Breach & Clear: Deadline Rebirth (2016)
Show us your rig

Each week on Show Us Your Rig, we feature PC gaming's best and brightest as they show us the systems they use to work and play.

Randy Greenback is the lead developer at GUN Studios, working on Breach & Clear: Deadline—which left Steam Early Access today. His desk and PC setup is a no-frills affair, but the simple Rosewill case houses a GTX 970 and an i7 CPU. He also has lots of little decorations apart from the rig—from a stuffed Cacodemon to Spelunky figurines. Randy was kind enough to tell us about his workspace, and how he loves playing Doom WADs.

What's in your PC?

  • Case: Cheapo Rosewill no-frills black box
  • CPU: Intel i7 4770k OCed @ 4.2Ghz
  • GPU: MSI GTX 970 4G
  • Motherboard: Biostar Hi-Fi Z87X 3D
  • Memory: 8GB
  • Windows Drive: Samsung SSD 840 EVO 250GB
  • Storage: Assorted 7200rpm drives from older machines
  • Asus VG248QE 24" 144Hz @ 1080p
  • Crappier 60Hz 24" Asus @ 1080p
  • Bonus ancient Dell that mostly lies dormant
  • Logitech MX518 or whatever the newer model of it is!

What's the most interesting/unique part of your setup?

I wasn't much of a collector type until I started working at an office where it's almost obligatory so I had to think of something unique to clutter up my hutch with. I'm a bit of a soda enthusiast, a Sodahead if you will, so the collection ended up being bottles of the "indie" sodas a nearby restaurant offers. I'm an orange guy first and foremost so my favorite kind here has to be the Cool Cool Mountain orange cream! In terms of hardware, my favorite recent piece is the 144Hz monitor. Doesn't make much of an impact on work, but Doom sourceports and other breaktime games really sing when running at an insanely high framerate.

What's always within arm's reach on your desk?

Gotta have my candy. There's usually a bag or box of something nearby, often dumped on my desk by someone else trying to offload unwanted junk food from somewhere else, since they're mature and responsible adults that don't eat candy. I also have a couple bouncy balls to annoy other people with during those glacial 30 second compile times.

What are you playing right now?

Whenever I have a couple hours I'm pecking away at Bloodborne. Great game, but hard to get much done in it while cranking out those Early Access milestones. When I'm done with that I'm going back to Pillars of Eternity, which I got about halfway through before pausing for similar reasons. The Infinity Engine games weren't for me when they first came out but this new wave of CRPGs from the last few years is really exciting. The combat is interesting enough to where I'm strongly considering a second playthrough on hard mode Path of the Damned, something I rarely do with RPGs. Also, Smash 4 every day! A workplace staple since it came out for Wii U.

Case

Click the arrows to expand.

What's your favorite game and why?

I don't have a solid favorite, but maaaaybe Dark Souls? I somehow managed to avoid any talk of Demon's Souls or hype for its followup, only giving it a try after hearing that it was a superior alternative to Skyrim (what?!). Despite it being nothing at all like Elder Scrolls, I got super into it like no other single player game I'd played since the N64 Zeldas. It kind of felt like what I'd assumed a future 3D Zelda would be like while playing those games, only with much more blood and misery. A possible alternative would be Doom II, which I got into about... 15 years after it was cool. I've been playing it regularly ever since, blasting through amazing and seemingly endless MegaWADs shared on Doomworld. I'm currently struggling through skillsaw's fantastic and maddeningly difficult VALIANT.WAD released earlier this year, map by map.

Breach & Clear: Deadline Rebirth (2016)

Show us your rig

Each week on Show Us Your Rig, we feature PC gaming's best and brightest as they show us the systems they use to work and play.

Adrian Schmettau, lead programmer at Mighty Rabbit Studios working on  Breach & Clear: Deadline—which left Steam Early Access today. His desk and PC setup is a no-frills affair, but the simple Rosewill case houses a GTX 970 and an i7 CPU. He also has lots of little decorations apart from the rig—from a stuffed Cacodemon to Spelunky figurines. Adrian was kind enough to tell us about his workspace, and how he loves playing Doom WADs.

