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Into the Breach Features and Reception
Who It Suits

Into the Breach

Into the Breach is a turn-based tactics game about redirecting announced attacks to protect cities.

The draw is in moving enemies out of position and deciding what to lose when you cannot save everything, rather than clearing the board.

What makes it fun

  1. Turn enemy attacks around

    Push a Vek away from a building and its attack may miss or hit another Vek. The fun is in reading the attack previews and working out the moves that make it happen.

  2. Choose what to save

    A mech can take a hit meant for a building and spare the Grid Power, but that puts its pilot at risk. When a bonus objective is in play too, choosing what to carry into the next mission gets tense.

  3. A new squad, a new puzzle

    The same attack preview presents different options with a different squad. Smoke can stop an attack; fire can wear an enemy down later. Switching squads changes what you look for on the board.

Game details

As of Oct 29, 2026
View on Steam ↗
Positive reviews
93% Very Positive19,146 reviews · all languages
Price (United States)
US$14.99On sale for US$6.29 as of Oct 29, 2026 (58% off)
Playtime at review
22.9 hoursMedian at the time of review (based on 100 helpful reviews)
Steam Deck
Verified
Release date
Feb 28, 2018
Developer
Subset Games
Languages
Japanese (Full audio), English (Full audio), Simplified Chinese (Full audio), Korean (Full audio) / 17 languages total

A typical run

Choose a squad, set the difficulty and optional content, then start a timeline.

Pick a mission on an island. Check its terrain and objectives before deploying your Mechs.

The Vek move and reveal their targets. Kill or push them, redirect their fire, or put a Mech in the way.

Use weapons and Reactor Cores from mission rewards or island stores to refit your Mechs.

If your squad and Grid Power can hold up, continue to another island. Otherwise, decide whether to take your current force into the final mission.

Rust District mission briefing (Into the Breach, via Steam)
Rust District mission briefing (Into the Breach, via Steam)

Core systems

Grid Power

It falls when civilian buildings take damage, and its remaining power carries across the timeline.

What to decide

Do you put a Mech in the path of an attack, risk its pilot, or let the Grid take damage? That choice affects what you bring into later missions.

Telegraphed Enemy Attacks

You can see enemy targets and attack effects before your units act.

What to decide

An enemy you cannot kill can still be pushed off target or turned toward another Vek. A Mech can block its line of fire.

Bonus Mission Goals

These add something to protect or another condition to meet during a mission.

What to decide

Going after a reward may expose Grid Power or a pilot. You may instead give up the goal to keep your squad alive.

Squads

Each squad starts with its own Mechs and weapons. Coins earned from achievements unlock other squads.

What to decide

A squad built around direct attacks offers different answers to the same warning than one using displacement, fire, smoke, or freezing.

Unfair Mode

Added in Advanced Edition, this difficulty includes positions where a loss cannot be avoided.

What to decide

Choose what to preserve among Grid Power, pilots, and mission objectives. Leaving a weak Vek alive can also occupy part of the spawn limit.

Optional Content Toggles

Before a timeline starts, these settings let you toggle Advanced Edition enemies, pilot skills, and other additions.

What to decide

You can learn to read the base game's attacks first or bring the added content into your opening run.

Red attack markers and bonus objectives (Into the Breach, via Steam)
Red attack markers and bonus objectives (Into the Breach, via Steam)

What sets it apart

You do not need to wipe out the Vek. The job is to protect buildings and mission objectives until the mission ends.

Enemy attacks are visible before you act. Rather than wait for a hit roll, you can push a Vek out of its firing line.

Stopping this turn's attacks may leave a building exposed on the next. Where your Mechs finish matters for later spawn tiles and lines of fire.

Learning curve and difficulty

The difficulty choices are Easy, Normal, Hard, and Unfair.

Early on, you learn to kill an enemy or push it off its announced target. Later, you can turn enemy fire and terrain into tools.

As you improve, you start planning where each Mech will end its turn. That position can narrow later lines of fire and emergence tiles.

