Into the Breach

Our review calls Into the Breach a challenging and intensely rewarding strategy game. We love its oppositional smallness and depth, the way it allows you to make mistakes but make every move feel critical.

The eight unlockable squads let you attack Into the Breach in totally different ways—like using judo or swashbuckling to defend Earth. Despite those strategic differences, there's still a ton of shared tips and information worth knowing. Here's the stuff we'd send new players into battle with.

Above: A deeper look at what we love about Into the Breach.

Key tips

Prioritize earning ReputationOf the three types of rewards you can get for completing missions, Corporation Reputation is the one you should aim for. Not only can it be spent on valuable weapons and power cores after you've cleared an island, but it can also be used to buy Power Grid directly—making it more versatile than hoarding plain Power Grid alone. It's far more advantageous to stock up on reputation when choosing missions and only go for the ones that award Power Grid if you're getting uncomfortably low and don't think you'll survive long enough to unlock the store. Power cores are also rarely rewarded, but often spike the difficulty of a mission so it's up to you to determine if it's worth the risk.

Get the siege mech upgrade that negates building damageA Vek is attacking a building. You can kill it, but smashing it with your melee mech would shove it into a civilian building, incurring casualties. One of the easiest ways to get out of this common situation is with upgrades that allow your artillery pieces to deal zero damage to buildings. Consider making this your first power core investment.

Like chess, control the center of each mapDespite all the giant aliens and mechs, Into the Breach shares a lot of DNA with chess. And just like chess, you should always strive to control the center of each map. While years of strategy gaming might lead you to believe your ranged siege mechs are better in the back, you're severely restricting their ability to project damage by only allowing them to fire in one direction. Instead, keep your group huddled around the center, where it can easily move to the outskirts to defend any buildings the Vek might attack. If keeping your more fragile mechs out of harm's way is a concern, you can always give them a nice HP boost with a power core.

Don't worry too much about mech HP (or death)HP is a resource, and you should spend it to win. Don't be afraid to absorb lower-damage hits, step in fire, or block a Vek. Likewise: dead mechs are never destroyed, they're just at 0 HP. If you have a passive ability that can heal them, they'll reboot without their pilot and can continue fighting. As for pilots, losing one can sting but is hardly a game-ending loss. Whether you win or lose, you can always send one pilot back in time to start a new game which lets them retain all of their experience and unlocked abilities. This is your primary pilot who you should always aim to protect. Because you can only send one, the other two pilots on your team are largely expendable.

Press Alt to check the order of attackPositioning one Vek to kill another is an obvious play, but be sure to check out the attack order first to understand who goes first—especially if you're trying to stop a Vek from attacking a building by killing it with another one first.

Pick the right pilot for your teamEach mech can be piloted by a soldier that, as they level up, unlocks new passive abilities. At the start of each campaign, you can choose one of several pilots that already have one passive trait unlocked. For beginners, Abe Isamu is a great choice because his mech becomes armored, letting him ignore one point of damage from attacks (but not damage from other sources like being pushed). Early on, you can effectively use Abe like a tank to soak enemy damage and block cheap shots at your buildings. If you're bad at planning, Isaac Jones gives you another free turn reset each battle. Finally, more advanced pilots require power cores to use their abilities, meaning they won't be useful until later in a campaign. These are best left for more experienced players.

Other stuff to know

You can overcharge your powergrid to increase your defenseIf you fill out your Power Grid meter, each addition piece of Power Grid will increase the percentage chance that a building resists enemy damage entirely. It's a nice to have bonus, but not reliable so don't hoard Power Grid over corporation reputation. 

Take advantage of the whole 'time travel' thingOnce per battle you can reset the entire turn, letting you undo a royally dumb decision. It's always a good idea to use this if you mess up or if you realize a more efficient play (for XP, HP, or saving a time pod) you can make instead.

Everything but powergrid is disposable, sacrifice a pilot if you have toWhen push comes to shove, you always want to prevent the Vek from attacking a building. If you have plenty of power grid to spare, losing one or two in a battle isn't so bad, but when things are dire don't be afraid to sacrifice mechs and your non-primary pilot.

Make all your moves first, then actLike chess, it's helpful to walk through your attacks and their resulting consequences before actually acting. You can use the undo button as many times as you want to move your mechs around, but once you initiate an attack there's no going back. Only once you've devised a plan of action that does the most potential damage and saves any targeted buildings should you finally start making moves.

Plan each turn with your weakest weapon in mindWeapons like the Gravity Mech, which does no damage and only pulls a target one tile forward, seem pretty weak at first glance. But instead of using them on their own or as an afterthought to your more powerful attacks, build your entire attack plan around them. You'll be surprised how much more useful they become.

Use friendly fire to push your own mechs into or out of dangerBecause mech HP is renewable, don't hesitate to use friendly fire to manipulate the positioning of your own mechs. Sometimes all they need is a little push to get them that extra distance to thwart a Vek attack on a building. Likewise, you can also push them away from an enemy attack to let them fight another turn.

Don't block too many Vek from spawning, as you'll make later turns even harderBy positioning one of your mechs or an enemy vek over top of a spawn point, you can prevent more enemies from joining the battle at the cost of HP. But being too aggressive about preventing reinforcements can create a nightmare in later turns when you have six Vek on the field. It's better to kill a Vek than to block reinforcements, so focus on that first.