What's in your PC?

  • Case: Cheapo Rosewill no-frills black box
  • CPU: Intel i7 4770k OCed @ 4.2Ghz
  • GPU: MSI GTX 970 4G
  • Motherboard: Biostar Hi-Fi Z87X 3D
  • Memory: 8GB
  • Windows Drive: Samsung SSD 840 EVO 250GB
  • Storage: Assorted 7200rpm drives from older machines
  • Asus VG248QE 24" 144Hz @ 1080p
  • Crappier 60Hz 24" Asus @ 1080p
  • Bonus ancient Dell that mostly lies dormant
  • Logitech MX518 or whatever the newer model of it is!

What's the most interesting/unique part of your setup?

I wasn't much of a collector type until I started working at an office where it's almost obligatory so I had to think of something unique to clutter up my hutch with. I'm a bit of a soda enthusiast, a Sodahead if you will, so the collection ended up being bottles of the "indie" sodas a nearby restaurant offers. I'm an orange guy first and foremost so my favorite kind here has to be the Cool Cool Mountain orange cream! In terms of hardware, my favorite recent piece is the 144Hz monitor. Doesn't make much of an impact on work, but Doom sourceports and other breaktime games really sing when running at an insanely high framerate.

What's always within arm's reach on your desk?

Gotta have my candy. There's usually a bag or box of something nearby, often dumped on my desk by someone else trying to offload unwanted junk food from somewhere else, since they're mature and responsible adults that don't eat candy. I also have a couple bouncy balls to annoy other people with during those glacial 30 second compile times.

What are you playing right now?

Whenever I have a couple hours I'm pecking away at Bloodborne. Great game, but hard to get much done in it while cranking out those Early Access milestones. When I'm done with that I'm going back to Pillars of Eternity, which I got about halfway through before pausing for similar reasons. The Infinity Engine games weren't for me when they first came out but this new wave of CRPGs from the last few years is really exciting. The combat is interesting enough to where I'm strongly considering a second playthrough on hard mode Path of the Damned, something I rarely do with RPGs. Also, Smash 4 every day! A workplace staple since it came out for Wii U.

Case

Click the arrows to expand.

What's your favorite game and why?

I don't have a solid favorite, but maaaaybe Dark Souls? I somehow managed to avoid any talk of Demon's Souls or hype for its followup, only giving it a try after hearing that it was a superior alternative to Skyrim (what?!). Despite it being nothing at all like Elder Scrolls, I got super into it like no other single player game I'd played since the N64 Zeldas. It kind of felt like what I'd assumed a future 3D Zelda would be like while playing those games, only with much more blood and misery. A possible alternative would be Doom II, which I got into about... 15 years after it was cool. I've been playing it regularly ever since, blasting through amazing and seemingly endless MegaWADs shared on Doomworld. I'm currently struggling through skillsaw's fantastic and maddeningly difficult VALIANT.WAD released earlier this year, map by map.

[Correction: The original story said this was Randy Greenback of GUN Studios, it is actually Adrian Schmettau of Mighty Rabbit Studios.]

Breach & Clear: Deadline Rebirth (2016) - ThePraetorian
We've done it you guys!



Breach & Clear: DEADline has been a labor of love for the entire Mighty Rabbit team, and a lot of blood, sweat and tears has gone to make this game as good as it could possibly be. Tons of issues to fix, lots of tweaks and a lot of sleepless nights, but through working with the community this game has turned into something special!

While normal price will be $19.99, you can get a double pack (that's right, free extra copy for CO-OP with friends) right now until the 27th of July!

We can't wait to see what more we can do!

Our changelog for Gold Master release!

