Operation brief · Flagship · In development

Breachwake

Raid regions held by living war machines. Tear the strongest power out of an elite and make it yours. Every region you leave behind changes the fight at the throne.

Still in development. Third-person action roguelite · PC · Play solo or in a squad of four; twelve-player raids and a shared online camp are in testing. Every screenshot and clip here is from the game in development.

Rook, the momentum gunner, in a long tan coat
Reclaimers
13
Regions
13
Bosses
24
Enemy types
43
Relics
122
Grafts to steal
55
Mutations
105

Trailers

Footage straight from the game: every region, boss and fight below is the real thing, played in the game as it stands today.

Two looks, any weather

Switch between a realistic look and a cel-shaded, ink-lined one at any time in Settings. Regions run from day to night through rain, snow, storms and fog.

The crew in a fight, in the game
The crew in a fight Realistic
The Root Maw, in the game
The Root Maw Cel
Bastion’s Ultimate, in the game
Bastion’s Ultimate Cel
Raid: the Thunderhead, in the game
Raid: the Thunderhead Cel
Raid: the Breach Engine, in the game
Raid: the Breach Engine Realistic
The camp at night, in the game
The camp at night Realistic
Karts at the camp, in the game
Karts at the camp Cel
The Docks in a storm, in the game
The Docks in a storm Cel
The Hollow Choir, in the game
The Hollow Choir Cel

Steal their best power

Elites carry an exposed core. Tether it out and the power inside is yours: a graft that any Reclaimer can carry. Every elite carries one, and every boss drops its own when it falls. 55 to steal. Here are four.

Lunge Fang

Torn from the Pack hunter

Lunge along your aim, tearing through everything you pass.

Bulwark

Torn from the Shield bearer

Raise a stolen shield that blocks everything from the front. Release it (or let it drop) to send a shockwave; every blocked hit makes it stronger. A block counts as a well-timed guard.

Pinshot Lance

Torn from the Pinshot marksman

A short charge, then a lance that pierces every enemy on the line. Weak points take extra.

Spore Mortar

Torn from the Spore lobber

Lob a spore sac at the crosshair. It splashes on landing and leaves a pool that eats at enemies.

The crew

Thirteen Reclaimers, each with their own weapon, tools, and way of moving. Rook and Bastion start unlocked; the rest are earned.

Reclaimers standing in a row in the game, with painted helmets, emblems and strapsReclaimers standing in a row in the game, with painted helmets, emblems and strapsReclaimers standing in a row in the game, with painted helmets, emblems and straps

The crew in the game, with their painted helmets and emblems

Rook standing in the crew hub in the game, with painted emblems and worn surface detailIn the game

Momentum gunner · Starting crew

Rook

Positioning is his ammunition. Rook moves, dodges and swings through a fight, and spends the momentum it builds on overcharged bursts.

  • LMB
    Burst carbine

    Hold to fire three-round bursts. A burst with a full momentum meter is overcharged: harder hits.

  • RMB
    Magnetic tether

    Pulls a small enemy to you, or pulls you to a large one. It tears exposed cores out of elites.

  • Q
    Vaulting strike

    Leap at a target and slam down, knocking back what's near where you land.

  • Meter
    Momentum

    Filled by tethering, vaulting and well-timed dodges. The next burst spends it.

  • R
    Overdrive Barrage

    The Ultimate. It charges as you fight; when it’s full, it’s this Reclaimer’s biggest move.

View in 3D
Bastion standing in the crew hub in the game, with painted emblems and worn surface detailIn the game

Impact brawler · Starting crew

Bastion

Controlled defense into bursts of aggression. Bastion blocks, stores the force, and lets it all go at once.

Impact brawler. Controlled defense, then sudden aggression.

  • LMB
    Gauntlet

    Hold to swing: a three-blow combo in front of you. The third blow knocks enemies back and throws a short force shot.

  • RMB
    Guard

    Hold to block everything from the front. Every block stores Force; let go with enough stored and it goes out as a blast.

