Forget FOMO! Forget Gacha traps! This ain't no loot grab-fest. You know the feeling when the ladder means nothing. In Rankbreaker, your rank is your currency, and you steal it from your enemies. Every point on The Trophaeum belongs to someone and right now it isn't you.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Rankbreaker has been in beta long enough that we're confident in the foundation. The core systems work, matches are stable, and we've stress tested the rank economy under real player conditions. Early Access is the next step because it opens the door to the kind of feedback that actually shapes a game, not just bug reports, but real input on what players want to see added or changed. It also lets us bring the full economy online, including the in-app purchase layer, which isn't available in beta. We'd rather build the rest of this with players in the room than hand them a finished product they had no hand in shaping.”

Approximately how long will this game be in Early Access?

“Full release depends on a crowdfunding campaign that funds the transition from placeholder art to fully commissioned bespoke assets. We're heading into Kickstarter in October 2026 with three artists already contributing to the project. Our plan is to move out of Early Access and into full production no later than March 31, 2027”

How is the full version planned to differ from the Early Access version?

“The full release version of Rankbreaker moves from asynchronous multiplayer to live real-time matches. The async foundation works and it's how the game runs today, but live multiplayer is where the competitive experience we're building toward actually lives. Alongside that we're overhauling the underlying engine to support cloud deployment, which means fewer forced client updates and a more stable platform for everything built on top of it. The card pool grows, the art gets finished, and the infrastructure gets built to last.”

What is the current state of the Early Access version?

“Rankbreaker works. Matches run, accounts create and log in cleanly, notifications fire, rank tracking functions the way it's supposed to, and the core gameplay loop is solid end to end. The systems that make Rankbreaker what it is are all in place and behaving. What's left is final commissioned art and whatever the community tells us needs to change. We're not asking players to fund development of something half built. We're asking them to help finish something that already plays.”

Will the game be priced differently during and after Early Access?

“No. Rankbreaker is free to play now and it stays free to play after full release. Some content is available through in-app purchase during Early Access, but nothing is locked behind a paywall permanently. After the embargo period every piece of content becomes earnable through play. No wallet required. The rank economy is designed around skill and time, not spending, and that doesn't change between Early Access and full release.”

How are you planning on involving the Community in your development process?

“Discord is where the real conversation happens. We want players in there telling us what works, what nobody touches, and what they wish existed. New cards, new mechanics, new content types, if the community wants it and it fits the game we're building, it gets serious consideration. Rankbreaker isn't finished because we said so. It's finished when the people playing it say it is.”
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About This Game

Six rounds. Thirty seconds. That's all you got. Pick your cards, unleash your powerful Disruptors, and dominate the board. Take two out of three locations and the win is yours. You're stepping into a battleground where the rules are simple but the climb is not.

It's turn-based card battles, pure and simple, but with a twist. Your rank is your wallet. Every point you have you took from someone else, and every point you spend on your collection is a point off your standing. Your climb up The Trophaeum determines your power, your status, and how far you can fall before you don't matter.

Four disruptors in your deck. One gets drawn per match. One round to play it or burn it. It could be anything. Raven and suddenly both players are playing with their hands face up for the rest of the match. Void wipes your entire field on round five, turns every location to Deadspace, and gives you one round to figure it out. Lean into The Trophaeum, or get off the tower.

Paragons can't be bought. Every one of them gets unlocked by playing their base card in winning matches. Pure skill, no shortcut. And once you've got one, normal cards don't register. Only other Paragons, disruptors, and locations can touch them. Power isn't an in-app purchase.

Lost? That sucks. That player becomes your Rival. They stay on your list until you take them down or someone else becomes your rival first. Hunt them directly or pair up against them in matchmaking for a double or nothing rematch or let your list build and watch your options grow.

If that's not enough, put a price on their head. That price gets displayed on The Trophaeum, and hunters will try to take them down. If they win, they earn the Scrip and you get a portion of the rank points. But if they choke, the target walks away with half your Scrip and you go from paying for revenge to pouring salt in your own wound.

Three random locations reveal every match, each with their own rules. Deadspace kills abilities. Clocktower forces a seventh round. The Steps adds an extra card to your hand. You're playing whatever the board gives you.

Factions change that. If your faction controls a location, it shows up in every match you play. Two locations are still random. One never is. Rival faction holding the location you want? Declare war. Win the war, take their land. They're left with nothing.

(Even if you hate the game, the soundtrack kicks ass.)

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

A majority of card and location art currently in the game was generated using AI tools during development. This artwork is still included in this build, and is being progressively replaced with original art created by professional artists.

System Requirements

Windows
macOS
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-Bit
    • Processor: Intel Core i3-6100 / AMD Ryzen 3 1200
    • Memory: 4 GB RAM
    • Graphics: DirectX 11 compatible GPU, 1GB VRAM
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: DirectX compatible sound card
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 / 11 64-Bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: DirectX 11 compatible GPU, 2 GB VRAM
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: DirectX compatible sound card
    Minimum:
    • OS: macOS 12 Monterey
    • Processor: Apple M1 or Intel Core i5 dual-core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: Metal-capable GPU, 1 GB VRAM
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: Integrated audio supported
    Recommended:
    • OS: macOS 13 Ventura or later
    • Processor: Apple M1 Pro / Intel Core i7 quad-core 2.5 GHz
    • Memory: 8 GB RAM
    • Graphics: Metal-capable GPU, 2 GB VRAM
    • Network: Broadband Internet connection
    • Storage: 1 GB available space
    • Sound Card: Integrated audio supported
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