For this one, we've focused on reducing the difficulty of some Sector 1 encounters. Some Sector 1 elites actually had higher kill rates than Sector 1 bosses, even though Sector 1 bosses already kill players at 2-4x the rate of Sector 2 bosses. Sector 1 is still a big wall most players repeatedly get blocked by, so lowering its difficulty is the top priority.
On the player side, we've buffed some Railgun family cards, since that weapon family was underperforming compared to the rest. We've also buffed the starting Railguns on the Lancer, its win rate was the lowest of the five ships, and the weak start was causing a lot of player frustration.
Weekly Analytics Report
We aim to share some interesting game statistics each week. This week we have the graph that best represents the issue we'll focus on fixing in the coming weeks: fights are too long, even against enemies that don't pose much of a threat.

Average hull damage done is represented on the Y axis, combat turn length on the X axis.
Achievement Fixes
We've found and corrected the issue with the Avalanche achievement, and tracked down the reason the Smuggler achievement was so difficult to get. Turns out you had to be a Deadweight Ally when dropping off the smuggled package to get the achievement. On top of that, you only got the event once per profile, instead of once per run.
We've also added an achievement fallback check, in case you earned any achievements while offline and they didn't get properly registered. Check out the change log below for the exact changes.
Change log:
Bug fixes
- Fixed the Smuggling event to properly reset its state on run end, it previously failed to reset its state, thus could only be seen ocne per account
- Fixed an issue with the Smuggling event, where you would only get the achievement if you were allied with the Deadweights, even if you succesfully completed the mission otherwise
- Fixed an issue with the Avalanche game win unlock
- Upgraded Torch Beam is now properly named as Torch Beam+
- End of run statistics: Fixed classification for S01 Bosses (were misclassified as Elite enemies)
- End of run statistics: Fixed classification for S02 Elites (were misclassified as regular enemies)
- Fixed selling cost on Mk.I Coil-gun equipment
- Fixed text display on the Targeting Chip subsystem
- Fixed an issue where Solarii sector 3 ships didn't have PDC models displayed on the ship
- Fixed Cascade shot's damage not being affected by Kinetic attack damage multiplier effects
Balance changes
- Sol S02 Boss heavy barrage (8Dmg, 4 Shred) replaced with a 12 Dmg 6 Shred barrage
- FR S02 Boss Asteroid Breaker base damage increased from 4 to 5
- SK S01 Boss - First Fortifier Shield card now takes 3 turns to play instead of 2, Shield generator durability decreased from 16 to 12
- DW S01 Elite fights were too long. The shield card now takes 3 turns to play, up from 2, the first power lock now takes 2 turns to play, up from 1. Missile launcher equipment durability down to 14 from 16, and now plays a reload card after every 3 Starflare missiles played
- FR S01 Elite: Shield generator durability down from 14 to 12, Ion cannon durability down from 16 to 14. The first Flare played now takes 2 turns instead of 1
- SOL S01 Elite: Shield gained by its block card reduced from 8SP to 6SP. Flak Durability reduced from 18 to 16. Hull points reduced from 60 to 50. It now fires Starflare missiles instead of Fireflies after reloading its missiles for the first time
- SK S01 Elite: Hull reduced from 55(65) to 50(60). Shield generator durability reduced from 12 to 10
- Lancer starting Rail-gun, Coil-gun and Mass driver all start with 6 card slots now instead of 4, and 3 pre-drafted cards. The Range-finder subsystem is no longer pre-installed on the starting Rail-gun
- Lancer's starting corruptor hacking console, has the Waste Reductor subsystem ore-installed (Repair 1 Hull point for every 5 mass spent)
- Pinpoint: base damage increased from 3(4) to 4(5), bonus equipment damage stays the same at 4(5)
- EM round: cost lowered from 3E to 2E, EM round+ cost reduced from 4E to 3E
- Drill round: Cost reduced from 3O 1M to 2O 1M, Drill round+ cost reduced from 3O 2M to 3O 1M
- Hullbreaker: damage increased from 7(4 if shielded) to 8(5), Hullbreaker+ damage increased from 8(5) to 10(6)
- Spread shot: Base damage reduced from 4 to 3 on both versions
Let us know what you think, let's discuss how we an reduce combat length, and see you all in next week's balance post! o7
The Breachway Team