BreakFlag
The loop. Two bases. Each holds a Core on its Core Station. Take the enemy Core, carry it home along a Breakline, and touch it to your own Core Station while your own Core is safe at home. The Runner gets the capture, the team gets the point. First to the cap limit, or the most captures at time, wins.
The operation. Around that loop: escorts clearing the route, interceptors waiting on the ridge where the fast Breakline crests, a Bulwark shelling the base so the defence is repairing instead of chasing, a Strider on the far route nobody is watching. Every capture is a small operation, and every link in it can be broken.
The routes. Every Core has at least three ways out: a safe, slow one; a fast, exposed one; and an extreme, technical one that only a practised runner can hold. Map notes name the official Breaklines; players find better ones.
The grab. A Core can be taken at speed. A runner who arrives at 200 km/h leaves at 200 km/h, minus whatever the defence takes off them on the way through.
Status
In development now, on greybox maps: two bases, three frames, projectile weapons, bots with roles (runner, escort, interceptor, stand defence), server-authoritative simulation with client prediction, replay logging.
Competitive target: 7v7. Playtest target: 8v8. The menu will still explain it as capture-the-flag; the systems and words are our own.
In development
Team roles in a BreakFlag match
Roles are what you are doing, not what you picked in a menu. Any frame can do any of them; some frames do some of them better.
- RunnerTakes the Core and brings it home. Usually a Strider.
- EscortClears the route ahead of the runner and shoots what follows.
- InterceptorStops the enemy runner where the Breakline is predictable.
- Disruptor / RaiderHits base systems: power, sensors, the Core Station's defences.
- Anchor / SentinelHolds the base and the Core Station; long-range overwatch.
- HunterFinds and kills the enemy's beacons, jammers and infiltrators.
- Vehicle Assault · Air DefenceLater: the vehicle layer and its counters.
- EW · EngineerLater: jamming, false signals, repair, deployables.
Maps
Maps are designed as Breaklines first, scenery second. Three scales: Arena, Battlefield, Theater. Every base has sensor shadows, beacon opportunities, sweep routes and counter-battery positions; vehicle lanes cross infantry routes without dominating them. The current maps are greybox test terrain; the boards below show the direction.



Map names on the boards are working titles.
Planned
No dates. Each of these waits until BreakFlag is finished and people keep coming back to it. Ranked candidates are marked.
Frontline
Large territory warfare, 32v32 scaling towards 64v64. Combined arms, logistics, forward bases.
PlannedBreakpoint
A moving objective. Mobility, rotations, temporary control.
PlannedVector Control
Multi-node domination. Split pressure and route decisions.
PlannedRelay
Pass-and-carry race with combat. Speed, passing, interception, escort.
Planned · ranked candidateConvoy
Escort or destroy. Vehicles, ambush, air cover, route denial.
PlannedStrike
Attack and defend infrastructure. Staged sabotage, repair, siege.
PlannedHunter
Collect and extract fragments. Risk, reward, visibility.
PlannedMachBall
High-speed sport mode. Passing, positioning, aerial control.
Planned · ranked candidateDuel
1v1. Movement and prediction, nothing else.
Planned · ranked candidateVector Arena
2v2 to 5v5, equalised competitive combat.
Planned · ranked candidateSurvival
PvE, solo or together. Mechanics training and lore delivery.
PlannedIncursion
Four-player PvE missions. Contracts, lore, a place to learn the chains.
PlannedMovement Trials and Mach Academy
Movement Trials
Named Breaklines with a clock. Run the route, race your ghost, race the leaderboard, watch the replay of the runner above you. Trials are the movement school and the movement sport at once, and they need nothing but the terrain, so they arrive early.
Planned · after core prototypeMach Academy
The training system: tutorials that teach Glide, Burn and the Burn Arc in that order; bot matches; time trials; a vehicle sandbox later. Nobody is thrown into a 7v7 at 250 km/h without having been shown how to stop.
PlannedSolo and local play are part of the architecture, not an afterthought: LAN, offline bots, a practice server, map testing and community rule sets.
Competitive integrity
Everything that affects gameplay is available to everyone from the start. Nothing gameplay-affecting is ever sold, grinded or gated. Progression is cosmetics, titles, records and mastery badges. Rank reflects skill by mode, not account age or spending. Competitive servers are server-authoritative and anti-cheat protected. Ranks run from Initiate to Apex. Ranked is planned for BreakFlag, Vector Arena, Duel, MachBall and Relay.