favorite color (ex blue for water) , also the power grid has to be built accordingly to supply the lamps. Adding to that, the prevention the worms from attacking your base since they are afraid of light.&#13;
&#13;
Player can change lights before and after being built.&#13;
Option costs more and is research upgrade.</content>
  </entry>
  <entry>
    <title>Final Wave Attack Enhancement Proposal – Survival Mode</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/660060/final-wave-attack-enhancement-proposal-survival-mode"/>
    <id>sug_qcc3jit4zwlqwaf</id>
    <published>2025-08-12T12:11:48Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">I suggest a fine tuning of the final attack on Survival to be more challenging.&#13;
&#13;
If you play for +2h plus on Survival ( I like the 3h:15m) you get to a point (if you survive that long) that you and your defense are really powerful. Paired with a good base layout and map geography (choke points, unpassable terrain, etc.) makes the final wave less intense than intended (and I tend to play Survival 5x Brutal).&#13;
&#13;
Goal: Increase emotional intensity and tactical challenge in the final wave for well-optimized late-game bases:&#13;
&#13;
1. Pair it with the  suggestion of "Biome Bosses" and add it to final attack.&#13;
2. Add more Omega creatures.&#13;
3. Add hazard events (meteor shower, acid rain, fog, etc.).&#13;
4. A mix of the above.&#13;
&#13;
While early and mid-game are extremely punishing (on Brutal for ex.) the last wave should be the peak test of a player’s strategic endurance, resource allocation and adaptability. Adding unpredictable environmental events and boss-level enemies ensures the finale is more challenging.</content>
  </entry>
  <entry>
    <title>show amount of resources that you get from cultivating plants</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/659516/show-amount-of-resources-that-you-get-from-cultivating-plants"/>
    <id>sug_le5kmthwjtjyxec</id>
    <published>2025-08-08T23:10:01Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">show how many resources flora would give when cultivated and search descending by resource.</content>
  </entry>
  <entry>
    <title>Options to increase from 4 players to 8/12 coop players mode</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/657285/options-to-increase-from-4-players-to-812-coop-players-mode"/>
    <id>sug_klpnvdcvnxy7smu</id>
    <published>2025-07-29T07:10:31Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">Generally give players the option to increase max player count in custom games. While default it 4 , give options for custom games in various modes to have more than four players inside the game.</content>
  </entry>
  <entry>
    <title>Projectiles Overhaul</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/656164/projectiles-overhaul"/>
    <id>sug_qope5ifpqblx31i</id>
    <published>2025-07-23T04:02:04Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">Weapons in Riftbreaker feel too light and underwhelming. The minigun sounds like a toy—it should feel like the A-10 Warthog’s GAU-8 when firing fast or Borderlands 2’s turret: loud, with high-calibre, and devastating. Lightning weapons feel like tasers when they should fire violent bursts of crackling energy—Fallout 4’s Tesla trap is a perfect example of how it should look, sound, and feel: dangerous and explosive. Rockets travel too slowly—they should be fast, high-impact projectiles. Flame towers are weak and limited by gas fuel; players should have the option to use liquid fuel for stronger effects. &#13;
&#13;
For enemy projectiles it should also be a whole lot faster, like an archer fish in real life, why are their missiles(spits) so slow? A shield/HP overhaul could also use Riggs’ meteor prediction system, letting players dodge or tank enemy projectile hits, intelligently. These changes would give combat the weight and danger it deserves.</content>
  </entry>
  <entry>
    <title>Pipes Through Walls</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/656163/pipes-through-walls"/>
    <id>sug_zpvhhvhydut2ixp</id>
    <published>2025-07-23T03:48:37Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">Self-explanatory, a wall that gets a segment cut because of a pipe from outside just hurts my eyes so bad, it cuts immersion and makes my impregnable fortress have a damn open door for everything to come in.</content>
  </entry>
  <entry>
    <title>Pipes and Power Nodes Upgrade</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/656162/pipes-and-power-nodes-upgrade"/>
    <id>sug_up7xp0mejz447yn</id>
    <published>2025-07-23T03:47:12Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">In the late game with the introduction of omega creates these power nodes and pipes are too damn easy to break, I suggest upgrades to them via the tech tree, like putting them underground or more HP, or even wireless energy (we already have pylons and liquid compressors), cause there would be no point in having walls where omega creature's attacks would just disable an entire sector's defenses JUST because of a broken energy node, or a cut pipe. Considering the time and effort done to make a strong defense system that inevitably is too fragile.&#13;
&#13;
we have the means and the concept of wireless energy and matter transportation, this just isn't integrated in base defense and for the late game.</content>
  </entry>
  <entry>
