
Break the Loop
Brute-forcing your way through this one will get you killed every time. Break the Loop rewards party composition obsessives who treat each run as a build experiment, not a combat trial.
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I've put enough time into small-studio roguelites to know which ones are worth the early-run frustration, and Break the Loop sits in a tricky middle tier: the difficulty wall is real, the moment the system clicks is genuinely satisfying, and the gap between those two experiences is wider than it needs to be. Made by Paris-based solo-effort Mastodonte and released in May 2024, this is a turn-based roguelite built around team composition, timeline drafting, and an unusual positional combat engine that takes real effort to internalize. The structural concept is the most interesting thing here. You field a party of four heroes drawn from a pool of twelve characters split across Tank, Brawler, Support, and Specialist roles. Each hero carries six skills and five unique passives, which means the combinatorial space across four slots is legitimately large. Before each run you also draft the talent buffs you have unlocked permanently, adding a light meta-progression layer that quietly makes repeat runs more viable. The timeline creation phase, where you choose which nodes to visit across three levels of six events each, is where strategy players will spend real mental energy. You must select at least three danger nodes per level, and the mix of treasures, merchants, and multi-choice dialogue events you slot around those dangers defines how powered-up your party arrives at the final boss. Get that drafting wrong and no amount of in-combat skill recovers you. The combat engine itself is where Break the Loop earns its most interesting design credit. Character position in the turn order is not static. After a hero acts, they rotate out and requeue based on the energy cost of the action used, and enemies follow the same rules. Anticipating where a specific enemy will land in that rotation, and using buffs, ailments, and high-energy skills to manipulate the order, is the game's real depth layer. It is also the layer the game under-explains early on. Several community discussions flag tooltip clarity as an ongoing frustration, and the Steam forum thread about inspecting passives and buffs mid-run suggests the UI has not fully kept pace with the mechanical complexity underneath. Mastodonte has patched actively post-launch, and a higher-difficulty Cataclysm mode exists for players who clear the base content, though community feedback is clear that Cataclysm's difficulty spike is severe. For strategy-adjacent players who like their roguelites to have a composition phase as meaningful as the combat phase, this is worth the adjustment period. The witty writing around the time-travel premise, with chronomancer Friedrich assembling history's greatest heroes, gives the run-framing more personality than the genre average. Newcomers should know this is not a game that holds your hand through its rotation system. Go in ready to lose several runs to pure learning, treat the meta-progression talent unlocks as your roadmap, and resist the temptation to just spam high-damage skills without thinking about where that will put you in the turn order. If you treat early deaths as free tutorials, the game becomes significantly more legible.

Strategy & simulation
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Windows 7
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 2 GB available space
- Graphics
- Geforce 9600 GT or AMD HD 3870 512MB or higher
- Processor
- Core i5 or equivalent
- Sound Card
- Any
DLC y complementos de Break the Loop1
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Información del juego
- Desarrolladora
- Mastodonte
- Distribuidora
- Mastodonte
- Fecha de lanzamiento
- 16 may 2024

