Breach Patch 1 Sneak Preview

Patch 1 Preview – What We’re Working On Next

Hey folks,

We’re getting close to wrapping up Hotfix #4, and once that’s out the door, we’re going to slow things down a bit to focus on more substantial changes. Patch 1 will be the first of those bigger updates.

This post is a breakdown of what we’re aiming to get into Patch 1—some of it’s polish, some of it’s structural stuff, and a lot of it comes directly from the feedback you’ve been giving us since the launch of Breach.

I just went over some of the internal discussions we had and used ChatGPT to make a nice little summary. This stuff is still subject to change, but I thought it’d be helpful if everyone would get a first idea of what we’ve been discussing internally.


:brick: Realm Tiers (Difficulty Options)

One of the bigger ideas we’re testing is the introduction of Realm Tiers—basically a difficulty system. This came out of internal discussions around how Elden Ring hit a much broader audience than previous Souls games, partly because it was more accessible.

We want to give players the ability to pick a tier that feels right for them. This should make the early game less punishing for new players while still allowing more experienced folks to crank up the challenge.


:man_mage: Native Utility Runes

Utility Runes aren’t used too much by players even though they’re incredibly useful! We see a lot of players complaining about running out of food, not even realizing that there are other ways to heal yourself already implemented, so we wanna address that in a cool way.

Here’s what we’re changing:

  • You’ll have access to a basic “heal aura” rune by default (bound to RT + X).
  • You’ll be able to equip up to 4 utility runes at Eleanor’s that are always available, no matter what weapon you’re using.
  • The gesture wheel is moving to Hold Select, and tapping Select will still bring up the map.

This should clean up the whole “utility stick” problem and make utility runes a lot more desirable.


:world_map: Free Fast Travel Between Whispers

One of the more common requests: Let us fast travel between discovered Whispers.

So that’s exactly what we’re doing. In Patch 1, you’ll be able to travel freely between all unlocked Whispers, not just the last one you touched. I’ve recently talked about my hesitations about Free Fast Travel and mentioned that it might hurt the ALIVE system, but since the ALIVE System doesn’t have all the features we ultimately want yet, we will make this change for now.

Also, ultimately we will allow players to customize their realms so that we create more of a D&D feeling where players can get a ton of replayability out of playing Wicked with different rulesets each time. I think that’ll be especially cool for Co-Op!


:gem_stone: Gem Extraction at Eleanor

We’re adding a way to remove gems from weapons at Eleanor. Currently, once a gem is slotted, that’s it—it’s locked in. In Patch 1, you’ll be able to extract them and try different builds without worrying about ruining a weapon.


:man_standing: Ledge Protection for Rune Attacks

We already have some ledge protection in place for normal melee combos, but rune attacks still let you fling yourself off cliffs way too easily.

That’s getting addressed. Rune attacks will no longer ignore ledge safety.


:parachute: Fall Damage Tweaks

The current fall damage formula is pretty punishing. If you drop off something slightly too high, you get chunked hard.

We’re easing that curve so smaller falls don’t hurt so much. You’ll still die from extreme falls (so no cheesing), but the in-between stuff will feel fairer.


:bow_and_arrow: Ranged Gameplay Pass

A lot of feedback came in around how ranged builds feel punished right now. Having everything cost Focus means you’re constantly forced into melee just to regenerate.

We’re looking at separating that out:

  • Basic ranged attacks (bows, basic spells) will use stamina instead of Focus.
  • We’ll tune damage and attack speed to avoid ranged builds deleting enemies before they reach you.

The goal is to let ranged feel like a valid playstyle again. This one is difficult and might not make it, but we’re trying our best to address this issue!


:joystick: Input Delay Fixes

Some users have recently reported some Input Delay issues. We’re investigating and will fix that.


:shield: Parry Feedback Improvements

We’ve heard that parrying doesn’t feel as satisfying as it could—especially when compared to games like Sekiro or Elden Ring.

This is mostly a presentation issue (VFX, SFX, camera shake), so we’ll do a quick polish pass to make parries hit harder and feel better to land.