Events like seismic activity happen before Vek can attack, so don't waste effort killing Vek that are on these tiles Likewise, environmental attacks like seismic activity or volcanic eruptions happen before any of the Vek can make their attack. Don't bother wasting time killing Vek if they're already standing on a tile marked with one of these environmental hazards. 

If you complete every objective on an island, you earn a bonus  Achieving a "Perfect Island" earns a free reward that you select before spending Reputation. In the image above, we were offered a great weapon, pilot, or two free Grid Power.

Shields don't prevent damage from insta-kill abilities like mines or seismic activityOnce in a while, you might find your mech sporting a protective shield that negates incoming damage. It's great for blocking an attack, but won't work against mines or environmental hazards that instantly kill a unit instead of dealing a set amount of damage.

Power cores can be reused, so assign them to HP while you save up for a more powerful useDon't let power cores sit in your inventory unused. Assign them to mechs and use them to boost their move distance or HP and then, if you buy a powerful weapon you need to activate, you can always repurpose them later.

Into the Breach

Intro the Breach, FTL developer Subset Games' latest, is finally out, and it's fantastic. The tiny little tactics game scored our first 90 of the year, and for good reason: Alex called it an exacting, agonizing, ever-changing challenge in his review. It's singing a different tune than FTL, but the same level of care has gone into it. 

If you're interested in playing both of Subset's greats, you can get FTL's Advanced Edition for free if you purchase Into the Breach from GOG on or before Tuesday, March 6. It's $15, and if you already own FTL, you can also get a gift code for a friend.

For more on Into the Breach, check out composer Ben Prunty's deep dive on how he scored the game. 

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info. 

Into the Breach

Into the Breach is a subversive "micro-strategy" game (that's actually surprisingly deep, so says our Steven) from Subset Games, the creator of 2012's FTL: Faster Than Light. It's filled with powerful mechs and hostile aliens and has an awesome soundtrack. It's out tomorrow and now has a launch trailer.  

Here's that: 

Beyond its 16-bit era aesthetic, Into the Breach's most interesting quirk is letting players see their enemies' moves—and letting them respond to them—before they've had a chance to make them. 

On the face of it, this doesn't sound plausible—however here's Steven putting the Mystic Meg of strategy games through its paces: 

Earlier this month, Subset's Justin Ma and Matthew Davis gave Steven exclusive access to a prerelease build of Into the Breach. I found the following extract particularly interesting, as FTL's risk/reward balance often pushed my buttons: 

It took me dozens of hours to beat FTL on easy difficulty, and even after sinking in dozens more, I’ve never beaten it on normal. According to Davis, that’s pretty standard for most players. But I was almost shocked when I beat Into the Breach on normal on my third attempt.

"The game is slightly more solvable than FTL as once you get a hang of it, you’ll be getting to the end far more often," Davis says. "We intend for people to finish the game and then go back and explore new options and let the randomness drive its longevity. You’re always coming across new combinations that are fun and unique. I'd describe Into the Breach as something more like a board game. It’s not that you beat a board game, but you take it out to play for an afternoon and then you put it away and come back and play it again. It’s not something that you beat and then never touch again."

This departure from the punishing difficulty of FTL is going to be contentious, both developers suspect. There’s no big bad boss battle waiting at the end of the game to completely vaporize all the work you’ve done building your squad. But there’s a greater sense of joy to be found in each battle and the surprising ways they can unfold. 

Into the Breach is due tomorrow, February 27. 

Into the Breach

I recently finished the soundtrack for Into the Breach, Subset Games' follow up to FTL: Faster Than Light. Into the Breach is a turn-based strategy game about giant mechs, the apocalypse, and time travel. You can read more about it here. Making the soundtrack was a huge challenge, as the style was pretty far outside my comfort zone. Because of this, I thought it would be interesting to share some key parts of the creative process. Here are some of the decisions involved in making a game soundtrack. 

Discarding the obvious 

Let's compare it to FTL as an example. Like FTL, we decided that the soundtrack for Into the Breach should be something different than is expected for the genre. 

Thanks to Star Wars and 2001: A Space Odyssey, media that takes place in space is often associated with music from a large, bombastic orchestra. We decided early on to simply not have any orchestral elements in FTL. After all, how could we even compete with the likes of The Empire Strikes Back or the Star Trek films? FTL's music featured smooth, melodic synths, lots of reverb, and a general sense of melancholy. This was apparently so unexpected that some early reviewers were put off by the style and recommended listening to orchestral music instead while playing. These days FTL's music has a pretty great reputation, so I'd say we made the right choice. 

When the time came to decide what Into the Breach would sound like, we approached it with the same mindset. Into the Breach has thoughtful, turn-based battles, giant monsters destroying cities, and apocalyptic themes. 'Desperation' was a word we used as a guide for many creative decisions. So what does this sound like? 

As a group we decided to throw out the idea that strategy game music should be quiet

Sometime in the last decade or so, Hollywood decided somber folk music was the official soundtrack of the apocalypse. I'm not entirely sure what kicked that off, but since it's the expected music for that kind of setting, we discarded it from our potential concepts. Of course, deciding what something isn't only gets you part of the way. You still need to figure out what it is. 

