Turn-based tactics on pure elastic billiard physics. One impulse per turn, then everything collides: your pieces, theirs, the furniture. You don't aim at an enemy, you aim at a chain. The sim is fully deterministic, so every turn is a geometry problem — knowable, not lucky.
Break Order: počet hráčů a Steam charts
živě
Počet hráčů—— za 24 h
Max. hráčů 24 h0Dnešní nejvyšší měření
Max. hráčů 30 d0Průměr —
Historické maximum0Od začátku sledování
Odehrané hodiny 30 d—Odhad
Steam chart · počet hráčů 30 dčekáme na data
Sbíráme denní měřeníPro tuto hru zatím nemáme uložená žádná denní měření. Křivka se objeví, jakmile budou k dispozici první dny historie.
]One impulse. Then physics has the floor.
A turn is a single push. After that the table resolves itself — your pieces, the enemy's pieces
and the furniture, all colliding under one elastic solver. You do not target an enemy. You pick
the angle that starts the chain, and the chain does the killing.
Deterministic to the last integer
The simulation is integer fixed-point from top to bottom, with a fixed substep and continuous
collision. No floating point anywhere below the presentation layer. The same shot on the same
board gives the same result on every machine, forever — which is what makes a solution something
you can share, a daily puzzle something everyone plays identically, and "fewest turns" a
leaderboard that means something.
The preview is the game
The aim line is not an approximation of the physics. It is the physics: one call into the same
solver, run ahead of time. There is no second predictor that could ever disagree with what the
pieces actually do. What you see drawn on the table is what will happen.
Aim at the chain
Damage scales with depth in the carom, so the strongest play is always the longest one. Hitting
your own piece is not a mistake — it is how you move momentum somewhere you cannot reach — but
it costs you, so it is a trade rather than a free ride. Mass makes a piece a shover or a
traveller. A bumper is just a wall with restitution above one; a mud bank is one below.
The enemy shows you its shot — and is held to it
At the end of its phase the enemy commits: a piece, a power, an arc, drawn on your table for the
whole of your turn. So you can answer it geometrically. Block the line. Shove the shooter out of
it. Rearrange the board until their shot lands on their own pieces. Kill the shooter and the turn
is simply gone. The exact angle inside that arc stays theirs, which is what keeps them dangerous
instead of a turn behind.
A quantised wheel, not a lottery
720 directions and 8 power steps. Past the third reflection a free analog aim is a coin flip you
cannot reproduce; discrete steps make it a tool you nudge and read — and make a turn a finite
search space the game itself can reason about.
Built on that
- Handmade campaign encounters, each one rated by a bot that exhausted the search space.
- Daily board — the same board for everybody, scored on turns taken.
- Shareable solutions: a short code replays your exact shot on anyone's machine.
- Attract mode that plays the game for real, not a video.
Časté dotazy
Steam momentálně pro hru Break Order neuvádí žádnou cenu.
Hra Break Order zatím nevyšla. Plánované vydání: 16. října 2026.
Minimální: Windows 10 64-bit, Dual-core 2.0 GHz, Vulkan / OpenGL 3.3 capable, 1 GB, 4 GB RAM. Karta s požadavky výše porovnává minimální a doporučené požadavky pro každou platformu.
Steam uvádí pro hru Break Order 500 MB volného místa na disku.
Tato hra zatím nemá žádné recenze na Steamu.
Ne — Steam u hry Break Order češtinu neuvádí. Celkem Steam uvádí 1 jazyk, žádný z nich s plným zvukem.
Ne — Steam uvádí hru Break Order jako hru pro jednoho hráče.
Steam charts hry Break Order na webu SteamStatistics ukazují živý počet hráčů a křivky za 24 hodin, 7 a 30 dní, obnovované nejméně každých deset minut.
Na Steamu běží hra Break Order na platformách Windows a Linux. Plná podpora ovladače.
Hra Break Order má věkové hodnocení DEJUS L a IGRS 3.