:wrapped_gift: Loot That Matches the Challenge

Right now, loot is fully RNG, even from hard-to-reach shinies. That doesn’t feel great.

We’re marking certain shinies as “special”, and giving them a much better loot table. If something was a pain to get to, it should have a better shot at giving you something good.


:date: More Weekly Bounties & Challenges

There are currently not enough weekly quests—and once you finish them, that’s it until the reset.

We’re going to add more weekly bounties and challenges to fill that gap and give players more goals to chase between major content drops.


:blue_book: Missing Tutorials

A lot of tutorials didn’t make it into the Breach update. We’re adding those in for Patch 1 so that key systems are explained properly. That won’t solve everything, but it’s a start.

More comprehensive onboarding is still something we’ll look at separately.


:pick: Better Grinding Flow

There’s been a lot of feedback that farming for resources feels grindy compared to how often you’re actually fighting things.

We’re looking at a few things here:

  • Rebalancing drop rates and crafting costs.
  • Possibly adding little interactive mechanics (think Paper Mario-style timing events) to make farming a bit more active and fun.

:puzzle_piece: More Side Content Post-Sacrament

Right now, when players hit Sacrament, the only next step is Nameless Pass, which is a pretty steep level jump if you’re coming in early.

We want to add something in between—some kind of optional content that helps players level up a bit without just sending them back to old zones.


:cheese_wedge: Cleaning Up Realm Cheesing

People are still creating fresh realms just to re-farm items they couldn’t find in their main one. That tells us we need to:

  • Make loot drops more predictable.
  • Make it obvious where to find what (e.g., if you need gems, do this, if you need plague ichor, do that, etc).

Every major activity in the game should be a solid farming path for something specific.


:house: Housing: Chest Carpets + Naming

Small QoL thing, but useful for decorators:

  • We’re adding small carpets you can place under your chests, with icons to help you remember what each chest is for.
  • Stretch goal: Allow naming chests so you don’t have to memorize your layout.

:pushpin: Final Notes

Patch 1 is shaping up to be a pretty big one, and most of what’s in here came directly from player feedback—so thanks for continuing to share your thoughts and frustrations. We’re listening, and we’re excited to keep pushing the game forward with you.

Let us know what you’re most looking forward to, and we’ll keep you posted as we lock things in.

— Thomas

42 Likes

Looks like a great patch, thanks

Hopefully we can also bind the utility Runes to hold select if we have gestures unbound on controller and are using this key elsewhere?

Edit:
On the parry visual effects I hope the in game settings for camera shake will have an impact on reducing this effect for those of us that don’t want the screen to go wild just because we land a parry?

1 Like

Yo Thomas I got some suggestions I replied to you in twitter. Love the game, man. Will be posting a review on steam soon

1 Like

Patch 1 looks awesome.

One suggestion is to make sure the bounties and challenge appropriately scale xp and improve their rewards.

200-300xp at lv18-20 is nothing. Often the rewards are a couple of whites or blues – you don’t want blues to begin with, when plagued gear is the goal. And often said rewards involve items that are not particularly useful to your build.

To better reflect the challenge, bounties should give plagued gear rewards, or at least the weekly ones should.

Another stretch goal would be to introduce a way to upgrade magic (blue) items into plague (purple), so Eleanor doesn’t brick your items with enchanting and whatever blues that drop are not immediately vendor trash.

Allowing players to upgrade blues to purple will also open up the amount of armor fashion choices they can have, as they can now wear a piece they like a look better of instead of selling it away because it is blue quality.

5 Likes

Please add a dynamic UI <3
It’s a win-win:
I post some really awesome pics thanks to the insane art direction, and you get free promo on social media. Haha!
How would it work? There’s no combat: the UI fades out, and when an enemy gets close, it reappears. If you want to force the UI again, you can just press the rune button.
Thanks for listening to our feedback! :slight_smile:

6 Likes

Some of these changes are looking really solid—especially the ranged combat adjustments, which seem very promising. That said, I’m a bit cautious about the difficulty tweaks. In my experience, difficulty settings often make it feel like I’m not playing the “intended” version of the game. I personally prefer a single, well-tuned difficulty—it usually reflects bold and confident game design.

