Breachway

Explore the galaxy in this deckbuilding, sci-fi roguelike where ship upgrades and crew management are key to your survival. Optimize resource generation, engage in intense turn-based battles, and take on ever-growing threats as you seek out The Signal.

Breachway is a strategy, simulation and space game developed by Edgeflow Studio and published by Hooded Horse.
Released on September 26th 2024 is available only on Windows in 16 languages: English, French, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Traditional Chinese, Italian, Czech, Hungarian, Polish, Portuguese - Brazil, Russian, Turkish and Ukrainian.

It has received 819 reviews of which 625 were positive and 194 were negative resulting in a rating of 7.3 out of 10. 😊

The game is currently priced at 19.99€ on Steam.


The Steam community has classified Breachway into these genres:

Media & Screenshots

Get an in-depth look at Breachway through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows® 10 (64-bit)
  • Processor: Intel® Coreâ„¢ i3-4160 (dual-core) / AMD® Phenomâ„¢ II X4 965 (quad-core)
  • Memory: 4 GB RAM
  • Graphics: NVIDIA® GeForce® GTX 750 (2 GB) / AMD® Radeonâ„¢ HD 7850 (2 GB)
  • DirectX: Version 11
  • Storage: 3 GB available space

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Jan. 2025
Gonna write this in 2 parts, the first half is for potential players/buyers, the second half is feedback for the devs. For Players/Buyers ------------------------------------------- The game is really great! it has a lot of tactical potential, and it really scratches my mad scientist deck building itch. Im that person that is constantly making new card game decks and playing games like Slay the Spire, and this game fits right in in its own comfy way. It iiiiiiiis super early access though so grain of salt, its a bit rough around the edges and still needs love and care. Pros: - Fun map navigation that actively rewards forward planning and risk reward management - Cool weapon systems that offer an interesting way to influence how your deck plays that goes beyond just adding cards - Feels beatable with some skill/practice. I've never once went "that's totally unfair" with any of this game's fights. - Good replayability even in it's limited state - Nice art style (this one is subjective of course) Cons: - The UI is a little rough and things arent as clear as they could be. You can pick up everything you need to know with trial and error though. - Currently limited gameplay. The game only has you go through 2 zones atm, obviously that'll be fixed in the future - Occasional clunky menu interactions. Clicking off of things causing you to lose out on text options, not being able to view stat menus in the middle of interactions, and other things like that. - currently a limited roster of enemies (which im sure will change with time and much dev work) Overall: - Good game! Might need a bit more time in the oven, but it's got a lot of charm and I think it's gonna do great. For the Devs ------------------------------------------- I love what you guys have going, but the interface needs polish. It's possible to get denied from the neutral station when entering the second zone just by trying to click out to view your ship stats. There are lots of other little hiccups like this throughout the game that fixing would drastically improve the smoothness of gameplay. I'd love to make a massive list of weird/unpolished gameplay elements but I have no idea where id post it. I also personally feel that the Heat system needs an overhaul in the context of using it as a weapon. The Firebrand's systems don't feel very satisfying to use due to how attacks that ignite tend to interact with shielding. In my experience, it feels like the Firebrand is held back by its main weaponry, and good runs are made by having anti-shielding backup systems or other strats around that. Even when you do manage to pin down the enemy's shields, a few extra points of damage arent as rewarding as: destroying equipment (lasers/railguns), ion hosing enemies (ion), hacking away cards (hack systems), or bombarding enemies to absolute death with flak and missiles. Instead of just dealing damage at the start/end of turns, having overheat deal damage per card the enemy plays may be more rewarding. Alternatively, forcing equipment to cool down by delaying when enemies/players draw new cards could maybe work too. Just some spitballed suggestions. Finally, and this is purely a personal request, I'd love to see some more ways to gain weapon systems in the game. It often feels like I only get 1 or 2 chances to safely buy a system without stalling important things like increasing reactor power or looking for subsystems that can make a run. It's also sometimes a pain when specific systems just never seem to show up. Having events like blackmarket stations/vendors and ways to hunt for specific items as events might be a fun way to let people chase more build variety. Even just making weapon systems a bit cheaper would probably work. At least thats my personal opinion. If one of the devs reads this n thinks thats a dumb ask, shoot fair enough lol. At the end of the day I am just a player so I don't know even 1/4th of what yall have got going, so maybe that feedback is a total dud lol. Hope its at least somewhat useful though.
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Nov. 2024
After about 20 hours of playtime in Breachway, it’s clear this roguelike space adventure is packed with potential. The game draws heavy inspiration from classics like Faster Than Light, which is immediately appealing to fans of the space opera genre. Here’s a breakdown of my experience: Space-Themed Universe: The space setting and ambiance in Breachway feel immersive, capturing the tension and exploration fans of space roguelikes crave. The resemblance to FTL is clear, but Breachway offers its own unique take, which keeps the atmosphere fresh. Difficulty: The challenge level is definitely on the high side. This can be rewarding for those who like their roguelikes tough, but newer players might find it intimidating. However, the difficulty provides a satisfying edge for fans seeking a rigorous space survival experience. Progression & Grind: The grind is one area that could use improvement. I found that stat progression doesn’t feel as impactful as it should, leaving you without a strong sense of building a truly powerful ship. This is an area where more satisfying upgrades would make the grind more rewarding. Weapon Variety & Gameplay: The different weapon types are a strong point, bringing a nice mix of gameplay strategies. Players can experiment with different weapon configurations, adding tactical depth and variety to each run. Content & Early Access Growth: Content-wise, the game is a bit light for now, but this is expected given its early access status. I’m optimistic that more biomes, technology, and characters will be added over time. Breachway would also benefit from more in-game events, which could add much-needed twists and turns to each run. Story & Event Variety: The story is a bit bare-bones, and additional narrative content would make each journey feel more meaningful. Adding unique events, tech, or characters that create real synergy would go a long way in making each run feel unique and more engaging. Overall Impression: Breachway is a solid roguelike with a lot of promise, though it still has room to grow. It’s a good choice for roguelike fans who enjoy space themes, but for now, it might be worth waiting to see how it develops in future updates. I had a good time with it and am hopeful that with more content, it could become a truly standout title in the roguelike genre!