  • Q
    Leap

    A powerful leap whose landing staggers what it hits.

  • Meter
    Force

    Comes from landing heavy blows and blocking, so he never depends on being hit.

  • R
    Aegis Cataclysm

    The Ultimate. It charges as you fight; when it’s full, it’s this Reclaimer’s biggest move.

View in 3D
Thread standing in the crew hub in the game, with painted emblems and worn surface detailIn the game

Rift duelist

Thread

A blade that fights from new angles. Thread marks enemies, links them together and swaps places to strike from somewhere else.

Rift duelist. Marks connect his targets; new angles are his strength.

  • LMB
    Rift blade

    Hold to slash: two quick cuts, then a crescent that flies out 22 m and passes through everything.

  • RMB
    Rift mark

    A needle that marks what it hits (three at once). Damage one marked enemy takes, the others take a share of.

  • Q
    Rift swap

    Trade places with the enemy under the crosshair, staggering it; a marked one's mark detonates. Nothing there: a short blink.

  • Meter
    Angles

    A hit from a new spot, 4 m or more from your last, deals more and fills it. Full, the next crescent splits in three.

  • R
    Thousand Cuts

    The Ultimate. It charges as you fight; when it’s full, it’s this Reclaimer’s biggest move.

View in 3D
Vesper standing in the crew hub in the game, with painted emblems and worn surface detailIn the game

Spell architect

Vesper

Vesper builds interactions between her own spells: bolts through prisms, blinks that leave echoes, and resonance from mixing it up.

Spell architect. She builds interactions between her own spells.

  • LMB
    Rune bolts

    Hold to cast bolts. A bolt through one of her prisms splits into three.

  • RMB
    Prism array

    Set a floating prism at the crosshair (two at once). Each one beams the nearest enemy.

  • Q
    Blink

    Teleport 9 m along your aim; an echo left behind bursts a moment later.

  • Meter
    Resonance

    Using a different kind of ability than the last builds it. Full, the next prism is bigger, stronger and lasts longer.

  • R
    Astral Convergence

    The Ultimate. It charges as you fight; when it’s full, it’s this Reclaimer’s biggest move.

View in 3D
Stitch standing in the crew hub in the game, with painted emblems and worn surface detailIn the game

Swarm commander

Stitch

Where the drones go matters as much as having them. Stitch tags targets, points the drones at them, and swaps places with a drone to get out.

  • LMB
    Needle launcher

    Hold for needles. A needled enemy is tagged, and idle drones go after tagged enemies first.

  • RMB
    Command

    On an enemy, both drones attack it; on nothing, they come back and guard you, knocking shots out of the air.

  • Q
    Relay swap

    Trade places with the drone farthest along your aim.

  • Meter
    Overclock

    Drone zaps and swatted shots fill it. Full, the next attack command overclocks the drones: faster, harder, rebuilt at once.

  • R
    Swarm Overdrive

    The Ultimate. It charges as you fight; when it’s full, it’s this Reclaimer’s biggest move.

View in 3D
Vale standing in the crew hub in the game, with painted emblems and worn surface detailIn the game

Vitality alchemist

Vale

Poison, seeds and growth. Vale wears enemies down over time and heals from what she plants.

Vitality alchemist. Damage becomes a reserve, and the reserve becomes a choice.

  • LMB
    Thorn launcher

    Hold for thorns that build Rot, a slow poison.

  • RMB
    Life seed

    Plant a seed at the crosshair (three at once). It bursts, then leaves a bloom that heals Vale while she stands in it.

  • Q
    Verdant dash

    A quick dash that leaves a growth trail: it slows enemies on it and heals Vale.

  • Meter
    Reserve

    Damage she deals fills it. Full, her next seed is Overgrown (twice the burst). If she drops below 40% health first, it heals her instead.

  • R
    Worldtree Bloom

    The Ultimate. It charges as you fight; when it’s full, it’s this Reclaimer’s biggest move.

