Build something broken enough to break every enemy - and the game itself. Your hero runs the dungeon alone; the skill tree is your entire game! A roguelike in short runs: the tree is generated fresh every time, and new nodes unlock between them.
Jugadores de Path of Broken Builds y Steam charts
en vivo
Jugadores—— en 24 h
Pico 24 h0Muestra más alta de hoy
Pico 30 días0Prom. —
Pico histórico0Desde el inicio del seguimiento
Horas jugadas 30 días—Estimado
Steam chart · jugadores 30 díasesperando muestras
Recopilando muestras diariasTodavía no hay muestras diarias guardadas para este juego. La curva aparecerá cuando lleguen los primeros días de historial.
24 horas—7 días—TendenciaEstable
Reseñas0 reseñas
—No user reviews
0 positivas0 negativas
Recomendaciones—Puntuación0/9
Últimos 30 díassin datosProporción negativa—Pos. por neg.—
MínimoRecomendadoSistemawindows 7/8/10/11—CPUCore 2 Duo—GPUDiscreet video card—RAM2 GB RAM—Tamaño de descarga50 MB available space—
Acerca del juego
Acerca de Path of Broken Builds
Build something broken enough to break every enemy - and the game itself.
You don't control the hero. Your hero runs the dungeon in a small window on the right, picks targets, and dies if you got it wrong. The rest of the screen is the real game: an endless skill tree you grow in real time while the fight plays out below.
The tree is the game
Kills give experience, experience gives levels, levels give points. Everything you do with those points reaches the hero immediately - faster swings, thicker armor, a skeleton clawing out of the floor, a fire that eats the room. There is no pause between "strategy" and "combat": you build during the fight, and what you take in the next ten seconds decides whether your hero walks out of this room.
Every point is a hit
Allocating any node fires a pulse of damage into everything around your hero and closes some wounds. So building isn't only an investment in the future - in a bad moment, spending a point means intervening right now. Sometimes it's better to hold your points for a keystone. Sometimes it very much isn't.
A new tree every run
The tree is generated from scratch for every run: the nodes, the branches, whatever waits around the corner. A memorized route doesn't survive into the next attempt - only the skill of reading what you were dealt and building out of it. Sometimes necromancy turns up two nodes from the start. Sometimes half a run goes by without a single spell.
Keystones break the rules
Ordinary nodes hand out percentages. Keystones rewrite how the game works, and every one of them charges you for it. Glass Cannon doubles your damage and takes 40% of your health. Vampirism heals you on every hit and shuts regeneration off entirely. Archmage grants +120% magic damage and halves everything physical. Lord of the Dead raises an army and cuts your own damage in half. Life Tap moves every skill off mana and onto your health. Broken builds get assembled out of bargains like these.
Short runs, lasting progress
Death ends the run and erases the tree - but not your progress. New nodes unlock between runs: for kills, for depth, for the builds you managed to hold together, for floors cleared without taking a single hit. The codex of 85 nodes is a map of everything you haven't seen yet, with the condition for each one written out. The content pool grows run after run, and your tenth run looks different not because you got better, but because the tree finally has something to offer.
Twenty floors, and what lies past them
The dungeon leads down through bosses toward a final. From floor eight the enemies don't just get tougher - they get indecently numerous, and the build that carried you until then starts to choke. Win, and the Abyss opens: the floors stop ending, and the question is no longer whether you'll survive, but how broken your build turned out.
Features
- A full-screen skill tree - with the entire game inside it
- Your hero fights autonomously, in real time, no pauses
- Procedural tree: new in every run
- 85 nodes in the codex, unlocked through meta-progression
- Rule-breaking keystones and ultimates at triple the cost
- Archetypes: melee brawler, mage, necromancer - and everything between
- 10–30 minute runs, endless mode after your first win
Jugadores actualizados — · datos de la tienda 23 sept, 02:31 UTC · fuente: SteamWebAPI
Steam no indica ningún precio para Path of Broken Builds en este momento.
Path of Broken Builds aún no ha salido. Lanzamiento previsto: 2026.
Mínimo: windows 7/8/10/11, Core 2 Duo, Discreet video card, 2 GB RAM. La tarjeta de requisitos de arriba compara los requisitos mínimos y recomendados de cada plataforma.
Steam indica 50 MB de espacio libre en disco para Path of Broken Builds.
Este juego todavía no tiene reseñas en Steam.
Sí — Path of Broken Builds está en español, con voces en español incluidas. En total, Steam indica 15 idiomas para Path of Broken Builds, 15 con voces.
No — Steam clasifica Path of Broken Builds como un juego para un jugador.
Los Steam charts de Path of Broken Builds en SteamStatistics muestran los jugadores en vivo y las curvas de 24 horas, 7 días y 30 días, actualizadas al menos cada diez minutos.Abrir los Steam charts de Path of Broken Builds ›
En Steam, Path of Broken Builds funciona en Windows. Compatibilidad total con mando.
Path of Broken Builds tiene la clasificación DEJUS 10 e IGRS 13.