Media
Learn the game
How breaching, gunplay and Outbreak actually work, and the frames to go with them. Everything below is captured in-engine at the game's own settings. No bullshots, no offline renders, no mock-ups dressed as gameplay.
The three basics
Twenty minutes of this and you will be useful to a team. The in-game learning area drills all three with no clock on you.
Basic one
Breaching — every wall is a door
A soft wall is a suggestion. Shoot it and it opens a hole you can see and shoot through; set a breach charge and it opens a hole you can walk through. That is why the defenders' first job every round is to decide which walls stop being walls.
Reinforcing turns a soft wall into steel, and steel does not care about bullets or about an ordinary charge. Exactly one tool in the game opens it — the hard breacher's thermal charge — and exactly one operator carries that tool. Take the reinforcement away and the attackers have four ways in; leave it and they have one.
- Attacking: make a hole nobody is watching, not the shortest hole.
- Defending: a reinforced wall you never watch is a wall you wasted.
Basic two
Gunplay — the first shot is the one that counts
Recoil climbs, and it climbs upward: the gun rises as you hold the trigger and pulls your picture off the target with it. Fire in short bursts and let it settle between them, and the second burst lands where you were looking. Hold it down and the fifth round is somewhere above the ceiling.
Aiming down the sight narrows what you can see and steadies what you can hit. Inside a building the trade is usually worth it and outside it usually is not, which is the whole argument of a doorway.
- Peek with the sight already up. Turning a corner and then aiming is two actions in the time an opponent needs one.
- Lean rather than step. Less of you crosses the gap.
Basic three
Outbreak — the walls are the shop
Rounds arrive one after another and each one is worse than the last. Killing pays you, boarding a window pays you, and everything you can buy is bolted to a wall somewhere in the building: guns on the panels, perks at the machines, and the doors themselves are for sale.
The first three rounds are the ones that decide the run. Spend them opening the part of the map you intend to hold and finding the power, not on the best gun you can afford. A good rifle in a room with four ways in is worth less than a pistol in a room with one.
- Board the windows early. They pay, and the horde takes longer to arrive.
- Find the power before you need it. Half the machines are dead until it is on.
- Pick the room you will die in, and make it expensive.
Watch it work
Three mechanics, captured in-engine at the game's Ultra Quality preset. Each clip is one continuous take, captured at 3840×2160 and delivered at 1920×1080 — nothing is staged, re-timed or composited. The breaching clip is filmed from a third-person camera because a first-person view cannot show a charge you have just placed on the wall in front of you; gunplay and Outbreak are the player's own view. Outbreak was recorded from round eight, which is why the horde arrives as thickly as it does.
Screenshots
Twelve of the sixteen maps in rotation, as the game renders them.
Every frame here is an engine capture, cropped to the page's shape and downscaled to fit it. Nothing is otherwise altered.
In ultra high definition
Captured at 3840×2160 through an offscreen render at full scale, at the game's top shipped preset. These are lossless frames of a live session, not marketing renders — the same frames the clips above are cut from.
The interface
Menus as captured, on the build stamped in the corner of each frame. All three are shown as the full frame, uncropped, because a crop would cut the parts of them the captions are about. The heads-up display is up in the basics.
Community
These links are not live yet
The community channels below are placeholders. No Discord invite, social handle or channel URL has been created for Breach Protocol. Rather than publish a dead invite link, this section states plainly that it is coming — a broken invite in a game's footer is worse than no invite at all.
Discord
The alpha's home: build announcements, bug threads, and where playtest sessions get organised.
Video
Update showcases and mechanic breakdowns, when there are enough of them to be worth a channel.
Until then, the game itself is the channel
The in-game bulletin carries the notes for every update you have installed, and the report tool (press X in the menu) reaches the developers directly with your build, your operating system and your graphics adapter already attached. How support works →
Using these images
Screenshots on this page may be used in coverage of Breach Protocol with attribution. The name, the logo and the game's art are the project's own — see the Terms of Service for what that means in practice.