View in 3D
Ballast standing in the crew hub in the game, with painted emblems and worn surface detailIn the game

Gravity wrangler

Ballast

Throws the world at the enemy: enemies into enemies, barrels into crowds, crates through walls.

Gravity wrangler. The heaviest thing in the room is a weapon, and so is the lightest enemy.

  • LMB
    Grav slugs

    Heavy, slow shots that shove light enemies back a step.

  • RMB
    Lift and throw

    Hold on a light enemy, a barrel, a hazard or a crate to lift it; let go to throw it. On a heavy enemy or a boss: a gravity slam.

  • Q
    Slingshot

    Launch toward the crosshair; the landing pulls light enemies into a knot around you.

  • Meter
    Mass

    Thrown impacts fill it. Full, the next throw is a meteor that throws everything near where it lands.

  • R
    Event Horizon

    The Ultimate. It charges as you fight; when it’s full, it’s this Reclaimer’s biggest move.

View in 3D
Rivet standing in the crew hub in the game, with painted emblems and worn surface detailIn the game

Engineer

Rivet

Wins fights before they start: lays the ground, then pulls enemies onto it.

Engineer. The fight is decided by where the mines were before it started.

  • LMB
    Rivet gun

    Fast nails. Three in one enemy within two seconds pin it in place for a moment.

  • RMB
    Mines

    Plant a proximity mine at the crosshair (three at once). It bursts when an enemy steps close, or when you shoot it.

  • Q
    Zipline

    Ride a cable to the crosshair. The cable stays a few seconds as a tripwire that shocks and slows what crosses it.

  • Meter
    Schematics

    Trap hits fill it. Full, the next RMB builds a sentry turret instead of a mine.

  • R
    Omega Foundry

    The Ultimate. It charges as you fight; when it’s full, it’s this Reclaimer’s biggest move.

View in 3D
Kestrel standing in the crew hub in the game, with painted emblems and worn surface detailIn the game

Marksman

Kestrel

The slow, deliberate one: charge, line up the weak point, fire.

Marksman. One shot, lined up well, is worth a magazine.

  • LMB
    Charged rifle

    Hold to charge, let go to fire. A full charge pierces three enemies, and a weak point takes triple. Standing still charges faster.

  • RMB
    Flare

    Lights an area for a few seconds; enemies in it take more damage from you.

  • Q
    Updraft

    Straight up, then a slow drift down: a perch to shoot from.

  • Meter
    Focus

    Weak-point hits fill it. Full, the next full-charge shot ricochets to two more weak points.

  • R
    Solar Deadeye

    The Ultimate. It charges as you fight; when it’s full, it’s this Reclaimer’s biggest move.

View in 3D
Brand standing in the crew hub in the game, with painted emblems and worn surface detailIn the game

Berserker

Brand

Spends health to go faster and hit harder, and gets it back by killing.

Berserker. Every wound is a down payment on the next kill.

  • LMB
    Twin cleavers

    A fast four-hit combo; the fourth is a heavy cross-cut that throws light enemies back.

  • RMB
    Bloodlet

    Spend a slice of health for a few seconds of frenzy: faster swings, and every hit heals.

  • Q
    Reckless charge

    A dash that tears through and staggers everything in its path.

  • Meter
    Fury

    Fills from dealing and taking melee damage, and drains fast; damage rises with it. Kills heal, and below 30% health Brand hits harder still.

  • R
    Crimson Mauler

    The Ultimate. It charges as you fight; when it’s full, it’s this Reclaimer’s biggest move.

View in 3D
Cadence standing in the crew hub in the game, with painted emblems and worn surface detailIn the game

Tempo fighter

Cadence

Fights to the soundtrack's beat and plays with time.

Tempo fighter. She fights to the music, and sometimes a little behind it.

  • LMB
    Returning chakram

    It flies out and comes back, hitting on both passes (two in the air at once).

  • RMB
    Echo

    Your next three throws repeat a beat later from an afterimage where you stood.

  • Q
    Rewind

    Snap back to where you were two seconds ago, and get back half the health you lost since.

