MACH//BREAK

FAQ

Questions

Short answers. Anything not here is probably undecided, and we would rather say so than guess.

What is MACHBREAK?

A competitive momentum shooter: multiplayer sci-fi combat built around terrain momentum, jet-assisted movement, projectile prediction and objective play. Speed is the weapon. It belongs to the high-speed physics-shooter genre and it is its own original IP.

When does it come out?

No date, and no date will be given until there is a build that earns one. The project is in pre-alpha: the movement lab and combat lab are done, and the core prototype (BreakFlag, three frames, six maps, bots) has all its content but has not passed its exit test, an 8-a-side session with humans that produces real tactics. After that: the strategy prototype, the vertical slice, closed alpha, early access. The roadmap has the phases and the dev log has the day-to-day.

What is in the build today?

BreakFlag on six maps, from a 260 m dueling arena to the icefield at over a kilometre flag to flag. Three frames: Strider, Ranger, and a Bulwark with four production bodies picked by the pack it wears. Thirteen weapons, six packs, eleven deployables. Base guns, radar, generators and inventory stations on every base; a generator down powers the base down. One vehicle, a hover scout. Bots with roles that fill a server. A deterministic server simulation, client prediction, lag compensation, and replays verified by about 310 automated suites on every release. The arsenal lists every item.

Are the pictures the game?

The screenshots are. Every image labelled Development build is a screenshot of the build that is running today. Images labelled Concept are concept boards, used as art direction; they show a direction, not the game. Physics and competitive latency came first, so the look is still catching up, and the screenshots show exactly how far it has got.

What platforms?

Windows first, with Linux dedicated servers. Consoles later; cross-play is considered from the start rather than bolted on.

How much will it cost?

Undecided: free-to-play or premium. Whatever the model, nothing that affects gameplay will ever be sold.

Is there pay-to-win, or grind-to-win?

No. Every weapon, frame, module and vehicle that affects gameplay is equally available in competitive modes. Progression unlocks cosmetics, titles, lore, mastery badges and profile elements only. This is a design law, not a policy.

Hitscan or projectiles?

Projectiles. Prediction is rewarded. Mid-air hits are designed to be scored server-side and announced by tier, Vector Hit to Mach Hit; the tiers are named and the scoring is not in the build yet. A few energy weapons trade mobility for precision and draw from the same energy pool as your jets.

How fast is fast?

Design targets: new players 30–70 km/h, intermediate 80–150, advanced 150–250, elite 250–400+. Speeds are measured in-engine and regression-tested; the numbers on this site are targets and will move as tuning does.

Will there be dedicated servers, LAN, a server browser?

Linux dedicated servers and a server browser exist today; the internal build runs on one. LAN play is designed in. Community servers, custom maps, custom modes and server scripting are planned; official ranked play stays locked to official rules.

Which engine?

The simulation is engine-agnostic plain code: a fixed tick, our own terrain and hit tests, no engine physics for locomotion. It currently runs in Godot 4 and is architected so it could move to Unreal Engine 5 later.

Is this a remake of an older game?

No. MACHBREAK is original IP built from first principles: its own names, art, code, sound, maps and lore. Older physics shooters are historical influences on the genre and nothing more.

What is MACHBORNE?

The universe the game lives in: the Vector Lattice, the Mach Drives that make operators Machborne, The Break, and the Mach Wars fought by four factions, Helix Concord, Frontier Ascendancy, Iron Covenant and Null Collective. Players are not faction-locked. The codex is a living draft at machborne.com.

Can I play now?

Not publicly. Friends and family play a Windows build on two channels, Live and a public test realm, through a launcher that installs once and updates itself. That stays closed until the 8-a-side exit test passes. The waitlist on the home page gets one email when the first open test is announced, and it is the only way in.

What is the PTR?

The public test realm: a second server channel that gets each new build first, so Live stays steady. The launcher picks the channel. Today it rotates two maps, the icefield and Proving Ground: a big map and an arena.

Who is making it?

A small indie team. The dev log is generated directly from the project's experiment records, so it is as honest as the numbers in it.

Press, creators, questions?

The press kit has the boilerplate, logos, palette and screenshots. A press mailbox is listed there and marked until it is actually monitored.