Breathedge 2 новости

Здесь — реальные события игры: патчноуты и хотфиксы из Steam, а также анонсы разработчиков из сообщества VK. Никаких «новостей сайта» — только то, что происходит с самой игрой.

Патчноуты и хотфиксы

Steam · 23.09.2026

0.8.10 — Patch Notes

Quests

  • The mud statue now shows 3 markers instead of one; markers disappear as the sculpture is completed. [/*]
  • The trajectory path for the mud ball now points to the center of the sculpture instead of the head. [/*]
  • The snowman could have both the carrot and the cigarette as a nose at the same time, and both counted toward the quest. Now only one nose item counts. [/*]
  • Fixed an issue with placing the alphabet letters on the taxi sign in Spanish (Latin America). Regular Spanish worked correctly. [/*]
  • Fixed getting stuck in the Station Caretaker while installing parts — if it happens, the character is now moved up and out. [/*]
  • Fixed getting stuck while installing antenna parts. [/*]
  • Fixed getting stuck in the niche of Chuck's taxi. [/*]
  • The white toilet door no longer shifts after loading, so you can't get stuck in it anymore. [/*]
  • Improved collisions for the training dummies. [/*]
  • Fixed Steam Deck UI buttons that required pressing the right trackpad. [/*]
  • The fried worm is now correctly categorized as food instead of a consumable. [/*]
  • Added an encyclopedia entry for the fried worm. [/*]
  • Removed some encyclopedia entries about characters you'll only meet in upcoming chapters. [/*]
  • Opening the encyclopedia by examining a collectible now takes you to the collectibles entry instead of the start page. [/*]
  • The journal scrollbar was missing with 5 tasks (it only appeared from 6), so in some languages you could only scroll with the mouse wheel or gamepad. Fixed. [/*]
  • Fixed the character window — resistances weren't being displayed. [/*]
  • Sleep can now be interrupted with Esc or the Cancel button on gamepad. [/*]
  • Fixed the stabilization hint staying on screen forever after getting past the turret at the ticket office. [/*]
  • Reduced movement speed penalties from the fatigue, overeating and overload debuffs. [/*]
  • Fixed respawning of moles after they're destroyed. [/*]

Оригинал патчноута в Steam →

Steam · 13.09.2026

Hotfix 0.8.9 — Patch Notes

Changes:

  • Suit's English voiceover has been fully re-recorded and replaced, with the actor who voiced the first part of the game. Breathedge was written and voiced in Russian first, and Suit carries most of the game's humor — which also makes him the hardest part to carry over into another language. This work was about bringing the English performance closer to the character as he was originally written. [/*]
  • Fixed errors in the encyclopedia texts. [/*]
  • Fixed hyperlinks in the encyclopedia. [/*]
  • Improved optimization for Steam Deck. [/*]
  • Fixed an issue where putting the dummy in the locker wasn't counted. [/*]
  • Fixed an issue where the marker wasn't placed on the chief's head after his body exploded. [/*]

Оригинал патчноута в Steam →

Steam · 09.09.2026

Hotfix 0.8.8 — Patch Notes

Fixes Intel Core Ultra crash We fixed a FatalError caused by an outdated Intel(R) AI Boost driver on Intel Core Ultra processors (Core Ultra 5 / 7 / 9, both H and HX series). If you still run into this after updating to 0.8.8, please write to us at info@breathedge.com As a reminder, the most common issues are covered in our FAQ: https://steamcommunity.com/app/2412960/discussions/0/597394034880680373/

  • Alt + Enter once again toggles fullscreen. [/*]
  • Fixed getting stuck while installing the loudspeaker on the station roof. [/*]
  • After breaking the ice off the Zarya engines, the starter handle didn't respond and still reported that ice was present. Fixed. [/*]
  • If you saved and quit to the menu right after killing the 5 larvae that come out of the WTF, the quest wouldn't advance after loading. Fixed. [/*]
  • Knocking the ice off the pump in the taxi complex didn't always start it. Fixed. [/*]
  • In certain cases the quest wouldn't advance after knocking the lock off the intercom — the stage about finding the battery on the roof wasn't given. Fixed. [/*]
  • Fixed getting stuck near the "Police" sign. [/*]
  • Fixed getting stuck in the jammer when the WTF spat you out, if you jumped at the moment it landed. [/*]
  • If you saved during the station chief's explosion before the head appeared on the scene, the head would never appear. Fixed. [/*]
  • It was possible to save at the very start of the intro scene, before the suit appeared on the locker left by the kid — loading such a save would lock up the game. Saving in the starting scene is now only available after the kid leaves the train car. [/*]
  • The grate inside the Pornhubble could be broken with the crowbar — now only the cutter works. [/*]
  • The train door with the coffinbot and the drillers' round door could be opened with the crowbar — now only the screwdriver works. [/*]
  • Pitpackomats no longer shift out of place from shaking while in use. [/*]

Оригинал патчноута в Steam →

Steam · 04.09.2026

Hotfix 0.8.7 — Patch Notes

Thanks again for the reports — as always, most of this list comes straight from your feedback. Fixes About the taxi letters Just to be clear: there is no bug with the taxi letters. We've received an endless number of messages saying the alphabet letters are placed differently than in the demo — yes, they are. They're now scattered within a 20-meter radius instead of sitting in one pile. About broken saves We've also received a few tickets about saves not working after the update, with the character falling through the world. We checked every save that was sent to us and they all load correctly on our end. If you've run into this, please write to us at info@breathedge.com — we'd like to look into it properly.

  • Fixed 5120×1440 resolution not applying — it used to reset back to 3840×1080. [/*]
  • Reworked door open/close logic for multiple objects: previously, when one object left the doorway, the doors could close on the character and trap them. [/*]
  • It was possible to save at the very end of the shuttle flight, before the character got up from the couch — loading that save broke the game (the character would get stuck). Saving is now only available after fully exiting the flight scene. [/*]
  • The detachable yoke at the depot could break saving and loading in some cases. Fixed. [/*]
  • Fixed the Attendant's mechanics when body parts got stuck inside it. [/*]
  • The train crate, lamp shades, robots and doors could be dismantled with the crowbar — these objects can now only be unscrewed with the Twister. [/*]
  • The "Debug Pornhubble" task had no marker until the grate was cut. Fixed. [/*]

Оригинал патчноута в Steam →

Steam · 02.09.2026

Hotfix 0.8.6 — Patch Notes

Thanks again to everyone sending in reports — this batch came almost entirely from your feedback. Balance

  • Reduced food, water and fatigue drain rates by 15% in standard mode. [/*]
  • DIY upgrades installed into a food or water machine no longer reset to 100 durability when removed. [/*]
  • Fixed an issue where the gamepad would switch on and stay locked, making it impossible to switch back to keyboard. [/*]
  • Fixed the invisible mouse cursor in menus for players with a yoke, wheel or pedals connected. [/*]
  • Fixed the robot at the station not coming out of the door if you died next to it during the first dialogue and respawned on the train. [/*]
  • Battery on the hatch: the quest no longer requires breaking ice if the battery was found somewhere else — any battery from any location now works. [/*]
  • Knocking the ice off the 10g antenna very quickly sometimes didn't count toward the stage and blocked further progress. Fixed. [/*]
  • Breaking the ice on the station door didn't always advance the quest. Fixed. [/*]
  • Steam Trading Cards have been added to the game. [/*]

Оригинал патчноута в Steam →

Steam · 01.09.2026

Hotfix 0.8.5 — Patch Notes

Huge thanks to everyone who sent in bug reports and detailed descriptions — almost every fix in this hotfix exists because of you. Please keep them coming, it really helps. Gravity & Physics Known issues We're aware of the problems with AZERTY keyboard layouts and are currently looking into it. A fix will come in one of the upcoming updates — thanks for your patience.

  • The yellow training dummy no longer keeps falling in space after being carried out of a gravity zone — gravity now switches off correctly. [/*]
  • The guy's items no longer fall through his model when he dies inside a gravity zone. [/*]
  • Single and double doors now react to carried physics objects (anime figurine, mattress, etc.) — items should no longer get stuck in doorways. [/*]
  • Increased the activation range of the train doors: they now start opening earlier. [/*]
  • Removed the incorrect wrench icon from double doors. [/*]
  • Clay balls can no longer get stuck inside already-installed parts of the clay statue: once a part is placed in a slot, that slot is locked for further pieces. If you already have stuck pieces, look for them 1 meter above their intended position. We added an extra check so existing save files aren't broken. [/*]
  • Repairing the Zarya shuttle antenna: the character no longer gets stuck. [/*]
  • "Repair the speaker" quest: markers now work correctly. The speaker is highlighted on the HUD when you look at it during the repair stage, and the marker was moved to the oxygen terminal instead of the station hatch. [/*]
  • Fixed controls getting stuck when clicking the train lamp from a certain angle — the camera is no longer locked to horizontal rotation only. [/*]

Оригинал патчноута в Steam →

Steam · 31.08.2026

Breathedge 2 — Now in Early Access!

Hello, hello, hello to absolutely everyone. It’s no secret that we’re standing on the brink of a very big and momentous occasion for our very small and largely unmomentous studio: Breathedge 2 is launching into Early Access! It took us several long and fairly brutal, uh… however many years it’s been, but somehow, together with you, we’ve finally managed to crawl all the way to release. Hooray! The exact launch date and time: today, AUGUST 31, at 3:00 PM UTC (8:00 AM PT · 11:00 AM ET · 5:00 PM CEST) Early Access launches with a discount and at the lowest price the game will have. As major updates roll out, we plan to raise the price a little, just like we did with the first Breathedge. One more thing we want to make absolutely clear: Breathedge 2 is launching in Early Access. This is not the full release of the finished game, but only part of it. Please keep that in mind when deciding whether to spend your hard-earned money now or wait for version 1.0, with all the planned mechanics, the complete story, and a much more thoroughly polished balance. We are not a AAA studio, and Early Access is what allows us to build a game of the scale we originally envisioned without resorting to black magic, ritual sacrifices, or other questionable production methods. More importantly, it lets us work alongside the players, see what actually works outside our own heads, adjust our plans as we go, and make the game better in ways we simply could not do in isolation. If you do not like this kind of development model, we genuinely recommend waiting for version 1.0. If, on the other hand, you enjoy taking part in development, giving feedback, watching the game grow, and discovering which texture the half-blind developers somehow failed to notice before you fell straight through it, then Early Access is probably exactly your kind of thing. We also do not like the idea of releasing something obviously raw and calling it Early Access. Our goal is to make the part of the game that is already available feel as polished and complete as we can make it, even though the overall project is still unfinished. That does not mean the existing content is set in stone: we can still fix mistakes, rebalance things, improve mechanics, rethink decisions, and even add some brilliant new idea suggested by one of you. In short, Breathedge 2 will keep changing, growing, expanding, and improving all the way to release. Early Access is not an excuse to leave things unfinished; it is the part of development where you get to watch us finish them. That would be a perfectly reasonable place to end this announcement, but no. There are still a couple of things worth mentioning, so rather than dragging this out any longer, let’s get straight to them. You may have already noticed the first one on the Breathedge 2 Steam page: our Early Access Roadmap. If you missed it, here it is again: If you can’t be bothered to read the whole thing, fair enough. The short version is that the roadmap contains our various fantasies about future updates and the full release, along with some approximate dates by which we fully intend to have failed to finish everything on time. In other words, a roadmap in the finest tradition of roadmaps. In reality, development from here should move much faster than it took us to get this first chapter out. The core gameplay has finally settled into something coherent, and we know exactly where we want to take it next. We already have a huge amount of work done on the story, the planet — technically even two planets, with some caveats — assets, the ship, and plenty of other good stuff. A number of major mechanics still need to be built and properly tested, of course, and there is still a mountain of level design and dialogue work ahead of us. At the same time, we are deliberately not rushing straight into the next stage. We want to see your reactions, reviews, comments, and ideas first, and use all of that to make the project better. If something clearly needs to move in one direction or another, it is much easier to change course now than after a questionable decision has been welded into the game forever. And speaking of feedback: to make it easier to reach us, especially when you run into bugs, we added an in-game bug report tool. At any time, press Esc, find Report Bug, and send us a message. The more precisely you describe the problem, the easier it will be for us to track down the cause. If you can attach a save file where the issue occurs, even better — you can do that in the same window using the toggle at the bottom. One more personal request: if you think you’ve found something important or genuinely game-breaking, please consider leaving some contact details in the report, such as an email address, so our heroic programmers can get in touch and ask how exactly you managed to destroy their beautiful code. Completely optional, of course. And since everyone loves numbers, here’s another mildly interesting one: Breathedge 2 has now passed 480,000 wishlists. For a small studio like ours, that is an absolutely ridiculous number, and we’re incredibly grateful for the support. For a bit of historical context, the first Breathedge entered Early Access with around 30,000 wishlists. That is quite a difference. Does this mean the game is already a gigantic success and we’re about five minutes away from becoming millionaires? Nope. Does it mean we just wanted to mention the number and be happy about it for a moment? Yep. And finally, a little bonus. As everyone knows, chickens have excellent hearing, and we are no exception. Which is why we happen to be very fond of music. We have big plans for the soundtrack in Breathedge 2 and still have a lot of work ahead of us, but now that the outrageously talented sound designer, composer, Unreal Engine specialist, and all-around grand music scholar Dmitriy Migal has joined the team, some of those plans are even starting to look vaguely achievable. And yes, we do remember that you wanted a portable radio for the Man. We haven’t abandoned that idea just yet… but this is not about the radio. Breathedge 2 begins in the city of Outskirts, and like any self-respecting planetary city, it has not only its share of problems, but also its own anthem. We wrote one, drawing inspiration from all sorts of modern music. The incredibly talented composer and vocalist Ivan Savelchenko played and performed it, while the equally talented sound engineer Egor Khripkov handled the mixing and mastering. You can hear the final version in the game, but we also wanted to share it separately: And as a super-bonus, here’s a little live recording of Ivan performing it himself: Whew. If the person writing all this had a voice like that, they’d probably be singing too instead of typing all this nonsense. But never mind. Someone has to do it. Anyway. We’re really looking forward to seeing you in the game later today — and to your comments, emails, blessings, curses, laser beams, and whatever else you feel like sending our way. Your feedback genuinely matters to us, and we really do value your ideas, so don’t be shy about writing to us anywhere you can reach us. We read everything. We may not always have enough hands to reply to everyone — let alone reply quickly — but every message you send will be seen. You can contact us through any of the social networks listed below on this page, or through the game’s main Steam page. You can also email us. It’s electronic, modern, and does not require stamps: info@breathedge.com And of course, you can still wishlist Breathedge 2 even though it’s already in Early Access, if you haven’t quite decided whether you need it right now. You do, obviously. But if, for some mysterious reason, you still have doubts, feel free to hit that Wishlist button. We’ll be happy either way.

