MACH//BREAK
Concept key art: a Strider burns its jets over a mountain valley towards a fortified spire Concept board · not gameplay

pre-alpha · internal build · friends and family

Momentum is
the only law

Speed is the weapon. Glide the terrain, Burn your Mach Drive, break the line. MACHBREAK is a competitive momentum shooter where every fight is decided by the velocity you brought to it.

287km/h · runner velocity · design target

What it is

MACHBREAK is a competitive momentum shooter. As a Machborne operator, Glide the Vector Lattice, Burn your Mach Drive, and Break the line. Capture in BreakFlag. Outpace Helix Concord, Frontier Ascendancy, Iron Covenant and Null Collective. One rule: keep moving or die still.

You run a frame — Strider, Ranger or Bulwark — across terrain that is the real weapon system. Glide to build speed, Burn to shape your arc, and Break to shatter the enemy line at the Breakline. The one mode that defines the game is BreakFlag: take the enemy Core, carry it home, deny theirs. No loadout bloat, no static gunfights. Read the flow, commit the Break, and turn velocity into the win. A stranger gets it in one pass: move faster than the other team or lose the Core and the fight.

Where it stands

Pre-alpha, and playable. An internal build runs on a dedicated server on two channels, Live and a public test realm, for friends and family through a Windows launcher. Six maps, three frames, thirteen weapons, six packs, eleven deployables, base defence, a hover scout, and bots that fill a server. The movement and combat phases are done; the core prototype has all its content and waits on its exit test: an 8-a-side session with humans that produces real tactics. The screenshots on this site are that build; the concept boards are labelled Concept.

Roadmap and status →

Three things that matter

Development build: a frame sprinting across the icefield, the big map, with the velocity readout on the HUD

Development build

Movement

Downhill momentum is preserved. Glide, Burn, Cut, Dive, Rise: a novice moves at 30–70 km/h, an elite runner past 250, and every speed is measured in-engine and regression-tested. Six maps, from a 260 m dueling arena to the icefield at over a kilometre flag to flag.

Glide, Burn, Break →
Development build: inside a Skerry Yard flag room, looking out past the Core's light at the aurora

Development build

BreakFlag

Two bases, two Cores. The Runner takes the enemy Core and carries it home along a Breakline while the other team intercepts, escorts and pressures the base. The only mode in the build, and the one that gets finished first.

The flagship mode →
Development build: night under the aurora, a Spotter's aim solution painted on the enemy base for the Gravity Mortar

Development build

Tactical depth

No important capability comes from one player pressing one button. The pieces are in the build: sensors, jammers, cloak, beacons, a Spotter that paints an aim solution for the mortar, repair, and a power grid that turns a base off when its generator goes down. Making them one readable chain is the next design job.

The beacon-artillery chain →

The build, honestly

These are screenshots of the build that is running today. Physics and competitive latency came first; the look is catching up map by map and body by body, and nothing here is a render.

Development build: the Tallow Reach vista with a base on the ridge ahead
Development buildTallow Reach · 925 m flag to flag
Development build: a base seen from the field, its base guns on the approach and the radar on the ring
Development buildA base and its gun network, from the field
Development build: the Strider, Ranger and Bulwark side by side in the studio lineup, blue team
Development buildStrider, Ranger, Bulwark
Development build: the hover scout on its pad at dusk
Development buildThe hover scout on its pad
Development build: through the Lance scope from a ridge on the icefield
Development buildLance scope · the icefield ridge
Development build: a base gun emplacement up close
Development buildA base gun, up close

Latest from the lab

Every test-realm build goes out with dev notes, and every consequential change is an experiment with a hypothesis, telemetry and a keep-or-remove decision. The dev log is generated from those records, so it is as honest as the numbers in it. The most recent entries:

  • Dev notes · 2026-10-20PTR, October 23 — the rules of the game, and the gun that fires where you point it
  • Dev notes · 2026-10-19PTR, October 19 — the light that never cast, the base, the scoreboard and the bots as the reference's
  • EXP-39 · 2026-10-18bot_aim_check static hit-rate is FOUND until MAC-612 (MAC-528 muzzle spread) — CLOSED 2026-10-18
  • EXP-37 · 2026-10-17OWNER RULING · BreakFlag stalemate carrier reveal stays unbuilt until week 10 — RE-SCOPED 2026-10-20

Read the dev log

In development now

The test realm just moved to a build with the Bulwark's production bodies, four variants picked by the pack you wear. Its rotation is the icefield and Proving Ground: a big map and an arena. The next milestone is the first 8-a-side session with humans, the core prototype's exit test. After that, one element at a time, vehicles first.

Last updated 2026-10-25.

Waitlist

One email when the first open playtest is announced. Nothing else.

Your address is used only for that announcement, is never shared, and every message carries an unsubscribe link. Submitting files your address on our list and nothing else happens until there is a playtest to announce.

Discord

The dev channel is live for friends and family: the dev log and weekly leaderboards post there. The public server opens with the first playtest, and the invite goes to the waitlist.

Steam

The page goes up when there is a build worth wishlisting. Business model is undecided: free-to-play or premium.