FAQ
Questions
Short answers. Anything not here is probably undecided, and we would rather say so than guess.
What is MACHBREAK?
A competitive momentum shooter: multiplayer sci-fi combat built around terrain momentum, jet-assisted movement, projectile prediction and objective play. Speed is the weapon. It belongs to the high-speed physics-shooter genre and it is its own original IP.
When does it come out?
No date, and no date will be given until there is a build that earns one. The project is in pre-alpha: the movement lab and combat lab are done, the core prototype (BreakFlag at 8v8 on greybox maps) is in progress. After that: vertical slice, closed alpha, early access. The roadmap has the phases and the dev log has the day-to-day.
Are the pictures the game?
Not the colourful ones. Images labelled Concept are concept boards used as art direction and placeholders; images labelled Greybox are real development builds, which is why they are grey. Physics and competitive latency come before graphics.
What platforms?
Windows first, with Linux dedicated servers. Consoles later; cross-play is considered from the start rather than bolted on.
How much will it cost?
Undecided: free-to-play or premium. Whatever the model, nothing that affects gameplay will ever be sold.
Is there pay-to-win, or grind-to-win?
No. Every weapon, frame, module and vehicle that affects gameplay is equally available in competitive modes. Progression unlocks cosmetics, titles, lore, mastery badges and profile elements only. This is a design law, not a policy.
Hitscan or projectiles?
Projectiles. Prediction is rewarded; mid-air hits are scored server-side and announced by tier, Vector Hit to Mach Hit. A few energy weapons trade mobility for precision and draw from the same energy pool as your jets.
How fast is fast?
Design targets: new players 30–70 km/h, intermediate 80–150, advanced 150–250, elite 250–400+. Speeds are measured in-engine and regression-tested; the numbers on this site are targets and will move as tuning does.
Will there be dedicated servers, LAN, a server browser?
Yes, all three, designed in at the architecture stage. Community servers, custom maps, custom modes and server scripting are planned; official ranked play stays locked to official rules.
Which engine?
The simulation is engine-agnostic plain code: a fixed tick, our own terrain and hit tests, no engine physics for locomotion. It currently runs in Godot 4 and is architected so it could move to Unreal Engine 5 later.
Is this a remake of an older game?
No. MACHBREAK is original IP built from first principles: its own names, art, code, sound, maps and lore. Older physics shooters are historical influences on the genre and nothing more.
What is MACHBORNE?
The universe the game lives in: the Vector Lattice, the Mach Drives that make operators Machborne, The Break, and the Mach Wars fought by four factions, Helix Concord, Frontier Ascendancy, Iron Covenant and Null Collective. Players are not faction-locked. The codex is a living draft at machborne.com.
Can I play now?
Not publicly. Playtests are friends-only while the movement and combat loop is proven. The waitlist on the home page gets one email when the first open test is announced.
Who is making it?
A small indie team. The dev log is generated directly from the project's experiment records, so it is as honest as the numbers in it.
Press, creators, questions?
The press kit has the boilerplate, logos, palette and screenshots. A press mailbox is listed there and marked until it is actually monitored.