Breach Protocol

Roadmap

The year ahead

What is shipped, what is being built, and what is still an idea. Items move down this page only when they are in a build you can play — not when the work starts.

2927Current build
AlphaStage
BetaNext stage

Beta — finishing the game

The alpha is a shooter you can play: maps you can move through, guns that behave, doors and glass that break. Beta is everything between that and a finished game — Outbreak standing on its own instead of borrowing the shooter's maps and bodies, scenery that reacts, a first boot that sets things up, and the interface rebuilt around both modes. It carries no date, and nothing below is in the build you can download today unless this page says it is.

Outbreak stops borrowing

Outbreak is half the product and half the audience arrives for it alone. Today it runs on the shooter's maps, with the shooter's bodies, behind the shooter's menu. Beta is where that ends.

  • Its own maps. The locations built only for the horde come back from the vault, rebuilt rather than patched. Once they are live the Outbreak playlist draws from them alone instead of sharing the Multiplayer rotation, and custom games keep access to both (why Outbreak repeats maps today).
  • Its own front door. A home page in the menu separate from Multiplayer, with its own crates, boosters, barracks and bulletin.
  • A survivor roster. Eight named survivors whose passive comes out of their backstory rather than being picked off a list, with attack and defence icons on the cards so a passive reads at a glance.
  • Its own currency, shop and ranking ladder, including ascension past the ladder's top rank, and airdrops instead of supply crates as the reward delivery.
  • New horde models and an Outbreak heads-up display, so the mode stops wearing the shooter's interface.

And the game around it

  • Scenery that gives way. Furniture and fittings take damage instead of standing there being solid.
  • What holds a fight together stays solid. Hard walls, terrain and countertops still hold — a countertop takes a damaged face, not a hole. Destruction that deletes every piece of cover deletes the round with it.
  • A first boot that sets the game up. A display and brightness step before the intro, and a first Outbreak round that teaches Outbreak instead of assuming it.
  • Weapon progression by class. A gun unlocks by levelling the previous gun in its class, so a class is a ladder rather than a shopping list.
  • One account across both modes. Emblems, calling cards, dog tags and boosters carry between Multiplayer and Outbreak.
  • The interface rebuilt — live menu backgrounds, reworked operator and gunsmith screens, and an audio pass that rebuilds impacts and weapons around transients instead of tones.

Honest status: the survivor roster does not exist in the current build — Outbreak today is played with the Multiplayer operator bodies. Not one of the six dedicated Outbreak maps is reachable in matchmaking, and no piece of map scenery takes damage; furniture and fittings are permanent. What breaks today is structure and equipment: walls, doors, barricades and glass, and the drones, cameras and traps players shoot out. This section is a plan, and it is labelled as one.

Where things stand

Ordered by how far along it is, not by date. The further down the page, the less certain it is that it happens at all.

Shipped

Rotation and stability

Getting the built maps into players' hands. Seven returned in Update 2135, and Verdigris followed; the rest of the vault is queued behind the same structural checks.

  • Vault returns — 17 of 31 maps live, the rest rebuilding
  • Match-length and round-format rules settled
  • Player-chosen interface colour, and three colour-blind modes

Planned

Services and the social layer

  • Career stats you can look up — on terms that do not expose players (the design, and the choice behind it)
  • Support routing: ban appeals and player reports with a real queue behind them
  • Social hub, party invites from the pause menu, inbox and shop
  • Destruction and breach debris effects; a pass over the older props

Under consideration

Reach

Roadmaps move. The first two bands are shipped or being built; everything below them is a plan and may change or be dropped. No band carries a date, because none has been committed to — a roadmap that invents one is telling you something it does not know. When something ships it appears in the update notes — that page, not this one, is the record of what is actually in the game.