Оригинал патчноута в Steam →

Steam · 20.07.2026

Breathedge 2 Early Access Launches August 31!

Greetings to everyone who, like us, is waiting for Breathedge 2! Today’s update is so short that even our compulsive need to write too much is feeling embarrassed. We’d like to announce that we’ve finally settled on the exact date for Breathedge 2 to enter Steam Early Access . It will happen on August 31, 2026 . Oh yes! We wanted to launch a little earlier, but “a little earlier” simply refused to happen for technical, logical, and various other -ical reasons. But August 31 is still August, so everything is going according to plan! As we get closer, we’ll publish a more substantial update covering what will and won’t be included in Early Access, the promised roadmap, the price, and all the other details. For now, that’s the situation. And, as tradition demands, we invite everyone interested to join us on social media. Write to us, call us, summon us. We also have email: info@breathedge.com You can also add Breathedge 2 to your wishlist if you haven’t already. Or don’t.

Оригинал патчноута в Steam →

Steam · 06.06.2026

Breathedge 2 Early Access Is Coming This August!

Greetings to everyone who gives even the tiniest bit of a damn about our little bearded brainchild. If you read the headline, you’ve probably already guessed that we’re announcing the launch of Early Access this August! And if you didn’t read it - we’re announcing the launch of Early Access this August! Hooray! To celebrate this announcement, we even cobbled together a small trailer, which we showed at IGN Live: Besides the wonderfully pointless trailer, we’ve also prepared a video showing the first 15 minutes of the game. We’ll be sharing it with you very soon, but for now it’s waiting for its big moment - which, translated into human language, means “we’re trying to squeeze it into some event or another.” Fair warning: if you hate spoilers, feel free to skip it. They’re minor, but it is the actual beginning of the game. If your memory is anything like ours - less of a feature and more of an urban legend - then feel free not to skip it. Those of you who played the demo will probably notice a few changes, because almost nothing from it is staying. Even the kid with the coffinbots, has vanished somewhere... But don’t worry, they’ll be back. Someday. Anyway, trailers are trailers, but what’s actually going on with development right now? At the moment, the project is in the early polishing stage. The whole foundation for launch is in place, and it works - powered by profanity and tears, obviously. On top of the technical side, there are still plenty of visual tweaks, localization, sound work, and all the other joys of game development ahead of us, but... the light at the end of the tunnel is already shining! Of course, without your support, comments, reviews, ideas, and lovingly written insult emails, we would have withered away by now. So thank you, comrades, for sticking with us all this time! Where would we be without our cosmonauts... And this is where we should point out that Early Access is launching first and foremost for the people who love Breathedge 2 and are waiting for it just as much as we are. Our entire team, in full and with full responsibility, hereby honestly declares: if you want a complete game with perfect balance, zero rough edges, and one hundred million hours of content, then Early Access is NOT FOR YOU! But if, like us, you enjoy diving into projects before they’ve even fully been invented, aren’t afraid of possible bugs, don’t mind that the game won’t be complete from start to finish yet, and want to take part in its development, share ideas, and become pioneers of this deranged little corner of space - then Early Access is for you. Just like with the first game, Early Access will start at the lowest price, and that price may increase with major updates until it reaches the final price at full release. A few words about Early Access. What is it, and what should you expect from it? As we’ve done before, we try to treat Early Access like a release. It should be as polished, fleshed-out, debugged, and optimized as possible - or, more precisely, that should apply to the part of the game you’re getting. The main difference between Early Access and the release version should be the amount of available content, not the fact that it’s some graphically miserable 10 FPS craft project. It’ll be 12 FPS! Guaranteed!* *Guarantee only applies to the developers’ own PCs. At the same time, new content will be added as large new sections of the game, rather than by constantly reworking what’s already there. This isn’t a huge, half-empty location that we’ll gradually fill in later, but more like the opening chapter of a big adventure - one that, more or less, will remain what it is all the way up to the release version. In terms of scope, Breathedge 2’s Early Access will be significantly larger than the Early Access launch of the first Breathedge. We’d say it’s getting close to the size of the first two chapters, maybe even three, but that would be pure guesswork and also a lie. The comparison isn’t quite fair yet, because several major mechanics are still missing - base building, for example, or personal transport. Early Access will include all the core basic mechanics of playing as the Man in open space: looting, crafting, repairing, DIY, armor, combat, eating, breathing, equipment, questing, collectible hunting, achievements, dragging objects around, yanking things out, tearing things off, opening things, pulling things, dying an agonizing death by suffocation, and so on. Everything that was in the demo, plus a generous extra heap on top. Unlike the first three chapters of the original game, the abundance of mechanics, quests, and interesting locations won’t be smeared across a dozen cubic kilometers of nothingness, but concentrated in a smaller, much denser area to explore. Sure, we enjoyed putting a weight on the W key and going to sleep between quest markers in Breathedge, but apparently that might not be peak gameplay. The Early Access story will cover the beginning of the crew’s adventures after surviving the crash of the Liner Without a Name and defeating the Mother Station. If you haven’t played the first game, don’t worry - everything will be equally confusing for everyone. We’re trying to make the story stand on its own, while gradually introducing the lore and the world of the game more deeply than we did in the first part. Those who did finish the first Breathedge will simply understand a little more and notice a few extra details. And, of course, we couldn’t resist throwing in some references. Yes, yes, we’re naughty like that. But what about base building, the ship, planets, exploding galaxies, and battles on giant robot unicorns? All of that is coming! Just not today, as they say. This is probably a good time to talk about where the project goes from here. We already have quite a lot prepared for future updates, and work on the first post-Early Access update is already quietly underway. It’s going to be a big one: personal transport, both small and large, the next helping of lore and quests, the next part of the location - or even locations - the Man’s progression, new NPCs, and a whole pack of extremely important mechanics. We’ll try to update Breathedge 2 as often, and as generously, as possible, while also avoiding the classic “see you in several years” approach to updates. All the long work we’ve already done should help with that. At the same time, it’s very important to us not to murder your save files. We’re doing our best to avoid wipes, so those who start playing in Early Access won’t have to replay everything from scratch twenty times. Of course, we’ll be keeping a close eye on your feedback, social media posts, and Early Access reviews, and we’ll try to stay as open as possible to everyone who wants to help improve or change the game. We do have our own unshakable vision for the project, but we’re never against adding something wonderful that was born in the heads of creative people. We’ll also keep releasing short videos with mechanics and gameplay moments as development goes on, so you can quickly contribute your authoritative “Yuck!”, which we will then steal and present as our own genius. Everything exactly as Early Access intended. Yes, yes. As for base building, that deserves its own little mention. Since we don’t want to make throwaway checkbox mechanics just so we can proudly say “look, we’re like Subnautica too!!1,” we’re giving base building special attention. We’ve mentioned it before, but it’s constantly stuck in a sort of “production variable,” where we sit around furrowing our brows and trying to remember what we even wanted from base building in the first place, and why the hell we need it at all. So. Building your own base, separate structures, and planetary gameplay are currently planned for the second major update of the project. First comes Early Access, then the first major update, and only then the second one! An important clarification of this highly complex mathematical formula... So if you’re waiting for the game ONLY because of base building, consider this your advance warning. We once mentioned that we dream of making a fashionable, beautiful roadmap for the project. Well, we’re still dreaming. But feel free to quote this news post later when we start playing dumb and arguing that we never said anything, and in fact have no idea what Breathedge 2 is, or what base building even means. So there: we said it, and we know. Yep. So there you have it. And now, in keeping with our kind and utterly unnecessary tradition, we invite you to visit our social media pages. They’re all listed somewhere below, or on the main page - including our main way of communicating with players: Discord. And, as tradition also demands, there’s the important email channel. That works too, yep: \ (mailto:info@breathedge.com) And of course, add Breathedge 2 to your wishlist, even if you don’t want to. Out of spite.

