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Steam News17 July 202511mo ago

Breaking Gates Update 1.2 Preview

Hello adventurer reader! It's been a while since we last talked, but I'm still here, going strong and steadily developing. Today, I’m excited to announce a new update coming to Early Access!

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Full Breaking Gates update

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Repeated intro

Hello adventurer reader! It's been a while since we last talked, but I'm still here, going strong and steadily developing. Today, I’m excited to announce a new update coming to Early Access! Actually, this is a preview of Update 1.2, which we’re planning to launch at the end of the year. Since we’re still in Early Access, it makes more sense to release new features gradually and gather feedback from players before the final version. So feel free to jump in and enjoy! Before we dive into the news, I want to extend a massive thank you to each one of you. The journey of Breaking Gates is driven by the passion and dedication of our community. It's inspiring to see you all playing, creating content, and streaming! This support has been fundamental in guiding the development. And of course, a special thanks to Nuntius, our publisher, who made this comeback and update possible. Alright, let’s not take up too much of your time — let’s check out the changes! [dynamiclink href="https://store.steampowered.com/app/1248550/Breaking_Gates/"]

What changed

0 fixes5 additions1 change0 removals
  • Store
  • Gameplay
  • UI and audio
addedHello adventurer reader! It's been a while since we last talked, but I'm still here, going strong and steadily developing. Today, I’m excited to announce a new update coming to Early Access! Actually, this is a preview of Update 1.2, which we’re planning to launch at the end of the year. Since we’re still in Early Access, it makes more sense to release new features gradually and gather feedback from players before the final version. So feel free to jump in and enjoy! Before we dive into the news, I want to extend a massive thank you to each one of you. The journey of Breaking Gates is driven by the passion and dedication of our community. It's inspiring to see you all playing, creating content, and streaming! This support has been fundamental in guiding the development. And of course, a special thanks to Nuntius , our publisher, who made this comeback and update possible. Alright, let’s not take up too much of your time — let’s check out the changes! [dynamiclink href=" https://store.steampowered.com/app/1248550/Breaking_Gates/ "]
addedA New Perspective! New Character Illustrations!Our amazing illustrator Pedro Vieira brought the idea of modernizing the characters' visuals to give the game a more commercial and updated look. Since we’re bringing the game to more platforms and reaching a wider audience, it made sense to me. So in addition to new illustrations and promotional art, he also redesigned all the dialogue images, giving the game a much more professional feel. Here's a preview of our protagonist:
addedNew Gallery MenuYou can now view all these new illustrations in the registry menu under the character information section.
addedThe New Adventure Log!We now have an Adventure Log menu! A place with background info on characters and details about enemies. As you play, new entries will appear in the log. Our plan is to expand the Adventure Log with item information, universe trivia, and much more — turning it into a sort of in-game guide. Of course, I’m not sure if everything will be possible, but this is a solid start! Even if it doesn’t affect gameplay directly, I think it’s fun to have this kind of writing. Oh, and we’ve tied some new achievements to it too, for those who take a peek.
changedBeforeIt was clear that it wasn’t working — the character looked huge, the UI was oversized. The game was originally made for small screens and mobile devices (I can’t deny my roots… it was what I could do at the time on my tiny Samsung A10 with 2GB of RAM!).
addedAfterAfter some research, we found out that for a game to look good on large screens, it needs to have around one million pixels — and ours had less than seven hundred thousand. So we took a step back before adding new content and worked on remastering all textures for better clarity. There's still work to do, and some menus are still being adjusted. Not all textures adapted well, so we had to remake and even create new ones. Many original assets

A New Perspective! New Character Illustrations!

Our amazing illustrator Pedro Vieira brought the idea of modernizing the characters' visuals to give the game a more commercial and updated look. Since we’re bringing the game to more platforms and reaching a wider audience, it made sense to me. So in addition to new illustrations and promotional art, he also redesigned all the dialogue images, giving the game a much more professional feel. Here's a preview of our protagonist:

Character Art – Hako

Character Art for Dialogue Scenes

You can now view all these new illustrations in the registry menu under the character information section.

The New Adventure Log!

We now have an Adventure Log menu! A place with background info on characters and details about enemies. As you play, new entries will appear in the log. Our plan is to expand the Adventure Log with item information, universe trivia, and much more — turning it into a sort of in-game guide. Of course, I’m not sure if everything will be possible, but this is a solid start! Even if it doesn’t affect gameplay directly, I think it’s fun to have this kind of writing. Oh, and we’ve tied some new achievements to it too, for those who take a peek.

A Visual Polish!

One of the changes in version 1.2 was the remastering of all textures to better fit larger screens. While Breaking Gates has a charming style, we hadn’t anticipated the need for this adjustment. Nowadays, modern consoles support much higher resolutions, and our little game didn’t scale well, looking blurry on big screens. Here’s how the game looked on a 4K display:

Before

It was clear that it wasn’t working — the character looked huge, the UI was oversized. The game was originally made for small screens and mobile devices (I can’t deny my roots… it was what I could do at the time on my tiny Samsung A10 with 2GB of RAM!).

After

After some research, we found out that for a game to look good on large screens, it needs to have around one million pixels — and ours had less than seven hundred thousand. So we took a step back before adding new content and worked on remastering all textures for better clarity. There's still work to do, and some menus are still being adjusted. Not all textures adapted well, so we had to remake and even create new ones. Many original assets

Source

Steam News / 17 July 2025

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