About the Game
Captain – assemble your crew, load out your ship, and prepare to engage in intense turn-based battles while navigating through the galaxy. Acquire more powerful tools of the trade over multiple runs as you manage relationships across the many factions of Breachway – from the Militarist Solarii to the technologically inclined Numen, there are many friends and foes to be found among the stars as you shoot, sneak, and smuggle across the galaxy.

Choose from a multitude of ship chassis and then kit your selection out with a variety of weapon systems, defensive upgrades, and internal modules. Find unique synergies between your options as each choice comes with an associated set of cards for your deck, with additional cards and upgrades unlocked at your discretion after each victorious encounter – will you dodge dangerous regions, or face them head-on in the hopes of acquiring powerful new options for the journey ahead?.
Gather crew to operate your equipment, managing their morale and taking advantage of their unique skills and the benefits they provide your outfit, as well as their relationships with the factions you might encounter. But be warned, crew members have their own personalities and allegiances to remain mindful of.
Seek out upgrades and new crew members as you traverse the galaxy – unexpected equipment combinations will provide powerful card synergies, each with their own risks and rewards.

Explore diverse tactical options as you engage in turn-based card battles where resource management, strategic foresight, and adaptive thinking will determine the victor.
Your sensors will pick up on enemy activity, letting you know what to expect when they strike. Calculate cooldown times and strategize around enemy equipment that poses the greatest threat to you in upcoming turns. Will you prioritize disabling specific equipment with focused fire, or will you instead rely on using defensive countermeasures to stand your ground as you burn past enemy shields and punch through their hulls? Not all equipment is created equal, and your options are determined by the unique capabilities of your loadout, and the resulting cards at hand.
The right order of operations can be the difference between a powerful alpha strike that obliterates a weaker ship, or an impenetrable defensive stack that buys you more time to chip away at a tough adversary. Hack enemy equipment, overheat their ships, overwhelm their point defense systems, and devise unique combinations with which to dominate space warfare.

Seek out the mysterious Signal as you carve your own unique path through the tense narrative encounters of Breachway. If at first you don’t succeed, try and try again – each run improves your odds of success with better knowledge and tools, while the varied events will send you down unexpected journeys full of twists and turns keeping each run fresh.
Engage with pirates and converse with members of four unique factions that might help or hinder you in various ways. Grapple with morally gray decisions as you come across people spread throughout the systems, coloring how the world looks at you and your crew.
The right faction relationships, properly managed, can unlock access to extremely powerful arsenals, but your ties with each of the factions will determine how your story unfolds – will you be swayed by the genetically enhanced Starkin and their desire for unity by any means necessary, or does the independence of the Free Roamers call to you instead?
Breachway puts you in charge of a rag-tag crew piloting a lone warship on a grand adventure – strategize and synergize your way on each run through the galaxy.
Screenshots
11 imagesVersion Information
Steam Patch Notes
Official update history
a new test build is out, with the Hacking and Engineering bay design pass, some new cards, a new Lancer starting equipment.
Main Changes:
- Hacking has been simplified, security is no longer consumed by your own hacking cards, instead they are powered by other enemy states in some cases, making them synergize more with cards outside of the hacking equipment.
- The Maintenance Bay is now an Ext Attachment equipment, using the torpedo pods as a placeholder model.
- The Disruptor hacking equipment has been renamed to **Inductor** , to prevent a naming clash with the Disruptor Ion cannon.
- The Lancer has a new starting equipment option, replacing the Inductor - the Smelter resource bay.
- The Engineering bays (Weapons, Shielding, Maintenance) and Hacking consoles (Suppressor, Corruptor, Inductor) now have upgradable cards.