  • Fixed bug where sometimes the player couldn't properly navigate the attachments list on the workbench.
  • Improvements to the breeder's attack and revive animations.
  • Fixes to encounter retry points in the Parks.
  • Fixed some pathing and collision issues in the Utility Tunnels.
  • Fixed certain enemies incorrectly not drawing with shadows.
  • Various fixes in the Docks.
  • Fixes and improvements and cover stuff in the residential, fixed insane cover volumes on the open door cars, changed some human skin materials to not be transparent anymore.
  • Workbench gun menu popups can now be closed with the start button as expected.
  • The gun workbench will now inform the user that scrapping a gun will unequip any attachments when scrapping the gun.
  • Fixed an issue where the XM-25 wasn't working on particular enemies.
  • Added the ability to shortcut to previously found dungeon safehouse floors, from the entrance or the elevator/ladder.
  • Fixed preview soldier floating a little off the ground when setting movement in command mode.
  • Fixed issues with trying to target crates in command mode.
  • A message is now displayed to inform the user when they can’t enter the safehouse because they are in combat.
  • Fixed a pathing issue in the docks.
  • Further tweaks to enemy spawn groups in dungeons.
  • Upgraded the MacOS binary to 64-bit for drastically improved stability.
  • Added New Game Plus, which lets you carry over a squad with levels/skills/gear intact in a new campaign with tougher enemies.
    Added some sick loot to the bottom of every dungeon.
  • Increased the variety of battle music across the entire campaign.
  • Fixed an issue where saving was sometimes possible during encounters.
  • Added medical and explosives crates to dungeons. (
Breach & Clear: Deadline Rebirth (2016) - ThePraetorian
We've done it you guys!



Breach & Clear: DEADline has been a labor of love for the entire Mighty Rabbit team, and a lot of blood, sweat and tears has gone to make this game as good as it could possibly be. Tons of issues to fix, lots of tweaks and a lot of sleepless nights, but through working with the community this game has turned into something special!

While normal price will be $19.99, you can get a double pack (that's right, free extra copy for CO-OP with friends) right now until the 27th of July!

We can't wait to see what more we can do!

Our changelog for Gold Master release!

  • Fixed bug where sometimes the player couldn't properly navigate the attachments list on the workbench.
  • Improvements to the breeder's attack and revive animations.
  • Fixes to encounter retry points in the Parks.
  • Fixed some pathing and collision issues in the Utility Tunnels.
  • Fixed certain enemies incorrectly not drawing with shadows.
  • Various fixes in the Docks.
  • Fixes and improvements and cover stuff in the residential, fixed insane cover volumes on the open door cars, changed some human skin materials to not be transparent anymore.
  • Workbench gun menu popups can now be closed with the start button as expected.
  • The gun workbench will now inform the user that scrapping a gun will unequip any attachments when scrapping the gun.
  • Fixed an issue where the XM-25 wasn't working on particular enemies.
  • Added the ability to shortcut to previously found dungeon safehouse floors, from the entrance or the elevator/ladder.
  • Fixed preview soldier floating a little off the ground when setting movement in command mode.
  • Fixed issues with trying to target crates in command mode.
  • A message is now displayed to inform the user when they can’t enter the safehouse because they are in combat.
  • Fixed a pathing issue in the docks.
  • Further tweaks to enemy spawn groups in dungeons.
  • Upgraded the MacOS binary to 64-bit for drastically improved stability.
  • Added New Game Plus, which lets you carry over a squad with levels/skills/gear intact in a new campaign with tougher enemies.
    Added some sick loot to the bottom of every dungeon.
  • Increased the variety of battle music across the entire campaign.
  • Fixed an issue where saving was sometimes possible during encounters.
  • Added medical and explosives crates to dungeons. (
Breach & Clear: Deadline Rebirth (2016)

Breach & Clear: Deadline developer David Brossoie stopped by our office to give us a thorough tour of what the tactical, squad-based, zombie-shooting, RPG monstrosity is set to offer up when it officially releases on July 21st. 

The game has been in early access since January 21st, but has changed considerably since the last time we saw the game. Check out the video to see exactly how (and to hear me repeatedly express a distaste for worms).

Breach & Clear: Deadline Rebirth (2016) - ThePraetorian
Check out the trailer!: https://www.youtube.com/watch?v=MogisVd9mC4&feature=youtu.be

Good news everyone! You're work and dedication to helping us has turned out to be a big part of getting us to where we needed to be!

