Breach & Clear: Deadline Rebirth cover
Breach & Clear: Deadline Rebirth screenshot
Linux PC Mac Steam Gog
Genre: Role-playing (RPG), Strategy, Indie

Breach & Clear: Deadline Rebirth

Bug Fixes, Useability Updates and more this build!

Hey everyone!

The team spent most of the time this build to get you some bug fixes, optimization updates and a few added tweaks here and there to help the game play a lot better with what's currently out there! Enjoy the new update and keep the comments coming!

You guys have been a big help!

More new stuff coming your way with the latest build!

Changes Feb 24th and Later:

  • When you upgrade to a better version of a tactic (such as Stabilize 1), the old version of the tactic no longer shows as an option to use. If you had a
  • shortcut option set up for it, that is also upgraded.
  • Added a post processing pass that will prevent duplicate manager scripts from being created. This led to issues in dungeon levels on occasion, but is now fixed.
  • Shotgun particles no longer rotate with the soldier after a shot is fired.
  • Spitter zombies now chase after flares.
  • Allowed throw locations for thrown items is now based on the soldier's position rather than where the cursor is.
  • Added a save anywhere feature to the options menu. It will be usable anywhere after grouping up with your whole squad, as long as you aren’t in a conflict.
  • Added a set of checkpoints to the Urban Hub.
  • Reaching fast travel points now auto saves.
  • Fixed issue with soldiers skipping assigned points when moving.
  • The pause menu’s soldier select screen now prompts whether to go to equipment or skills
  • The equipment page now will show the stats for a weapon/gear when scrolling through to equip something on the equipment page, allowing the user to compare stats with the currently equipped weapon/gear.
  • Added rough character records screen. Right now it only shows the stat diamond, but later will be filled with more content.
  • Fixed Skill Menu not scrolling horizontally when the edge of the options is hovered over.
  • Menu idles that clip with vests no longer play on the menu
  • Fixed issue where the leader would move when using left mouse click to interact with an interactable.
  • Fixed issue where soldier would move into the spot a loot crate's center was after opening it through command mode.
  • Changed molotov fire's layer, so it wouldn't block calculated vision.
  • Fixed issue with lines being drawn incorrectly for soldier movement.
  • Loot crates only spit out loot in front of the crate now.
  • Reduced noise in soldier uniform textures.
  • Polish pass on outskirts environment FX.
  • Added final model for Ares Shrike LMG.
  • Slightly brought down the intensity of the muzzle flash light.
  • Fixed issues with soldier rotating weirdly back and forth sometimes when sweeping between points.
  • Fixed issue where soldiers would rotate away from the assigned angle when reaching the end point of their path.
  • The fast travel pop-up's buttons are now clickable and can be used like other menus/pop-ups.
  • Fixed issue where during the group move for the tutorial too many tactic overlay icons show up on screen part way through the move.
  • Fixed issue with soldier names sometimes not showing up in command mode.
  • Flashbangs now affects enemies who can see the flashbang go off, not just enemies within a small radius.
  • Fixed placing mines
  • Numerous changes to quest waypoints on the minimap. It will resize depending on distance to destination, and will be clamped to the edges in a more readable way.
  • Fixed a bug where when controlling a squad with less than 4 live soldiers, the group move would occasionally show less movement circles than desired.
  • Some more small fixes in the tutorial scene.
  • Can no longer use menu except for system settings in the tutorial.
  • Numerous improvements to pathfinding graphs.
  • When encounters begin, distant squad members will be teleported to the engagement area.
  • Added additional cover in the pharmacy area.

Poster Giveaway and New Update! Read on!



Have you been playing Breach & Clear: DEADline? Have you enjoyed it? Have you not enjoyed it? We'd like to know through reviews. We read each of them and make sure to interact with each and every user here.

Thing is, we'd love to see more comments. We had an awesome Live Stream last night with SeriousGamingTV (www.twitch.tv/seriousgaming) and a lot of you were pretty positive about what you saw. We'd like to hear directly from you.

So;
1. Register on the forums
2. Post a Steam Review
3. Reply to this topic: http://forum.breachandclear.com/index.php?/topic/1043-early-access-giveaway-for-forum-users/

You'll be entered to win one of our incredibly limited edition posters!

Next up: UPDATE!



  • Fixed some mission breaking bugs with the Supply Runner Rescue mission that were preventing the Supply Runner you are supposed to rescue from spawning, and some other stuff that would break the mission if you didn’t complete it in one gameplay session.
  • Fixed cooldown times not working on tactics.
  • Made it so encounters can be triggered by PCs other than the leaders - this prevents an exploit that can skip encounters.
  • Fixed back button not working to bring up the map.
  • Fixed bug where ammo could end up set to 10,000.
  • Fixed issue with setting a view angle for a soldier while playing out time.
  • May have fixed issue with dead enemies still showing off screen icons.
  • Fixed issue with minimap markers for quests being stuck on the map after the step is completed.
  • Ran a performance optimization pass on the Parks.
  • Fixed some issues with dialogue scripting that could manifest with a low framerate.
  • Fixed issue where the player could switch to a primary weapon with no bullets and fire a single shot before switching back to the secondary weapon.