Unfair can present a position with no damage-free answer. You must choose whether to lose Grid Power or risk a pilot or bonus goal.

Squad achievements give you reasons to try each squad's defining tools.

Builds and playstyles

Displacement Control

Push an enemy off target, then use collisions, enemy fire, or terrain to deal with it. Even when a kill is out of reach, the resulting lines of fire and emergence tiles help determine where to push.

Status and Terrain Control

Smoke and freezing stop announced attacks; fire deals damage later. Put an effect in the wrong place and you may also close off your own route.

Objective-First Control

Hold off on a kill while deciding whether Grid Power, a bonus mission goal, or a pilot needs protection. In Unfair Mode, keeping a weak Vek alive can occupy a spawn slot.

Squad customization screen (Into the Breach, via Steam)
Squad customization screen (Into the Breach, via Steam)

What longtime players say

For players switching squads, even the kill order has to be reconsidered. A push-focused squad reads the same board differently from one that stops attacks with fire, smoke, or freezing.

Across timelines, terrain, objectives, rewards, and enemy groups change. Returning players value having to work out another set of announced attacks with the Mechs they have.

For achievement hunters, squad achievements point toward uses for a squad's special tools. The Coins earned also lead them to another squad to try.

What players like

Switching squads changes the sequence needed to stop an attack, whether the tools are pushes or status effects. Players enjoy having to rethink familiar Vek.

A kill may leave a building or objective exposed. The choice between saving Grid Power, pursuing a bonus reward, and protecting a pilot is part of the appeal.

Early failures can shift a player's focus away from kills. Looking back at a bad turn makes Mech placement and acceptable losses matter more.

Enemy targets appear before you act, so a push or a changed line of fire can alter the outcome. Working through that sequence earns praise.

Missions have a clear stopping point, yet a turn can still take careful thought as you work out how to divert the announced attacks.

A new timeline changes the terrain, missions, enemies, and rewards. Players enjoy refitting their Mechs around what they find and trying another approach.

Common complaints

From the opening missions, you need to inspect attack targets and where your Mechs will end up. That can feel tiring during a relaxed session, and repeated mistakes can leave players stuck.

Generated terrain and enemy positions can leave damage you cannot prevent, even after reading every attack. That can frustrate players seeking a clean solution on higher difficulties.

After repeated timelines, the mission flow and familiar solutions can start to look alike despite changes in terrain and rewards. It is a concern for extended play.

Players looking chiefly for a story may find little background or narrative development as they move between islands. The combat takes the lead.

Dialogue at Pinnacle Robotics Head Office (Into the Breach, via Steam)
Dialogue at Pinnacle Robotics Head Office (Into the Breach, via Steam)

Who it’s for

It suits players who like reading an attack warning and pushing a Vek so its shot misses a building.

It also suits players willing to take a hit with a Mech to save Grid Power, or give up a bonus goal to keep a pilot alive.

If you like switching squads and facing the same Vek with pushes, smoke, or freezing, there is room to keep experimenting.

Who might not enjoy it

Players seeking easygoing combat may find it tiring to track attack warnings and final positions from the opening missions.

It may not suit players who dislike unavoidable losses from generated maps and enemy positions, or losing run-specific equipment when a timeline ends.

A battlefield with several approaching enemies (Into the Breach, via Steam)
A battlefield with several approaching enemies (Into the Breach, via Steam)

FAQ

Does it support Japanese, Simplified Chinese, and Korean?
Yes. Steam lists interface, audio, and subtitle support for all of them, as well as English.
Is there cooperative play?
No. Steam lists it as a single-player game.
Can the difficulty be adjusted?
Yes. You choose it at the start. In Unfair Mode, deciding whether to preserve Grid Power, an objective, or a pilot carries more weight.
Is Advanced Edition sold separately?
No. It is a free major update, and its added content can be toggled before starting.

These impressions are based on 100 Steam reviews sorted by “Most Helpful.” They do not represent the views of all buyers.

Into the Breach
Into the BreachView on Steam ↗

Image: Into the Breach on Steam