    <title>Tower Overhaul</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/656160/tower-overhaul"/>
    <id>sug_tkg3by7e56yrov7</id>
    <published>2025-07-23T03:43:15Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">The current tower system in Riftbreaker feels visually cluttered—small towers clip into each other and lack cohesion. I propose a 3x3 modular Tower Core: a tall, armored base that supports multiple weapon modules, replacing several small towers. Each core would have upgrade paths, integrating fluids (e.g., plasma for shields, gas for HCM, cryo for slow effects) and utilities like drone bays, spike traps, or EMPs. To prevent overpowering, cores would require spacing limits (e.g., 30 tiles). In late game, upgraded cores could route power and fluids underground, protecting infrastructure from Omega-tier enemy damage. Clean visuals, strong defense, deeper strategy.</content>
  </entry>
  <entry>
    <title>Shields Overhaul</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/656156/shields-overhaul"/>
    <id>sug_mv6fxk7o5zvtgjf</id>
    <published>2025-07-23T03:31:20Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">Shields should feel like having actual shields that have their mod category, it should have a different system of modding that supports different builds, like: &#13;
&#13;
-Shield Recharge rate build, a set of mods that focus on maxxing shield regen instead of capacity, with building support like a tower that boosts shields when you're nearby, this tower would draw huge amounts of energy to keep you alive. (also allows for walking on lava or sludge for a longer time because of this shield regen), Maybe this could be incorporated in a quest where a player needs to build this structure with proper energy reserves to be able to access an objective. &#13;
&#13;
-Shield capacity build, it would have slow to no shield regen, but have huge amounts of shields. I feel like the shield in this game is almost non-existent &#13;
&#13;
-NO shield build. This increases Rigg's Armor and HP, and HP regen &#13;
&#13;
-Shield Aura, shields that have a testla tower effect, or Damage over time Fire effect, or Immune to melee but weak to ranged</content>
  </entry>
  <entry>
    <title>Option to display the other resources in HUD</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/651266/option-to-display-the-other-resources-in-hud"/>
    <id>sug_nh7bufrzqhxmrge</id>
    <published>2025-06-29T10:58:57Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">Please include a setting to show all of the resources in the hud.&#13;
&#13;
I hope to see them all, not just a selection. Going into the menu or build mode to check them all the time is annoying.&#13;
&#13;
For instance, I typically check my ammunition production by opening the construction menu in an enemy attack, So I can see my ammo production is top or flop. XD&#13;
&#13;
In order to plan for the next steps, I constantly have to go into the research menu to see how much of the other resources I own.&#13;
&#13;
For me, it is crucial information that I would like to have in the hud together with the now displayed resources, but perhaps for many others players, it is too much information. &#13;
So please add it as an optional game setting.</content>
  </entry>
  <entry>
    <title>Key Binding Bug Issue</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/651075/key-binding-bug-issue"/>
    <id>sug_d5zqqfjsbsdrjoy</id>
    <published>2025-06-27T22:20:31Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">Hi team, just want to say I absolutely love the game and ya'll are doing a great job.&#13;
In the co-op beta build I'm currently having an issue with the P key, it is key bound to the power on/off option in the build UI, but it pulls up the menu just like the esc button does, I've checked my key bindings and they are setup to reflect correctly, yet the P key still opens the menu.</content>
  </entry>
  <entry>
    <title>Cultivator quality of life change</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/650823/cultivator-quality-of-life-change"/>
    <id>sug_zzlnwfrqedffkwv</id>
    <published>2025-06-26T13:28:25Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">1. On cultivator on the plant selection tab can the total potential of how much resources can be gathered by the harvester for specific plants be shown eg, full patch of plants 20 carbon, 3 hazenite, 1 cobolt etc.&#13;
These could be a toggleable option.&#13;
&#13;
2. a slight change to the research building, if placed near cultivator patch it would slowly extract research from the plant over time, maybe at lesser rate eg .20 per plant that is able to be scanned so it is not too overpowered.</content>
  </entry>
  <entry>
    <title>Physical shield for mech</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/650819/physical-shield-for-mech"/>
    <id>sug_wyqcgw1kx0uf7kb</id>
    <published>2025-06-26T13:26:57Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">Hello Exor team.&#13;
&#13;
I love the game and an eagerly awaiting the 2.0 release.&#13;
&#13;
I wanted to ask if an suggestion for game play would be considered?&#13;
&#13;
1 - for weapon tree an option to build a physical shield for one arm, with a passive ability of like 20% damage reduction, mouse hold to charge while under attack  and mouse release to have shield bash.&#13;
 With upgrades with elemental damage and other abilities.&#13;
&#13;
&#13;
Regards &#13;
&#13;
Birju patel</content>
  </entry>
  <entry>