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Oct. 2024
I've got 30+ hours within the first week and already completed the game with all ships, so hopefully can provide a comprehensive review. I'll start with the negatives first, and then explain why I think the game is awesome nonetheless. The main drawback is that while the core gameplay loop is great, there is not much yet outside of it. Which is especially noticeable if you played the demo - even though they've added new mechanics and 3 more ships, it still feels the same way. I'll try to update my review once they add more stuff, but for now: -The plot is almost nonexistent, currently the game ends inconclusively after sector 2 (which is similar to sector 1, just has a different boss) -Very little quests or things to do from one run to another, most map nodes are just random events or an excuse to fight another enemy -Almost no meta-progression yet. You unlock 3 ships and 8 perks and that's it -No controller support -The game hints crew development, but this system is not implemented yet. There are abilities that just say "WIP" -Balance is a bit all over the place now, some systems and cards feel much better than others. This is probably why people complain about RNG so much - they feel they have to get a particular thing, they get something else instead and consider their run ruined. Once we get that out of the picture, the actual gameplay is fascinating even in its current state. It's one of these games where you decide to check "just one more node" and then find yourself still playing at 2am. What makes it great? To me it's that the card battling aspect is very smart and makes all your decisions matter: -Cards available to you are defined by modules you install on your ship. There are not only multiple weapons and shields, but many other components, that help you generally on the attack or defence, generate extra resources or otherwise affect the battlefield or enemy. This introduces quite a few different themes to build your deck around and feels very satisfying when it finally comes together. And there is a lot of them - I've done over a dozen of very thorough runs already, and I keep seeing things I haven't before. -On the offence attack cards rarely just trade resources for damage. Almost all of them have some meaningful text - they care about cards that were played prior, or affect ones that will be played later, or trigger extra effects or have unique build-around mechanics. You almost never just throw whatever attacks you happened to draw at the opponent, careful consideration of how to maximise the destructive potential of your cards is often the key to victory. -On defence there are plenty of options as well. You can see what enemy intends to do and plan your actions. It's not about having a shield card at a right moment - you can delay their attacks using emp pulses, or hack/disable/destroy relevant equipment, make opponent discard cards or otherwise mess with what they're about to do (including stealing their shields or hijacking their missiles). Also you don't have to discard cards when your turn ends, which allows you to sculpt your hand accordingly, which makes you feel in control. -My favourite part is the deckbuilding though. This is what apparently many people who are just starting get wrong - you don't have to pick every card you're offered. Instead you wait until you get cards that you need for your build. My most successful runs were ones where I was able to formulate what exactly I needed to make my deck function better, and was able to draft exactly that. It feels very rewarding and you have plenty of options to make RNG more cooperative. -There is a good diversity of enemies that all try different attack vectors on you, battles don't feel repetitive. The game also looks and sounds great, and devs are very responsive, having delivered multiple patches within the first week. Even though it's still early access, you generally buy rogue-likes for gameplay, and I think it's there already, and is worth playing.
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Sept. 2024
Still a bit rough around the edges, but I was honestly surprised to see so many negative reviews early on. The devs were lightning fast in patching the game several times within days of launch, addressing bugs (small or big), balance issues, etc. and they also have a promising roadmap. Even if not all the things that are on their roadmap came to see the light of day, I still feel like you'd be left with a very solid roguelite deckbuilder that is well worth the price. Adding more content and some meta progression (beyond ship unlocks and new perks) would turn this into a contender worthy of being mentioned along with the likes of StS or Monster Train (depending on your personal tastes of course). That might be the only thing really lacking right now; I don't necessarily see myself playing this for 200 hours in its current state, but I'm still really glad I bought it, and I'm eager to see what the future holds in reserve for this title.
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Sept. 2024
While the game itself works fine with the trackpad and performs nicely, half the HUD doesn't seem to show on the deck, which among other things makes it impossible to equip your ship in the Starmap. EDIT: according to latest patch notes, this is mostly fixed and will be completely fixed soon, its related to switching between PCs/SD on the same run. If you're playing on PC I can honestly recommend trying it so far, and I'm not gonna outright give it a negative review since the SD issues should be an easy fix. Controller support would be appreciated though in either case. I finished the first sector and had fun with the gameplay. It scratches my The Expanse itch with a few thoughtful hard scifi elements sprinkled in here and there such as combat actually happening at long ranges. So far im missing maneuver cards to throw off kinetic weapons and things like that though. Maybe hold out on it for a few weeks but cautious recommendation from me.
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The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

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Last Updates

Steam data 18 November 2024 00:44
SteamSpy data 18 January 2025 04:04
Steam price 23 January 2025 04:48
Steam reviews 21 January 2025 04:06
Breachway
7.3
625
194
Online players
36
Developer
Edgeflow Studio
Publisher
Hooded Horse
Release 26 Sep 2024
Platforms
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