Into the Breach
A turn-based strategy game of mechs versus giant monsters.
Into the Breach is a turn-based strategy game from Subset Games, the indie studio founded by Jay Ma and Matthew Davis. It is their second title, released after *FTL: Faster Than Light*. The game’s story was written by Chris Avellone, and the music was composed by Ben Prunty. It launched for Windows in February 2018, followed by macOS and Nintendo Switch versions in August 2018, and a Linux version in April 2020. Netflix published a mobile version for iOS and Android in July 2022.
The game takes place in a far-future setting where humanity battles giant monsters known as the Vek. Players control pilots who operate mechs, each customizable with weapons, armor, and other gear. Combat is turn-based, with enemy moves and attacks telegraphed to the player. A typical mission involves three mechs facing the Vek on an 8x8 grid, with a primary goal of protecting civilian structures that power the mechs’ power grid. Additional objectives may appear, but any damage to civilian structures weakens the grid. Each turn, Vek units move and attack, with their intended attack direction and remaining health shown on screen. New Vek spawn after each turn. The player then moves each mech and fires one weapon, aiming to defeat Vek, push them off attack lines, avoid damage, or intercept new threats. Mechs can only take limited damage before becoming inoperable, but can idle for a turn to repair some damage; all battle damage is fully repaired between maps. Pilots earn experience points for defeating Vek, unlocking new skills. The gameplay has been compared to chess, focusing on positioning and sacrifice rather than raw power, reinforced by the grid-based combat.
Like *FTL*, the game is structured as a series of islands, each containing several procedurally generated scenarios. The islands themselves remain the same across playthroughs, but the scenarios are drawn from preset maps in a roguelike fashion. After completing the first island, the player chooses which islands to protect next, with each offering different conditions and hazards that affect combat and reward risk. If the player loses a scenario—by losing all three mechs, depleting the power grid, or failing a specific objective—they can send one pilot back in time to start a new game, retaining that pilot’s experience and abilities.
Quick Facts
- Title
- Into the Breach
- Developer
- Subset Games
- Publisher
- Subset Games · Netflix (iOS and Android)
- Designer
- Jay Ma · Matthew Davis
- Writer
- Chris Avellone
- Composer
- Ben Prunty
- Platforms
- Microsoft Windows · macOS · Nintendo Switch · Linux · Stadia · iOS · Android
- Released
- Microsoft Windows / February 27, 2018 · macOS / August 9, 2018 · Nintendo Switch / August 28, 2018 · Linux / April 20, 2020 · Stadia / December 1, 2020 · iOS, Android / July 19, 2022
- Genre
- Turn-based strategy
- Modes
- Single-player
Facts from the source article.
Lore & Background
Into the Breach is set in the far future where humanity fights against an army of giant monsters collectively called the Vek. The player controls pilots that operate giant mechs equipped with a variety of weapons, armor, and other equipment. The game uses a turn-based combat system, allowing the player to coordinate the actions of their team in response to enemy moves that telegraph their attacks. In combat, the player controls three different mechs against the Vek, with an objective for that map and a fixed number of turns to complete it. The principal goal is to protect civilian structures which support the power grid that powers the mechs. On each turn, Vek forces move and attack, with the player shown the direction of the Vek unit's intended attack and information on its moves and health. New Vek appear each turn. The player can move each mech and fire one weapon to defeat the Vek, push it off a line of attack, avoid an attack, or intercept newly spawning Vek. Mechs can take limited damage before becoming inoperable, though a mech can idle a turn to repair some damage; battle damage is otherwise fully repaired between maps. Pilots that defeat a Vek gain experience points, unlocking new skills. The gameplay has been compared to chess, emphasizing position control and sacrificing units for advantage, reinforced by the 8x8 grid structure of combat scenarios.
Reader's Guide
Into the Breach received praise upon its release, holding a 90 out of 100 on review aggregation site Metacritic and is the site's best reviewed PC game for 2018. Critics lauded the simple but strategic gameplay, high difficulty, artstyle and soundtrack. The editors of Popular Mechanics named it the best. The game came out of ideas Ma and Davis had following the success of FTL. They tried various prototypes, including a grid-based tactical system, which they recognized was seeing a resurgence due to the success of XCOM: Enemy Unknown. The hook came as a response to films like Man of Steel and Pacific Rim, where 'the whole city gets demolished, but no one cares because the good guys won,' according to Ma. They set about to make the game focus on the impact of collateral damage, making defending buildings a priority. Subset included effects of giant mechs-vs-giant alien battles on the landscape, with mountains torn down, forests destroyed by fire, and buildings razed. The mechanic that mechs are powered from local power nodes in buildings created tough decisions for players. Avellone's story was written to remind the player that people are cowering in these buildings, creating emotional impact when they are killed. In contrast to XCOM, Subset wanted each battle to be relatively short; the limited turn counter and telegraphing Vek movements helped hasten the pace. Development started mid-2015 after all commitments to FTL were completed. The game was announced in February 2017. A free Advanced Edition update was released on July 19, 2022, adding more content including new squads, pilots and enemies, and an 'Unfair' difficulty level.
Did You Know?