Оригинал патчноута в Steam →

Steam · 03.04.2026

Breathedge 2 – Announcement and Changes

So… what are we even supposed to write here? Hey, ChatGPT, write a nice and polite announcement about our game so nobody realizes it was written by a chicken with a severe case of chaotic, slightly sadistic graphomania. Make it sound like a proper AAA studio post. Let’s go: Hello, friends! We couldn’t help but notice that the first quarter has already passed, and that long-awaited GTA is still nowhere to be seen. “How are we supposed to interpret this?” – you might ask. And yes, it is indeed a serious issue. Want this text to sound even more polite? I can also offer five alternative headline versions optimized for maximum trend potential! Alright, alright, you got us – even AI doesn’t write that badly. But the general idea is correct, and today we’ve got some big news about our small game, some major overhauls, a slight change of direction, and all that good stuff. So… Breathedge 2 – what’s the deal? Let’s start with the two most important questions: When release? Release when? Sure, we could dodge the question again with some clever joke about wolves, forests, and… squirrel dentistry or whatever – but we won’t. Based on our highly scientific estimates (and with help from whatever higher powers are out there), we’re aiming to launch Early Access in Q3 this year. Most likely, there won’t be any more delays – unless something truly catastrophic happens. We’ll announce the exact date a bit later – mostly because we don’t actually know it ourselves yet. But hey, we do have a plan. So yeah… that’s where we’re at. But! If the demo came out ages ago and was already polished to a shine back then – what exactly have we been doing all this time? And this is where the magic of game development kicks in! Watch closely: the demo was well received by players, made it into the festival’s popular demos list, and got great reviews on Steam. What does that mean? It means we had to throw it out completely and rebuild it from scratch. Yep. That’s exactly what we did. Magicians usually don’t reveal their tricks, but we’re terrible magicians – and we don’t really have any secrets anyway. So let’s break it all down, starting with the big picture. It’s no secret that Breathedge 2 is a direct continuation of the first game. Various details hint at this – including, you know… the name. At the same time, our main goal has been to make the sequel significantly better, while fixing the annoying issues that were present in the original. The demo, as a vertical slice, seemed to have solved most of those problems – especially the suffocating oxygen timer and a lot of the more frustrating backtracking. Sounds good, right? Sure. But in the process, it also got rid of something important – the gameplay. The sheer density of dialogue, events, items, and quests ended up overwhelming players while basically masking the near-complete absence of actual mechanics. That might work for a short demo, but for a full survival game – yeah, that’s not gonna cut it. And this brings us to one of the key points we finally defined for ourselves – something that wasn’t clearly established in the first game and now drives everything we do. We asked ourselves a simple question – what is Breathedge? Breathedge is a story-driven survival adventure with a comedic tone. Simple? Well… apparently not. It only took our tiny bird brains about 8 years to figure that out. We’ve been bouncing all over the place – from hardcore survival to a single-player action game. We tried this, that, and a bit of everything. We analyzed feedback, tried to understand our core audience, ran all sorts of smart metrics… when, in reality, the answer had been right there all along – basically in every tenth comment: “Dude, this is just Subnautica in space – but with a chicken and a bunch of stupid jokes.” Now, to be clear – our relationship with Subnautica is mostly one-sided admiration, plus a few borrowed ideas here and there. But the core takeaway is obvious. We need to focus on survival, exploration, and crafting. And then wrap all of that into the kind of experience we actually enjoy making – with story, absurd humor, and our usual talkative suit doing its thing. So now that we’ve finally figured out what genre we’re making in our old age, what does that actually mean for the game? And why exactly did the demo bother some of the developers so much? It had survival, exploration, crafting, and even dumb jokes, didn’t it? You’re probably expecting us to say “it was shit.” Nope – depth. That’s the word. Subnautica has depth. Ba-dum-tss. We love a good terrible pun. Our demo didn’t. The first Breathedge didn’t really have it either. The mechanics all lived separate lives, barely interacting with each other, disconnected and flatter than our staff analyst Anton’s chest. Sorry, buddy. And that’s one of the key reasons the game felt off in places – sometimes it behaved like an adventure game with survival elements, and other times it turned into a hardcore grind machine. So what happens now? First of all, we’re shifting the gameplay focus. Up until now, progression mostly came down to collecting X amount of resources so you could reach the nicely marked quest objective. Now the core is overcoming larger external problems and obstacles. We may be able to see where we need to go, but we can’t actually get there because of freezing cold, extreme heat, angry robots, or whatever else is currently making our lives harder. How players solve that problem is up to them – put together a resistance set, brute-force it with medkits, or find a way around. Resource gathering is still there, of course, but now it’s more of a mechanical part of the micro-loop rather than the ultimate goal in itself. Quest locations themselves will become less rigid and a bit closer to how they worked in the first game. Players will need to explore the environment a little, poke around, pull some levers, and generally figure things out before getting anywhere. Markers on every single button that basically say “press this” are being burned to the ground and forgotten like a bad dream. So if progression becomes a bit less linear and depends more on character development than on how many metal scraps you’ve hoarded – does that mean crafting needs more depth? Yes. As always, you’re absolutely right. To tackle this, one of our lead developers created a unique DIY crafting system, which he proceeded to force into the project with screaming, swearing, and borderline madness – until we finally had to restrain him and call in professionals with sedatives. That sacrifice was not in vain. The DIY system (as in Do It Yourself) made its way into the game in various forms and is now… generously spread all over the project. So what is it? At its core, it’s the main system for upgrading tools, equipment, and even parts of the environment. In its basic form, the Man can slap together a pretty terrible but functional prototype out of raw resources – say, a crowbar. But that crowbar? It’s not going to impress anyone. Low damage, slow swings, poor durability – you get the idea. To really unlock its potential, you’ll need to dig around space for actually valuable, heavy-duty components you can strap onto it – turning it into something with the impact of a 10-kilo weight plate… or even granting bonuses to stamina or unique effects (like a bust of the Great Leader that makes space cops salute you before attacking). You won’t be able to just duct-tape this kind of stuff together on the fly. Proper upgrades require a dedicated workspace. Every man gets a garage. And a free starter toolkit. It’s worth noting that item durability is now tied to the durability of the DIY module attached to it. If a DIY breaks – and it absolutely will at some point – that module is gone for good (well, almost – there will be a way to recover your favorite DIY item using raw resources). The base tool, however, stays with you – intact and eternal. Both the weight plate and the Leader’s bust fall under the same category – “Heavy” – and there are several of these categories in the game: Sharp, Impact, Utility, Protective, Active, Capacity, and Biological. Items within these categories come in different rarities and qualities. Very often, the same category of item is used across multiple devices and even for repairing world objects, so you’ll sometimes have to make a choice – do you use that valuable find for crafting gear, building a weapon, or fixing something important? You’re free to remove and swap DIY modules between tools as long as they haven’t broken yet. But magically duplicating that fancy bust and sticking it everywhere? Yeah – not happening. Separate from tools and equipment, there’s also DIY suit gear. The spacesuit in the game is rare and extremely valuable – but not always enough on its own. To deal with environmental hazards and all the local creatures trying to bite us, the Man will be using items from the “Protective” category as… you guessed it – protection. All you need to do is grab a bunch of protective junk, walk up to your favorite wardrobe – and voilà: welcome to Paris Fashion Week, where you’re strapping cardboard (or whatever else you managed to find) onto the Man. Different protective items – different stats. Some are better for cold environments, others for combat, and some will keep you safe from radiation. Naturally, completing a full set of the same type will grant additional bonuses – because clearly, you look amazing. And just like DIY modules on tools, armor doesn’t last forever. So you’ll want to refresh your wardrobe from time to time with whatever new junk you can get your hands on. Since we already mentioned repairs and various devices earlier, it’s worth talking about that in a bit more detail. As part of our overall push to add more depth to gameplay and systems, we made a fairly tough decision – to introduce more unique, interactive machines into the world. It’s “tough” because being able to craft everything, anytime, anywhere sounds convenient… but it completely kills both realism and engagement (and let’s not forget – this is a highly realistic space survival simulator. Obviously). In the old system, nothing really mattered. The Man would just head out into the vast, unforgiving – let us emphasize that – cosmos and keep drifting forever. That’s not how it should work. So now we’ve taken away his ability to do everything on the fly, forcing him to rely, at least in part, on cold, unfeeling machines and improvised devices. For example, sure – you can eat a rotten apple and delay starvation for a bit. But why risk poisoning yourself when you could bring it back, process it, and turn it into something vaguely edible? Or take water. Chewing on dirty ice works… right up until your stomach completely betrays you. Or you could fix up a kettle, slap a “Capacity” module on it, jam a “Protective” one in as a filter – and boom, you’ve got a masterpiece of engineering inspired by your grandpa’s homemade distillery. Drink up. There won’t just be one or two of these machines – both improvised and industrial ones. We’ll always be able to find something interesting: things you can fix with basic resources, upgrade with the DIY system, and then enjoy for a long time as they make survival a whole lot easier. The DIY system also extends into other parts of the game, like transportation or base upgrades (which, by the way, might not make it into Early Access right away, since those are complex systems and not just placeholder nonsense like before). All this DIY madness doesn’t just reinforce our unofficial game motto and the Man’s survival philosophy – “It doesn’t matter where your hands grow from, as long as they’re golden” – it’s also tightly woven into progression and the rules of the world itself. Depending on what players find and how they develop, new paths will open up – leading to new locations, new items, more progression… which then unlocks even more locations… you get the idea. At the same time, the world will live its own life, largely independent of the Man and his wishes. Worms will drift along their own routes in search of tasty oxygen, moles will spit at everything in sight and argue with each other, robots will be busy repairing things, and space cops will be out on patrol. Ice will melt from heat, fire will be extinguished by water, and systems like day and night cycles will introduce different rules and behaviors. The world itself is also getting significantly bigger. That small demo area – from the station to the depot – will no longer take two minutes to cross, but at least a couple of hours to fully explore. And it’ll be packed with side activities, little events, weird encounters, and all kinds of cosmic nonsense. The Early Access version will roughly match the scope of the first Breathedge’s Early Access, including the size of the initial area. If we manage to do more – great. If not – then everything is going exactly according to plan. Totally. Absolutely. In this more expanded world, there will be fewer freely floating resource orbs – and a lot more actual work for the Man. If you want something, you’ll have to break it, tear it off, move it, melt it or cut it open. All of that builds up fatigue, increases hunger, wears down your gear, and sometimes just gets you smacked in the face if you’re not careful. We’re aiming for a wide range of mechanics that become part of the world and its rules, used everywhere, tied together into a single system, and working in synergy (now that’s a fancy word, huh). As we mentioned in a previous update, the Suit is making a return – right behind your back. It’s gained a bit more freedom, but it’s still very much attached to you and will follow you on every outing. This time, it’s not just a talkative annoyance – it also comes with a powerful grabbing arm. With its newly acquired mechanical hand (which, by the way, can also be upgraded), the Suit can help you move heavy objects, rip off panels, grab distant items, and even hold things in place while you’re violently smashing them in space so they don’t drift away. So yeah – turns out this AI is actually pretty useful. Since we briefly mentioned melting ice earlier, it’s worth talking about that separately. We’re tying the world, the player, and DIY upgrades together through an interactive environment. The most basic laws of physics will apply here – extremely realistic and scientifically accurate, of course, because we’re making a very serious sci-fi game about an immortal chicken. So. You see a massive chunk of ice blocking your path. What can you do? Find another way around. Maybe. But if you’ve got a decent upgrade on your trusty crowbar – say, a red-hot iron – your hits will start dealing additional heat damage. Almost like some fantasy nonsense… except it’s all perfectly scientific. Heat beats cold, water beats heat, fuel burns, and so on. If you come across a torn, sparking cable and don’t have a repair kit on hand, you can always look for something conductive – like an empty metal barrel – and close the circuit manually. Just make sure it’s actually empty and not full of fuel… unless you’re in the mood for a different kind of outcome. Electricity in general will be tied into quite a few mechanics – from charging batteries to building proper networks at your base. But that’s a story for another time. Another system tying everything together is an expanded buff and debuff system that affects pretty much all player stats. First and foremost, buffs and debuffs act as rewards for smart decisions – or punishment for reckless ones. If the Man eats well, sleeps properly, and keeps himself warm – good for him. He’ll get some nice bonuses for his next outing, like increased stamina or reduced consumption of core resources. But if he’s a filthy drunk living off rotten apples and running on one hour of sleep a day, then yeah – things are going to go badly. From illnesses to borderline unplayable conditions thanks to things like impaired vision. Buffs and debuffs are no longer just one-off, disconnected icons on your screen. Now they form a fairly deep system where effects can stack, evolve into one another, last over time, accumulate, or be removed depending on your actions, conditions, items, and various triggers. That said, buffs and debuffs aren’t meant to turn the game into hardcore survival or become the core of gameplay – they’re just another way to stay alive longer and feel a bit more comfortable in this world. We haven’t forgotten about the story either. No matter how you look at it, Breathedge is a narrative-driven game, and we’re putting a lot of time and effort into that side of things. The demo gave a general idea, but it didn’t tell a coherent story or deliver the right message. We’ve put a lot of work into the characters – their arcs, motivations, and conflicts – aiming to tell a story that feels natural and engaging. There will be quite a few of them. If the first game could proudly boast a whole one Coffinbot, Breathedge 2 is going to be a lot more ambitious when it comes to new faces. We’ve also adjusted how we approach dialogue and narrative structure to better support gameplay. Characters will no longer try to dump important information on you while you’re in the middle of a fight or desperately trying not to die somewhere far out in a dangerous area – because let’s be honest, you wouldn’t hear or understand any of it anyway. With the deeper gameplay systems, your “home” becomes a key part of the gameplay loop. It’s calm, it’s safe, and it’s where most of the important story information will be delivered. Curious players will also be able to poke around and talk to characters to get additional context about the world and ongoing events. And of course, cutscenes will handle the major story beats. We love cutscenes. You can skip them, by the way. All of them. Dialogue too. In fact, you can tweak pretty much everything to your liking – just in case our writing isn’t your thing. Characters are great and all, but what about other life out there in the world? In the demo, you’ve already met flying worms, spitting moles, and screaming larvae – but those are far from the only inhabitants of space. Of course, it all depends on the location, but early on you’ll also run into various types of robots. From a technical standpoint, building a game in open space comes with some pretty unusual challenges. One of them is implementing any kind of intelligent – or semi-intelligent – flying creatures. Ground navigation is relatively straightforward since everything is constrained by surfaces, but once you move into full 3D space, things get a lot more complicated. To make robots behave like actual robots – and not like heavily scripted dummies flying along weird paths – we had to build a fairly complex 3D navigation system. It was painful, time-consuming, and involved a fair amount of suffering, but the result is worth it. Now repair bots, police bots, and scavenger robots you’ll encounter even in the early stages of the game will have their own routines, go about their business, avoid obstacles, chase you, or run away along unpredictable routes. Robots will be a solid source of resources – but not an easy one, largely thanks to their movement and behavior. And the 3D navigation system isn’t just for robots. Other creatures use it too. For example, the alkaline moles are no longer stuck to their burrows – you can pull them out, and they’ll try to get back using the same navigation system they effectively “learned” from the robots. What we end up with – and whether we manage to make the game exactly the way we want it – we’ll find out very, very soon. In the near future, we’ll be sharing a video with about 15 minutes of honest, unpolished gameplay as it currently stands. It should give you a good look at the changes we’ve made – and, of course, an opportunity to hit us with your smartest feedback so we can drop everything and redo the whole game one more time. We believe in you. There are many of you. And we… well, we have paws. That’s the situation. Oh, and one more thing. We’re starting to share more of the development process – showing off specific mechanics and other bits and pieces we find interesting, straight from the trenches. Don’t miss it – follow us on our social channels, especially on YouTube, where these “dev diaries” (if we can even call them that) will be posted first. All the other links, including Discord, are now conveniently listed at the bottom of this post. Uncle Gabe and his team aren’t sitting idle either – they keep improving things and surprising us in nice ways. Gotta love it. And as always – if you absolutely need to send us something unpleasant and got banned on Discord for doing exactly that, you can always reach us by email: info@breathedge.com And if you haven’t added Breathedge 2 to your wishlist yet… well, the moon phase is perfect right now:

Оригинал патчноута в Steam →

Steam · 20.11.2025

Canyons. Reimagining the Meaning of Meanings.

Greetings, friends! We won’t waste your time with a long intro. Well… actually we will — but in the full news post, and that one is huge. And yes, it’s all about Canyons. We’re finally ready to share the complete trailer of the game. Oh yes: Whoa! Yeah, we’re not entirely sure what we filmed with our trusty soap-bar cameras either, but who cares — it explodes and flashes, so it counts. And what exactly explodes, why it flashes, and what the hell is even going on — we explained in painful detail in the massive wall of text linked below. Lots of pictures, too. Come take a look, scroll a bit, and don’t forget to add Canyons to your wishlist! Man already added it, by the way — while we were peeling duct tape off his beard.