    <title>Add option to reverse resource requirement order</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/650280/add-option-to-reverse-resource-requirement-order"/>
    <id>sug_mrppy8yccqx2yza</id>
    <published>2025-06-24T00:57:13Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">Instead of "Carbonium 50/46", with the 50 in red and indicating you need 50 but have 46, add an option to reverse the display order to 46/50. Some people prefer it the way it is now -- otherwise it wouldn't be that way to begin with. :) So, a toggle seems the best way to implement it.</content>
  </entry>
  <entry>
    <title>macOS with Apple Silicon support</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/650055/macos-with-apple-silicon-support"/>
    <id>sug_pomqjipgeudlo8p</id>
    <published>2025-06-22T21:00:03Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain"/>
  </entry>
  <entry>
    <title>Moveable Headquarters!</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/649187/moveable-headquarters"/>
    <id>sug_i0axaz2ods1qqvd</id>
    <published>2025-06-18T14:01:45Z</published>
    <updated>2025-09-04T09:39:04Z</updated>
    <content type="text/plain">There has been more than one case where I want to move my primary headquarters building because its not in an ideal spot when I'm rearranging my base, but you can't destroy it yourself, so you have to get enemies to kill it for you so you can place it elsewhere.&#13;
&#13;
This could be done either with a rebuild feature of sorts (I.E. have it teleport from point A to point B over time like its rebuilding itself in a new assigned location, so it still maintains its 'built' status) or let the player destroy it and replace it elsewhere.&#13;
&#13;
Additionally, while it might possibly not be feasible, it would be cool if you could also pick up and move house to an entirely different biome that you've already unlocked, and set up your primary headquarters there instead.</content>
  </entry>
  <entry>
    <title>Endgame lvl progression</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/633008/endgame-lvl-progression"/>
    <id>sug_5byympxlick5t9o</id>
    <published>2025-04-24T12:21:05Z</published>
    <updated>2025-09-04T09:39:05Z</updated>
    <content type="text/plain">in endgame u recive xp and lv up  and u can spend points  for upgrade  towers and buildings  ,better drill more income and so on , as longer u survive endgame mode the stronger the enemy and give more xp , and u can unlock new buildings new towers</content>
  </entry>
  <entry>
    <title>More enemy spawns / broader attack formation</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/591050/more-enemy-spawns-broader-attack-formation"/>
    <id>sug_bpziflhgc4jrxmd</id>
    <published>2024-10-31T09:38:39Z</published>
    <updated>2024-11-07T09:23:41Z</updated>
    <content type="text/plain">Currently when the attack begins there are only 2 spawn locations and all enemies rush towards your structures in straight line, making it easy to just shoot in single direction to decimate whole wave. Often I literally just hold RMB and LMB without moving cursor, because whole nemy wave is coming in single straight line! I'd love to see more spawns, so the attack would cover larger part of your base, instead of just 2 points. Battles would be more interesting, if enemies attacked larger area - either by having more spawn locations, or having their AI modified so they'd spread around. It'd be perfect if they actively looked for weaker points in our defenses.</content>
  </entry>
  <entry>
    <title>Balance the Survival mode maps</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/589221/balance-the-survival-mode-maps"/>
    <id>sug_eej653mlohozy7t</id>
    <published>2024-10-21T18:27:53Z</published>
    <updated>2024-11-07T09:23:41Z</updated>
    <content type="text/plain">Currently, the Survival biomes don't feel at all balanced. I played back to back Jungle then Acid biome, both on Hard difficulty, and the difference is just massive. Jungle was a walk in the park, whereas Acid was an unreasonable amount harder.&#13;
&#13;
On the acidic plains, I had near constant small attacks from all sides distracting me, significantly more side missions (which also spawned more enemies), and for some reason I also felt like I was running out of carbonium and ironium more quickly - I struggled to find ironium deposits in particular. On the flip side, there was more palladium than I knew what to do with, which was very frustrating when all I wanted was ironium.&#13;
&#13;
I know that the biomes will never be completely the same difficulty, but I feel the balance needs some changes.&#13;
&#13;
Please consider making carbonium and ironium more abundant on the acidic plains map, and reducing the number of side missions and random attacks between waves.</content>
  </entry>
  <entry>
    <title>Highlight alike buildings in build mode</title>
    <link href="https://riftbreaker.featureupvote.com/suggestions/588289/highlight-alike-buildings-in-build-mode"/>
    <id>sug_lkxoiu6ouxi8lhu</id>
    <published>2024-10-16T16:14:21Z</published>
    <updated>2024-11-07T09:23:41Z</updated>
    <content type="text/plain">Especially useful for defences; if you have shotgun towers selected to build, it would highlight all other shotgun towers already built. But for other buildings, a subtle highlight would make it easier to spot buildings already built of that type.</content>
  </entry>
</feed>