This turned out to be difficult. First I tried a lo-fi electronic ambient sound, with synth drones, white noise, and almost no melodies. This actually made it sound a bit like a horror game. It did kind of fit the feel we were going for, but none of us liked it very much. I then made a few quiet, somber ambient tracks, more melodic, with some cello thrown in for a more human feel. I was operating under the assumption that music for turn-based strategy games should be quiet and unassuming. But none of the team, including me, really liked the new tracks either. 

Finally Justin, Subset Games' artist and co-designer, shared this video with me, and suggested I use it as inspiration. 

These two cellists take Hans Zimmer's Inception score and put their own spin on it. The result has an incredible energy. It was essentially the antithesis of everything I had made so far. So I took that concept and ran with it, making a track that would eventually end up as music for Into the Breach's very first trailer: 

As a group we decided to throw out the idea that strategy game music should be quiet, and for each new track I just kept iterating and refining the concept I built with the trailer music. I kept it more energetic, and stopped relying on synthesizers. We finally had a style for Into the Breach. 

Adding guitar 

The style I had put together worked well enough, but I still felt like it was lacking something. Lately I've been teaching myself to play guitar. I have a Fender Stratocaster HSS and I love it. While I still consider myself a beginner guitarist, I found that muted rhythm guitar was something I was decent at, and I loved the sound. For one of the tracks, I tried playing a little muted rhythm part over what I had written. Suddenly the whole piece came together in a way I wasn't expecting. The riff I wrote for that one song became the defining sound of the entire soundtrack. It shows up everywhere

I've isolated the guitar part from one of the tracks so you can hear what I'm talking about. There are three different guitar parts playing at once, with some delay effects added on top. Once you know what to look for, you'll hear it all over.

The art of implementation 

One important thing I learned while transitioning from 'game music fan' to 'game music professional' is the importance of implementation. It's not enough to make good music, you also need to know exactly how to present the music. Where the music is placed, how it starts, how it stops, how long the silence is between tracks—it all has an impact. Even the best music can be placed wrong. For a perfect example of wonderful music that's poorly implemented, go punch a mudcrab in Morrowind. 

While you're placing your mechs, you hear only the ambient sounds of the environment. There's a tension now; the mission has started but there's no music yet.

In the beginning, we just had music playing pretty much constantly. Menu music would fade to battle music when the battle started, and would fade back immediately when the battle was over. This seems intuitive, but in practice it doesn't sound very good. Constant music can fatigue the player. 

Here's one subtle but important change we made. In the game, the player chooses a mission from the map screen, clicks Start Mission, and then the mission starts. Simple, right? In the original implementation, the battle music would start the moment the player clicked that Start Mission button. Again, this seems to make sense, but I didn't like it. I felt that some of the drama and excitement of starting a mission was missing. So I came up with a new way for the music to start. 

There's a moment in the beginning of every mission where you're placing your mechs in their starting positions. With the updated implementation, the menu music fades out when you click on Start Mission, but no other music replaces it at first. While you're placing your mechs, you hear only the ambient sounds of the environment. There's a tension now; the mission has started but there's no music yet.

Once you've decided your unit placement, there's an animation of your mechs dropping from the sky and slamming on the ground, and the music starts at the exact moment the last mech lands. It's a strong, dramatic start to the fight. The tension built by the silence is released. This all makes the previous implementation feel lifeless by comparison. And that's just by changing when the music starts! 

Making the music for Into the Breach was a long and difficult process, but in the end we got something that I think is pretty unique and personal. I learned a lot from it. I’m excited to finally share it with the world. I hope you enjoy what we've put together! Let me know what you think of the game and its music on Twitter.

Into the Breach

VIDEO: Our senior reporter, Steven, takes a quick 10-minute look at Into the Breach, the new strategy game from the makers of FTL.

Into the Breach might look like a 16-bit turn-based strategy game from the Game Boy Advance era, but beneath that cute exterior is one of the most innovative strategy games I've played. Unlike FTL, the first game from developers Subset Games, Into the Breach is all about deterministic strategy. Not only will attacks always hit their intended target, but you can even see and respond to enemy attacks before they happen.

That doesn't sound like the formula for a rich strategy game, but Into the Breach uses that conceit to do some brilliant things. Each battle is a tense stand-off to survive a certain number of turns while swarms of insectoid Vek storm the field. Outnumbered and outgunned, your best approach is to mitigate incoming enemy attacks rather than fight fire with fire.

But describing Into the Breach isn't easy, which is why I've recorded 10 minutes of a new campaign to show off how the turn-based battles work and how each mission plays into the overarching campaign. The video above will give you a basic insight into Into the Breach and how it separates itself in a competitive genre.

The good news is that, if you like what you see, Into the Breach is out February 27 on GOG and Steam and is only $15. Check back next week for our full review.

Kingdom Come: Deliverance

The PC Gamer Weekender 2018 kicks off this Saturday at the London Olympia, and we've got two stages of developer talks running all weekend. The mix of genres and creators this year is huge, with something for everyone. Check out the complete schedule across both stages below, with session descriptions from the guests, and don't forget you can save 20% on tickets with the code PCG. Just head here, and we'll see you in a few days.

If you're curious about what you can play at the Weekender, check this big list out

PC Gamer Stage

Saturday 17 February

10.30. Tales from the helm of Civilization VI: Rise & Fall (Firaxis Games)

Designing an expansion to a game as robust as Civilization VI was no easy undertaking. Join Lead Designer Anton Strenger and Lead Producer Andrew Frederiksen for Civilization VI: Rise & Fall as they discuss the behind the scenes of this new expansion, including the creative challenges and exciting opportunities that they faced during development.