The Native Utility Runes are a great QoL change, and I think they’ll also help with the tutorialization of world navigation, which is much needed.

I’m especially hoping the loot system gets a strong overhaul. Right now, loot feels pretty flat regardless of the “build” I’m running—it lacks identity and excitement. I’d love to see deeper reworks to stats, gear, and combat overall, with more flexibility in builds and more runes to support them. I know that’ll likely evolve over time, and I’m very curious to see how the job system will shake things up.
I hope we get partial fast travel rather than full freedom, I rather agree with the original design philosophy that Thomas talked about in some interview; however some fast travel is not out the question and it can be quite welcome. Perhaps the player needs to burn an item to fast travel?

I also think the combat could be shaken up a little bit (will make a post about it soon).

In the meantime, I’ll keep stubbornly writing feedback and design suggestion posts. Hopefully, they help contribute in some small way!

Keep up the good work!

3 Likes

do NOT jump to adding full fast travel, no!

5 Likes

words cannot describe how horrible of an idea it is to add limitless fast travel, even if it’s temporary

the entire world and progression was designed with lack of fast travel in mind. if you add it now, people won’t be getting as many resources, gear, and levels as they would normally if they were to travel on foot.

do NOT do this!
i repeat, do NOT DO IT

one more time for the back rows:

do. not. do. this!

9 Likes

Yea that fast travel being every whisper is gonna have to be a no from me. Big turn off and opens many more problems then solutions. Id say 1 at the start of each zone max.

5 Likes

May I suggest :

  1. Player can set Return rune to different city freely with those main city whisper, like to Marin village, another city in the future, instead of fast travel?

  2. Player have to maintain the fog of war on map clear, and fast travel can only use on those whisper that is clear on the map(might need some tweak on fog of war?), that you can’t fast travel to somewhere you haven’t been to for so long.

If player can’t enjoy the view of all the map they travel with, I think this will hurt the value the gorgeous seamless map design in this game can bring.

1 Like

Please don’t add little Paper Mario style events for grinding resources; if anything, do it for fishing, and nothing else. I as a major grinder across multiple games, unless its grinding through combat, farming resources is tolerable, but usually never fun. Anything that makes the grind as quick as possible or worth the time spent is much prefered. Little minigames just adds more time to an activity we want to get over with. Look at lock picking or hacking in the Fallout series; people who engage in those activities only do it at the lowest level (because they don’t do it often), use perks that auto complete them, or use mods that autocomplete them. Nobody wants to actually do them, especially at their max difficulty, because it is tedious.

So, rather than play a little mini game on every single iron node I want to mine from, might I suggest something else. Perhaps, let us enchant our tools to make the grinding more efficient? They could have modifiers like increased resource gathering speed, increase resource yields, higher chance to gather specific resources like clay (that’s a huge one), or gems. Heck, if not enchanted tools, let us craft food that’ll give us bonuses to those grinding aspects. If grinding for mats to craft food, weapons, armor, and do upgrades is going to stay a big thing in this game, let us grinders feel good about the time spent grinding by letting us increase our efficiency. Also, some item that resets the nodes in an area would also be nice.

If you insist on adding little games to farming, there better be a big increase in resource yields whenever you time the game perfectly. Fishing is the only thing I’d do this for, since you’re only standing around until the fish actually bite; this idea sounds like it’d make fishing faster. Overall, give us the means to make farming faster and more efficient, not tedious. It’d be far more tolerable (and feel rather good) after a 20 minute log and iron run to come back with a big payload because I had the tools/buffs etc to increase my efficiency. Please, and thank you.

3 Likes

Me and the community discussed this recently based on the recent reviews.

Full fast travel isn’t the way. At most, I would personally allow to teleport to the furthest whisper of any area once you reach it, but all whispers is too much.

Also, I would add some cooldown between teleports that are not between Sacrament and Last Whisper or viceversa, so it’s not abused.

This is my personal take.

14 Likes

Do you like full fast travel?