The equipment changes:
Hacking:
Corruptor Console
- Weaken (3E, CD 6): Apply 1 Suppression for every attack card in the enemy’s hand. Hack
- Sap (2E, CD 6): -1 enemy Shield Duration. If already at 0, remove 5 Shield Points instead. Hack
- System Strain (2E, CD 7): Apply 1 Blind. If the enemy has Ionize: apply 2 instead. Hack
- Field Depletion (1M 2E, CD 6): Apply -1 Shielding to the enemy for the rest of the fight. Deplete, Hack
- Wipe (1M 3E, CD 8): Remove 1 enemy Buff. Hack
- Leech Defenses (3E, CD 7): Transfer 50% of the enemy’s next Shield card to you. Hack
- Sabotage (2E, CD 7): Increase the repair time of a random destroyed enemy equipment by 2. Hack
- Backlash (2M 3E, CD 8): For the rest of this fight, at turn end, each enemy weapon that attacked this turn takes 2 damage (3 if the enemy is Brittle). Deplete, Hack
Inductor Console
- Thermal Tick (3E, CD 6): Enemy sustains 2 Heat for every card it plays on its next turn. Hack
- Hack Heatsinks (1M 3E, CD 7): Set enemy Heat tolerance to 0 for 1 turn. Hack
- Boiling Point (1M 3E, CD 7): Apply Heat equal to the enemy’s Heat tolerance. Deplete, Hack
- Exothermic Shields (2M 3E, CD 8): For this fight, the enemy sustains 3 Heat whenever you break its shield (4 if it has Coolant Loss). Deplete, Hack
- Thermal Relay (2E, CD 6): For the rest of this turn, the enemy sustains 1 Heat for every card you play. Hack
- Battery Fire (3E, CD 7): Enemy sustains 1 Heat for every 3 Shield Points. Hack
- Rupture (3E, CD 6): Enemy sustains 1 Coolant Loss for every attack it plays on its next turn. Hack
- Thermal Sensitivity (2M 2E, CD 8): For this fight, the enemy loses 3 Shield Points on turn end if Overheated. Deplete, Hack
- Thermal Amplifier (4E, CD 8): Double the enemy’s Heat. Hack (Mk.2 only)
Suppressor Console Mk.I
- Restrain (2E, CD 7): Delay a random enemy weapon by 1 turn. If the enemy has Ionize: delay 2 random weapons instead. Hack
- Waylay (2E, CD 7): Turn the closest incoming missile into an outgoing Firefly. Requires: Incoming Missile. Hack
- Glitch (3E, CD 6): Disable targeted enemy equipment for 1 turn. Hack
- Reset (3E, CD 7): Discard a card from 1 random disabled equipment. If not available, disable a random equipment for 1 turn instead. Hack
- Prolong (3E, CD 6): Every disabled equipment stays disabled 1 turn longer. If none is, disable a random equipment for 1 turn instead. Hack
- Defrag (3E, CD 6): Remove your oldest Debuff. If you have Duration: goes on cooldown instead of depleting. Deplete
- Neutralize (1M 3E, CD 8): For 2 turns, disable a random enemy weapon at turn start. If the enemy is Overheated: +1 duration. Hack
- Pacify (4E, CD 8): Disable all enemy weapons for 1 turn. Deplete, Hack
- Reboot (2M 3E, CD 8): For 2 turns, disable an enemy equipment for 1 turn after it plays a card. If the enemy has any Suppression: +1 duration. Hack (Mk.2 only)
Aux Hacking
7 cards are shared with the consoles above: Restrain, Glitch, Weaken, Sap, Thermal Relay, Hack Heatsinks, Sabotage.
- Backdoor (2E, CD 6): Remove all enemy Security. Draw 1 card. (Aux exclusive)
Engineering Bays:
Weapons Bay
- Take Aim (2M, CD 5): This turn, your attacks deal +1 damage.
- Rapid Cycling (2M, CD 5): Attacks in your hand have their cooldown reduced by 2 this turn.
- Offensive Assurance (3M, CD 8): Deal +1 damage. Upkeep: Don’t take any hull damage.
- Pyrophoric Reaction (2M, CD 5): This turn, increase the Shred and Ignite value of your attacks by +1.
- Weapons Hot (2M, CD 6): Attacks you play this turn apply 1 Shred for every 3 hull damage dealt.
- Pin Down (2M, CD 6): This turn, Area attacks you play apply 1 Suppression to the enemy. (Triggers on play; a repeated attack counts twice.)
- Target Lock (3M, CD 8): +1 Precision damage. Upkeep: Play at least one attack per turn.
- Attack Mode (3M, CD 7): Draw 1 card after every attack played this turn.
