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 images
Version Information
Steam Patch Notes
Official update history
We have identified a subset of our players had an issue with leaving the first sector due to a memory issue, this patch should fix it
time for yet another update on the experimental branch, focused on improving map performance, and bringing the game's random number generation up to the same standard as other similar games in the genre (a seeded random, instead of re-rolling a random number every time).
Change log:
- Waypoint events and stations are now faster to load, reducing or eliminating the hiccups experienced in the map
- Card drawing and drafting options now use a seeded random instead of generating a new random seed every time. This means that quitting and re-entering combat will now always draw you the same cards in combat, and offer the same drafting options, similar to how other deck-builders work.
- Events are now also affected by the same random seed, so quitting and re-entering the game in the map will load the same event (there are still some edge-cases here that we need to take care of)
- Both of the above changes mean that soon we'll be able to have seeded runs, similar to other deck-builders, allowing for the possibility of daily challenges and other things later down the road.
- We now have a weighted card draw system, which means that cards that have been in your draw pile for longer have a higher chance to get drawn. This should eliminate cases where you never see some cards from your draw pile, because other cards come off cooldown and get drawn instead. Currently a card that sits in your draw pile for 4 turns is three times more likely to be drawn than a card that has just entered your draw pile at the end of last turn
- You can now un-assign reactor power when overheated, to increase your heat dissipation
- Updated localization for the new cards and card effects
This should be the last progress-wiping update for the foreseeable future, thank you for your patience with the game and for helping us test the latest features before they go live on the main branch
The Breachway Team
time for another update on the experimental branch, with a Brittle balance change, Individual card upgrades, and a healthy round of bug fixes (including a nasty elite soft-lock). Let's get into it.
Individual card upgrades
This is a big one: you can now upgrade cards individually on your Mk.II equipment. Instead of having to remove and redraft upgraded version of cards, you pick which cards to upgrade, one at a time. You now no longer have to avoid drafting cards on equipment you want to upgrade, as you can upgrade already drafted cards as well.
For now this is enabled on five equipment families: Resource Bays, Shields, Flak, Railguns, and Beam Lasers. The rest are coming as we roll upgrades out family by family.
To make that clear at a glance, cards that can be upgraded now play a slight animation when you inspect them in the hangar. Since not every equipment type has upgradable cards yet, this tells you exactly which ones you can upgrade.
{STEAM_CLAN_IMAGE}/42857103/59691b0b79c1e9bdcc1daf64a3fa98057a90aa5d.gif
Resource Bays
The Smelter and Centrifuge resource bays are now correctly added to the game. If you've been wanting to try the high-card-volume Centrifuge or the run-hot Smelter builds, they're properly in the pool now.
Area damage change
Area damage now only gains the Brittle damage bonus against unshielded targets. Brittle represents hull that's been softened up, so it shouldn't be paying out while the enemy's shields are still absorbing the hit. Break the shields first, then let Brittle do its work.
One caveat for now: a launched missile keeps the damage it had at launch, so it won't recalculate its Brittle bonus mid-flight if the target's shield state changes. That's temporary behavior — we'll revisit it during the upcoming missile design pass.
Bug fixes
- Sector start events and sector end shops now correctly spawn in the second and third sectors.
- Fixed the meta-progression unlock display — locked/unlocked states are now shown correctly.
- Meta-progression unlocks no longer keep counting damage dealt (and similar stats) toward things you've already unlocked.
- Fixed some enemy cards not updating and displaying their damage properly when playing cards like Suppressive Fire.
- Fixed a soft-lock that could happen when fighting an elite if no fitting subsystem could be awarded. For now the game simply awards nothing , a stopgap while we track down why the engine sometimes finds no relevant subsystem to hand out.
- Fixed some Quad-Flak equipment starting with a malfunctioning Mark card in their initial drafted cards.
As always, your Steam reviews, bug reports, and feedback on Discord are what point us in the right direction.