Оригинал патчноута в Steam →

Steam · 17.10.2025

Breathedge 2 News Newsy-woosies

Greetings to everyone who still cares about the most realistic space simulator in human history! And, of course, to everyone who still cares about Breathedge — nice to see you too. We honestly thought we wrote the last news update just yesterday… then we looked at the calendar. Why didn’t you yell at us sooner? This is all your fault! Phew. Now that we’ve successfully shifted the blame — let’s get to the news. Since the demo’s release, we’ve been focusing on making the gameplay as good as humanly possible. Sure, we’ve also been doing some model stuff, other stuff, and all kinds of mysterious “developer” stuff — mostly at 3 a.m. — but the hardest part turned out to be… thinking. Thinking is hard. We can officially confirm that. We tried it. We didn’t like it. But we had to keep doing it anyway. What this brave act of self-destruction will lead to — we’ll all find out very soon in Early Access. In the meantime, here are a few juicy details. The most important thing — the core, the essence, the very soul of the game (and yes, it’s even hidden in the title) — is oxygen. We’ve done a lot to improve the oxygen mechanics since the demo. But if we take off our huge rose-tinted glasses for a second… the oxygen system is still complete sh... It’s fine! But! we’re not leaving it like that! We’ve decided to go even deeper and turn oxygen into one of the most valuable parameters and resources — without abusing the Man or making him suffocate every other minute. Right now, we’re creating a broader system that ties together all survival parameters: gas, hunger (and thirst — yes, you asked for it, it’s back, the Man is officially allowed to drink again). All parameters will depend on the Man’s condition, the environment, and various world factors. Everything will be built around positive and negative effects — buffs and debuffs — that can affect not only the Man but also your crew, your ship, or your base. After the first Breathedge, where oxygen was the main driving force, simplifying that mechanic might sound strange. But honestly, it didn’t drive anything forward — more like forward–backward–forward–backward, and few people enjoyed that little dance. So, will the Man be able to float around in space longer without gasping for air? Yes. Will that make the game easier? Not even close. Safe zones with free or infinite oxygen are gone. Oxygen is now a resource — and you’ll have to hunt for it with a stick, just like our ancestors did. (Cavemen hunted oxygen, right? RIGHT??) Another parameter you might’ve poked at in the demo was fatigue. Its mechanics in the demo can best be described as: uuugh... bleh... uuuuuuh... pffft. A brilliant concept, of course — just not exactly how we planned to leave it. Fatigue is actually a pretty important parameter. It’s basically the game’s natural way of saying, “That’s enough gaming for today.” Get out of bed — fly around — loot some junk — eat — sleep. You know, like real life. Sure, you can fight fatigue: chug coffee, pop pills by the handful, and generally behave like a very bad dog. But sooner or later it catches up with everyone (fatigue, not the dog — come on, focus), and the more you resist it, the harder it hits you in the back of the head. Again — just like real life. Tightly the storm clouds gather as one, Black and mighty, their danger begun, Hurling down lightning in furious display, Their plump rear smothers the world in dismay. The cloud… Wait. That’s not right. We definitely started with “tightly,” didn’t we? Ah! Right — tightly connected to the fatigue system is the sleep mechanic! It was also in the demo, and also worked on the same “ehhhhhh” principle — so it’s getting a complete rework. Sleep will now let you skip certain events (like long warps) and give you a nice little rest with optional minigames. Nothing scary or mandatory — but, hey, a good nap is a good nap. And waking up with some bonuses for the next adventure? Even better. Speaking of minigames — we’ve got this stubborn idea stuck in our heads: if there’s a collectible cartridge in the game, it should actually play. We’re slowly moving in that direction… though we promise nothing. Not even to ourselves. But we’re moving. But we promise nothing. But we’re moving! But— you get the idea. One of the first minigames will, of course, be the legendary Clickedge — the one that a grand total of two and a half players discovered in the first Breathedge. And alongside it, there’s another project currently in development — one that’s especially dear to the Man’s heart: the dramatic adventures of Mr. Dumpling. You get tired, you play, you sleep, you skip a warp, blah-blah-blah. Does it actually affect anything else? Yes. We’re adding a full day-and-night cycle wherever it makes sense — and, frankly, wherever it doesn’t. And we reserve the right to add any other cycles we feel like: from cosmic hurricanes (take that, physics!) to tropical rainstorms (take that again!). No, we’re not planning rain in open space — obviously — but the game doesn’t take place only in open space. These cycles will slightly change gameplay, open up new opportunities, and even provide new resources. For example, alkaline moles only crawl out of their holes at night — your one and only chance to catch them. But during the day, you’ll get to smack some maintenance robots with a crowbar — before they fly off to recharge for the night. We’ve added tons of new stuff — and we keep adding more! Unfortunately, our memory’s worse than a guppy’s, so we can’t really remember what exactly. Although… wait! We did add a dialogue system. Yep. That’s right. A dialogue system. Why? To overload you with meaningless, stupid conversations, of course! You’re welcome! Okay, fine — we’re lying. It’s actually the opposite. The introduction of a dialogue system (well, more like a monologue system, really) will help us avoid dumping endless walls of text on the Man, deliver quests faster, and spare you from listening to every random robot’s heartbreaking life story. If you do want to know more about the world and your objectives — feel free to hit the “Talk” button. If you don’t — feel free not to. You’ll still understand everything just fine. You worried, we worried, they worried — even those guys over there worried about the fate of Sui. In the name of dramatic storytelling and for the sake of the highest artistic ideals, we once decided to separate the Man and Sui into two different characters. We tried it. We played it. We cried — out of sheer horror. The idea of dividing the indivisible turned out to be… bland. So, we’re putting everything back the way it was. In the new version, Sui returns to his rightful home — on our shoulders! Well, technically, on our back. He’ll remain the same busted-up robot bolted to a scorched spacesuit, but he’ll now accompany us on every space outing. Sui will have unique abilities thanks to his upgraded robo-arm — and we fully intend to abuse that privilege. It’s the right thing to do. It’s the fair thing to do. It will… be done! The base. Oh yes — the base, the base, the base! So, what’s going on with construction? Are we working on it? Are we doing anything at all? What will building look like? What kind of mechanics will it have? And the answer is: yes! Ahem. There’s been some mild outrage that we didn’t exactly answer our own questions about the base. We don’t see the problem, but fine — if that’s what you want, the next devlog will be fully dedicated to construction. We’ll go over the mechanics, the concept, how it all works, and how it ties into gameplay. It’s a big topic, and yes, we’re working on it too. Anyway, overall… the project is moving forward at the majestic speed of a dead turtle — exactly as planned. We’re still nurturing the beautiful illusion that we’ll be able to launch Early Access in the first quarter of 2026. But honestly, 2027 sounds fine too. 2028? Not bad either. And 2029… well, at that point, what’s one more year? Early Access will include the first chapter of the story, roughly 8 to 10 hours of gameplay (that’s a very, very, very rough estimate). Those who played the demo have already seen the beginning, but even for them, the updated version will feel completely different thanks to all the new systems and mechanics. Eight hours doesn’t mean you can’t spend 200 if you really want to. We’re making Breathedge 2 with great attention to the feedback you’ve been generously giving us for the last few thousand years, and we want the game to be a true survival experience for those who love it — without suffocating those who just want classic Breathedge with its posters and sophisticated adult humor. Of course, we’ll do our best to screw up both directions equally, so it ends up as a complete misunderstanding instead of a game. But hey — maybe we’ll fail at failing. Such is life. Now, let’s talk about truly important things — not all those silly gameplay fantasies. We recently held a micro-contest to create a helmet for Breathedge. Any guesses how many people participated? Yeah, that’s what we thought too. But we were wrong — people actually did! A whole three people created three absolute masterpieces. Before we announce the three winners out of ten (which was a tough call, obviously), we’d like to share some details about these heroes and what exactly they’ve built. FalKram — mysterious, elusive, active tester, and an overall excellent human with hands growing from exactly the right place. He took the helmet-building challenge more seriously than… well, there’s just no comparison. Below are a few quotes and details from the making-of, shared in full on our Telegram channel. This isn’t just a helmet — it’s a Real Helmet: “It’s not a mock-up or a display prop — it’s almost completely airtight. The construction itself turned out surprisingly monolithic.” “Made from ABS plastic and plexiglass, rubber from some random bike tire, regular cyanoacrylate glue, and a bit of clear ‘Crystal’ sealant. I also used a seat from a chopped-up toy car, one valve, one sports-bottle nipple, a jar of vitamin C, and that’s pretty much it.” “Tools used: metal shears, a cheap soldering iron on ‘wood-burning’ mode, and that’s it. Simple as that.” So, what do we have here? A working, real helmet made from everyday junk — complete with a back-flow valve, durable structure, airtight sealing, a visor (yes, an actual one), an oxygen system, and even a rubber-lined chin section — so the sharp weld seams don’t shave off a real man’s beard. And it doesn’t stop there — upgrades and improvements are already planned, and they’re no joke. Photos straight from the workshop: Phew, awesome! And now — our second contestant. Pavel Yuzhakov — even more mysterious than the first one, which is why we won’t tell you anything about him at all. But the important part is — he exists! Pavel approached the task with true creative spirit. Like FalKram, his inner artist clearly refused to accept the humble idea of “just a foil helmet.” Instead, he built a full suit — and what a suit it is! We’re talking a visor, a cooling system (or maybe heating — who knows where a person might end up in that thing out in space), an oxygen system, a power socket, sensors, ports, an antenna, filters, a phone, a switch, groin protection, and even a blaster mounted right on that protection! And, of course, the pièce de résistance — the Vacuum 2000 system, capable of sucking resources straight into internal storage. Oh, and the author apparently stole Gordon’s crowbar — so he might actually know something about Half-Life 3. Isn’t that beautiful? It is. And now it’s time for our third contestant. Yevgeny Rikhmaer — to create his helmet, he had to work harder than anyone else… and, reportedly, even produce two children in the process. That’s what we call true dedication. A solid claim to victory, we must admit. What we have here is a full cosplay of the Man, the immortal Chicken, and… well, let’s just assume Sui is standing nearby in his traditional skeleton outfit. But, of course, the centerpiece of this heroic craft is the helmet itself. And really, we couldn’t describe it better than the author did: “We had an old Soviet steel helmet, a rice cooker bowl, a respirator, some epoxy, and a piece of pipe. Not that you need all that to enter a Breathedge contest, but once you start building a space helmet — you go all the way.” Rugged, stylish, and with lighting — what else could you possibly need for space? We want to thank everyone who took part — seriously, it’s awesome, and it genuinely made our whole team happy. Our strict and highly professional jury spent a long time choosing the winners, but we’re finally ready to announce them! And the winners of the Great Helmet Contest are… drumroll please! Ba-dum-bum-bum-bum-bum… FalKram, Pavel Yuzhakov and Yevgeny Rikhmaer! Ta-da-da-da-daam! Unexpected? Yes. Deserved? Also yes. That’s just how we roll. To all the other contestants — you did great too! Please accept your loss with dignity. Since we were giving away ten keys to Breathedge 2, all winners will receive three each (math isn’t exactly our strong suit, either). What they do with them — sell them, eat them, or gift them to aliens — is entirely up to them. But that’s not all, of course not. True masterpieces deserve more than just being pretty pictures on social media, so we plan to immortalize the creations in the game itself. With the authors’ permission (if we manage to get it, of course), all three helmet-suits will make their way into Breathedge 2 — in one form or another. Poster, collectible, character, gameplay item — we’ll decide during development. And you’ll find them in the game. Once again — thank you all! And of course, we should mention — with our chicken-level eyesight, there’s always a chance we might’ve missed someone’s masterpiece, secretly posted at the last minute on a private, password-protected blog. If you happen to be that person, and we shamelessly ignored your encrypted work of genius — don’t hesitate to reach out through any of our communication channels (listed below). We’ll sort it out, cry in shame, hand out some prizes, and all that good stuff. By the way, there was also one helmet made off the record — by one of our own developers. The idea was grand, magnificent, full of elegant technical solutions and deep philosophical meaning… right up until the moment he installed two oxygen tanks with a tube straight into his nose. Apparently, it was the wrong kind of 40-proof oxygen, because the developer disappeared for a week. When he finally came back, he just waved off all questions and quietly smiled from a corner, all puffed up like a sad pigeon. We still don’t know what really happened — but we’re now 100% sure you should always read the labels before using any product for… experimental purposes. So yeah, that’s how things are. Oh, right — a couple more important updates! As you already know, besides Breathedge we’re also slowly tinkering with our second project — the one we’re working on in our free time from the third project, just so the fourth one doesn’t sit idle like the fifth did after the sixth started right before the seventh. Yes, we’re talking about Canyons. And there, we’ve seriously reworked… well, everything — from graphics to lore. We’re preparing a massive dev update that’s roughly a hundred million pages long (give or take a few million). Alongside it, you can expect a brand-new cinematic trailer for the updated version of the game — full of pew-pews, epic music, and glorious staged shots mixed with gameplay. Oh, and right after the cinematic trailer, we’ll almost immediately share another one — a 15-minute gameplay showcase, recorded straight from a test build. No cuts, no editing! (Okay, that’s a lie. We definitely slapped a few logos on top, so technically, there was editing. You can’t fool the people. Editing happened.) Anyway, we can talk about editing and other cinematic terms we don’t really understand later. Right now — there’s something else we wanted to mention. You’ve been asking us about it for a while, and we’ve been lacking time/hands/brains (and probably a few other critical parts), but it’s finally happening. Media. Yep. We’re slowly expanding our presence on all those popular social platforms. We’ve got a bunch of ideas, and even some actual content — though we’re still short on time/hands/brains. Still, we’ve opened — and will soon start posting on — the following: Twitter (X): https://x.com/Red_Ruins Instagram: https://www.instagram.com/redruinssoftworks/ TikTok: https://www.tiktok.com/@redruins_softworks — still empty for now; we nearly broke our legs figuring out how it works, but it does work, and the first content is coming soon! Discord: https://discord.gg/uezQcU7 — has been with us for a long time. YouTube: — another veteran from the dawn of time. And, of course, our traditional line of communication — email. If you need to reach us urgently, officially, or just with extra enthusiasm: info@breathedge.com And if you haven’t added Breathedge 2 to your wishlist yet, here’s the link — since you’re already here and probably don’t even realize it. After all, today clearly is Link Day:

Оригинал патчноута в Steam →

Steam · 27.03.2025

Breathedge 2 — Demo Results

Greetings to everyone who is, and even those who... aren’t. We sincerely greet you too. Today, we’d like to share the results of the Breathedge 2 demo — along with a few thoughts, both on-topic and completely uninvited. And yes, in case you missed it (which you very well might have — who knows, maybe that was the plan all along), Breathedge 2 had its very own playable demo during the recent Steam Next Fest, featuring the Man, the Suit, the Bum, and a few other essential participants of our outer space nonsense. The demo is now over. Gone. Vanished. Vaporized into the vacuum of space. But don’t worry — we wrote a very serious report. So buckle up. Let’s go. Why Even Bother With a Demo? Well, as fans of all things outdated and unnecessary, we naturally love demos. Ah, the good old days — when you could buy a gaming magazine, pop in a CD, and mess around with a dozen demo versions until your PC begged for mercy. It tickles our nostalgia in all the right places. For us, as players, demos have always been a way to poke a game with a stick and decide whether it’s worth your money, time, and remaining will to live. And that’s important. Sure, some players might try the demo, realize the game’s not their cup of space soup, and never come back — instead of buying it blindly and leaving angry reviews. But hey, why ruin lives when you can just… not? Also, demos are a great way to gather feedback, stats, and check if the game’s development vector is on track — or, you know, kind of... hanging low. The good news? In our case, the vector’s looking pretty perky. Don’t believe it? Yeah... us neither. Beyond blind faith and eyeballing the angle of whatever's hanging wherever, there are more precise metrics — and yes, we're talking about numbers. We love numbers. They look like letters, but they’re numbers. We tried counting with letters once. It didn’t go well. So we crunched some actual digits and here’s what we got: 1. This is number one. It's very important. It starts finger-counting, this list, and arguably the entire concept of numbers. So, respect. 2. Alright, alright, to the point. As a result of the recent Steam Next Fest, the Breathedge 2 demo ranked #20 among the most popular demos of the entire festival. And considering there were over 2000 demos (2,421 if you trust Steam’s filters — or a hundred million billion if you don’t), that’s not too shabby. This clearly means people know about the project, people are waiting for the project, and it makes perfect sense for the Man to keep fiddling with duct tape. Not Gothic levels of popularity, sure... but come on — that would’ve been weird. 3. Steam reviews: 92% positive (around 700 reviews in total). That’s a solid situation. What did the negative reviews say? Well, if we exclude the ones that looked like they were typed with feet, most of the criticism surprisingly wasn’t aimed at our razor-sharp, high-IQ humor, but at certain gameplay things — like oxygen limits and intuitive clarity. Since it was a demo, not the final build, we hope the polished release version will satisfy even the pickiest players. As for the foot-typers — unfortunately, we can’t help them. They’ve been excluded from the stats. 4. New wishlist additions: 35,000. This number is usually pretty wobbly and depends heavily on media exposure. And as you all know, our marketing strategy is: we don’t have one. So +35k in a week? That’s not just good — it’s very good. What does a wishlist mean? No, it’s not just something to show our moms. It’s an indicator of value — the more wishlists, the higher your project ranks on Steam and the more visibility, support, and goodies you get during release. The more awesome you are, the more awesome you become. That’s the algorithm. 5. Our current Awesomeness Ranking™ is around #118 among all upcoming games on Steam. If we were GTA, that’d be kinda "meh". But we’re not. For us, that’s ridiculously cool. Being small has its perks. Seriously, floating in the top 100-ish is great. Thank you to everyone who wishlisted the project — it powers our chicken hearts with joy. As we mentioned earlier, we love numbers. Even if we can’t count. 6. And for the curious (especially those making games themselves): what does #118 actually mean in raw numbers? It means over 250,000 wishlists. Is that a lot? Oh yes. Is that too little? Oh yes. Depends how you look at it. We’re happy with it. And now, some more numbers — slightly more grounded this time, directly tied to the game itself and player activity within it. As you might’ve guessed, we were collecting stats (no personal data though — sadly, we still don’t know the name of the maniac who managed to die 624 times). Gameplay stats helped us figure out what’s lagging, what’s putting people to sleep, and what’s waking them up. It’s useful stuff — especially if you know how to analyze it and configure it properly... which, frankly, is not exactly our strong suit. Warning! Mild spoilers ahead. Nothing major — more like “if you know, you know.” Anyway, the numbers: In addition to this delightful batch of stats (of which we actually have way more — but cramming all of it in here would’ve been... odd), we also collected your feedback directly from inside the game using the built-in feedback form. Did anyone actually take advantage of this unique opportunity to tell us to go screw ourselves from within the game itself? Yes — a couple did. We’re still going through that couple of messages: sorting, reviewing, and processing. One of our chickens — the one with the bloodshot eyes from sleep deprivation — is now fully dedicated to this task. So far, over 4,000 player messages have been reviewed — ranging from simple “I liked it” comments to long, thoughtful essays on every bolt and oxygen leak. It’s awesome. Seriously — huge thanks to everyone who took the time to write in! Almost forgot — an important announcement: YES-YES-YES-YES-YES WE’LL ADD Y-AXIS INVERSION!!!!111 Whew... that was close. And finally — a general generalization. We’ve watched a ton of streams, big and small. We’ve seen plenty of reviews, read your feedback, sipped tea, analyzed stats, and personally sat through a decent number of playthroughs — with friends, grandmas, and testers alike. Amazingly, even our studio cat Arseny managed to finish the demo... which is surprising, since we don’t have a studio. Or a cat. At this point, it’s clear: the overall direction is correct. We’ve managed to fix most of the major issues from the first game (thanks in no small part to your relentless criticism — so keep being relentless, critics). Sure, there are still a few rough spots — like the mentioned quest confusion and occasional hiccups with intuitiveness — but nothing too critical, even for our crooked chicken wings to patch. Right now we’re actively working on the full release version, crafting the roadmap we promised to craft, drinking tea, and trying very hard not to look at the ever-rising value of our stock. Ha! Gotcha. Of course, we are watching our stock value very closely. Always. That’s just how we roll. We’re also watching the development of our second project very closely. Some people say we should not only be watching but actually doing something — just like with the stock market. But we believe in ourselves. And in our belief in ourselves. If you haven’t added Canyons to your wishlist yet, and you're currently experiencing an acute phase of wishlistitis, here’s a helpful little link: https://store.steampowered.com/app/2708860/Canyons/ You can reach out to us on our Discord. Alongside good old email, it’s a real chance to knock directly on our foreheads with your thoughts, feelings, ideas, or even irrational emotional outbursts. Go on — we can take it: https://discord.gg/uezQcU7 We mentioned email, so here it comes — our dear, beloved, slightly electric communication channel: info@breathedge.com And of course, if by some cosmic mistake you still haven’t added Breathedge 2 to your wishlist — you’ve got time exactly until June 27, insert_year_here. After that, it’s over. So hurry up: https://store.steampowered.com/app/2412960/Breathedge_2