- Streamline (3M 1E, CD 4): This turn, each Attack card played reduces the cost of all other Attack cards by 1 Ordnance. Deplete (Mk.2 only)
- Full Power (3M, CD 8): This turn, attacks that cost Ordnance cost 1 more Ordnance and deal +15% damage per Ordnance they cost. (Mk.2 only)
Shielding Bay
- Defensive Stance (2M, CD 6): Gain 2 Energy and draw a Shield card.
- Galvanize (2M, CD 6): This turn, Shield cards cost 1 Energy less and have their cooldown reduced by 1.
- Defense Lattice (4M, CD 8): Gain +1 Shielding. Upgrade
- Shock Absorbers (1M 1E, CD 7): Gain 2 Shield Points for each Ordnance spent on the next attack this turn.
- Emitter Surge (2M, CD 5): This turn, gain +2 Shielding.
- Feedback Loop (2M, CD 6): Gain 1 Energy for every 3 Shield Points you lose on the enemy’s next turn.
- Redundant Systems (3M, CD 7): This turn, your next Shield card is played twice.
- Collapse Flash (4M, CD 8): Each time your shields are broken by damage, apply 1 Blind to the enemy at the start of your next turn. Upgrade
- Absorption Coils (4M, CD 8): Each time your shields absorb a hit, your Laser attacks deal +1 damage until the end of your next turn. Upgrade
- Shield Configuration (4M, CD 8): If you’re Shielded when you play this, gain Focused shielding: take 25% less Precision damage while Shielded. If you’re not Shielded, gain Diffuse shielding: take 25% less Area damage while Shielded. Upgrade
Maintenance Bay
- Disposable Plating (3M, CD 7): Gain 4 Temp. Hull.
- Service Support (2E, CD 6): This turn, for each other Support card you play: gain 1 Temp. Hull.
- Hull Assessment (2M, CD 5): Gain 2 Temp. Hull, or 4 if your hull is below 50% (Temp. Hull not counted).
- Jury-Rig (free, CD 6): Return a random other Support card from cooldown to your hand. If you took hull damage since your last turn ended: return 2.
- Patch Job (3M, CD 5): Remove 1 Brittle from your ship. If you have none: gain 3 Temp. Hull. Deplete
- Battle Repairs (CD 6): Repair 4 hull. Deplete
- Weaponized Scrap (4M, CD 8): Each time you take hull damage, your Kinetic attacks deal +1 damage until your turn ends. Upgrade
- Expand Capacity (5M, CD 8): +1 card slot this combat. All Expand Capacity cards cost +1 Mass this combat.
- Damage Control (4M, CD 8): Start of your turn: repair 1 hull per 2 hull lost on the enemy’s turn. Upgrade (Mk.2 only)
- Updated localization, cleaned up some old outdated translations for existing concepts such as Shred
- Updated tips, some were deprecated
- Fixed scale of the run end and run won screen (they were scaled down, making text difficult to read)
- Updated run victory message
- Hotfix now costs 2 Energy (down from 3), Hotfix+ now gives 5/10 shield, up from 4/8
- Hasty defense/+ is now free to play. Hasty defense now adds 10 shield points, up from 9. Hasty Defense+ now removes 2 hull instead of 3, gives 10/12 Shield points, up from 9/12
Compendium Changes
- Concepts and keywords now show up in the Compendium as you encounter them, so a fresh profile isn't greeted by a wall of terms it hasn't met yet.
- The Compendium now has a Perks tab.
- The Statistics tab has been trimmed down to your statistics and each ship's starting equipment unlocks. Everything else it used to show now lives in the Compendium.
- The Expertise perk has been removed. Equipment drafting libraries are now visible from the start, no perk required.
- The Compendium screen now has sounds.
Balance Changes
We're continuing to smooth out the difficulty curve, mostly by giving some of the softer Sector 1 and Sector 2 enemies more teeth and trimming a couple of the tankier late encounters.
- Deadweight S01D: no longer reloads after its missile volley.
- Freeroamer S01B: beam damage increased from 4 to 6, Ignite from 2 to 3.
- Solarii S01D: barrage damage increased from 8 to 12, Shred from 4 to 6.
- Freeroamer Sector 1 Boss: Ion Cannon durability reduced from 16 to 14.
