Compare Into the Breach prices across 50+ stores and find the best deal. Developed by Subset Games. Published by Subset Games. Released on 2/27/2018. Available on PC. Genres: Indie, RPG, Simulation, Strategy. Metacritic score: 90/100.

Tight, turn-based mech tactics where every move is a puzzle, and every failed run teaches you something new about the next one.

Into the Breach is a turn-based tactics game from Subset Games, the studio behind FTL. You command a squad of three mechs against waves of Vek, insectoid aliens that telegraph their attacks one full turn in advance. That single design choice is the engine that drives everything: you always know what is coming, so when you lose a building or a pilot, it is entirely your fault. That accountability loop is brutal and addictive in equal measure. The core game fits on a grid no larger than eight-by-eight tiles, and every action has cascading consequences. Shove an enemy into a friendly unit, miscalculate a knockback chain, or forget that a beetle will burrow on its next turn, these are the kinds of mistakes that cost runs. The game ships with multiple distinct mech squads, each built around a different mechanical identity. The Rusting Hulks lean on smoke and shielding, the Blitzkrieg Squad deals in lightning and chained damage, and the Rift Walkers are the reliable generalist trio you will probably start with. Unlocking new squads and mixing pilots between them adds meaningful build variety over many runs. Pilots carry passive skills and can earn new ones mid-run, so roster management matters even at this small scale. For a strategy game, the onboarding is remarkably clean. The tutorial is short, contextual, and does not talk down to you. More importantly, the game gives you a grid full of visible information, no hidden unit stats lurking in nested menus, which means a newcomer can reason through a turn logically from the very first mission. The difficulty curve does steepen sharply once you push past the first island and start juggling multiple objectives simultaneously, but that ramp feels earned rather than arbitrary. I would genuinely recommend this as a first tactics game for someone intimidated by the genre, precisely because the rules are consistent and the feedback is immediate. Where Into the Breach has limits is in its long-term scope. The campaign is short, a successful run clears four islands and takes somewhere between ninety minutes and a few hours depending on squad familiarity. The roguelite structure adds replayability through randomised enemy layouts and island order, but the pool of enemy types and tile hazards is finite. After fifty or sixty hours across all squads, you will have seen most of what the base game offers. There is an Advanced Edition update that added new squads, enemies, music, and a new pilot, which meaningfully extends that ceiling, and the modding community has contributed further content through the Steam Workshop. Even so, this is not a sprawling grand strategy title with a 300-hour late game. It is a tightly scoped puzzle-tactics game that respects your time precisely because it does not try to be something it is not. The AI deserves specific mention. Enemy Vek do not behave unpredictably for the sake of difficulty, they follow readable priority rules, which means veteran players can model their behaviour several turns out. That predictability is a feature, not a shortcut. It makes the game feel fair in a way that many tactics titles fail to achieve. The 94 percent positive review score on Steam across nearly 22,000 reviews is not accidental. Subset Games built something close to a solved design problem and executed it at a level that holds up years after release. Diego, Scout Team

Into the Breach
IndieRPGSimulationStrategy

Into the Breach

Feb 27, 2018Subset Games
GamerScout Says

Tight, turn-based mech tactics where every move is a puzzle, and every failed run teaches you something new about the next one.

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About Into the Breach

Into the Breach is a turn-based tactics game from Subset Games, the studio behind FTL. You command a squad of three mechs against waves of Vek, insectoid aliens that telegraph their attacks one full turn in advance. That single design choice is the engine that drives everything: you always know what is coming, so when you lose a building or a pilot, it is entirely your fault. That accountability loop is brutal and addictive in equal measure. The core game fits on a grid no larger than eight-by-eight tiles, and every action has cascading consequences. Shove an enemy into a friendly unit, miscalculate a knockback chain, or forget that a beetle will burrow on its next turn, these are the kinds of mistakes that cost runs. The game ships with multiple distinct mech squads, each built around a different mechanical identity. The Rusting Hulks lean on smoke and shielding, the Blitzkrieg Squad deals in lightning and chained damage, and the Rift Walkers are the reliable generalist trio you will probably start with. Unlocking new squads and mixing pilots between them adds meaningful build variety over many runs. Pilots carry passive skills and can earn new ones mid-run, so roster management matters even at this small scale. For a strategy game, the onboarding is remarkably clean. The tutorial is short, contextual, and does not talk down to you. More importantly, the game gives you a grid full of visible information, no hidden unit stats lurking in nested menus, which means a newcomer can reason through a turn logically from the very first mission. The difficulty curve does steepen sharply once you push past the first island and start juggling multiple objectives simultaneously, but that ramp feels earned rather than arbitrary. I would genuinely recommend this as a first tactics game for someone intimidated by the genre, precisely because the rules are consistent and the feedback is immediate. Where Into the Breach has limits is in its long-term scope. The campaign is short, a successful run clears four islands and takes somewhere between ninety minutes and a few hours depending on squad familiarity. The roguelite structure adds replayability through randomised enemy layouts and island order, but the pool of enemy types and tile hazards is finite. After fifty or sixty hours across all squads, you will have seen most of what the base game offers. There is an Advanced Edition update that added new squads, enemies, music, and a new pilot, which meaningfully extends that ceiling, and the modding community has contributed further content through the Steam Workshop. Even so, this is not a sprawling grand strategy title with a 300-hour late game. It is a tightly scoped puzzle-tactics game that respects your time precisely because it does not try to be something it is not. The AI deserves specific mention. Enemy Vek do not behave unpredictably for the sake of difficulty, they follow readable priority rules, which means veteran players can model their behaviour several turns out. That predictability is a feature, not a shortcut. It makes the game feel fair in a way that many tactics titles fail to achieve. The 94 percent positive review score on Steam across nearly 22,000 reviews is not accidental. Subset Games built something close to a solved design problem and executed it at a level that holds up years after release. Diego, Scout Team

Tags

steamTurn-Based TacticsRogueliteMech CombatPuzzle StrategyAdvanced EditionShort RunsHigh ReplayabilityBeginner-Friendly

System Requirements

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Reviews & Ratings

Metacritic
90
Steam
94%(21,894)

Game Info

Developer
Subset Games
Publisher
Subset Games
Release Date
Feb 27, 2018

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