11.30. Kingdom Come Deliverance: From Kickstarter to global hit (Warhorse Studios)

Kingdom Come: Deliverance is groundbreaking in many ways; realistic combat, dynamic quests and a storyline based around an ordinary person. But how do you turn a concept like that into reality and what challenges do you need to overcome? Tobias Stolz-Zwilling from Warhorse Studios will walk you though the development process, show you what makes the game so unique and reveal some insight into the quest mechanics.

12.30. Making Final Fantasy XV Windows Edition (Square Enix)

Technical Director Takeshi Aramaki and Game Design Manager Kenichi Shida will take to the stage to talk about the creation of the PC edition of Final Fantasy XV, including new features and the numerous improvements made to the game's visuals. Attendees will have the chance to see more of the game in action on PC ahead of its launch in March. 

14.30. A Total War Saga: Thrones of Britannia—Total War in the Anglo Saxon age (Creative Assembly)

Join our Creative Assembly guests, Game Director Jack Lusted and Communications Manager Al Bickham, as they explore many of the new features and feature evolutions in Thrones of Britannia. Beginning with a brief history lesson covering the Viking invasion of Britain, our hosts will take a deep-dive into the many interlocking features of the game which combine to create a vibrant vision of Anglo Saxon Britain, and the player’s part in it. Thrones of Britannia Charts the geopolitical events in the aftermath of the invasion, with the British Isles—initially at least—in a state of uneasy peace. Assuming the role of one of ten regional kings, players have a choice of approaches to establishing and cementing rule—through flat-out conquest, through growing fame, or by following narrative-led objectives and evolving their kingdom. Creative Assembly would like it to be known that no actual Vikings were harmed in the making a of this developer session.     

15.30. Warhammer: Vermintide 2 Q&A (Fatshark)

Join the Fatshark team as they answer questions about Warhammer: Vermintide 2, sequel to the critically acclaimed Vermintide with visually stunning and groundbreaking melee action game that pushes the boundaries of the first person co-op genre. 

16.30. Into The Breach Q&A (Subset Games)

FTL co-creator Matthew Davis chats to PCG EIC Samuel Roberts about the release of their long-awaited second game, Into The Breach.

17.30. The creation of Murderous Pursuits (Blazing Griffin)

You're invited to step aboard the HMCS Britannic and immerse yourself in the Victorian stealth-em-up action of Murderous Pursuits, a multiplayer murder mystery for the ages. Join the team at Blazing Griffin as they take you through the inspiration behind this spiritual successor to acclaimed PC game, The Ship, and share a guided demo of its tense hunt-or-be-hunted gameplay. From the colourful cast of characters, to dynamic, living environments, Murderous Pursuits is set to flip stealth games on their head. Forget the shadows and hide in plain sight as you hunt down and eliminate your quarry, all while avoiding any would-be hunters on your tail, and doing so with the elegance and poise one would expect from the Victorian era.

Sunday 18 February 

10.30. Surviving Mars: System driven game design—how to avoid the self-playing piano (Haemimont, Paradox Interactive Games)

Gaby and Ivan-Asser from developer Haemimont together with Producer Jakob from Paradox Interactive Games presents their upcoming game, Surviving Mars. In this eagerly anticipated survival city builder, the player is tasked with building mankinds first home away from home, a permanent colony on Mars. The theme will be interactions between a human player and deep AI simulations and how to create interesting player choices in a systems-driven game.

Haemimont has great experience in creating tight management game designs that still leaves space for an industry-unique streak of humanity and warmth, and Surviving Mars takes this even further. Listen to true veterans of the industry talk about their game and the surprising amount of work and thought that goes in to creating a simulation that stands out from the crowd.

11.30. Making Final Fantasy XV: Windows Edition (Square Enix)

Missed our Final Fantasy XV developer guests on Saturday? We'll host another panel on the Sunday, so don't miss it. 

14.30. 25 years of Rebellion and Battlezone: Combat Commander Demo (Rebellion)

A talk on the history of Rebellion over the last quarter of a century, followed by a demo of Battlezone: Combat Commander. This panel will be led by Tim Jones, Head of Creative at Rebellion, with more guests from the studio alongside. 

15.30. Tropico 6—Building the next chapter in the infamous dictator Sim (Limbic Entertainment)

François Reinold, Senior producer from Limbic Entertainment takes fans through the highly anticipated Tropico 6, the latest instalment in the world famous dictator sim and talks about what it takes to build on Tropico’s brand heritage while keeping true to the classic gameplay and trademark humour of the series. Fans will get to see some of the new features in action like archipelagos, infrastructure and heists as well as seeing the all new engine in action. The island paradise of Tropico has never looked so good!

Developer Stage

Saturday 17 February

11.00. The birth of Two Point Hospital (Two Point Studios)

Two Point Studios’ co-founders Mark Webley and Gary Carr, hosted by Two Point Studios’ Community Manager, Lauran Carter, will take you on a journey through Two Point County covering the inception of the studio from just an idea to signing a publishing deal with SEGA for their brand new games, Two Point Hospital. We’ll be showing a ton of previously unseen footage including a world-exclusive gameplay reveal where we’ll reveal to viewers a brand-new in-game illness!  