Thanks for playing and supporting us. o7
The Breachway Team
Hey everyone, it's time for another build! This one's big, so we're releasing it on the experimental branch first.
The memory leak
This is one we've been looking forward to posting for months: this patch finally includes the memory leak fix we've been working on since the end of last year.
Once we started digging in, we uncovered a lot of cascading issues, which led us to revamp the entire Addressables system.
Long story short, this fix should get rid of the slowdowns many of you ran into during longer play sessions, and eliminate the crashes caused by the game running out of memory.
The Flak revamp
We've also got a chunky content update. We've overhauled the Flak weapons, giving each subtype a clearer identity through a trimmed-down drafting library, and added a brand-new Flak weapon to the family.
This is part of our shift to pull some focus away from the drafting phase and make your ship loadout matter more.
Let's break the Flak subtypes down:
Quad-Flak
The multi-barrel workhorse. Lots of small attacks plus utility: Suppression, missile interception, and tricks like Double Tap (your next Flak attack resolves twice) and Lock and Load (fills your hand with cheap Flak Shells). It builds Shred slowly, but it's flexible and always has something to do.
Card list:
- Light Barrage — 2O 1M, CD 4 — Deal 4 damage, Shred 2. Add 1 Flak Shell to your hand.
- Suppressive Fire — 2O 1M, CD 5 — Deal 4 damage. Apply 2 Suppression.
- Spread Shot — 2O 1M, CD 5 — Deal 4 damage, Shred 2. If an enemy missile is in flight: destroy the closest enemy missile.
- Lock and Load — 3M, CD 5 — Add 3 Flak Shell cards to your hand. Deplete.
- Charged Shot — 2O 1M, CD 5 — Deal 4 damage. If the enemy is Shielded, deal +4 damage.
- Mark — 2O 2M, CD 5 — Deal 5 damage, Shred 3. If the enemy is Suppressed: your next Kinetic attack this turn deals +3 damage.
- Double Tap — 3M 1E, CD 5 — This turn, the next Flak attack you play resolves twice (pay its costs once). Each extra copy affects +1 attack.
- Broadside (Mk.II only) — 3O 2M, CD 6 — Deal 6 damage, Shred 3. This turn, each Kinetic attack you play gives your Kinetic attacks +1 damage.
- Flak Shell (token) — Free, CD 4 — Deal 2 damage. Deplete.
Shredder
The setup engine. It applies high Shred fast and stacks tools that amplify it.
Shaped Charge, Probing Shot and Titanium Shells all crank your Shred numbers turn over turn. On its own its raw damage is modest; its job is to get Brittle online quickly so a payoff weapon can take over.
Card list:
- Shredding Barrage — 2O 1M, CD 4 — Deal 4 damage, Shred 2. Your next attack this turn gains +2 Shred.
- Opening Shot — 2O 1M, CD 4 — Deal 4 damage, Shred 2. Double the Shred this attack applies. Deplete.
- Chain Shot — 2O 2M, CD 5 — Deal 4 damage, Shred 3. If this attack applies Brittle: your next Flak attack this turn has its Ordnance cost set to 0.
- Twin Barrel — 3O 1M, CD 5 — Deal 3 damage, Shred 1, twice.
- Probing Shot — 2O 1M, CD 5 — Deal 4 damage, Shred 2. Your attacks gain +1 Shred this turn (stacks up to 2).
- Titanium Shells — 4O, CD 5 — Deal 5 damage, Shred 5. When this card's Shred is increased, increase its damage by the same amount.
- Shaped Charge — 2M, CD 5 — This turn, double the Shred value of your next attack.
- Hull Ripper — 3O 1M, CD 5 — Deal 4 damage, Shred 4. If this attack deals Hull damage: the enemy needs 1 less Shred to become Brittle this combat. Deplete.