  • Meter
    Tempo

    Throws on the music's beat fill it. Full, the next echo repeats every throw twice.

  • R
    Grand Finale

    The Ultimate. It charges as you fight; when it’s full, it’s this Reclaimer’s biggest move.

View in 3D
Harbor standing in the crew hub in the game, with painted emblems and worn surface detailIn the game

Rescue specialist

Harbor

Holds a safe foothold under pressure, then dashes out with temporary protection.

  • LMB
    Arc sidearm

    A precise shot that arcs to one nearby enemy when cover allows.

  • RMB
    Ward

    Deploy an amber beacon at your feet. It restores temporary protection while you stand inside.

  • Q
    Rescue dash

    A short forward dash that grants temporary protection.

  • Meter
    Resolve

    Deal damage from inside the ward to fill it. Full, your next ward grants stronger protection.

  • R
    Sanctuary Bastion

    The Ultimate. It charges as you fight; when it’s full, it’s this Reclaimer’s biggest move.

View in 3D
Flint standing in the crew hub in the game, with painted emblems and worn surface detailIn the game

Demolition skirmisher

Flint

Bounces grenades around the battlefield and chooses the instant they burst.

  • LMB
    Breach launcher

    Grenades explode on direct hits, bounce off terrain, or burst after a short fuse.

  • RMB
    Airburst

    Detonate your airborne grenades. A timed burst that hits an enemy builds Pressure.

  • Q
    Blast kick

    Blast nearby enemies and launch in your movement direction, or forward while standing.

  • Meter
    Pressure

    Direct hits and timed airbursts fill it. Full, your next grenade creates a smaller second blast.

  • R
    Hellfire Salvo

    The Ultimate. It charges as you fight; when it’s full, it’s this Reclaimer’s biggest move.

View in 3D

The regions

A run crosses three stages and you choose the route: a landing zone, then a breach gate, then the throne. What you finish, sabotage, or leave standing follows you to the final fight. Leave the throne nothing to borrow, and a tear opens behind it.

The Cinder Reach

The Cinder Reach

A burned-out industrial basin in Brightwater County that the Ironbound use as a staging ground. The Procession crawls its main road toward Lantern Yard, and a relay tower calls its escorts.

Boss · The Procession

The Hollow Verge

The Hollow Verge

Pale glass country where the Hollow have settled in. A dry canal carries the Choir's resonance underground; an outpost of Reclaimers holds out in the north-west.

Boss · The Hollow Choir

The Shatterglass Docks

The Shatterglass Docks

A gray harbor the Hollow use to ship garrisons to the King. Transports load in the basin, a courier waits with the King's orders, and the Glass Widow nests on the cranes.

Boss · The Glass Widow

The Rootwarren

The Rootwarren

Marrowborn growth over an old Reclaimer dig. Brood nests breed, spore vents breathe, and the Root Maw holds its basin. A Reclaimer surveyor still wants to finish the map.

Boss · The Root Maw

9 more regions lie past these, and not all of them are on the map.

No two operations alike

Every region rolls a set of three steps from nine kinds of objective. Hold a zone through the waves, walk a cart through the crossfire, light a fuse and get clear. Take the loud way through or the quiet one. A step you fail pays nothing, and the set carries on.

Threats

Four factions hold the regions. Each fights differently, and each boss has a weak point you open by reading it. And something else is waiting on the other side of the breach.

The Ironbound

Living war machines that fight in formation: shields, rifles, artillery. They coordinate, so taking out what coordinates them matters.

The Marrowborn

Invasive organisms that swarm, burrow and grow. They reshape the ground they hold and breed faster than they die.

The Hollow

Reality-distorting entities that fight with positions, links and timing. They are rarely where they seem to be.

The Squallborn

Weather that came through the breach riding a storm front: creatures of cloud, wind and lightning. They throw you around, rain hail on where you stand and crackle with static.

Three you’ll meet early 24 bosses in all

The Procession

A walking siege engine already crossing the Cinder Reach. Steal its ammunition, cut its relay or save the refuge first: each changes the fight.