12.00. Project X—Building impossible worlds (Automaton Games)

Automaton Games offers a first look at their upcoming MMO-shooter and reveal the journey behind building an online-world of previously impossible immersion. 

13.00. Phoenix Point and the evolution of the XCOM genre (Snapshot Games)

Snapshot Games are revealing early tactical game play for Phoenix Point, an XCOM-style game with an evolving, alien threat. Julian Gollop will explain how Phoenix Point takes elements from the original X-COM games and the Firaxis reboot, with the addition of some interesting new mechanics. Julian will also talk a little bit about the ambition for the strategic side of the game which develops interesting themes from X-COM Apocalypse, with multiple factions and complex relationships.

15.00. Making PC Building Simulator (The Irregular Corporation)

Join producer Stuart Morton as he shows gameplay for PC Building Simulator for the first time ever in public. A prototype of the game was uploaded to Itchi.io last year and has been downloaded over half a million times, growing a cult following amongst PC gamers.

Now it's gearing up to launch on March 27th and has partnered with an incredible list of official hardware and software partners including EVGA, NZXT, Cooler Master, FutureMark and more!

The game will feature a fully-fledged career mode, 'How to build a PC' learning mode, free building mode and a range of official components from some of your favourite brands.

16.00. In Detail with Biomutant (Experiment 101/THQ Nordic)

Stefan Ljungqvist, creative and art director at Experiment 101, who played a key role on the likes of Just Cause and Mad Max at Avalanche, will take to the stage to go in detail with some gameplay elements of the promising-looking Biomutant. You can also play the game on the show floor. 

17.00. Sea of Thieves—Building a PC game that PC players expect (Rare)

As our first PC game, we had an opportunity with Sea of Thieves to build it for the PC community. We figured that to achieve this we needed to work with the PC community from day one, so here is our story... 

Ted Timmins, PC design lead at Rare, will reveal all. 

Sunday 18 February

11.00. Frozen Synapse 2—Open World Tactics (Mode7 Games)

Co-founders Paul Kilduff-Taylor and Ian Hardingham discuss the challenges of developing a tactical game with an enormous scope. 2011's Frozen Synapse was a hugely successful tactical title in its own right, but now Mode 7 are attempting to bring that gameplay into the context of a vast simulated city—we talk to them about this transition and how the game is coming along.

12.00. Seed—Build Your Own Utopia (Klang)

Klang will be joining PC Gamer on stage for a live Q&A session on its upcoming MMO god game Seed. Klang Games co-founder Mundi Vondi will take the stage to discuss the inspiration, design and technology behind its ambitious new title, while revealing new footage from the game.

13.00. Cobalt, from PC to console and back again (Oxeye Game Studio)

How bringing mouse support to Cobalt created a game of its own and what it taught us about designing the perfect PC-centric platformer.

15.00. Minecraft Updates and Game Design (Mojang) 

An update on the upcoming Minecraft updates with insights in how Minecraft features are conceived and developed, presented by Jens Bergensten, Mojang's lead creative designer. 

16.00. The PC Gamer panel

Join Samuel Roberts, Tom Senior, Phil Savage and Philippa Warr from the PCG editorial team as we take your questions about all things PC gaming. What do we think of the current state of PC gaming? Are we any good at PUBG? Why did Tub Geralt happen? All of these questions will be answered and more. 

Into the Breach

Into the Breach, the next game from the makers of FTL, will launch on Steam, GOG and the Humble Store on Tuesday, February 27, two-man developer Subset Games announced today. 

As we learned when we sat down with Subset heads Justin Ma and Matthew Davis last September, Into the Breach is a turn-based strategy game about humanity's war on a race of insect monsters called the Vek. Unlike FTL, it puts very little emphasis on storytelling. Like FTL, it's quite hard: Steven managed to wipe out humanity twice before he got the hang of it. 

"Here’s where Into the Breach really threw me for a loop: It’s not just about killing Vek," Steven wrote. "Every battle requires you to survive for a certain number of turns, with secondary objectives that will grant you resources. One of those objectives might require keeping NPC units alive or escorting a train as it travels across the map. But how you survive those turns is ultimately up to you."

Ahead of its February 27 release, Into the Breach will also be playable at the PC Gamer Weekender on Saturday, February 17. We'll also bring Subset Games on-stage to talk about their next strategic great. 

Abandon Ship

Whether you enjoy turn based games or a good RTS, 2018 will present some interesting options. Naturally, the brace of current 4X games like Civilization 6, Stellaris and Endless Space 2 will continue to receive expansions and updates throughout the year, but there are a bunch of new titles to look forward to besides. Here are the ones we're most excited about, and a few that we can expect to see appearing in 2019 and beyond.

Frozen Synapse 2

Developer: Mode 7 | Release date: 2018 | Link: Official site

Frozen Synapse was a sleek, streamlined tactical squad combat game released in 2011. A tight variety of weapon types and smart asynchronous multiplayer helped it to stand out, now the sequel plans to couch these combat encounters in a procedurally generated city populated by embattled corporations. As in the original game, you give orders to your neon operatives in five second bursts by drawing out pathing and aiming instructions, then you press 'go' and watch your orders play out. The core combat is proven, but we'll have to see how the addition of an overworld relic-hunting metagame builds on those fine foundations. The digitised cut-glass cities already look gorgeous.