  • 57,518 people played the demo. That’s the entire population of Greenland, or 66 Vaticans, or 0.001 Tokyos — take your pick.
  • 88,668 added the game to their accounts. (31,150 of them never launched it. What does that mean? Absolutely nothing. And that’s fine.)
  • 1,541,120 oxygen warnings triggered. Oxygen is pretty easy to find in the demo, so it’s not a super common threat. Which means only one thing: our players are hardcore oxygen minimalists, willing to flirt with death rather than inhale a dirty worm. We salute you.
  • 45,978 installed the Attendant’s head. It doesn’t do much in the demo, but we promise it’ll be more fun in the full version. (Promise to promise.)
  • 64,468 deaths of the Man. Statistically, each player died at least once. Realistically, some died many times, some never at all. Either way — poor guy.
  • 48,074 interphones repaired. Which means 9,444 players never made it past the first quest and probably suffocated somewhere between the main menu and the opening cutscene — or just decided to settle down with the Hobo in the train vestibule. Respect.
  • 34,702 completed the FineBot quest. It’s a bizarre and mind-blowingly optional side task, but hey — you did it.
  • 20,546 unlocked the WTF area. That’s less than half who finished the FineBot, which is... interesting. This matches feedback we’ve seen in reviews and on streams: it’s not always clear which quests are critical and which are just background noise. We hear you. We're fixing it.
  • 19,417 completed the main questline up to the Arrow. Which raises the question — who are the 1,129 players who opened WTF but gave up five minutes later? Reveal yourselves.
  • 10,562 discovered the 10G antenna. Not bad, considering it’s a secondary point that’s barely emphasized.
  • 5,101 cracked the code-locked train car. We hid the code well. Maybe... too well. We’re scratching our feathers trying to decide whether to ease it up a bit.

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Steam · 20.02.2025

Breathedge 2 Demo!

Greetings, comrades! We've been working, working… and finally, not working. What did we fail to finish? That’s right—the demo. Why didn’t we finish the demo? Who cares! The important thing is that we can share this magnificent unfinished masterpiece with you in just about a week! But for now, enjoy this trailer. Wow-wow, hold on—what a majestic mosquito just flew past the author of these words. A real unit, plump and sweaty-palm-sized… but anyway, back to business. Where were we? Ah, yes—the demo. As we announced earlier, Breathedge 2 is getting its very own demo of itself so you can enjoy all the glorious bugs and our top-tier kindergarten humor before the full game is even out. The demo will be completely free on Steam as part of the 'Steam Next Fest' event, running from February 24th to March 3rd, 2025, at 10:00 AM Pacific. Here’s the link as proof, because even we can’t believe it: https://store.steampowered.com/app/3499150/Breathedge_2_Demo/ Now, a Few Words About the Breathedge 2 Demo. What is it? Why does it exist? And how much longer must we endure it? Breathedge 2 Demo is the very beginning of the game, featuring the first main and side quests, equipment, resources, crafting, and, of course, a generous helping of space junk. The quality isn’t final yet, but it’s pretty close to what you’ll see in the full game, showcasing the bare-bones mechanics of the launch… at launch. Is there base building? Nope. A spaceship, perhaps? Absolutely not! Well, at least there’s…? No! But don’t worry, you’ll still get a main menu, a crowbar, a chicken, some aluminum, and 135,000 posters (or at least that’s what we counted—our math skills are questionable at best, so if you can’t find all 135,000, it’s probably just a tiny bit fewer). If There’s No Base Building or Hundreds of Hours of Gameplay, Then What’s the Point of This Demo? Good question. You know what? Demo canceled! …Just kidding. We wish. But it’s too late—we’ve already recklessly shoved this project into Steam, and there’s no turning back now. In reality, aside from our primal chicken-like urge to share the results of our labor with the world, this demo serves a very important purpose. We want to see how the game is received, how it runs, and—most importantly—how it plays. Because Breathedge 2 isn’t just a sequel; it’s a full-on reimagining of every mechanic, interface, system, and overall logic. We absolutely love stepping on rakes, don’t get us wrong—but we prefer new rakes. Fresh, shiny rakes, waiting to smack us right in the face. That’s why your feedback is incredibly important to us. We want to know: What did you like? What’s terrible? What got you the most excited? How does it run on your system? Where did you struggle? And what should have been added yesterday? To make it easier, we even added a built-in bug report tool and a feedback survey right inside the game. Never before has telling us how badly we screwed up been this convenient! A Friendly Reminder: This Is a Demo, Not the Final Game. So, naturally, a lot of things are missing. Some were deliberately removed, others… well, we just didn’t have time. Because, honestly, who works these days, anyway? For example, textures in the demo are only translated into two languages, but the final release will feature fully localized textures and assets. Why? No idea. But such is the way. The demo is also missing a ton of settings, mechanics, interactions, dialogues, rewards, and other fun little details that will absolutely be piled on in the future. And if, by chance, you notice that some (or all) translations of dialogues and item descriptions are riddled with mistakes—you're not imagining things. Our nonexistent localization department, consisting of one very depressed chicken and a robot coffin that can’t even read, has done a phenomenal job at translating everything. Of course, these translations still need to be proofread, corrected, and burned. Until then—me no understand you. Confirm? Now, About the Dates—How Long Do We Have? One might assume that access to the demo will end along with the festival. Is that true? Well, of course, obviously, naturally… we have absolutely no idea. Knowing things about our own project? Embarrassing. For now, the plan is to shut down the demo on March 3, 2025, at 10:00 AM Pacific—but we’ll take another look at this decision closer to the date, depending on how things go. Our top priority is your feedback. And our second priority? Also your feedback. So that’s what we’ll base our decision on. Oh, One More Thing Before We Forget! We love making grand, unrealistic promises… Well, okay—our copywriter loves making grand, unrealistic promises and then watching as the entire dev team collectively bursts into flames. Fortunately, he writes fast and runs even faster. So, here’s another probably unrealistic promise: we want to share a roadmap with you soon. You know, what we plan to add first, what comes later, and the overall direction of the game’s development. But before we do that, we’d like to tidy it up based on your feedback and suggestions. So—play the demo, send us messages, demand features! Developers promise everything, developers can do anything, and developers… will read this announcement only after it’s already published on Steam. That’s It for Now! See you all at the festival! We’ll be floating somewhere in the massive list of amazing indie projects made by some truly awesome devs, eagerly awaiting your Valentine’s cards, wishlists, angry comments, and all the other fun stuff that makes our cheeks burn and our thick, boiling chicken blood bubble with excitement! …Wait, why is it so thick? Might need to get that checked. Oh, right! Before we forget—quick commercial break! We’re about to drop the biggest Steam discount ever on the first Breathedge—a whopping 75% off! Just in case that’s something you care about. https://store.steampowered.com/app/738520/Breathedge/ And Don’t Forget to Wishlist Everything in Sight! Including our second project, about which absolutely nothing is known… not even to us: https://store.steampowered.com/app/2708860/Canyons/ You Can Discuss All This (And More) in Our Cozy Discord! Come on in—there’s a whole bunch of awesome survivalists hanging out there! https://discord.gg/uezQcU7 Oh, and We Have Mail Too! Not the paper kind, of course, but it still works. We read it, we check it, and we rarely clean out the spam folder—just like professionals: info@breathedge.com Have We Mentioned That You Absolutely Must Wishlist Breathedge 2? No? Well, let’s fix that. Studies* show that adding Breathedge 2 to your wishlist leads directly to, towards, into, and sometimes even beyond... whatever that means. We assume there’s no need to explain why that’s a great thing—so go ahead and hit that glorious green button right now! (*Studies may or may not exist.) https://store.steampowered.com/app/2412960/Breathedge_2

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Steam · 30.12.2024

With the Demo Announcement and a New Year Greeting!

Greetings, comrades! We've just peeled our blue, swollen, and saggy eyes off the monitors and glanced at the calendar – and guess what? It's July. Naturally, we also had to pry our blue, swollen, saggy wings off the keyboards to thoughtfully scratch our heads. Turns out, paper calendars don’t flip themselves. Probably broken or something… Where are we going with this? Exactly – don’t forget to wash light colors separately from dark ones. And with that, we bid you farewell and hope we’ve shed some light on the development of Breathedge 2. Alright, alright… In truth, when we pried our saggy eyes away, we realized something big – the chance to participate in the upcoming Steam Next Fest, scheduled from February 24 to March 3, 2025. “What’s that?” some curious visitor to the Steam page might ask. “It’s soup!” – our experienced dev team would reply, completely on topic and with utter confidence. And honestly, there’s a grain of truth in that. It is a soup—a hearty stew of diverse game demos, and Breathedge 2 will be swimming in it! Yes, yes, we’ll finally be assembling and sharing that long-promised free demo of the project. You know, the one that someone (definitely not the author of these news posts) recklessly promised in earlier updates! Before that glorious moment arrives, we’ll give you more details about what this demo will actually entail. But for now, let’s touch on our plans for the Closed Beta Test (CBT). We naively believed we’d be able to conduct it back in December, but since it’s currently July, well… we’ve been busy splashing around in puddles and strumming… um… ukuleles? Basically, we’re just taking it easy because there’s still so much time. Or at least that’s what we’re telling ourselves. Although… we are starting to suspect something fishy and have even begun some closed testing. It’s so closed, in fact, that even we don’t know where it’s happening. To be even more honest, testing is currently focused on the dev team and QA squad. Before we unleash the game upon real, warm, breathing humans, we want to smooth out the most glaring rough edges of the build—and, of course, sneak in as many bugs as possible, because where’s the fun without them? When we eventually figure out where these tests are happening and finally get a chance to look at the game we’ve been creating with our eyes closed and on powered-down microwaves, we’ll definitely whip up another news update. Maybe we’ll invite some of our awesome and active players—or come up with something else equally brilliant. Oh, oh! And we’re planning to introduce loot box donations that fund casino ads! For every ten dollars contributed, game textures will increase in resolution by a whopping two times! Additionally, these donations will temporarily extend the draw distance for trees in space, and for a special kind of coin, you’ll even be able to purchase… Wait. Hang on, wrong design doc. Ah, here it is: and also, also, we plan to create a development roadmap soon. Not only so everyone can see just how serious and distinguished we are as developers, but also so that… um… I lost my train of thought. I’ll finish it later. And of course, without a doubt, with a trembling voice, obviously and inevitably, we want to wish everyone a Happy New Year! Sure, it might be a bit early to do this in the middle of summer, but we’re all about originality and surprising you. We hope the upcoming year will… exist. Yes. That’s already a great start, don’t you think? And from there, we’ll figure something out together. We’ll spin, we’ll twist, we’ll weave baskets out of back hair and fill them with berries. Or, you know, whatever normal modern people do these days. Wishing you all the best things—delicious, wholesome, intact things. Just, yes! Our artist drank some dirty puddle water while splashing around, so please don’t judge us too harshly. That’s just how it is. Also, don’t forget that sometimes—mostly in our dreams—we’re working on another experimental project called “Canyons.” News about that coming soon. If you’ve already clicked the “Add to Wishlist” button for Breathedge 2 but feel the urge to click something similar elsewhere, then click here: https://store.steampowered.com/app/2708860/Canyons/ Of course, we still have our beloved Discord, where all the lively conversations happen. Rumor has it that one of the most mysterious and important developers of Breathedge 2 even typed three letters there (no, not WTF). Wow! https://discord.gg/uezQcU7 We also have an email. It’s electronic, so you’ll need the internet and some kind of input device—like a typewriter. Be sure to type: info@breathedge.com If, by some chance, you haven’t added Breathedge 2 to your wishlist yet, this could mean: a) You don’t have Breathedge 2 in your wishlists. b) You don’t have Breathedge 2 in your wishlists! Both options are deeply sad and regrettable. Although, we must admit, we haven’t even hinted that you should add Breathedge 2 to your wishlist—and we’re not planning to. If we were, you’d see a link here to do so: https://store.steampowered.com/app/2412960/Breathedge_2 But you won’t see a link like that.