- Deadweight S02B: now opens with a Firefly missile volley on turn 1, to put some early pressure on you.
- Solarii S02B: now fires Suppressive Fire once every 2 turns, instead of twice in a row followed by a 1-turn reload.
- Starkin S03C: Rend now takes 2 turns to play, up from 1.
- Deadweight S03C: Shield equipment durability reduced from 16 to 14, Hacking equipment durability from 18 to 16.
That's it for this week, have a great weekend.
The Breachway Team
- Added a compendium, where you can find all of the game's mechanics and keywords, Equipment, Subsystems and Crew. Since there is no way to know which subsystems and crew were seen by a player, those categories will have to start from 0. Unlocked Equipment starts from the current state.
- Added a new Beam laser for the Aux. mount
- Added updated models for the Ion Siphon and Resonator
- Reworked/simplified the enemy populator, which also revealed a bug: some events and missions (such as the Trade Security mission) were supposed to have more difficult enemy fights (enemies from the next sector), but the difficulty was not bumped up accordingly, it now is.
- Fixed the perk slot unlock for a subset of players that could not unlock it at 5 unlocked perks
- Fixed Echo burst+ not returning to the draw pile on play
- Fixed Chain shot effect (now properly reduces cost on applying brittle)
- Fixed multiple cards not correctly interacting with Discount Rack
- Fixed an issue the prevented some equipment types (missile rack, hacking, engineering bays) from being upgraded past Tier 4
- Modified Redline/+ so the heat added on turn end increases with each stack played, which matches with expected behavior
- Fixed an issue with the tutorial highlighter being off-screen in the faction tutorial panel, on starting the first post-tutorial run
- Added the ability to jettison items such as Salvage, Splicers, etc
- Various controller quality of life improvements
- Various tutorial controller improvements and updated tutorial text
- Fixed controller scroll behavior in the Cargo bay, to only scroll the cargo when the focused item is at the bottom of the cargo bay display
- Fixed an issue with the controller button panel being obscured during the card drafting screen
- Increased ship cargo capacity by 2 on most ships
- Added heat as a cost on the Pyroclast and Smelter cards
- Modified the equipment inspector so it is docked next to the store panel when inspecting items in the store
- Removed the library tier lock badge from cards in the history tab
The Tactician Update patch will be very packed, so we decided to break it down and release it in parts.
The first content batch is now live on the experimental branch. Most of the new content uses placeholder art.
This is a quick rundown so you can dive in and start testing; the full write-up comes when everything rolls out to the main branch after sufficient testing.
As usual, switching to the experimental branch means losing your current run.
Ion Cannon Rework
The Ionize mechanic has changed: Ionize now disables an enemy equipment for 1 turn instead of removing 1 pip. Alongside that, the Ion Cannon has been split into 3 subtypes, with some new cards (card art is still placeholder):
Ion Disruptor (the basic starting Ion Cannon):
- Ion Sling (Common) - 1O 1E, CD 4 - Deal 6 Ion damage.
- Ion Javelin (Common) - 1O, CD 5 - Deal 4 Ion damage. If you are Shielded: spend 2 Shield Points and deal +4 Ion damage (8 total).
- Glare (Common) - 1O 2E, CD 6 - Deal 8 Ion damage. On Shield break: apply 1 Blind.
- Combined Arms (Common) - 1O 2E, CD 5 - Deal 8 Ion damage. Draw an Attack card.
- Ion Spear (Uncommon) - 2O 2E, CD 6 - Deal 10 Ion damage. Apply Ionize equal to the enemy Shield Points destroyed.
- Shield Switch (Uncommon) - 1O 2E, CD 6 - If you are unshielded: gain 4 Shield Points. Otherwise: deal 8 Ion damage.
- Cascade Ion (Uncommon) - 1O 2E, CD 5 - Deal 4 Ion damage, in 2 separate hits.
- Backfeed (Uncommon) - 1O 2E, CD 6 - Deal 8 Ion damage. On Shield break: apply Mark to the enemy's Shield Generator.
Ion Siphon is the defensive Ion Cannon, adding to your own shield while degrading the enemy's shield and damage output:
- Ion Shell (Common) - 1O 2E, CD 6 - Deal 6 Ion damage. Gain 3 Shield Points.
