A coastal city is under attack. You position a jet mech behind a row of apartments, line up a shot, and blast a Vek into the sea — saving the grid and buying one more turn.
Into the Breach on Mac — what you do minute to minute
Mechs — three customisable machines from the future, each with a unique weapon and movement style. You move and fire in any order.
The Vek — giant burrowing insects that telegraph their next attack. Your job is to intercept, block or redirect them before they hit civilian buildings.
The grid — an 8×8 board where every tile matters. Push a Vek onto a mountain tile and it takes extra damage. Knock it into water and it’s gone.
Turn sequence — see what the enemy plans, then act. Damage isn’t the only option — shoving a Vek so it misses a hospital can be smarter than killing it.
Randomised runs — each campaign remixes the island layouts, mission types and rewards. No two attempts play out the same way.
Good to know: the game was made by Subset Games, the studio behind FTL.
Rescuing Archive Island — a full run
Here’s how a typical timeline plays out, start to finish, with the Rift Walkers squad.
- Pick your island. Archive Island gives you a new pilot if you complete both missions on it. Good first stop.
- Scan the setup. Enemy turn is already telegraphed. A hornet targets the power plant. A scarab lines up a shot on two apartment blocks. One move can solve both if you position right.
- Resolve the priority threat first. Use the artillery mech to lob a shell behind the scarab — the shove pushes it sideways, so its attack hits empty ground.
- Block the second attacker. Walk the combat mech into the hornet’s path. You take damage, but the power plant stays online. Mechs repair cheaply; buildings don’t.
- Clean up. The cannon mech finishes the hornet next turn. Jet over to the scarab and punch it into a mountain for bonus collision damage.
- Spend reputation. After the mission, buy a core at the shop. Slot it into the artillery mech’s building immunity upgrade — now you can fire through civilian tiles without guilt.
- Repeat and adapt. The second mission throws a new enemy type into the mix. Same logic: read the board, move the Vek, protect the grid.
By the final island you’ve got pilots with extra skills and weapons that chain lightning or leave fire pools. Every run snowballs differently.
Mistakes new pilots make
- Killing everything on sight. A dead Vek is tidy, but a shoved Vek that misses a building and blocks a spawn point does two jobs at once. Damage is a tool, not the goal.
- Ignoring the turn order. Webbed mechs act last. If a scorpion traps your artillery mech, break the web before you plan your big combo — otherwise it won’t fire when you need it.
- Hoarding cores. A reactor core sitting in your inventory does nothing. Slot it into a weapon or a mech upgrade between missions. Early strength snowballs.
- Forgetting about friendly fire. Cannon mechs push enemies backwards. If there’s a building behind the Vek, you just solved one problem by creating another. Check the tile behind your target.
- Resetting too early. Losing a pilot or a single building feels disastrous, but the game is balanced around imperfect timelines. Stick it out — the into the breach mac full version gives you one more shot through time, and the next timeline may hand you better island rewards.
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Quiet in here so far. If you have used this build, tell me what the install actually did.