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Steam · 27.10.2024

Breathedge 2. The falling le-e-e-aves drift by the… something.

Greetings, comrades! And greetings to the comrades of comrades! And to the comrades of the comrades of comrades! And even… Ah, you get the idea. So, uh, just wanted to say we’re alive, mostly well, our feathers are shiny, and all that good stuff. Thanks for tuning in, have a great day! Oh, you caught us — as if we’d miss a chance to ramble on about the autumn plumage of migratory screwquacks... Unthinkable! Brevity’s not really our thing, so here’s yet another endless scroll of nonsense, just for you. But first — here’s a snapshot of the screwquacks soaring over a field of ripe zhurzhiha, sent by one of our readers. Thanks for the inspiration! Wow, look at them fly! Almost like our plans and deadlines. Except, we don’t have plans, and deadlines are some kind of myth to us, but if we did, they’d probably soar just like that. Speaking of our “non-plans,” we mentioned earlier that this year, we’re aiming to finish a three-second test version of the game and let folks try it out. Still accurate? Yep. We’re really going to try for a CBT (Combat Battle Tarantula, or maybe Closed Beta Test, we’re not sure) this December. Or maybe December of some other year… If playtests reveal that players don’t understand what to do, can’t open the menu, lose their eyesight squinting at tiny subtitles, and smash their keyboards over clunky controls, abysmal music, and soul-crushing gameplay — we’ll know we’re right on track! We’ll just sprinkle in a few more bugs for good measure. When the time comes for the Combat Battle Tarantula, we’ll make an official announcement. We’ll definitely let you know how it’s happening, how to get access, what kind of medical exams you’ll need, and all that jazz. For a launch of such an unknown something, we reached out to one of the most famous and popular game reviewers in the universe — Vlad Unbribable. Known for his honesty and objectivity, Vlad was the first to have the honor of testing our early demo version, and even recorded a short, one-minute review with his overall impressions. No spoilers, so it’s safe to watch! There you have it, an unbiased opinion from a media icon. Or... don’t you believe ads? Well, moving on. The important stuff is covered; now, to the interesting bits. What have we actually been up to? Well… Sleeping, eating, reading profound books about a bear’s adventures in a magic forest. Oh, and working on the game sometimes. Actually, Breathedge 2 is in the final stages of crafting a full-fledged demo version with all major technical and visual bells and whistles. As we’ve mentioned before, we’re building this project entirely from scratch, with an even fuller team of four and a half chickens (not just three!). Where this will lead us, who knows? But it’s going somewhere. For example, one of our biggest hopes-n-dreams was for zero loading screens during gameplay. Yes, yes, we remember saying that the game would have loading screens between locations — but that was a total lie, as usual. Our programmers whipped up an uber-duper system of real-time, multi-threaded loading, tossed in some Spatialization, and voilà! (As if the writer here knows what that even means… Programmers just mutter incomprehensible terms to look busy, just like the writer.) Not only did all this spongebobification or whatever reduce the game’s hardware load, but now you’ll only have to wait during save file loading from the menu. Cool, right? Almost like Starfield, but without the loading screens. More on the technically-awesome side — the game will actually have not just one broken save slot like before, but practically endless broken save slots! We kinda mentioned it before, but now it’s fully implemented and working. Save as much as you want, rename your saves, delete them, clog up your drive, and proudly flash them to grandmas from under your trench coat on the street. All for you! We even attached screenshots to each save, so you can instantly recognize which particular textures you got stuck in. Whether it’s spubblization or an endless sea of save slots — these are the very foundations of the game and its architecture (yes, we even know how to spell such concepts). The essence of our current, relentless development is to build a solid foundation that actually works and has potential for long-term expansion. Sure, we could’ve just taken the first game, thrown in some new textures, and made the same thing, but: A) You’d never let us get away with it. B) You’d never let us get away with it. Plus, that’d be boring. If there’s no challenge or risk of completely crashing and burning, what’s the point of development, right? Aside from the big architectural groundwork, we’re setting up the basics for physics, interactive mechanics, dumb AI, real-time character rendering in the inventory (yep, now it’s not just a static image but a live tiny Man, whom we crammed into the computer and fully optimized), memory cleanup, resource generation, the map, localization, and so on and so forth. Moving forward, it’ll be easier; we’ll layer new mechanics and assets onto this Frankenstein of technical solutions without needing to dig back into the core engine to figure out, say, how to prevent random water bottle generation when a player falls asleep on the keyboard. The complexity of this process is especially striking given that, for the first time ever, our script is ahead of the game’s current build! It’s usually the other way around. Looks like development’s speeding up! Fingers crossed, we’ll keep hoping for the best without actually doing anything about it — as always. Someone up there noticed the word “map.” Yep, not a typo. Breathedge 2 will actually have a map of locations to make life a bit easier. The first game didn’t have one, and, well, people were... suffering. Just a little. Don’t get us wrong, we do enjoy some good suffering, but still… The map will be hand-drawn by the Man himself, so we can’t really vouch for its accuracy or readability. On the one hand, the Man went to art school as a kid; on the other, no one knows what he actually did there. The map will not only hint at the best direction in which to suffocate but will also make quest markers easier to handle, filling up with additional notes and sketches as you progress. And yes, they’re proper sketches. With a pencil. Good old ancestral tech. By the way, speaking of technology. Recently, Denuvo launched a Discord server to answer questions, and we’ve been giving some serious thought to protecting our games. The piracy industry is robbing us of profits we wouldn’t have had anyway, and that’s very, very sad. So, after much deliberation, we’ve decided to implement a unique and groundbreaking protection system for Breathedge 2: Chinuvo. Here it is, right below: Try cracking that, Elon Musk! Or, you know, whoever’s actually into that sort of thing... We’re not keeping track. Anyway, intellectual property? Protected. Technology? Discussed. What’s next? Well, more tech talk! Just kidding, okay, okay… let’s get to the high art. Yes, that’s right, we’re not planning on turning Breathedge 2 into a circus or a conveyor belt of low-grade jokes. No. Like the first game, Breathedge 2 is set to be one of the most serious, beautiful, dramatic, and intellectually stimulating games of our time, with a commitment to absolute realism in everything — from the immortal chicken to auto-braking objects in open space. We’re diligently studying history, religion, and physics through classic cartoons to bring all of it into the project. We don’t quite remember what historical event that was, but our writers don’t just make stuff up — it’s clearly something important, and it’ll be featured in the game. That’s a fact. There will be other things in the game too, but those... are less certain. Of course, we’re not just studying history; we’re keeping up with all the modern trends to stay relevant and truly connect with the hearts and souls of our audience. With that in mind, we’ve revised the concept of Babe. Oh, come on, you didn’t really believe that, did you? Detka ALWAYS has pink stuff! And honestly, we’re way too lazy to actually revise anything. What we can promise is that this lovely lady will be a sight for sore eyes, but Detka is staying just the way she is. Alas, time to move on. Speaking of visual appeal, we’d love to show you a comparison of two frames. In our last update, we briefly showed the train station. This one right here: And here it is now: Notice the difference? Exactly. The top picture is slightly shorter in height. But seriously, we’ve finally gotten around to fleshing out and detailing the game zones. All those corpses, wires, more corpses, fences, light bulbs, even more corpses, and little hatches — all the essentials for any self-respecting derelict train station. Detailing the locations means one thing: we’ve nailed down the storyline, gameplay, and balance to the point where we’re actually allowed to start finalizing level design. Just a real piece of shi...ning ‘finalization’ work. There’s still tons of work to be done, of course, but at least the finish line’s somewhere in sight. Here’s a bonus montage of images to keep things interesting: Wow! Gorgeous, isn’t it? See that AAA-level polish? Yeah, we don’t either. But oh well. What we do see is your active support for our team through your ideas, messages, wishlists, and other activities. We try to read everything, even if we can’t respond to it all. We even have specially trained chickens for reading and analyzing all incoming text. Unlike us, they can read whole sentences at once, not just syllable by syllable. P for Professionalism. That’s how it goes. Also, we’d like to remind you that we’ve become such important chickens ourselves that we now have not one, but two whole projects in development. If, by some miracle, one of them actually “takes off,” we’ll be crossing our fingers for the epic failure of at least the second project. There’s news for that one too (sometimes), plus a wishlist button and all the other Steam stuff we love so much. Stop by and check it out, we’d be thrilled to have you. https://store.steampowered.com/app/2708860/Canyons/ Whether you’re eagerly awaiting “Breathedge 3” or “Big Fishing: The Ferret Returns,” you can already drop in to ask questions, point things out, suggest ideas, or simply wish us well (or not). Our official Discord channel is always open for you. https://discord.gg/uezQcU7 We also have email. Just the plain, boring kind, not even pigeon-mail. But we do read it, so feel free to write us at: info@breathedge.com And of course, if you haven’t wishlisted Breathedge 2 yet, go ahead and add Breathedge 2 to your wishlist, because adding Breathedge 2 to your wishlist will add Breathedge 2 to your wishlist. Proven effective! https://store.steampowered.com/app/2412960/Breathedge_2

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Steam · 07.06.2024

RedRuins. Announcement(s)