A Total War Saga: Thrones of Britannia

Developer: The Creative Assembly | Release date: 2018 | Link: Official site

Total War fans waiting for a return to history could be in for a treat as The Creative Assembly debut the "Saga" series. It's a sizeable Total War game with a much tighter focus on a particular flashpoint in history, namely the aftermath of Alfred the Great's victory against the Vikings at the battle of Edington. Three factions are poised to fight for control of the British isles, but the country is rendered at a much greater scale than we've seen before in a Total War. Take a look at the map at the end of the video below and you can see how the game intends to zoom in and explore the territory in detail.

BattleTech

Developer: Harebrained Schemes | Release date: Early 2018 | Link: Official site

We like everything we've seen so far of this turn based mech combat game. You spend half of your time engaging enemies with a squad of highly customisable mechs, and half managing your mercenary organisation in a tough universe where betrayal is a constant risk. Learn more in our interview at the PC Gaming Show, where we learned more about your home base and the strategic metagame that binds your missions together. BattleTech/MechWarrior creator Jordan Weisman is onboard, so long-term fans of the BattleTech universe can expect a detailed and authentic take on the universe.

Into the Breach

Developer: Subset Games | Release date: TBA | Link: Official site

It is a good year to be a mech fan. Into the Breach, from the developers of FTL, doesn't have an official release date yet even though from what we've played it could come out tomorrow and be brilliant. It's a turn based tactical combat game set over a tightly limited turn count. In each encounter you have to do is survive an onslaught of giant creatures burrowing up from beneath the planet's surface, but where many strategy games rely on dice rolls and happenstance to generate drama and tactical dilemmas, Into the Breath shows you everything. You know exactly how and where each enemy is going to strike next, and how much damage they will do. Then it's up to you to craft a perfect series of attacks to push enemies around the battlefield and blow them up for sweet XP.

Phoenix Point

Developer: Snapshot Games | Release date: 2018 | Link: Official site

The creator of the original X-Com, Julian Gollop, is returning to the genre he helped create with an exciting modern take on the formula. Bodypart targeting, mutating enemies and a grittier look all help separate Phoenix Point from Firaxis' recent XCOM reboots. Soldiers will have willpower and endurance stats to model how stressed they feel when they get shot by alien crabs with miniguns for arms, and there are multiple human factions with their own tech preferences. Of course you can expect to repurpose crab tech for your own purposes, in true X-Com fashion.

Age of Empires: Definitive Edition

Developer: Microsoft | Release date: Early 2018 | Link: Official site

This could be a dream remaster of one of the best loved PC series ever. The art has been updated to look good at modern resolutions, the population cap has been increased, you can zoom out, pathfinding has been adjusted, you can attack-move, there's an "enhanced orchestral soundtracK" and more. The package will include the original campaign and the scenario editor. The only drawback is the game is releasing "exclusively to Window 10 PCs" according to the Microsoft Store page. Hopefully we'll see it coming to a wider range of PCs later.

Wargroove

Developer: Chucklefish | Release date: Early 2018 | Link: Official site 

This will look very familiar to Advance War players, but we're sorely lacking bright turn based tactical games like this. Wargroove's four factions are depicted in vivid pixel art, and include exciting unit types like 'dog' and a very excited archer. Careful positioning and adjacency bonuses are everything in the Advance War formula.

Abandon Ship

Developer: Fireblade Software | Release date: Early 2018 | Link: Official site

An FTL-esque oceanic romp set in a procedurally generated seascape full of pirates and the odd tentacle monster. You order your crew around your vessel during sea battles as they load cannons, fix holes in the hub, and fend off boarding attempts. Meanwhile you have to target your enemy using a range of attacks, from cannons to chain shot that ruins sails. Between battles you navigate between ports to take on missions, earn bounties and upgrade your ship.

Phantom Doctrine

Developer: Creative Forge Games | Release date: 2018 | Link: Official site 

If the phrase 'Cold War XCOM' piques your interest, keep an eye on this tactical squad game in which you command a team of agents. Your mission, should you choose to accept it, is to sabotage opposing nations, recover intel and flip enemy agents. Stealth is preferable of course, but you can charge in with a machinegun if the circumstances warrant. There is no in-game footage yet, but the first screenshots are full of moody lighting and period outfits.

Looking further ahead

Age of Empires 4: Easily one of the most exciting  strategy games on the horizon. A slim concept-art only teaser trailer reveal suggests that it could be some way off, but genre-specialists Relic Entertainment are developing the project, It's a great opportunity to bring back a bastion of PC gaming.

Warhammer 40,000: Gladius—Relics of War: In the grim darkness of the future there is war on hexes, where futuristic units take it in turn to annihilate one another for the glory of their respective factions. Warhammer 40K stalwarts the Ultramarines, Orks, Imperial Guard and Necrons  duke it out in this follow up to Slitherine's Sanctus Reach and Armageddon.

Forged Battalion: Forged Battalion is a colourful RTS from the vets at Petroglyph. You forge your battalion using an extensive unit customisation suite before taking them to the field to battle The Collective. It's due to enter Early Access soon but the final release date is as yet unknown.

Phantom Brigade. Another mech game—hooray! This one features turn-based battles in destructible environments and, true to the genre, heavy war machine customisation between missions.