Bruiser
The payoff weapon that cashes in everything your Shred has been building. Its cards hit hard and scale off the Brittle already on the enemy, but it can't comfortably build that Brittle on its own. Bruiser is at its best as the finisher on top of a setup weapon.
Card list:
- Hullbreaker — 3O, CD 5 — Deal 7 damage. If the enemy is Shielded, deal -3 damage.
- Sunder — 3O, CD 6 — Deal 5 damage, Shred 2. If the enemy has Brittle, deal +2 damage.
- Honed Shot — 4O, CD 6 — Deal 7 damage, Shred 2. For every 2 Brittle on the enemy: costs 1 less O (min 2O) and 1 less Cooldown (min 4).
- Rending Salvo — 3O, CD 6 — Deal 4 damage, Shred 4.
- Overwhelming Barrage — 4O, CD 6 — Deal 12 damage, Shred 4. Remove 2 random cards from your hand for the rest of the fight. Must have at least 2 other cards in hand to play.
- Concussive Shells — 4O, CD 5 — Deal 4 damage. This attack gains double the bonus damage from Brittle.
- Predictive Aim — 3M, CD 5 — Your next Flak attack deals +50% damage.
- Reckless Assault — CD 5 — Lose 4 Hull. Return 2 random attacks from this equipment's cooldown to your hand.
Pyroclast
The risk-for-power weapon. The Pyroclast always had a clear niche, so it's mostly unchanged. Cards like Blazing Barrage and Firestrike scale their Shred and damage off your current Heat, while Igniter hits hard but pushes you toward overheating. Heated Shells are now free to play.
Card list:
- Heat Shift — 2O 1M, CD 5 — Deal 4 damage, Shred 2. If Overheated: dissipate 2 Heat.
- Blazing Barrage — 3O, CD 5 — Deal 6 damage. Shred equal to 2 + half your Heat (rounded down). Gain 2 Heat.
- Firestrike — 3O, CD 5 — Deal 6 damage. Deal +1 damage for every 2 Heat on your ship.
- Igniter — 2O, CD 4 — Deal 6 damage, Shred 2. Gain 2 Heat. If Overheated, increase this card's cooldown by +2.
- Melting Clip — 2O, CD 4 — Deal 4 damage. If Overheated: apply 1 Heat to the enemy for every 2 Hull damage dealt.
- Redline — 3M, CD 8 — On turn start: gain 2 Heat. On turn end: fire 1 Heated Shell. Upgrade.
- Hotswap — 2M, CD 5 — Shuffle up to 3 random cards from your hand into your draw pile. Add 1 Heated Shell to your hand for each card shuffled this way.
- Heated Shell (token) — Free, CD 4 — Deal 2 damage. If Overheated: dissipate 1 Heat. Deplete.
You might notice some cards didn't make the cut, some of the more powerful upgrades like Quad-Fire, Immolation, Hellfire and Firestorm. They'll make a comeback next week as subsystems, so you can add them to any Flak weapon for greater build variety.
Subsystem images
{STEAM_CLAN_IMAGE}/42857103/d948a0266e251d771676f9a1df74c5c363409bc0.png
We've started giving the game's subsystems their own images, to make each one easier to recognize and give it a bit more character. We have about 50 subsystem images in so far, and use a placeholder for the rest until we've made their art.
Area damage changes
As a balance pass, we've also reduced the equipment damage dealt by Missiles and Flak to 50% of the hull damage dealt.
Both Missiles and Flak are meant for rushing your opponent down while taking their hits; precision weapons are the slower, more control-focused option. But when they dealt full hull damage to equipment, Flak and Missiles were knocking out enemy equipment far too easily.
The design intent for Area damage is to soften equipment up so you can finish it off with a couple of well-placed precision attacks, and that just wasn't happening when Area damage hit equipment at full value.
What's Next
- We'll be watching balance and stability closely, especially on the Flak weapons and the Area damage change, and for any crashes or slowdowns still persisting after the memory leak fix.