Greetings to everyone who doesn't mind greetings! We say goodbye to those who mind, perhaps, or whatever they'd like instead of a greeting. We did a bit of research and found out that a lot of people read more than just headlines in our updates. This puts us in an awkward position where we have to not only rub the keyboard with a dirty rag, imitating news texts as we usually do, but also memorize them, comment on them and fulfill some promises. By the way, we would like to note that it is not very reasonable to fulfill promises made by a floor rag, but that's just the way it is. In the previous update we managed to promise an entire announcement. We wish we could go back in time and promise something more realistic, like a picture of a cookie, but we eventually had to get to work. Well, it can't be helped. In fact, we’ve worked quite intensely, and got a chance to scribble not one, but two announcements at once. The first one will be dedicated to Breathedge 2, and the second one will concern the whole studio, but let's start with the familiar and the most relevant one - Breathedge 2. We would release the game as soon and as buggy as possible, but we simply can't do it - our mom objects. On the other hand, we really want to show something and make sure we’re doing things right, and here goes the most suitable old school method - a free demo version of the game. Yes, yes, we want to announce the release of “Breathedge 2 Demo” on Steam, hopefully this year, not in 125 years, as it's written in the development schedule. “What's going to come out?” - those unfamiliar with game demos will ask. “'How would we know?” - we'll answer proudly and openly. Although, in fact, Breathedge 2 Demo will be a tiny piece of the game, literally 30-60 min, in almost final quality. Why almost? We have quite massive plans for the final project that involve various aspects, from advanced customizable game settings and accessibility options, to gameplay features that can't be included at this stage of development. We will add all these things at later stages, closer to release. The demo will show the overall picture and vision of the project - animations, environments, graphics, voice acting, localization, sounds, gameplay, bad jokes, bugs and so on. This is a full-fledged start of the game, with all splash screens and missions, which will also be on the release version, but without some technical details, customizations and mechanics. Among other things, we reserve the right to redo everything in the demo if we/you/they don't like something. Bold, we know. As mentioned above, the demo will be released with no prepayment or SMS, you won't even need to search for the torrent. Why do you need it? Well, uh... kinda to play around, to see whether you're actually interested in the project, or maybe you're interested in beating us with sticks to make us work better. Why do we need it? First of all, the same reason you do - to check the project's performance, gather your feedback and fix what can be fixed before we make a hundred thousand chapters of the game with another unique mechanics of pointless backtracking. Secondly - it will help us reach a large number of new players, and something to do with marketing, promotion, other incomprehensible words that they tried to explain to us, but we traditionally plugged our ears and said “la-la-la-la-la-la-la-la” (there is no logical error here, we've reread it a hundred times). When exactly is it coming out? Well, we're always bad with dates - chickens don't count very well. We will try to release the demo in the fourth quarter of this year. We can postpone the demo to next year, but we don't want to do it so badly that we'll probably make it in time. Our artist even took one hand out of his pocket, that's how much we want to make it in time! Due to the fact that we announced as much as an entire demo, we'd like to throw in some spoilers. Some things will be in the demo, some won't, but either way - picture-e-e-s!!! The first thing we would like to repeat is that the second game's space will be a bit livelier. If the first game was dedicated to the survival of the Man under the supervision of the Spacesuit, the sequel tells about the fate of a whole bunch of people, robots and other creatures, willingly or unwillingly involved in the global intergalactic conflict. For example, we can meet this marvelous creature in the game. It looks like a cute hamster, but don't be fooled - there is a bloodthirsty parasite hiding under the guise of a cutie patootie. Or these guys, Bolyk and Lolyk. Great examples of old-fashioned fuel robotics. The lads are a little out of it, but that happens to everyone, especially if you're an unemployed robot. They look like cute hamsters, but don't be fooled - under the guise of cuties patooties... wait, we've read this somewhere before. Ah, whatever. In addition to all sorts of hamsters, Breathedge 2 will be marked by the presence of real, alive, low poly people. Don't ask where we find them and how we put them in the game, it's a secret of all developers. Here, for example, is Tiny. We'll meet him in the game early, very early, or even too early. Why? Well... it's necessary! He looks like our lead scriptwriter, by the way, but much older. So people, okay, what about the environment? Just like the first part of the game, Breathedge 2 will be more about open space, yet with a major difference. If the first game was rather chamber-like and took place in one scenery, around the crashed liner, Breathedge 2 will allow you to hang around completely different corners of the galaxy. For example, at the beginning of the game we'll land at the “Terminal” station of the interstellar train, not far from the city with the telling name “Outskirt”. Choo-choo, space lovers! And of course, you'll be able to find all sorts of useful, interesting and very necessary (lie) items to add to the collection of junk in your bottomless backpack, always and everywhere. Here we didn't deviate from the traditions of the first part, gave our writers a portion of fermented barley and got a lot of wonderful ideas, which our artists kindly transferred to digital canvases. Like these ones: Oh yeah, smelling usefulness right off the screen! Lovely. Well, that's it! See you later and... What? We promised two announcements? But mo-o-om, it's so late already! Okay... In all seriousness, we have a big announcement dedicated to RedRuins studio and its team. As you know, we are an independent and very small team of henhouse natives. After the release of Breathedge, coincidentally enough, everyone around us fell on hard times, including us. We dropped out of the development process a bit, solved emerging issues, enjoyed your feedback, saved up our gold coins and experimented, thought and planned a lot. The first sign that we came to our senses was the announcement of the sequel to Breathedge. We really wanted to finish Man's story, and we made the decision that we would do it. The second sign that we've come to our senses is this announcement, with which we'd like to introduce you to our new game Canyons. There you go, bang-bang kaboom, just the way we love it. But what is it, how did we get into this abyss of parallel projects, how does it work, and does it threaten Breathedge 2? Well, first things first. Canyons is a cooperative post-apocalyptic extraction shooter for up to 4 players with the world generation, where we have to survive in an endless network of harsh canyons. Huge ships on wheels, cars, guns, zombies (well, not really, but let's call them zombies for now) and other joys of life. The core of the game is very straightforward - fill your pockets with useful stuff, fill your Crawler with even more useful stuff, grab your friends and go exploring the canyons. The deeper you go in the exploration, the more the environment changes, and new opponents, new resources, tasks and unique events appear. If it gets difficult - you go back, level up and get back into the battle. If you don't want to go back - well, the reward loves the risky, but death is punishable. Easier than explaining what Breathedge is all about, to be honest. Incidentally, the two games are connected by a special bond, but we won't even hint at how exactly that will manifest itself just yet. We want to create a dynamic, upbeat and maximally enjoyable gameplay for playing with friends. It won't be a serious dramatic tale about the fate of ragamuffins, but rather a roguelike action game with a portion of traditional madness from our team (yes, we give the writers fermented barley here too, but slightly less). And, of course, we have big plans to master co-op, which we are asked about so often that we don't even know where to hide. A reasonable question may arise, about the difficulty of running two projects at the same time. We won't lie - you're right, it is quite difficult, especially for five and a half hens. What does that mean? Right again, our coop is getting bigger. The RedRuins team is getting bigger! But still, why not let all the newly arrived chickens in on Breathedge 2 and release it a hundred thousand times faster? And this is where we come to one of the biggest bottlenecks of both the first and second installments of Breathedge. Breathedge is a radically auteur project that is very hard to develop faster. Yeah, it looks like a pretty traditional survival game about scavenging, but its main feature is the author's humor. All these strange everyday objects, silly dialogs, lore, references, unexpected events and characters are mostly fruits of imagination of the lead scriptwriter, who is actively assisted by the entire core team. Hence, since the first game, there has been a problem that part of the team gets ahead in the realization of ideas, sitting there for a long time with no tasks, and can't grow. In Breathedge 2 we managed to change the situation a little bit (oh yes, now the lead writer is not alone and we've got talented people who can write cool stuff), but this bottleneck still remains and it can't be avoided, otherwise Breathedge will lose its crappy face. So why not redirect the idle forces to something useful? That's where the idea of a parallel project was born, less demanding to the story, but more demanding to the technical part. The main core of the team that developed Breathedge is doing its best to create a sequel, while curating our newly arrived talents. When Breathedge 2 lacks specialists - we have a considerably bloated team of assistants, but when the lead scriptwriter is on a bender - the whole team is not staring at the wall, but building up Canyons. Somehow we've been living like this as of late, and so far we're loving it, to be honest. This approach allows us not only to try a new genre, setting, co-op and to please you with something interesting, but even to speed up the development of Breathedge 2 a bit, as the number of people who understand the world of the game and its laws grows bigger. You can read all the details about the new Canyons project on its official Steam page. Yes, we’ll write development updates there as well, no smarter than these ones, promise. We have a link too. Don't forget to add Canyons to your wishlist if you like the concept. If you don't like it - still don't forget, it's nice and useful for us, and for you... for you it's nice and useful for us! In short, good for everyone. https://store.steampowered.com/app/2708860/Canyons/ Well, that's it for sure now. Yeah. By the way, if you didn't understand anything, welcome to our Discord, where you can ask questions of our friendly community and us. We'll leave the link down below. Over there, yeah, just below, join us! https://discord.gg/uezQcU7 And yes, as usual, for urgent and scary questions, if you don't feel like writing on Discord, feel free to email us at info@breathedge.com. And of course, adding Canyons to your wishlist doesn't cancel out adding Breathedge 2 to your wishlist! By all means add it, even if you already have. We don't know how, but we're sure there's a way. Probably. https://store.steampowered.com/app/2412960/Breathedge_2

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Steam · 10.04.2024

Breathedge 2. Announcement of an Announcement.

Welcome, folks! We've decided to dive into new depths of degradation, so this news will be written by a neural network. Let's go! I be writing text, robot no. Human speak – not distinguish this text from any writer. Confirm? We be good, our game be good. Thank you, so, any questions? Yes. Hm... It seems that in some places it turned out even better than our scriptwriter's work. It's just a pity that the free trial version has ended; we'll have to go back to birch bark. Well, nothing to do about it. It occurs to us that we should elaborate a bit on the previous idea that "our game be good" and reveal some details of the development process. As you probably already know, the game is being created on Unreal Engine 5, and we finally learned how to open and close it. For those who have not yet traversed this thorny path of mastering modern game engines, we have compiled a small guide. No need to thank us. Oh yes. One can immediately feel the progress of our team (even though we aimed for degradation, as you may recall). Well, okay, now onto the serious progress. While we were poking around with test builds of various boring mechanics, we inevitably began to shape the future visual style of Breathedge 2. We had two goals in mind – the first one, and the second one. That's how the cookies crumble. What, who? More details? Well, okay. The first goal - to create a more "mature," cohesive, and interesting world. High-quality, detailed, beautiful. The second goal – not to lose the spirit of the original, its unique "I'm an artist, mom" style, as well as its ability to work on a washing machine. Although the choice of the latest engine generation hinted to us that we urgently needed to slap on nanites and global reflections so that the happy owners of 4090 video cards could hear the cheerful whistle of throttles and smoke from under the hood - we dismissed this idea. We don't know why it turned out this way. When we consulted with our lead artist about the stylistics, he mumbled something like "justnostylization," and shut down. That's where we decided to stop. Breathedge 2 will maintain the stylization in its graphics but will be enriched with higher-quality materials and increased detail. Take, for example, Man. You might have already seen him in our first trailer, although, surely, you remember that there was a double from sunny Armenia. The real Man has just returned from another adventure, and we can finally compare him to the original. Wow! It's clear that the right... or left one is way better! So, what's changed? Proportions. The Man now looks more realistic in terms of body proportions and has acquired a new suit. The previous funeral spacesuit, besides being given out as a promotion to all grieving relatives, was a piece of junk and even got burnt in the game's final scene. This is a more modern, ultra-nano-techno-super-duper jumpsuit that the Man found at his dacha. Protective inserts, external valves, a convenient backpack, hidden control elements, and a lowered waist for the comfortable placement of the bellygizmo. Unfortunately, the bellygizmo was lost, and no one knows what it looked like. Front and back, it's looking good. Besides the important body parts, we haven't forgotten about the head. Initially, we wanted to show off our grooming skills and slap on some real hairy hair, but either it's too expensive for gaming hardware, or it looks kinda ugly (our skills aren't top-notch). Sometimes it's some artifacts, sometimes it's something else, and the overall look isn't quite right. So, we decided not to change anything and just sprinkled polygons on Man's beard. And also on the chicken. And the hamster. Of course, while we were sprinkling polygons for the beard by the handful, they were also scattered here and there on all game objects and locations. In Breathedge 2, we want to achieve a livelier environment, more interaction with it, and fewer empty flights with monotonous corridors. Each location is created individually, with its own idea and internal history, under the careful guidance of famous designers of clothing for whales. Okay, caught us, we only have five and a half chickens on our team, so what designers are we talking about here... We just scatter polygons around without logic or sense. Let's give polygons to every house! In addition to polygons, we've also revamped the primary materials. No-no, we've kept all the scariest stuff, don't worry. The game is still based on the same idea with a unified material, thanks to our clever technical solution that allows us to create an infinite number of environmental objects without clogging up the texture space or draw calls (raise your hand if you know what we're talking about. We don't.). The difference from the first part of the game lies in the visual variety of materials, colors, and detailing. Now you can press your nose against a metal wall and count not soap pixels the size of Jupiter but soap scratches the size of your hand. P – progress. We also made an effort to pay more attention to animations and the details of items in the character's hands. Why is this needed? What's the gameplay benefit? Can we animate? What happened to the Spacesuit in the new Spacesuit? - to all this we will answer clearly and plainly: bluish. By the way, there will be quite a lot of tools in the game, and all of them will be useful more than once during the game. Oh yes, an unthinkable achievement in game design from our side, and we know it's hard to believe. By the way, we've been hinted that the news was called "Announcement of an Announcement." Where is it all, you ask? Fair question – we shall answer. Right now, we find ourselves at that unique stage of development where it seems like there's a lot, and at the same time, there's nothing. We really want to show you everything sooner and in greater quantity, or better yet, roll it all out for reviews and testing, but the internal demons of perfectionism will never allow it. We want it cool, we want it fun, we want it polished. On the other hand, the best is the enemy of the good, as someone smart once said, and therefore, it wouldn't hurt for us to stick to some decency frames in terms of development time. To bring the announcement closer, we would like to announce an announcement. It is worth noting that we skipped the stage of announcing the announcement of the announcement and immediately moved on to announcing the announcement, which is impressive. In our next news, we will not only tell you a bit more about Breathedge 2 and our further moves but also try to outline some less blurry deadlines than Nevermber. Bold? Bold. We hope everything will work out for us, but if not, remember that the entire text was written by a neural network, and blindly trusting neural networks is not advisable. That's the way it is. And also, here's the scoop. We still have our official Discord where you can give us a nudge if we forget about development and get distracted by egg hatching. Right there: https://discord.gg/uezQcU7 And of course, we also have an email: info@breathedge.com We check it occasionally and sometimes even respond. Don't believe us? Rightly so. Oh, and, of course, you can still add Breathedge 2 to your wishlist. The more people we see eager to dive into the atmosphere of our project, the less we want to let them down. Ten people – pffft. But among ten thousand, someone might even figure out our IP, so better make it happen. https://store.steampowered.com/app/2412960/Breathedge_2

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Steam · 09.02.2024

Breathedge: Cosmic Cluck (VR)

Greetings, gentlemen. Greetings, ladies. Greetings, Apache attack helicopters. Greetings… oh, well, enough of that. While we were doing God knows what, someone else was actually doing something. What exactly are we talking about? Of course about the super duper trendy new gadget of the day - the virtual reality headset. Someone must have already guessed it, but if not, we'd like to officially announce the launch of the Man into this very reality. We have to admit that, technically, he was already in it, but from now on he’ll be even more virtual-real. Our publisher HypeTrain Digital, with direct support from Meta, has conceived, developed, and even tested a game called Breathedge: Cosmic Cluck for Oculus Quest 2/3. Yes, yes, the very one with games on it. Here's the undeniable video proof: Whew. We ourselves don't know what's going on out there. It's disturbing. If only we knew, but we don't. The game is already available for pre-order with a 20% discount, and on February 22 will be available without any discounts in the Meta store. And WARNING, the game is translated into English only, so if you don't know it just like us, we have warned you. Pre-order now with 20% discount Breathedge: Cosmic Cluck By the way, some of you may remember (if you don't remember, skip this paragraph, otherwise you will remember) that we've always thought about virtual reality, but never got around to implementing it. So what has changed? Oh, nothing. Our arms haven't gotten any straighter and our brains are still occupied with nothing but a variety of cereal crops, but HypeTrain Digital had other plans. At the end of 2021, or early 2022, who can remember it, they started working on a concept of a brand new game in the Breathedge universe for virtual reality headsets. Boom, bang, click-click-click, and after some thirteen years of hard work, the project finally saw the light of day! It feels like we've messed up the math somewhere... but whatever! What matters is what matters. It's also worth explaining what our team has to do with development. To be honest, we're scratching our feathered heads hard for an answer, but there are two answers. We'll post them both, but we'll remove one in the future when we realize which answer was more correct. So: Phew. We're done here. And now one more thing. What happens in Breathedge: Cosmic Cluck, how canonical is the story, and is it a must-play before embarking on Breathedge or Breathedge 2, and vice versa? The answer is centipede. Okay, let us explain. You don't need to play any of the other parts to understand what's going on. Breathedge: Cosmic Cluck is an independent spin-off, with the same characters, but in no way connected to the main events or even to the canons of the Breathedge universe. It's Chicken's deep sleep due to lack of oxygen because someone didn't clean the filters. Because of this, very strange events may occur in the game and we are not responsible to the impressionable, elderly, pregnant and children. And that's how it is. For any questions regarding Breathedge: Cosmic Cluck, feel free to write here: There must have been some special email address, but we never realized which one. Any other questions are welcome in our Discord. We will answer everything we can, and if we can't, we will tactfully ignore it. https://discord.gg/uezQcU7 You can always email us too. info@breathedge.com P.S. dude, also be sure to add this one to your wishlist before anyone notices this nasty self-promotion. https://store.steampowered.com/app/2412960/Breathedge_2

  • Answer number 1 (In case the project is great, flawless and an industry diamond). We have a very tight, serious and very direct involvement in its development. Besides the initial idea of the universe and characters, we provided the strongest support with game materials, illustrations, models and textures. On top of that, without our advice, counseling and insights, no development of such a multifaceted and complex game would have been possible.
  • Answer number 2 (In case the project fails). We had nothing to do with the development. We agreed to allow the use of the game universe, and provided a couple or three scrappy models, textures and children's drawings, which hardly helped. Most likely, we didn't know the project existed at all, and maybe we still don't.