  • Yes
  • No
0 voters
3 Likes

I agree with all of these changes - except 1, and I think there is 1 omission. I’m iffy on the fast-travel, initially I disliked it, but now I am actually fine given I have more time in the world and understand it better. Anyway, the points I want to discuss:

First the omission: please do something to make backstabs better - I literally can never sneak up on an enemy and it feels bad when they are often positioned inviting a backstab. In combat this window could be a little wider too when they are staggered.

OK, the item I don’t think I agree with or at least am a bit worried to see - is the idea of realm tiers with the disclaimer that this depends on how it is implemented. Elden Ring was accessible in my view to new players because the steep difficulty was offset by 1) an infinitely refillable healing mechanism and 2) the open world. When you hit a wall - often called Margit - you could go away, skill up and come back better equipped. Your ability to do that or just bang your head against a wall with him for a while was not limited by slowly dwindling resources. In my view Wicked currently suffers from this a bit, and I think difficulty tiers is an incorrect solution to this problem.

Difficulty tiers are often implemented on a scale from where enemies are artificially gimped or empowered. The result is a fake concept of difficulty. The enemies aren’t “difficult” they just have 200% more health and players deal 50% damage. Sure, it’s harder than before - but it’s like me saying I want the game to be more difficult so I’m going to play left-handed. I’m not being genuinely challenged - I’m opting to disable myself, just like sliding a tier slider all the way to the right is me effectively sliding the disabilities slider all the way. I think the difficulty that I prefer and would like to champion, the difficulty I enjoy seeing in games (and that Elden Ring has) is where harder content, pits you against better and more challenging enemies. This is true of games like chess as well, although in chess we call them “opponents” not enemies :sweat_smile: . You fight enemies that are faster, hit harder, have more spells, react to you better and in some games like Divinity Original Sin 2 and Baldur’s Gate 3, increasing difficulty unlocks new abilities that enemies have, and more densely populates enemy groups. With new enemies being mixed into the default grouping that makes it more challenging.

When I think Tiers, I think of how Outriders did it, where when you move up a tier, enemies literally rinse you from the other side of the arena before you even get into cover. It’s so artificial and feels so bad. In chess when you increase the difficulty of your opponent, they are simply better opponents, calculate better, more experience, see tactics and forced moves and the skill disparity is higher between you and them. They don’t get given 3 Queens and their pawns can suddenly move backwards too. :rofl:

I also want to +1 the posted who asked for dynamic UI, that would be amazing.

3 Likes

Curious why fast travel is a the hottest topic when if you don’t want it you can just not use it, no?

Feel like I’ll pass on making use of the feature because I like the map as is and I’d lose out on all the materials with whisper travel but that’s just me.

1 Like

The Nameless Pass whisper at Cerim Chamber is too far, my suggestion for Nameless Pass’s major Whisper location is between these

1 Like

Great updates! I would like to see the ability to attack while holding the block with shield (cancelling the block). Currently if you hold the shield in block position and press attack nothing happens. It would be nice to allow attacking while blocking (which would cancel the block of course).

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agree that full fast travel is not good. just pick one for each area. Oh and always the crucible. Nothing meaningful along the way to the crucible chamber anyway.

4 Likes

Everything in this preview sounds great, but please don’t make full fast travel a thing only to take it away in the future. I think this will do more harm than good in the long run because I believe people will grow attached to being able to fast travel everywhere, and new players that do not know that this is a temporary change will be upset when it is removed, however long it remains in the game moving forward.

I also dislike how long it takes to travel on foot to any far-away area, so I’m actually in favor of some sort of fast travel. However, I think this is just too much of a swing in the opposite direction when it comes to the issue of traversing large distances in the game.

My advice for fast travel in Wicked would be to make one whisper per zone a fast travel point as the temporary solution. Maybe in the future we could have a very rare/expensive item that lets us fast travel to any whisper at the cost of the item being consumed. There are lots of other ways to handle this issue, and I know you guys at Moon will make the best decision for us players in the end.

Thanks for reading to the end.

Cypher

8 Likes

I came here to give a like to this idea.
It somewhat reminds me of focal teleport points in Dark Souls series, which is a good idea for balancing out both fast travel opportunities and traveling the world.

Especially that imo NRFTW has a pleasant and comfortable world to travel to begin with

1 Like