- In the next few patches we'll be focusing on enemy balance and variety. We have a lot of new enemies planned, with a focus on making them interesting and varied challenges.
- We'll post an updated roadmap in the next couple of weeks, covering Breachway's development from now until full launch.
- Controller support will roll out sometime in July.
- The final sector has started production.
As always, your Steam reviews, bug reports, and feedback on Discord are what point us in the right direction. If you take the new Flak lineup for a spin, we'd love to hear which subtype pairings are working for you and which feel off.
Expect this patch to hit the main branch as soon as we've squashed any new bugs, especially the ones tied to the memory leak rework, which was a massive undertaking that touched a lot of the project.
Thanks for playing and supporting us. o7
The Breachway Team
The following cards were also fixed:
- Fixed the cooldown increase from Shield Strain
- Fixed Thermal recycler to properly get removed from your deck
- Fixed text on Shield Stream, to reflect the fact that the card does not deplete
- Fixed an issue where Ion Beacon was not properly buffing attack damage
Victor
I'd like to express my gratitude to our players that reported the bug and attached their save files, they were a big help in finding the issue
- Fixed another potential soft-lock/crash on entering the last boss node
- Fixed an issue with Cascade shot not returning to the draw pile on equipment destruction
- Fixed an issue with missiles spawned by Trident Torpedo being affected by blind, but not removing the blind effect. Now only the first spawned missile is affected, after which the blind effect is consumed
- Moved crewmembers to weapon hardpoints from support hardpoints, so their abilities can be used right away after picking their second weapon, instead of waiting for the resource bay equipment to drop. No more need to manually move crew around
- Fixed text display on some subsystems that had missing values
- Fixed Hasty Defense+ text, and an issue that could lead to a soft-lock when hovering over the card
- Fixed an issue where enemy flak shell cards would not appear or appear in the player's hand area
- Fixed an issue with Heat ray damage increasing when hovering over the card
- Fixed bug where Reinforce+ was not working as intended
Changelog:
- Fixed issue with Heat Ray damage scaling when hovering over the card
- Fixed issue with Reinforced accelerant effect not going away when the buff expired, removed damage scaling on turn end as it was complicating the card too much
- Buffed Mass Driver (card) damage scaling, it went from +1/+2 damage dealt per mass spent in the current turn, to +2/+3. This should make it feel like a proper finisher card
- Modified the effect of Slag round to draw a support card on play, and give the player +3/+5 mass on equipment destruction. The previous effect of making the next card played cost 0 mass was not synergizing well with Mass Driver, and other cards that cared about mass spending/playing support cards
- Improved damage for Cascade Shot , it was meant to be a high damage to cost ratio card with a long cooldown, returning to your draw pile on equipment destruction. Its base damage was too low to fulfill that function
- Reduced cost for rampart from 4E 2M to 4E 1M
- Added the new Mass Driver equipment card art
- Fixed a bug that could result in a crash to desktop on entering a hangar in sector 3
- Added some fallbacks for the tutorial end, as the tutorial end node wasn't being properly populated for some people
- Increased cross-cut's cooldown to its intended value of 6
- Updated Chinese localization , fixing some translation issues
- Fixed an issue that could result in missile subsystems not being properly populated in sector 3
This patch will not reset run progress.
Happy holidays
Edgeflow Studio
we've identified and fixed an issue where people playing in languages other than English were unable to continue the game after the first sector
Due to the nature of the issue, it required a full addressable rebuild, hence the large file size, and the fact that your run progress will be lost after downloading the update.
We're sorry for the inconvenience.
As a bonus, we have finished adding all of the buffed enemies for escalation 7, so for those of you looking for more of a challenge, give escalation level 7+ a spin, and let us know how the balance feels.
Current Release
Build 24356804
Uploaded Jul 24, 2026
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
2.3 GB
24356804
33EDDC6C
8be6007e2271415709f92e28dd42bd5b83e6b78050752ea32f4e37aa36108408
You May Also Like
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.