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 roguelike deckbuilder, card game and card battler 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 749 reviews of which 575 were positive and 174 were negative resulting in a rating of 7.3 out of 10. 😊

The game is currently priced at 13.99€ on Steam and has a 30% discount.


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.

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
This game, as of right now, is a very good FOUNDATION that has the potential to be as good as FTL (if not better) if the developers keep working on it and add more content. Will they? That's not for me to answer. In its current state, Breachway will keep your attention for about 20-30 hours until it runs out of content. What's here is great, but there's not much of it. If you are fine with that, give it a try. If not, I recommend waiting. There's no guarantee this game will actually go anywhere.
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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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Last Updates

Steam data 18 November 2024 00:44
SteamSpy data 22 December 2024 22:18
Steam price 23 December 2024 12:49
Steam reviews 23 December 2024 12:02
Breachway
7.3
575
174
Online players
58
Developer
Edgeflow Studio
Publisher
Hooded Horse
Release 26 Sep 2024
Platforms
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