Breach & Clear: DEADline will launch to Steam Full Access on July 21st!

Apocalyptic aficionados at Mighty Rabbit Studios and Gun Media, in association with Gambitious Digital Entertainment and platonic life partner and co-publisher Devolver Digital, collectively announce that the tactical top-down shooter, Breach & Clear: Deadline, emerges from its Early Access incubation on July 21st for $19.99. Breach & Clear: Deadline sweeps its way onto PCs featuring a new, robust co-op mode created at the behest of Early Access fans who love dropping zombies in pairs, because who doesn't?
Breach & Clear: Deadline Rebirth (2016) - ThePraetorian
Check out the trailer!: https://www.youtube.com/watch?v=MogisVd9mC4&feature=youtu.be

Good news everyone! You're work and dedication to helping us has turned out to be a big part of getting us to where we needed to be!

Breach & Clear: DEADline will launch to Steam Full Access on July 21st!

Apocalyptic aficionados at Mighty Rabbit Studios and Gun Media, in association with Gambitious Digital Entertainment and platonic life partner and co-publisher Devolver Digital, collectively announce that the tactical top-down shooter, Breach & Clear: Deadline, emerges from its Early Access incubation on July 21st for $19.99. Breach & Clear: Deadline sweeps its way onto PCs featuring a new, robust co-op mode created at the behest of Early Access fans who love dropping zombies in pairs, because who doesn't?
Breach & Clear: Deadline Rebirth (2016) - ThePraetorian
You guys are stupid awesome, we can't thank you enough! We're in the final stretch here; a full release to Steam is coming very soon and the team has been working night and day to get this game as sexy and awesome as possible. We're a small team, we don't have the resources you get at the big studios, sure...but what we do have is a very dedicated group of fans that have been helping out since the very beginning!

You guys have been instrumental in making this Early Access run a positive one. We know the connotations with Early Access, and we're proud to be a team that is going to full launch. Without you guys, this would have been a much tougher road, and we are sincerely grateful for your help!



Today's build is a reflection of your bug reports, comments on the discussion pages and through our Facebook and Twitter pages. This was all about focusing on the things you've been asking for.

Hope you enjoy! We're almost there!

  • Fixed flashbang stun particles not showing over top of enemies.
  • Fixed bug when choosing none as a vest option when a soldier already has no vest.
  • Grenade throws now come from soldier's hands.
  • Fixed issue with the Use Item/Tactic screen sometimes not navigating correctly with moving between elements.
  • Some progression fixes for urban district quests.
  • Fixed regression where human enemies occasionally couldn't shoot.
  • Removed unnecessary LOD models.
  • Cutscenes are now set up to reset camera angles if necessary, placed in some bad spots already.
  • Fixed the host game popup disappearing when trying to type in a custom port number.
  • Fixed some issues with quests in Residential for multiplayer
  • Fixed an issue with the client player trying to enter some dungeons
  • Added random spawns that replace encounters a short while after they've been beaten.
  • Fixed some issues with encounter checkpoints not loading additional scene assets.
  • Fixed issues with dead bodies teleporting in multiplayer
  • Fixed an issue that when using fast travel dead dudes would be in their idle animation if you went back to their death point
  • Elements in gun lists now show an icon for the gun on the left side.
  • Lists of guns are now sorted by gun type and damage per second.
  • Fixed cover icon showing up in Command Mode at a little too far from actual cover.
  • Fixed issue where sometimes cover icons would be stuck on the screen after scene transitions.
  • Flashbang isn't blocked by half-cover anymore.
  • Increased cooldown time for Satchel Charge.
  • Fixed Tag Enemies not having a cooldown.
  • Fixed cooldown times not being shown below the HUD soldier cards.
  • Gear armor now increases your health
  • Fix pathfinding in the docks
  • Tweaks to the final nightmare boss
  • Fixed some colliders in the docks
  • Fixed a potential issue with having multiple main quests
  • Fixed an issue with muzzle flashes appearing during a reload animation.
  • Improved readability of the map for residential district.
  • Numerous fixes to the urban and residential districts.
  • Fixed an issue that soldiers sometimes wouldn’t follow after issuing tactics
  • Fixed bug with some dropped items not working to pick up again.
  • General fix that should prevent enemies from getting stuck in place.
  • Item rarity is now reflected in menus with color changes to labels, as well as rarity info shown on the inventory screen.
  • Tag enemies now displays some FX
  • Animations on the player characters are smoother
  • Exploding barrels now show target info similar to enemies.
  • Can now travel between dungeon floors using Command Mode
  • Fix some objects’ highlights and some bad colliders in the urban scene
  • Gear weight now has some effect on your soldiers speed while they are not following you
  • Fixes for parks and residential districts.
  • Added The Philosopher somewhere in the game... good luck finding this wise man.
  • Additional achievements are now functional and unlockable.
  • Raised object culling distance to prevent collision issues during encounters.
Breach & Clear: Deadline Rebirth (2016) - ThePraetorian
You guys are stupid awesome, we can't thank you enough! We're in the final stretch here; a full release to Steam is coming very soon and the team has been working night and day to get this game as sexy and awesome as possible. We're a small team, we don't have the resources you get at the big studios, sure...but what we do have is a very dedicated group of fans that have been helping out since the very beginning!