- Boomerang (Common) - 1O 3E, CD 6 - Deal 8 Ion damage. If Shielded: gain Shield Points equal to enemy Shield Points destroyed.
- Ion Whip (Common) - 1O 2E, CD 6 - Deal 8 Ion damage. If the enemy is unshielded: disable the targeted equipment for 1 turn instead.
- Drain Field (Common) - 1O 2E, CD 6 - Deal 8 Ion damage. If the enemy is Shielded: reduce the cooldown of a random Shield card in your cooldown pile by 3.
- Direct Injection (Common) - 1O 2E, CD 5 - Apply 8 Ionize directly. Gain 1 Heat. Deplete.
- Shield Sapper (Uncommon) - 1O 2E, CD 5 - Deal 6 Ion damage. On Shield break: apply -1 enemy Shielding. Deplete.
- Ion Jammer (Uncommon) - 1O 3E, CD 6 - Deal 8 Ion damage. Apply 1 Suppression for every 4 Ionize added by this attack.
- Undertow (Uncommon) - 1O 2E, CD 6 - Deal 8 Ion damage. On Shield break: apply 3 enemy Shielding until the enemy next plays a Shield card.
Ion Resonator builds up a lot of Ionize to heat up the enemy or amplify your damage:
- Ion Pulse (Common) - 1O 1E, CD 5 - Deal 4 Ion damage. If this applies any Ionize: apply +4 bonus Ionize.
- Ion Oscillator (Common) - 1O 1E, CD 5 - Deal 6 Ion damage. If the enemy is unshielded: reduce this card's cooldown by 2.
- Plasma Bolt (Common) - 2O 2E, CD 6 - Deal 9 Ion damage. Apply 1 Heat for every 3 Shield Points destroyed.
- Ion Resonance (Common) - 1O 2E, CD 5 - Deal 6 Ion damage, +1 Ion damage for every 2 Ionize on the enemy.
- Ion Beacon (Uncommon) - 2M 2E, CD 6 - Deal 10 Ion damage. Consume all Ionize present. Your next Attack this turn deals +1 damage for every 5 Ionize consumed.
- Ion Combustion (Uncommon) - 2O 2E, CD 5 - Deal 8 Ion damage. Consume all Ionize present. Apply 1 Heat for every 4 Ionize consumed. Deplete.
- Harmonic Echo (Uncommon) - 2M, CD 6 - The next Ion Attack this turn deals double Ion damage.
- Cyclotron Burst (Rare) - 1O 3E, CD 5 - Deal 6 Ion damage. If the enemy is unshielded: double the enemy's Ionize points instead. Deplete.
Don't have the weapon hardpoint to spare for an Ion cannon? There's also a brand-new Aux-slot Ion equipment, the Ion Array (sort of like an Ion Cannon lite, currently using a scaled-down Ion cannon model as a placeholder):
- Ion Sling (Common) - 1O 1E, CD 4 - Deal 6 Ion damage.
- Ion Shell (Common) - 1O 2E, CD 6 - Deal 6 Ion damage. Gain 3 Shield Points.
- Ion Pulse (Common) - 1O 1E, CD 5 - Deal 4 Ion damage. If this applies any Ionize: apply +4 bonus Ionize.
- Ion Javelin (Common) - 1O, CD 5 - Deal 4 Ion damage. If you are Shielded: spend 2 Shield Points and deal +4 Ion damage.
- Induction Bolt (Common) - 2E, CD 5 - Deal 6 Ion damage. Draw 1 card for every 6 enemy Ionize.
- Glare (Uncommon) - 1O 2E, CD 6 - Deal 8 Ion damage. On Shield break: apply 1 Blind.
- Plasma Bolt (Uncommon) - 2O 2E, CD 6 - Deal 9 Ion damage. Apply 1 Heat for every 3 Shield Points destroyed by this attack.
- Combined Arms (Uncommon) - 1O 2E, CD 5 - Deal 8 Ion damage. Draw an Attack card.
Unlock changes to go with the rework:
- The Ion Array unlocks by dealing 800 Shield damage after unlocking the Ion Disruptor (the base Ion Cannon).
