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.
Antal spelare och Steam charts för Break Order
live
Antal spelare—— på 24 h
Topp 24 h0Högsta mätning i dag
Topp 30 d0Snitt —
Alla tiders topp0Sedan mätningarna började
Speltimmar 30 d—Uppskattat
Steam chart · antal spelare 30 dväntar på mätningar
Samlar in dagliga mätningarInga dagliga mätningar sparade för det här spelet än. Kurvan visas när de första dagarnas historik finns.
]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.
Vanliga frågor
Steam anger inget pris för Break Order just nu.
Break Order har inte släppts än. Planerad release: 16 oktober 2026.
Minimum: Windows 10 64-bit, Dual-core 2.0 GHz, Vulkan / OpenGL 3.3 capable, 1 GB, 4 GB RAM. Kortet med systemkrav ovan jämför minimikrav och rekommenderade krav för varje plattform.
Steam anger 500 MB ledigt diskutrymme för Break Order.
Det finns inga Steam-recensioner för det här spelet än.
Nej – Steam listar ingen svensk språkversion av Break Order. Totalt listar Steam 1 språk, inget av dem med fullt ljud.
Nej – Steam listar Break Order som ett enspelarspel.
Steam charts för Break Order på SteamStatistics visar antal spelare live och kurvor för 24 timmar, 7 dagar och 30 dagar, uppdaterade minst var tionde minut.
På Steam fungerar Break Order på Windows och Linux. Fullt stöd för handkontroll.