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Steam · 27.12.2023

Breathedge and the New Year

Greetings, dear citizens. With this introduction we would like to mark a new milestone in the development of the world and our team. And if the world goes into a new year, our team goes into a new 'nothing has changed'. But let's take it one step at a time. First, about the world. Due to the fact that we have no idea when you will read, or when we will post this update - before, during, or after the New Year's bender, we would like to preliminarily wish you a Happy New Year. The current past year turned out to be very peculiar, and we hope that the new year will not finish us all off, and we wish the rest of you the same. We hope that you have a great rest in the future current past holidays. To all of you who are working at this time - we send an even bigger salute. You are heroes, whether you are a firefighter, a 24-hour bun store cashier, or even an astronaut. Yay! Crackers and all sorts of pops. And since we have so inadvertently and inconspicuously mentioned the astronauts, we'll move straight on to our team and the mystery of the above-mentioned phrase: 'nothing has changed'. Who can guess what it means? Well? Anyone? Yes! Absolutely! That guy over there in the big salad bowl got it right: pfrrrr, mrf-bfbfbf-bbullggd, frrrt. Almost word for word, well done, bravo! And now on to the serious stuff. As you've probably noticed by now, we have recently added a small, literally three gigabytes in size, update to the first part of Breathedge. If you missed and didn't read our previous super-short and boring update to the event, written by our iron, you may have a reasonable question - what is this update? To understand what it is and why you need it, we must go back in history a little bit... When the world was populated by dinosaurs and the trees were tall, we released Breathedge, and it was good. The game worked steadily, people were steadily happy with bugs, glitches, freezes and other nice little things, and a little bit of gameplay. But, with the development of technology, a problem arose. With the advent of new generations of Intel processors, our miracle game began to crash at startup. At first it was a rare phenomenon, plus it had a stable solution - you could poke our programmer via mail support, send him some half-naked pictures of your PC, type something somewhere in the registry, and voila - no Windows, no problem. But time passed, and this bug started to appear more and more often. Who knew that people would update their hardware. We don't... But anyway, this is no time for envy. So, as soon as the problem started to become widespread, we had to think of a solution. Although, to be more precise, the solution, in itself, was not difficult - just update the project engine to a newer version, and that's it. But this simplicity hid a small problem underneath - updating the engine version affects the whole architecture of the game, built on a solid foundation of our ineptitude and reinforced by our incompetence. All our self-written code, lovingly copied from dubious sources and working on forces unknown to science, burned up in the atmosphere like the Man without a spacesuit. The update affected everything, including saves, which became completely broken. Nice, sure, but not really. As a result, we spent quite a long time trying to solve the problem, porting the game to a new version of the engine, rewriting the code, rewriting the logic, rewriting something else that only our graying programmer knows about. We've been testing it internally and externally for quite a while, and now we want to say - the bug is gone, as well as the certainty that we haven't added a bunch of new ones along the way. We still decided to release an update for everyone, as new year has no place for old bugs, but we keep the option to revert everything if you encounter problems. Now, attention! Serious, real attention! If everything was fine, you were playing Breathedge, enjoying it (which is weird), and after the last update the game broke (no save loading, broken quest, missing all marks, error, missing sound, light, smell or game logo replaced by some casino logo) then before you throw your computer from the eighteenth floor, try to go back to the previous version. How to get everything back? It's really straightforward: Right click on the Breathedge game in your Steam library. In the pop-up menu, select the ‘Properties…’ option In the window that opens, click on the 'Betas' option There you will find a drop down list of beta versions, click on it and select the line 'previousversion - release version' After that, the game will update and that's it, you have the release version of the game, with the good old bug. If there is no 'previousversion - release version' line in the betas, it means that the game has not been updated yet. Forcing it to do so can be done in about the same place. Repeat points 1 and 2. In the window that opens, click on 'Installed files', and select 'Verify integrity of game files'. All that remains is to wait for the verification, and if there was some missed update, the game will update. If nothing works - congratulations, you are the lucky owner of an unknown new bug. The easiest way to deal with such a gift is to send it directly to our e-mail: info@breathedge.com Don't hesitate to write. Remember, the most important thing is to describe the problem, and we will do our best to help. For example, thanks to our players, a bug was discovered causing the updated version to stop working on Steam Deck (which means anything can happen on Linux). We haven't officially announced compatibility, of course, but it worked before. So we're already looking into that issue. With your help, this is all happening faster. All in all, that's kind of how we spent our summer. Oh, right! We still have part two of the game. How can you update it? You can't, because there is no part two. Haha. Now that's a joke, if not the joke of the year, then at least the joke of the month. Probably... But whatever. Actually we have a lot to say about Breathedge 2, and probably even a little bit to announce, but Google Translate has certain limitations for translating long texts, so this time we'll finish the update with a very short announcement: Very soon, every player will be able to personally, with no advance payment or SMS, burning with excitement pop... Here, as we foretold, the translator cuts the text. Well, what can we do with it, definitely not split it into two, right. We'd better write a follow-up in a separate, neat, useless next update. That's the way it is, and Happy New Year! To make us post the update sooner - message us directly on our official Discord server. Here it is: https://discord.gg/uezQcU7 Although we have already indicated our e-mail address above, we traditionally put it at the end of the update. Here it is, write to it if you have problems, questions, you want to cooperate or just yell at the developers: info@breathedge.com And of course add Breathedge 2 to your wishlists. If you can add a game to your wishlist, why not do it? We did, and our teeth immediately stopped itching. It may not be related, but it's worth a try. https://store.steampowered.com/app/2412960/Breathedge_2

Оригинал патчноута в Steam →

Анонсы сообщества VK

Разработчики и сообщество ведут группу «breathedge» во «ВКонтакте»: там выходят анонсы, конкурсы и новости о будущих главах и проектах.

Ранний доступ Breathedge 2 открыт

VK · breathedge · 31.08.2026

Ранний доступ Breathedge 2 открыт

Приветствуем, друзья! Мы очень хотели сделать как большие дядьки и перенести релиз раннего доступа на двести лет, но забыли это сделать. Увы. Поэтому, уже через двадцать минут Breathedge 2 станет доступна на Steam по минимальной цене и со скидкой (еще должна быть доступна в EGS, но кто же его разберет, ведь там сейчас бесплатная раздача первого Breathedge). В честь этого важного для нас события, мы еще и новость написали, кому интересно читать эти наши новости. Ждем всех…

VK · breathedge · 07.08.2026

Три новости: трейлер, раздача первой части и новость о сиквеле

🚀 Привет всем! Сегодня мы к вам не с пустыми руками! 🙌 И не с пустыми ногами даже! 🦵😎 У нас для вас сразу целых три хорошести: 🛰 небольшая новость о Breathedge 2 🎁 бесплатная раздача первой Breathedge 🎬 и, конечно же, новый трейлер! Короче, сегодня будет на что посмотреть 👀 Залетайте за подробностями! 🚀🐔

Ранний доступ — в августе

VK · breathedge · 06.06.2026

Ранний доступ — в августе

Новости, новости, новости! Ранний доступ в августе! Фух, еле донесли. Всем привет, последнее время мы были в каком-то невероятном мыле, и продолжаем в нем пребывать, но новость все же донесли новостишки, и даже с трейлером. Мы всё читаем, всё видим, но отвечаем кра-а-а-айне медленно. Будем разгребать! Честно-честно!

15 минут геймплея по Каньонам

VK · breathedge · 17.12.2025

15 минут геймплея по Каньонам

Приветствуем, друзья! У нас хорошие новости о каньонах - мы, наконец, вывалили... не! ...наложили! Не-не! Шлёпнули... А, ладно, "показали" ранний геймплей на целых 15 минут по Каньонам. Прям геймплей? Прям его, аха. Прям 15 минут? Ну, да, там что-то плюс минус. В общем, будем рады отзывам, предложениям и любым мыслям по увиденному. Если нужно большее качество, есть ютуб-версия (сюда такого размера не грузит): Английская версия для настоящих эстетов:

Новости и трейлер о Каньонах

VK · breathedge · 20.11.2025

Новости и трейлер о Каньонах

Приветствуем, друзья! А у нас тут новости. О чем? О Каньонах, ведь мы их обещали. И не просто новости, а еще и трейлер. Вот он, прямо тут, никуда ходить даже не надо. А вот если хочется пройтись, то у нас еще и длиннющий папирус со всеми подробностями по проекту, с кучей картинок. Заходите, читайте, ставьте палец вниз и требуйте новостей по Бресидж. Ну и в вишлист все это добавляйте, чтобы нас добить.

Тизер-трейлер проекта Canyons

VK · breathedge · 07.11.2025

Тизер-трейлер проекта Canyons

Приветствуем, друзья и друзьессы! А что у нас тут? А у нас тут аж целый тизер-трейлер-микро-макро-видео-аудио контент по нашему проекту Canyons! Еще и с такой же микро новостью. Вон там, по ссылке: Вы думали, что мы забыли про проект? Мы тоже так думали... Но нет. Такие дела.

Конкурс шлемов: победители

VK · breathedge · 17.10.2025

Конкурс шлемов: победители

Вот и наступило 17 число. Мы обещали новости? Обещали. Будут ли они? Будут. Как обычно, прочитать их можно прямо на странице стима. Там подробно, обо всём, включая всё: Вот там, по ссылке, реально про всё, даже про результаты конкурса шлемов во всех подробностях. Но, важно заметить, что двое из подписчиков ВК в жестокой битве сумели побороть всех противников и стали одними из победителей! Павел Южаков и Евгений Рихмаер - поздравляем! Крутейшие крафты! За обещанным…

Новости по Breathedge 2 и Canyons

VK · breathedge · 15.10.2025

Новости по Breathedge 2 и Canyons

Приветствуем, друзья! Вы думали, что мы забыли? Нет-не-нет! Мы, как и вы, с нетерпением ждём 17 октября, ведь именно в этот день празднуется "Международный день борьбы за ликвидацию нищеты"! Нищету мы конечно, может и не поборем, но зато скрасим этот день двумя важными новостями по Breathedge 2 и Canyons! А ещё мы узнаем кто же эти "10" победителей конкурса шлемов! О да. Мы хотели объявить их сегодня, но нам не хватило времени на отбор всех участников. К тому же, нам…

Конкурс «Достойная кличка во вселенной Breathedge»

VK · breathedge · 01.10.2025

Конкурс «Достойная кличка во вселенной Breathedge»

Пока мы просматриваем тысячи и миллионы шлемов с прошедшего конкурса, хотим спросить: вас тоже назвали слишком обычным именем? Наш художник Аргапупиос III это прекрасно понимает 🚀 Поэтому создал данный плакат по проверенной системе, которая позволяет вычислить свою супер-крутую кличку, достойную настоящего исследователя космоса! 🌌✨ Хотите узнать, кто вы на самом деле? Пишите свою кличку в комментариях! 👇 Ну, или не пишите, расстраивайте Аргапупиоса, у него же так мало…

Блокаут значимой локации мира (арт)

VK · breathedge · 22.09.2025

Блокаут значимой локации мира (арт)

Мужик и команда изучают кривой блокаут одной из значимых локаций мира. 2073 г.н.э. Холст, пиксели.

Открытка к празднику

VK · breathedge · 20.09.2025

Открытка к празднику

Посвящается всем причастным — в свете последних событий! Мы бы нарисовали маслом, но пришлось его съесть... Кстати, вопрос - как думаете, Мужик найдет этого блокировщика в космосе в виде коллекционки?

Чем ближе релиз, тем больше багов (арт)

VK · breathedge · 18.09.2025

Чем ближе релиз, тем больше багов (арт)

Чем ближе релиз, тем больше багов. Или не багов?...

Анонс серии постов и активностей

VK · breathedge · 16.09.2025

Анонс серии постов и активностей

Приветствуем. Соскучились? Мы тоже. Пока мы готовим всякое интересное, у нас назрел ряд постов и активностей, которыми мы хотим делиться. Если вы не хотите - то срочно закрывайте браузер! Для тех, кто не закрыл - начнем с небольшого, разогревающего массажа воображения: Конкурс! Надоели скучные и однообразные шлемы, которые не протекают, защищают голову и вообще работают? Тогда у нас есть для вас челлендж! Задача проста, как инструкция к самовару: ✅Найдите у себя дома…

VK · breathedge · 27.03.2025

Итоги демо-версии

Приветствуем всех! Вы ждали отчета по демке? Мы тоже нет, но вот он, прямо по ссылке. Много текста, мало смысла, все по законам настоящего СМИ! Читайте, пишите письма. Мы ваши читаем, и комментарии тоже, и все на свете, даже если засыпаем на клавиатуре и забываем ответить.

VK · breathedge · 20.02.2025

Бесплатная демо на фестивале Steam

Товарищи! У нас большие новости по Breathedge 2. Через неделю, в рамках фестиваля демо-игр Steam, мы запускаем бесплатную демо-версию Breathedge 2. Все так, вы не ослышались - мы, и запускаем, да-да, прямо вот мы и что-то сделали. Поразительно! Все подробности, точные даты и прочие прочести можно прочитать в новостях по проекту: Для тех, кому читать эти сказки не интересно, оставляем ссылку на страницу демо: Для тех, кому эти дурацкие ссылки не интересны, оставляем ворох…

Новогодняя открытка

VK · breathedge · 30.12.2024

Новогодняя открытка

Приветствуем, товарищи! Этой маленькой новостью и небольшой открыточкой мы хотим поздравить вас с наступающим, или наступившим, или еще каким-то, но Новым Годом! Мы надеемся, что для всех вас и нас, и даже их с ними, предстоящий год ка-а-а-ак станет потрясающим! Наивно? Отнюдь. Ведь как говорил один известный дядька, тыкая пальцем куда-то в зал - "Нет, ты потрясающий!", и в этом есть смысл. Наверное. Мы смысл поняли и постарались донести. Ну да... По пути пару раз уронили,…

VK · breathedge · 27.10.2024

Новости о новостях

Приветствуем, друзья. У нас тут очередные новости ради новостей, ну и немного новостей о новостях. Все как обычно. Да-да, знаем, что вываливаемся из жизни во время разработки и до нас не достучаться, но это все миф. На самом деле достучаться очень легко, главное стучитесь в дискорде, а еще лучше по почте info@breathedge.com - мы там всегда, в отличие от здесь. Здесь мы не всегда. Такие дела. А, точно, ссылка:

Даты и содержимое патчей приведены с момента сбора данных. Свежие изменения всегда видны на странице игры в Steam. Материалы сообщества — VK «breathedge», приведены с атрибуцией.

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