Concept
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.
Glide, Burn, Break →
Concept board · not gameplay
pre-alpha · greybox · concept boards
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
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.
Pre-alpha. The movement lab and the combat lab are done and measured; the core prototype (BreakFlag, three frames, bots, server-authoritative netcode) is in progress on greybox maps. Everything colourful on this site is a concept board, labelled as such.
Concept
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.
Glide, Burn, Break →
Concept
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 flagship mode, finished first.
The flagship mode →
Concept
No important capability comes from one player pressing one button. Blind the grid, plant the beacon, hold the relay, fire over the ridge, send the runner through the smoke — and every link can be broken.
The beacon-artillery chain →These are the real builds. Physics and competitive latency come before graphics; art arrives later, and the concept boards above show the direction, not the state.



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:
Core prototype: one greybox map with two bases, three frames, projectile weapons, server-authoritative simulation with client prediction, bots with roles, replay logging. The exit test is simple: testers keep playing after the session ends.
Last updated 2026-08-29.
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