// dispatch

The Frontier Moves - v0.0.13

📅 Live now - deployed 4 October 2026.

It's been quiet on the patch-notes front since July. That wasn't the game standing still. v0.0.13 is the biggest update since Open Alpha, and most of it changes how the map plays. The frontier used to be a fixed thing you mined at your own pace. Now it opens, closes and fights back.

Breach sites

Timed breach sites now open on the map near where people are playing. A small one opens every game-day and a big one every game-week. They yield Breach Shard at four times the normal rate, and a big site holds five times the Shard of a small one. You can work one the ways you already know: send a mining op, or found a forward outpost on the core and hold it.

They don't last. A site collapses when it's mined out or when its timer runs down, and the map marker shows the countdown. If a site collapses under your outpost, your garrison comes home, but any Shard you haven't convoyed out is lost. You'll get a heads-up when one opens near you.

Outposts are fair game

This is the change most likely to sting, so I'll be plain about it. Forward outposts no longer sit under new-player protection. Your home base and colonies are still shielded, but an outpost on a breach site is a target from day one, and enemies can see on the map that it can be destroyed.

The rest of the outpost loop is kinder than before. When the 7-day energy timer runs out, your garrison now walks home instead of vanishing. Units away from an outpost when it falls return home, and a transport heading to a destroyed outpost turns round with its cargo. You'll also be told when you lose one, and whether it was raided or simply ran out of energy.

The Crucible

At HQ 15 you can now build the Crucible. It refines secured Breach Shard into a new resource, Refined Crystals, and it has its own page. Refining starts at 55% yield and climbs with Crucible level and a new Refinement research line, up to a cap of 85%. The rate is locked in when a batch starts, so upgrading mid-refine won't change what you were quoted.

Refined Crystals are what the elite tier runs on now. Enforcers and Censors cost Refined Crystals instead of Breach Shard. You can unlock them at Aegis level 10, but you'll need a Crucible to pay for them. That gap is on purpose. The Crucible only goes on your home base.

A shop, for looks only

There's now a Premium page with a small cosmetics shop: three Concord base themes at £9.99 and five map emblems at £2.99. Themes change how your base looks to you and on the map. Emblems sit next to your name. None of it affects stats, and your emblem stays hidden anywhere your identity is meant to be hidden. If you want to support the game while it's in alpha, this is the way to do it. If you don't, you're not missing anything that matters in a fight.

Raids and intel

  • Incoming raids are fogged. You won't see who's attacking you, where from, or exactly when they'll land until you identify the raid with a scout or counter-scout. Until then it shows as a warning marker on your base with a rough ETA.

  • Targets ranked by profit. The Intel hub now sorts the bases you've scouted by estimated loot minus travel cost, and flags the ones that would lose you resources. It only ranks bases you've actually scouted.

  • Intel is a snapshot. Some scout reports were quietly showing a target's live stockpile. They now show what you saw at recon time, the way it was always meant to work.

  • Quick-assign buttons (All / 75% / 50% / 25% / Clear) on the raid and contract force pickers, and a live "Raidable in" countdown on the map. Both came from alpha feedback - thanks.

The honest bits

  • A background fault. One very large battle produced a log so big the server couldn't finish it, and that blocked some background clean-up jobs from running between 19 September and this update. Battle logs are now stored differently, big fights show a sample of 50 clashes alongside the totals, and those jobs are running again. That battle was settled with zero loot. Any raid that finishes more than a day after its battle ended now pays no loot, which stops one stuck fight blocking everyone else.

  • Old links are dead. Players and bases now use random IDs instead of numbers, so you can't walk through everyone's bases by changing a number in the URL. Bookmarked base or player links from before today won't work.

  • Some research lines now check your HQ level properly. If you queued a line below its required HQ, it'll wait until you get there.

  • Leaving the map no longer hangs for a few seconds, and scrap piles last twice as long, so a long harvest trip won't arrive at an empty pile.

Every number here is a first pass. Breach site timers, the Crucible's yield curve and what outposts are worth all need real play before I trust them. If something feels off, tell me.

Go find a breach before somebody else does.

- The Dev

Play: play.breachlands.com · The world, if you want it: breachlands.com/lore

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