- The Ion Siphon and Ion Resonator now unlock by applying Ionize (400 and 800 total, respectively), so they're unlocked by actually fighting with an Ion Cannon. The base and Aux versions can still be unlocked by dealing Shield damage with any weapon.
New Beam Laser Family Cards
New cards across the Beam Laser subtypes (card art still placeholder):
- Beam Laser: Refraction - 2O - Deal 4 damage. Costs 1 less Ordnance for each Laser attack played this turn.
- Beam Laser: Thermal Bleed - 2O 1E - Deal 4 damage. If the enemy has Coolant Loss: Ignite 3.
- Industrial Laser: Bevel - 2O - Deal 4 damage, Shred 1. If the enemy is Overheated: Shred 4 instead.
- Industrial Laser: Fracture - 3O 1M - Deal 5 damage, Shred 4. If this applies Brittle: deal 5 again.
- Industrial Laser: Ship Breaker - 3O 3M - Deal 4 damage, +2 damage for each time you applied Shred this turn.
- Thermal Lance: Cauterize - 2O - Deal damage. If the enemy is Overheated: increase damage by +4.
- Thermal Lance: Coolant Purge - 2O - Deal 4 damage. If the enemy is Overheated: apply 1 Coolant Loss on dealing Hull damage.
Equipment Upgrade Tech Tree
Equipment upgrade rules have been restructured into something like a tech tree: some upgrades now have a tier requirement before they become available. A greyed-out upgrade tooltip tells you how many more upgrades you need before that option opens up.
Cargo & Ship Management
- New item: the Splicer. With a Splicer in your cargo bay, you can transfer a card between equipment of the same family (for example, a Light Laser card onto a Pulse Laser). Doing so consumes both the donor equipment and the Splicer.
- Enemies now have a small chance to drop a Splicer as a combat reward.
- Ships now have limited cargo bay capacity: Avalanche 14 slots, Arbalest and Firebrand 10, Marauder 8, Lancer 8.
- You can now drag crew members out of their station and into the cargo bay.
- AI crew members can now be sold in stations.
- You can now re-order items in the cargo bay via drag and drop.
- The ship status panel now shows on the combat reward screen, so you can equip your rewards directly onto your ship.
- You can now jettison unwanted equipment from the ship inspector, both on the map and on the combat reward screen.
Store Changes
- Reworked the store populator logic: some equipment was heavily overrepresented in stores, while other equipment (like the Charged Shield and Cerberus) had about a 1% chance to show up.
- Removed duplicates in stores, both two copies of the same item and two items of the same subtype. Stores should now offer noticeably more varied equipment.
New Subsystems
15 new subsystems, bringing the total to 96:
- Ordnance Regulator (Universal) - Cards from this equipment cost 1 less Ordnance.
- Energy Conduit (Universal) - Cards from this equipment cost 1 less Energy.
- Mass Optimizer (Universal) - Cards from this equipment cost 1 less Mass.
- Pre-loader (Engineering Bay, Resource Bay) - Cards played on turn 1 have their cooldown reduced by 3.
- Standby Module (Precision Laser) - At the start of each turn (after your draw phase), add 1 Blink card to each empty card slot.
- Impact Driver (Railgun) - Railgun attacks deal +2 equipment damage.
- Shrapnel Casing (Railgun) - Apply 5 Shred when destroying an equipment with a Railgun attack.
- Core Breaker (Railgun) - Equipment destroyed by Railgun attacks has +1 repair time.
- Scatter Shot (PDC) - When attacking with a PDC card, apply 1 Suppression.
- Counter-Strike (PDC) - Your next attack this turn deals +50% damage after destroying a missile with a PDC card.
- Procurement (Resource Bay) - Draw 1 random card for every 10 resources spent.
- Supply Chain (Resource Bay) - Return 1 random card from your cooldown pile to your hand for every 15 resources spent.
- Reactor Expansion (Resource Bay) - Gain 1 Reactor power every 3 turns.
- Thermal Mass (Radiator) - Gain 1 Heat Tolerance for every 4 Mass you hold.
- Salvage Extractor (Resource Bay) - When you destroy an enemy equipment, gain 4 Mass.
