The Riftbreaker is among the most interesting indie games on the horizon, particularly when it comes to its tech features. Powered by the studio’s own Schmetterling engine 2.0, The Riftbreaker features support for several DirectX 12 Ultimate features such as ray traced shadows, ray traced ambient occlusion and variable rate shading.
If you also follow Wccftech on YouTube, you might recall that Keith checked out the preview build a couple of months ago. We’ve now been able to interview Paweł Lekki, COO at Exor Studios, to learn more about this promising game. The full interview will go live tomorrow, but in the meantime here’s an excerpt featuring the developer’s opinion on the Xbox Series S hardware and what it means when developing next-gen games as a whole.
Lekki also told us that the studio’s plan is to enable ray tracing effects in the next-gen console versions of The Riftbreaker, too, although they may have to be reduced when running it on the Xbox Series S.
The Riftbreaker doesn’t have a release date yet, but we’ll let you know once it does.