You guys have been instrumental in making this Early Access run a positive one. We know the connotations with Early Access, and we're proud to be a team that is going to full launch. Without you guys, this would have been a much tougher road, and we are sincerely grateful for your help!



Today's build is a reflection of your bug reports, comments on the discussion pages and through our Facebook and Twitter pages. This was all about focusing on the things you've been asking for.

Hope you enjoy! We're almost there!

  • Fixed flashbang stun particles not showing over top of enemies.
  • Fixed bug when choosing none as a vest option when a soldier already has no vest.
  • Grenade throws now come from soldier's hands.
  • Fixed issue with the Use Item/Tactic screen sometimes not navigating correctly with moving between elements.
  • Some progression fixes for urban district quests.
  • Fixed regression where human enemies occasionally couldn't shoot.
  • Removed unnecessary LOD models.
  • Cutscenes are now set up to reset camera angles if necessary, placed in some bad spots already.
  • Fixed the host game popup disappearing when trying to type in a custom port number.
  • Fixed some issues with quests in Residential for multiplayer
  • Fixed an issue with the client player trying to enter some dungeons
  • Added random spawns that replace encounters a short while after they've been beaten.
  • Fixed some issues with encounter checkpoints not loading additional scene assets.
  • Fixed issues with dead bodies teleporting in multiplayer
  • Fixed an issue that when using fast travel dead dudes would be in their idle animation if you went back to their death point
  • Elements in gun lists now show an icon for the gun on the left side.
  • Lists of guns are now sorted by gun type and damage per second.
  • Fixed cover icon showing up in Command Mode at a little too far from actual cover.
  • Fixed issue where sometimes cover icons would be stuck on the screen after scene transitions.
  • Flashbang isn't blocked by half-cover anymore.
  • Increased cooldown time for Satchel Charge.
  • Fixed Tag Enemies not having a cooldown.
  • Fixed cooldown times not being shown below the HUD soldier cards.
  • Gear armor now increases your health
  • Fix pathfinding in the docks
  • Tweaks to the final nightmare boss
  • Fixed some colliders in the docks
  • Fixed a potential issue with having multiple main quests
  • Fixed an issue with muzzle flashes appearing during a reload animation.
  • Improved readability of the map for residential district.
  • Numerous fixes to the urban and residential districts.
  • Fixed an issue that soldiers sometimes wouldn’t follow after issuing tactics
  • Fixed bug with some dropped items not working to pick up again.
  • General fix that should prevent enemies from getting stuck in place.
  • Item rarity is now reflected in menus with color changes to labels, as well as rarity info shown on the inventory screen.
  • Tag enemies now displays some FX
  • Animations on the player characters are smoother
  • Exploding barrels now show target info similar to enemies.
  • Can now travel between dungeon floors using Command Mode
  • Fix some objects’ highlights and some bad colliders in the urban scene
  • Gear weight now has some effect on your soldiers speed while they are not following you
  • Fixes for parks and residential districts.
  • Added The Philosopher somewhere in the game... good luck finding this wise man.
  • Additional achievements are now functional and unlockable.
  • Raised object culling distance to prevent collision issues during encounters.
Breach & Clear: Deadline Rebirth (2016) - ThePraetorian
We are drawing ever closer to launching out of Early Access for Deadline. The teams at Mighty Rabbit, Gambitious, Gun and Devolver are all both excited & anxious about this. We could use your assistance, and we would love for everyone to help us in our next big push on the game.