Quality of Life
- You can now rotate around your ship in the hangar with a controller.
- You can now move around the star map with the ship status open (mouse and keyboard only).
- You can now open the ship status during narrative events.
- Newly unlocked weapons from a run now show up as a guaranteed pick option in the next run's sector gateway event.
Balance Changes
- Flare+: cooldown increased to 6.
- Charged Barrier (+): cooldown increased from 5 to 6.
- Emergency Reserves: cooldown increased from 5 to 6.
- Battlement: cost reduced from 3E 1M to 2E 1M, cooldown reduced from 6 to 5.
- Battlement+: cost reduced from 3E 2M to 2E 2M, cooldown reduced from 7 to 6.
- Kinetic Catapult+: base damage reduced from 6 to 5.
- Tungsten Round: cost decreased from 2E 2M to 2E 1M.
- Tungsten Round+: cost decreased from 2E 3M to 2E 2M, cooldown decreased from 6 to 5.
- Energy Spike (+): cost changed from 3E to 2E 1M. The Overload threshold for returning a Railgun card has been removed.
- Surge Spike (+): now increases the damage of all Precision attacks by 1 per Overload, instead of only increasing the equipment damage of Railgun attacks. Cost increased from 2O 1E to 2O 2E, Overload sustained reduced from 2 to 1.
- Pre-heater+: now doubles the Ignite of your next two Laser attacks played in a turn, rather than tripling the Ignite of one attack.
- Removed the built-in subsystem from the Firebrand's Radiator, and increased its natural Heat Tolerance from 3 to 5 instead.
- SK S03 Elite: Searing Salvo base damage increased from 2 to 3.
Bug fixes
- Fixed the Tungsten Round damage preview.
That's it for the first batch, the next one will focus on enemies.
Since this update is packed with content, it's safe to say there there might be bugs too. So dive in, see if anything breaks, and let us know how the new changes affect the game.
The Ion Cannon subtypes and the Splicer especially need some play-time before this heads to the main branch. o7
The Breachway Team
- Fixed a bug that prevented laser damage done to be counted, and thus not letting players unlock any laser weapons.
- Fixed a bug where merging an equipment with a subsystem into another equipment would delete the subsystem, now it is added to the cargo bay instead.
- Added a preview text in the equipment merging dialogue, showing you what equipment you will end up with if selecting one of the merge options.
The issue is now fixed, and you can resume your game as normal, and the fight should now work.
- Fixed a possible tutorial soft-lock on using a controller in the third tutorial panel
- Fixed some navigation issues when using a controller in the settings menu
- Improved Dpad navigation in the ship status screen on the map and in the hangar
Engine rollback
Several of you told us the game started stuttering after the hit reactions update, high FPS on the counter, but the game feeling choppy. While investigating, we traced the most likely culprit to the Unity engine version we'd been shipping on: recent engine patch releases introduced a memory leak and allocator issues that cause exactly this kind of hitching (and were behind some of the crashes and freezes a few of you have sent us dumps for, thank you!). We've rolled the game back to an earlier, stable engine version that predates the problem.
One note for the technically minded: the newer engine versions also carried a security fix, and rolling back doesn't mean losing it, every build now goes through Unity's official patching tool, which applies that same security fix directly to the shipped game. Best of both.
Ship hit reactions performance pass
The new hit reactions were also doing more work than they needed to: after a ship got knocked around, its thrusters kept recalculating their visuals every single frame, long after the motion had settled. That's fixed, thrusters now only update when the throttle visibly changes. The reactions look exactly the same, there's just less churn under the hood.
If you're still seeing stutter
We believe the engine rollback addresses the reports, but if your game still stutters after this update, we want to know. Hop on our Discord and send us your Player.log (found at %USERPROFILE%\AppData\LocalLow\Edgeflow\Breachway), the game records performance measurements in there that let us pinpoint exactly where the time goes.
Thanks for the reports and for sticking with us. o7
The Breachway Team
Current Release
Build 24356804
Uploaded Jul 24, 2026
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System Requirements
How to Install
Breachway.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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View AllDownload Breachway for PC with a direct link or via torrent. Get the full version of Breachway for free. Breachway is a RPG released by Edgeflow Studio.