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Patch #32 (Experimental) - Flak overhaul, memory leak fix

Breachway · Community Announcements · June 27, 2026

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Hey everyone, it's time for another build! This one's big, so we're releasing it on the experimental branch first.


The memory leak


This is one we've been looking forward to posting for months: this patch finally includes the memory leak fix we've been working on since the end of last year.
Once we started digging in, we uncovered a lot of cascading issues, which led us to revamp the entire Addressables system.
Long story short, this fix should get rid of the slowdowns many of you ran into during longer play sessions, and eliminate the crashes caused by the game running out of memory.

The Flak revamp


We've also got a chunky content update. We've overhauled the Flak weapons, giving each subtype a clearer identity through a trimmed-down drafting library, and added a brand-new Flak weapon to the family.
This is part of our shift to pull some focus away from the drafting phase and make your ship loadout matter more.
Let's break the Flak subtypes down:

Quad-Flak


The multi-barrel workhorse. Lots of small attacks plus utility: Suppression, missile interception, and tricks like Double Tap (your next Flak attack resolves twice) and Lock and Load (fills your hand with cheap Flak Shells). It builds Shred slowly, but it's flexible and always has something to do.
Card list:

Shredder


The setup engine. It applies high Shred fast and stacks tools that amplify it.
Shaped Charge, Probing Shot and Titanium Shells all crank your Shred numbers turn over turn. On its own its raw damage is modest; its job is to get Brittle online quickly so a payoff weapon can take over.
Card list:

Bruiser


The payoff weapon that cashes in everything your Shred has been building. Its cards hit hard and scale off the Brittle already on the enemy, but it can't comfortably build that Brittle on its own. Bruiser is at its best as the finisher on top of a setup weapon.
Card list:

Pyroclast


The risk-for-power weapon. The Pyroclast always had a clear niche, so it's mostly unchanged. Cards like Blazing Barrage and Firestrike scale their Shred and damage off your current Heat, while Igniter hits hard but pushes you toward overheating. Heated Shells are now free to play.
Card list:

You might notice some cards didn't make the cut, some of the more powerful upgrades like Quad-Fire, Immolation, Hellfire and Firestorm. They'll make a comeback next week as subsystems, so you can add them to any Flak weapon for greater build variety.

Subsystem images



We've started giving the game's subsystems their own images, to make each one easier to recognize and give it a bit more character. We have about 50 subsystem images in so far, and use a placeholder for the rest until we've made their art.

Area damage changes


As a balance pass, we've also reduced the equipment damage dealt by Missiles and Flak to 50% of the hull damage dealt.
Both Missiles and Flak are meant for rushing your opponent down while taking their hits; precision weapons are the slower, more control-focused option. But when they dealt full hull damage to equipment, Flak and Missiles were knocking out enemy equipment far too easily.
The design intent for Area damage is to soften equipment up so you can finish it off with a couple of well-placed precision attacks, and that just wasn't happening when Area damage hit equipment at full value.

What's Next




As always, your Steam reviews, bug reports, and feedback on Discord are what point us in the right direction. If you take the new Flak lineup for a spin, we'd love to hear which subtype pairings are working for you and which feel off.
Expect this patch to hit the main branch as soon as we've squashed any new bugs, especially the ones tied to the memory leak rework, which was a massive undertaking that touched a lot of the project.

Thanks for playing and supporting us. o7
The Breachway Team
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