THE GOAL: Make Deadline the best it can be!

We want everyone to enjoy the game as much as possible once it launches. please play the game, try to break it, explore, try crazy stuff and have fun. While doing all that, also report any and all issues that you come across. It's that simple. Blow the forums up. Hell, rope your friends into playing some Co-Op with you, and let us know what you think. Basically overwhelm us with bugs and feedback! We're seriously asking for this... Right here. Right now.

For all you lapsed players, we would love to hear your thoughts as well. Come back, play, then tell us what has improved and what still needs work.

Thanks so much for all your support. If you enjoy the game and everything we've put into it, please tell your friends to consider joining the push in helping us launch out of Early Access as strongly as possible.

Changelog for this major update!:
  • Trying to scrap weapons or gear now brings up a popup to confirm scrapping it, rather than immediately scrapping.
  • Fixes for some multiplayer online menu related issues (
  • Fixed issue with supplies for the safehouse mission in multiplayer
  • Fixed the dropped item object size that was too large
  • Skill Menu input revised to be much easier to navigate without a mouse.
  • Revisions of gun stats and damage calculations.
  • Fixed some pathing issues in Cave cells.
  • Wood breaking SFX now consistently plays when the first reveal rusher breaks out of the building.
  • Added limitation on certain spawn groups in dungeon cells.
  • Added option to change the camera angle in command mode [Right stick click on controller, V by default on keyboard].
  • Fixed an issue for the client player if the enemy was already dead when joining; was an issue for non-encounter enemies
  • When equipping attachments, the preview stats now show before and after.
  • Fixed smoke grenade not blocking vision.
  • Increment and decrements options for dropping inventory options now only show when they can be used.
  • AI no longer shoots at a perfect fire rate for non-automatic weapons. There is a delay to simulate the time a real person would take to think to pull the trigger.
  • Grenades can no longer be targeted in command mode.
  • Thrown grenades now rotate while traveling.
  • Credits now can be closed by hitting confirm button, not just ESC or cancel button.
  • Fixed some issues in docks involving dialogue and encounters for multiplayer.
  • Added placeable enemy corpses for revival purposes. The Breeder is pleased.
  • Fixed erroneously repeating gas station encounter.
  • Fixed bugs that had to do with viewing a weapon that had less than 3 attachment slots.
  • Grenade throw for soldier now doesn't move the soldier forward to do the throw.
  • Moved over the dungeon floor UI elements on the loading screen to not overlap with the logo.
  • The circle for selected non-tactic perks is now bloody.
  • Defibrillator consumable added to the game. This consumable revives soldiers, similar to the Stabilize tactic.
  • Now when soldiers die, a skull will appear over the soldier and fill with red.
  • Once fully red, the skull disappears and the soldier can no longer be revived with Stabilize or a Defibrillator. They will still be revived when returning to the safehouse.
  • Cover icon for the cursor doesn't show so far above the circle when at an angled view in command mode.
  • Improvements to the docks for multiplayer, fixed some quests
  • Improved the Reinforcements quest and made the trigger not able to be passed without triggering
  • Fixed an area in the docks that could be fallen off of into the water
  • Changed pistol idle and run animations
  • Workbench now shows portrait on the list elements for equipped guns for the person equipped to.
  • Item pickups now show the name in a color corresponding to the rarity.
  • Fixed discrepancies with various explosives' damage.
  • Fixed incorrect DPS readout for weapons on the workbench.
  • Small fixes to Docks and Residential district.
...