Cuphead

The 2018 Independent Games Festival—the 20th one, as it happens—will be held on March 21 ahead of the 2018 Game Developers Conference. Nearly 600 indie games were evaluated this year, but as the festival's organizers announced today, only 35 made the cut for the annual awards ceremony. Here's a full rundown of the nominees and categories:   

Excellence in visual art

Excellence in audio

Excellence in design

Excellence in narrative

Best student game

  •  IO Interloper 
  •  Don't Make Love  
  •  Penny Blue Finds a Clue 
  •  We Were Here  
  •  Baba Is You  
  •  Guardian of the Gears  

Nuovo award

Seumas McNally grand prize

While most categories are self-explanatory, it's worth noting that the Nuovo award is for "thinking differently about games as a medium," in case the nominees didn't give that away. You can find more details and the honorable mentions in the official IGF listing. 

Into the Breach

Into the Breach is out on February 27. While we wait for the FTL follow-up, here's our in-depth look at the new tactics game, originally published in September 2017. 

Humanity was wiped out twice before I finally understood how to survive in Into the Breach. My Godzilla-sized mechs were overwhelmed by the insectoid Vek, helpless to stop as they butchered the last human cities. There is no game over in Into the Breach—not in the thematic sense. Instead, as the last vestiges of civilization were wiped out, a wormhole opened to send a single one of my pilots back to an alternate timeline to try again. And again. And again.

This cycle of trying, failing, learning, and trying again is one of the few things that binds Into the Breach to FTL, the indie smash hit and first game that Justin Ma and Matthew Davis made together. There are other threads that link the two games, but Into the Breach is not a spiritual successor in any real way. Instead, it’s a clever subversion of turn-based strategy games like XCOM done at a scale that makes it feel like a Gameboy Advance game.

Justin Ma and Matthew Davis gave me exclusive access to a prerelease build of Into the Breach. And after playing it for a week, I sat down with them to talk about how such a little game subverts the turn-based strategy genre in big ways.

“When you think of tactics games, especially with the popularity of XCOM, there’s often a heavy reliance on random chance and FTL was really reliant on it too,” Matthew Davis tells me over Skype. “Part of our vision for Into the Breach is a push to be more deterministic in the moment-to-moment gameplay.”

And it’s that determinism that made learning how to play Into the Breach properly such a fun challenge. See, when my mechs take to the field to thwart the incoming hordes of Vek, I’m not working with an incomplete picture. There is no fog of war and no percentages governing whether my attacks hit or miss, like in so many other strategy games. The Vek aren’t all that intelligent, either, and they’re even so kind as to show you their intended attack and give you a chance to respond before they execute it. On paper, Into the Breach sounds like a dumb game. But that’s what makes it so damn smart.

We wanted to come up with something that would be fun regardless of the AI.

Justin Ma

“Traditionally with games like this, the developer creates an AI opponent that simulates what it’d feel like to play against someone doing the same moves and using the same tactics that you are,” Justin Ma explains. “We wanted to come up with something that would be fun regardless of the AI. In a lot of games, even in FTL, if the AI does something smart, you’re going to lose, and if they do something dumb, you’re going to win. We tried to sidestep that entirely.”

Two steps ahead 

The premise of Into the Breach is a simple one: Humanity is fighting a losing war against throngs of insect monsters called the Vek that have erupted from beneath the Earth’s surface. As the commander of an elite squad of three towering mechs, you must defend the last bastions of civilization before finally launching an offensive to eradicate the Vek menace for good.

Unlike FTL, Into the Breach is not a game about storytelling. In the 16 hours I’ve played of a unfinished, prerelease build, not once did I feel any kind of emotional attachment to my squad. And that’s partially intentional. “In FTL, that sort of storytelling was one of the most important design elements,” Ma says. “For Into the Breach, it’s more about the systems and how they interact.”

Davis labels it a ‘micro-strategy’ game, but that term somewhat masks the surprising depth that Into the Breach holds. Battles are fought on a relatively small eight-by-eight grid and your primary objective is to prevent the Vek from destroying the human settlements that pepper the various tiles. Each time a settlement is successfully attacked, your powergrid level drops. If it depletes entirely, it’s game over for everyone except the one pilot you can send back to carry on the fight in an alternate timeline.

These battles feed into an overarching campaign similar to FTL. There are four islands you have to defend, each with their own unique geography, enemies, and rules. The Pinnacle Robotics island, for example, is a frozen wasteland where the human settlements are sometimes encased in ice, giving them an extra layer of defense from attacking Vek. Each island is divided up into missions that you choose to take on in a somewhat non-linear order and the rewards you get from completing objectives will help you power up your mechs and purchase new equipment. As you kill Vek, your pilots also level up and gain new passive abilities.

But here’s where Into the Breach really threw me for a loop: It’s not just about killing Vek. Every battle requires you to survive for a certain number of turns, with secondary objectives that will grant you resources. One of those objectives might require keeping NPC units alive or escorting a train as it travels across the map. But how you survive those turns is ultimately up to you.

For Into the Breach, it s more about the systems and how they interact.

