Compare Ground Breakers prices across 50+ stores and find the best deal. Developed by UnitedIndie. Published by UnitedIndie. Released on 6/15/2016. Available on PC, Mac, Linux. Genres: Indie, Strategy.

Robots, procedural maps, and a chip-crafting system that looks shallow until it bites you - but mixed Steam reviews and community bug reports mean you should go in with eyes open.

I went into Ground Breakers expecting a throwaway indie tactics game and came out mildly surprised, then mildly frustrated, then basically both at the same time. The core loop is 5v5 grid-based combat on procedurally generated maps that actually shift during a match - dynamic events fire mid-battle, terrain pressure changes, and if the timer reaches a certain threshold every unit on the field gets its third skill unlocked. That last mechanic is the best thing in the game. It turns a static positional fight into a genuine comeback window and it's the kind of chaos that keeps you playing one more match. The unit design is the other hook. There is no fixed class system. Instead, you craft robots from parts that drop randomly after matches - four parts per recipe on average, and you do not know the recipes upfront, so you are effectively reverse-engineering your roster through trial and loss. Chips, which are flat passive ability boosts shaped like Tetris pieces, slot into each robot to push damage, health, or other stats higher. The customization ceiling is real. The problem is the floor: getting there requires grinding drops through repetitive match types, and the win-rate bonus on part drops means losing streaks feel punishing fast. A Steam community thread flags a separate bug where all equipped chips wipe on restart - something that has apparently been hitting players since launch and was never quietly patched out. That kind of save-state unreliability in a progression game is a serious time-tax. The four modes - Scenario, campaign world domination, the Infinity Mine, and online PvP - give the game more structural variety than the price point suggests. Scenario has you picking specific AI opponents to farm chips from, with each character carrying different rules and difficulty tiers, which at least gives the grind some direction. The campaign layer wraps the tactical matches in a loose world-domination frame involving corporations fighting over floating cubes - the lore is thin but it provides context for why you care about territory. The Infinity Mine is a permadeath zone where lost units stay gone for the duration, and it spikes difficulty hard enough that early visits feel borderline unfair. Multiplayer is cross-platform between PC, Mac, and Linux, which is a nice practical touch, but the online population has been thin for years and realistic expectations should be set accordingly. If you came here to grind a ranked ladder against live opponents, the matchmaking reality is closer to occasional pickup games than a living competitive scene. Solo players or anyone willing to dig into the crafting and chip-stacking systems will get more mileage. The tutorial is rough, the controls are clunky enough to notice, and the visual polish sits a full tier below what the mechanical ideas deserve. Fred, Scout Team

Ground Breakers
IndieStrategy

Ground Breakers

Jun 15, 2016UnitedIndie
GamerScout Says

Robots, procedural maps, and a chip-crafting system that looks shallow until it bites you - but mixed Steam reviews and community bug reports mean you should go in with eyes open.

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Screenshots & Media

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About Ground Breakers

I went into Ground Breakers expecting a throwaway indie tactics game and came out mildly surprised, then mildly frustrated, then basically both at the same time. The core loop is 5v5 grid-based combat on procedurally generated maps that actually shift during a match - dynamic events fire mid-battle, terrain pressure changes, and if the timer reaches a certain threshold every unit on the field gets its third skill unlocked. That last mechanic is the best thing in the game. It turns a static positional fight into a genuine comeback window and it's the kind of chaos that keeps you playing one more match. The unit design is the other hook. There is no fixed class system. Instead, you craft robots from parts that drop randomly after matches - four parts per recipe on average, and you do not know the recipes upfront, so you are effectively reverse-engineering your roster through trial and loss. Chips, which are flat passive ability boosts shaped like Tetris pieces, slot into each robot to push damage, health, or other stats higher. The customization ceiling is real. The problem is the floor: getting there requires grinding drops through repetitive match types, and the win-rate bonus on part drops means losing streaks feel punishing fast. A Steam community thread flags a separate bug where all equipped chips wipe on restart - something that has apparently been hitting players since launch and was never quietly patched out. That kind of save-state unreliability in a progression game is a serious time-tax. The four modes - Scenario, campaign world domination, the Infinity Mine, and online PvP - give the game more structural variety than the price point suggests. Scenario has you picking specific AI opponents to farm chips from, with each character carrying different rules and difficulty tiers, which at least gives the grind some direction. The campaign layer wraps the tactical matches in a loose world-domination frame involving corporations fighting over floating cubes - the lore is thin but it provides context for why you care about territory. The Infinity Mine is a permadeath zone where lost units stay gone for the duration, and it spikes difficulty hard enough that early visits feel borderline unfair. Multiplayer is cross-platform between PC, Mac, and Linux, which is a nice practical touch, but the online population has been thin for years and realistic expectations should be set accordingly. If you came here to grind a ranked ladder against live opponents, the matchmaking reality is closer to occasional pickup games than a living competitive scene. Solo players or anyone willing to dig into the crafting and chip-stacking systems will get more mileage. The tutorial is rough, the controls are clunky enough to notice, and the visual polish sits a full tier below what the mechanical ideas deserve. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcross-platformachievementstrading-cardstier:sub-5Dynamic Battlefield Events5v5 Tactical CombatProcedural MapsChip CustomizationPermadeath ModeWorld Domination CampaignRNG CraftingThin Multiplayer Population

System Requirements

Minimum

OS
Windows 7
Memory
1 GB RAM
Storage
1 GB available space
Processor
Intel Core 2 or Athlon 64

Recommended

OS
Windows 7
Memory
2 GB RAM
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
VRAM 512
Processor
Intel Core Quad, Core i3

Reviews & Ratings

No ratings available

Game Info

Developer
UnitedIndie
Publisher
UnitedIndie
Release Date
Jun 15, 2016

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