- Into the Breach is the second game from Subset Games, following FTL: Faster Than Light.
- The game's music was composed by Ben Prunty, who also composed the FTL soundtrack.
- The writing was done by Chris Avellone.
- A free Advanced Edition update was released on July 19, 2022, alongside a mobile version published by Netflix.
Tactical Chess on an 8×8 Grid
Into the Breach structures every encounter as a tightly constrained puzzle played on an eight-by-eight grid, a design choice that reviewers and players have frequently likened to chess. Rather than relying on overwhelming firepower, the player commands three mechs and must think several moves ahead, using positioning, sacrifice, and interception to outmaneuver the Vek. Each turn, enemy units telegraph their intended attack direction, remaining health, and movement range directly on screen, giving the player full information to plan a response. The core objective on nearly every map is to keep civilian structures intact, because those buildings feed the local power grid that keeps the mechs operational. A single turn allows each mech to move and fire once, so the player must decide whether to eliminate a threat, shove it off a line of attack, block a spawn, or shield a building. Mechs can idle a turn to patch damage, and pilots earn experience for every Vek defeated, unlocking new skills over time. Battle damage resets between maps, keeping the focus on tactical brilliance rather than resource management.
The Weight of Collateral Damage
Subset Games deliberately set Into the Breach apart from other mech-battle titles by making the destruction around you feel personal. The inspiration came from blockbuster films like Man of Steel and Pacific Rim, where entire cities are leveled but the audience shrugs because the heroes won. Jay Ma wanted the opposite: a game where protecting the structures and the people inside them is the real victory. As the campaign progresses, the landscape visibly scars—mountains crumble, forests burn, buildings crumble to rubble. In gameplay, the mechs draw power from local nodes embedded in those very buildings, so razing a structure to gain a tactical edge simultaneously weakens your own team. Chris Avellone's narrative layer reinforces the stakes by reminding the player that civilians are cowering inside those walls, turning each loss into an emotional blow rather than a mere score penalty. The result is a constant tension between short-term battlefield advantage and the longer-term cost of letting a building fall.
From FTL's Shadow to a New Vision
Into the Breach was born in the creative aftermath of FTL: Faster Than Light. Once all post-launch obligations for FTL were wrapped up in mid-2015, Jay Ma and Matthew Davis had the financial runway to pursue a new project without the pressure of a live-service deadline. They had already been experimenting with a grid-based tactical prototype, a genre they noticed was enjoying a resurgence thanks to the success of XCOM: Enemy Unknown in 2012. What they lacked was a distinctive hook. That hook crystallized around the idea of collateral damage, and the game was formally announced in February 2017. Subset consciously designed each battle to be far shorter than an XCOM engagement, which could stretch to an hour; the limited turn counter and the telegraphing of Vek movements were both tools to keep the pace snappy. The game shipped on Windows in February 2018, expanded to macOS and Nintendo Switch in August of that year, reached Linux in April 2020, and finally arrived on iOS and Android through a Netflix publishing deal in July 2022. Music by Ben Prunty and writing by Chris Avellone rounded out the team.
Islands, Time Loops, and Roguelike Progression
Rather than a single linear campaign, Into the Breach organizes its content into a sequence of islands, each containing a set of combat scenarios. The islands themselves stay consistent from run to run, but the individual scenarios are procedurally generated in a roguelike fashion from a pool of preset maps, so no two playthroughs feel identical. After clearing the first island, the player chooses which subsequent island to defend next; each island carries unique environmental conditions that alter how scenarios play out, and riskier conditions promise larger rewards. If a scenario is lost—whether all three mechs are disabled, the power grid collapses, or a specific target falls—the player can send one pilot back in time to the start of the first mission, carrying over all accumulated experience and unlocked skills. Rock Paper Shotgun aptly compared this loop to a blend of Pacific Rim and Edge of Tomorrow. Beyond the time-travel mechanic, completing milestones permanently unlocks new pilots and mech sets, ensuring that each retry feels meaningfully stronger without removing the core tactical challenge.
Frequently Asked Questions
What is Into the Breach?
Into the Breach is a turn-based strategy game in which players command mechs against giant monsters called the Vek. It is the second title from indie studio Subset Games, following their earlier hit FTL: Faster Than Light.
Who developed Into the Breach and who handled the creative work?
Subset Games, the indie studio founded by Jay Ma and Matthew Davis, developed the game. Chris Avellone wrote the narrative and Ben Prunty composed the music.
What is the setting and core conflict of Into the Breach?
The story takes place in a far-future era where humanity is locked in a war against enormous creatures known as the Vek. Players pilot mechs in grid-based, turn-based combat to fight back against these giant monsters.
When was Into the Breach released and on which platforms?
It launched on Windows on February 27, 2018, with macOS and Nintendo Switch versions arriving in August 2018. A Linux build followed in April 2020, and Netflix published an iOS/Android mobile version in July 2022.
Why is Into the Breach notable in Subset Games' catalog?
It marks the studio's expansion beyond the space-combat genre of FTL into a mech-versus-monster strategy format. The project also brought in high-profile collaborators like Avellone and Prunty, broadening the team's creative scope.
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