View in 3D ↗

The Glass Widow

An ambusher that moves between high anchors, spreading shots and diving. Shoot out her web nodes and she has nowhere to go.

View in 3D ↗

The Root Maw

A rooted creature that reshapes the ground around it. Drain its basin, keep out of its lanes, and shoot its mouth after it breathes.

View in 3D ↗

In testing · twelve-player raids

Raids

Three squads of four split across three fronts at once, regroup to drive the ram to the gate, then face the boss your way in woke. There are six of them, and how you break in decides which one is waiting. Raid bosses drop armor no one else has, and every yard has a sealed door that wasn’t there before your first clear.

  • The Thunderhead in the raid

    The Thunderhead

    A storm cloud the size of the yard with a lightning core, the Squallborn's greatest. The core is out of reach until all three lightning rods are raised at once and the storm is grounded. It shifts the wind, drops hail, hunts you with lightning, sends a tornado through the yard, and in a surge strikes everything but the drifting eye.

  • The Breach Engine in the raid

    The Breach Engine

    An Ironbound drilling rig the size of a refinery, boring into the breach. It's fought on three levels at once, one squad on each: break its legs on the ground, its vented coolant lines up on the gantry, and its overheated drill head underneath, each level opening the next. If its bore reaches the bottom, the yard is lost.

The Grand Siege Titan, a tracked siege engine

The Grand Siege Titan

A tracked siege engine the size of a city block, walking on the muster hall: if it gets there, the raid is lost. Three squads, three jobs that rotate each phase: break its treads until it kneels, crack its armor plates with the yard's siege cannon, and board it to sabotage its main gun. After three phases its core chamber opens, and the core only burns for the share of you inside. Its Crusher Mark kills whoever stands under it alone, and its hand grabs.

View in 3D
  • Reactor PylonPower Conduit front: overload three pylons while drone waves try to break the channel.
  • Ammunition RackMunitions Gantry front: carry charges across the gantry and plant them on the racks.
  • Signal DishSignal Array front: turn three dishes to aim the uplink.
  • UplinkSignal Array front: hold the uplink against a siege of rammers.
  • The GateThe checkpoint: all twelve hold the breach while engineers wedge it open.
  • Siege WallThe walls the three squads breach in Act 1.

In testing

Play together

Breachwake is built for a crew, and it’s just as playable alone.

  • Squads of fourRun any operation with up to three friends, with downs and revives.
  • Twelve-player raidsThree squads on three fronts at once, then everyone together for the finale.
  • A shared campUp to twelve players in one camp between runs, at the courts, tracks, tables and the fire.
  • The party carries onIf the host leaves, another player takes over and the party keeps going.

Relics

Spoils change how your Reclaimer fights for the rest of the run. There are 122 of them to find. Here are six.

  • Hair Trigger

    Precision

    Your primary attack attacks come 15% faster.

  • Slipstream Spool

    Movement

    Dodging launches spectral blades toward your aim. Blades are generated hits at half trigger strength.

  • Aegis Siphon

    Protection

    Your manual hits generate a small temporary barrier, up to a cap.

  • Ember Ink

    Elemental

    Weapon hits build toward Burn. Burn ticks deal damage over time and never trigger other effects.

  • Larval Crown

    Companions

    Every eighth primary attack hit hatches a brood larva that hunts the nearest enemy for 7 s. Up to 3 at once.

  • Salvager's Glove

    Fortune

    Kills and operations pay 20% more scrip.

Between runs

Salvage from every run builds out the crew’s hub: a kart track, a ballpark, an ice rink, a pool table, an arcade cabinet and more, 24 games in all to play against the crew.

The Quartermaster’s buy list

  • Shooting galleryView in 3D ↗
  • Card tableView in 3D ↗
  • Board tableView in 3D ↗
  • DartboardView in 3D ↗
Challenges
14
Achievements
36
Run modifiers
8

Follow Breachwake

Breachwake is our flagship, and it’s still in development. Follow along as the next regions and Reclaimers come online.