Justin Ma

During any one turn of combat, your three mechs are usually outnumbered. While you could chip away at each Vek’s health, a far better strategy is to make them do your dirty work for you. Instead of a traditional turn-based setup, where each team moves and then executes attacks, Into the Breach adds a wonderful wrinkle. When it’s the Vek’s turn, they’ll move into position and ready their attack. You are then given an opportunity to move your mechs and attack.

But the Vek aren’t intelligent creatures. If a Vek is about to attack a settlement one tile in front of it and I use my Combat Mech to punch it, it’ll deal two damage and also push the Vek two tiles away. If I’m clever, I might punch it and push it two tiles so that when that Vek attacks, it’ll hit one of its own. Few Mechs focus on dealing damage directly. Instead, their abilities center around manipulating the map and pushing Vek away from their intended targets.

“When we first started, I felt like the obvious answer was that you could only push or pull in so many directions, but once we dived into it we were excited by how much we came up with,” Davis says.

Similar to FTL, you’ll start with a basic squad of mechs, but as you play the game and save various human settlements on the overworld map, you’ll quickly unlock more. My favorite are the Robotic Judoka, a trio of mechs that barely do any damage at all. Instead, each of their abilities pushes or pulls Vek and a passive ability granted to the party doubles the damage from pushing Vek into one another.

It’s a wildly different playstyle than, say, Frozen Death, a squad with an Ice Artillery mech that can freeze enemies. Each of the eight squads currently in the game has their own unique flavor, but players can also select an option to make a randomized squad to create all sorts of crazy combinations. "The randomized squad option adds a lot to the game for me because it can create these abnormally difficult or easy setups and it’s fun to have those spikes,” Davis says.

“The most interesting weapons in this game have multiple uses,” Ma tells me. “For example, one of the core units has an artillery attack that fires over objects, damages one tile, and pushes all the tiles around it. When people start using that weapon, they’ll just chip away at the enemy, but when they get good it becomes this incredibly useful tool. You can kill an enemy by pushing them into water, push your own units to get closer, or damage and push multiple units.”

Things get even more complex when you start accounting for the geography of each map as tiles have properties that can react to attacks. If an enemy is standing on a sand dune and I hit them with an artillery strike, the dune will erupt into a cloud of smoke, blinding the enemy and preventing them from attacking until they move. A forest tile might erupt into flames, further damaging the enemy each turn until they die. In the spirit of FTL, random modifiers can dramatically impact the flow of a battle too, like a tsunami submerging a column of tiles each turn, narrowing the playing field. 

After playing the game for 16 hours, I’ve only just become acquainted with half of the available squads. And when I started playing with randomized squads, I had an ‘oh fuck’ moment—there’s just so many possibilities. That’s surprising because, unlike FTL, I’ve already beaten the game several times. 

Difficulty curves 

It took me dozens of hours to beat FTL on easy difficulty, and even after sinking in dozens more, I’ve never beaten it on normal. According to Davis, that’s pretty standard for most players. But I was almost shocked when I beat Into the Breach on normal on my third attempt.

“The game is slightly more solvable than FTL as once you get a hang of it, you’ll be getting to the end far more often,” Davis says. “We intend for people to finish the game and then go back and explore new options and let the randomness drive its longevity. You’re always coming across new combinations that are fun and unique. I'd describe Into the Breach as something more like a board game. It’s not that you beat a board game, but you take it out to play for an afternoon and then you put it away and come back and play it again. It’s not something that you beat and then never touch again.”

I'd describe Into the Breach as something more like a board game

Matthew Davis

This departure from the punishing difficulty of FTL is going to be contentious, both developers suspect. There’s no big bad boss battle waiting at the end of the game to completely vaporize all the work you’ve done building your squad. But there’s a greater sense of joy to be found in each battle and the surprising ways they can unfold. 

For example, during each turn, new Vek will begin to spawn on the field by burrowing up from underground. If you push an enemy Vek over that tile, they’ll take damage but also prevent the new Vek from joining the fight. There were countless moments when I stared at the battlefield, studying each of the Vek’s intended attacks, and realized the perfect combination of moves to completely mitigate their offensive. I felt like a goddamn genius. And it’s in those moments where Into the Breach almost feels more like a puzzle game.

“We didn’t set out to make a puzzle game, but when you remove the randomness from these games you’re left with something that does feel more like a puzzle,” Davis admits. “It’s very fair to say that Into the Breach is a puzzle game wrapped up in a strategy game. But we just kind of stumbled into that design as we went into it.”

Aside from some missing dialogue and minor art, Into the Breach feels almost complete. Ma and Davis tell me they still might add new squads, islands, and enemies if they stumble on new ideas, but I can’t imagine what else there could be. Into the Breach is satisfyingly deep. But the big obstacle before them is, with so much complexity, making it all feel balanced. “If you add just one additional enemy, the game can be impossible, and one less enemy can make it a snorefest. We have to be pretty sneaky to find ways to tweak the difficulty in minute ways when you have such simplistic numbers,” Ma laughs.

There’s no denying, however, that Into the Breach probably won’t have the same broad appeal as FTL. Whereas FTL and XCOM humanize their strategy by making you feel attached to your crew, Into the Breach is, as Ma said “more about the systems and how they interact.” It’s a concise strategy game that strips away everything else and I’m eager to play the full game when it releases early next year.

“For me, at least, I’ve made peace with the fact that FTL is probably the most popular thing I ever do in my life,” Ma says. “Anything that happens after that is just icing on the cake.”

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