We've got more coming soon!

Giftable Steam Key Added to Your Account

Hey everyone!

Just a heads up to our loyal fans that have been helping us out here on Early Access, we've added a free giftable copy of the game to your account! Feel free to send them to whomever you know wants to slay some monsters, shoot some badguys and be part of our growing Early Access push to get Breach & Clear: DEADline ready for a proper launch!

Update Live: NEW HUB AREA TO PLAY WITH - PARKS.

Hey everyone! Ready to fight the big dude in our artwork? Wellllll.....check out the screenshot ;).

The Mighty Rabbit crew is delivering the Deadline weekly update for your enjoyment. Check out the improvements in the tutorial then head on over to the new Park Hub over-world (accessible from the 4th floor of the Sewers in the Urban Hub). We love hearing from all of you in the community! Keep posting your bugs, feedback & suggestions and we'll keep improving the game with your help. Enjoy!

If you were running into that publisher splash screen crash, this update should resolve your issue. We'll reach out to those who let us know to interact directly, but if you had the issue...let us know! Your direct feedback has been instrumental!



Changes Feb 17th - 20th:

+Controller cursor now snaps to go to nodes in the tutorial.

+Fixed issue that could prevent quest waypoints from appearing on some

+Urban Hub questlines.


+Auto-map in the latter half of the Outskirts now generates correctly.

+Added a quest waypoint arrow to the minimap and removed the big distracting one overlaying the screen.

+Fixed issues with human enemy move speed not being slowed down correctly when aiming.

+Increased the size of dialogue text to improve readability.

+Fixed subtitle for encounters not properly fading in and out.

+Soldier info cards in the HUD now are darkened instead of made partially transparent when a soldier is unselected.

+Added new back-end cover system that will make it easier for artists and designers to place cover volumes. This will result in more consistent, less flaky cover and should help indicate where characters can take cover more easily.

+Fixed issue where key configuration file wouldn’t generate on game launch. This issue was also the likely culprit of the bug that caused some players to not be able to get past the publisher splash screen.

+Zombies can now damage human enemies.

+Can move camera in command mode by hovering mouse at the edge of the screen.

+Fixed left and right click button icons not showing for options in command mode.

+Potentially fixed issue where Mac users wouldn’t be able to see the full breadth of resolution options.

+Added squad members moving away from breach charges before they blow. Feature is still a work in progress, characters might behave or animate oddly during the transition.

+Added the ability to have enemies crawl out from under objects to spawn in

+Brighter lighting in the tutorial and urban settings.

+Character outlines are much smoother.

+Added Park Area. You can access it by going down to the 4th basement level of the sewers and exiting through the large drainage pipe.

New Update! We've streamlined and added more!

Hey everyone! Direct from the devs:

The PC version of the game has been updated but the Mac build will need to be updated once the roads clear in NC. The Mighty Rabbit team left right before the ice storm hit, and the Mac build was about an hour out of being done. The team has retreated from the studio for the moment, but in doing so, they have ensured that they will fight another day.

Change notes below... And a Screenshot from a more streamlined tutorial...




+Upgraded to the latest version of our pathfinding middleware. This will moderately increase performance and pathfinding fidelity.

+Upgraded to the latest version of our audio mixing middleware.

+Fixed a bug with one of the Sewer encounters.

+Pegram’s Pub door is now usable in command mode.

+Assorted small performance optimizations.

+Fixed issue where sometimes human enemies wouldn't move when they should.

+Fixed issue with the game breaking when leaving the storage chest by clicking on the back button.

+Optimized the highlighting system, it now culls offscreen objects more efficiently and should take a moderate load off of the CPU.

+Fixed an issue with an office cell causing soldiers to not follow through a specific door (Bug Fix, Nick, 2/12)

+Added Exit To Main Menu option to the bottom left corner of the in-game pause menu - it is also accessible with the Back button here.

+Tutorial has been reworked. Contains changes to text, flow, and has a couple extra helper graphics.
+Changed the look of the blood smear for highlighted main menu options.

+Fixed issue where soldiers would sometimes flicker between aiming and not aiming every frame.

+Fixed an issue with path lines in the tutorial

+Fixed issue where sometimes soldier paths would be left in the world after the soldier passed by them.

+Made it so the overhead map can't be opened during the prologue.

+Fixed issue with the move squad section of the tutorial sometimes not proceeding correctly.

+Fixed bug where door icons would stay on the minimap in the same position after a door was opened.

+Made opening the radial menu not switch to the hovered over soldier.

+Added safehouse type area a few floors into the Sewer.

Updates in February!

For those of you posting and playing, we can't thank you enough! We've got a bunch of fixes, updates and content added since we went live on Early Access. The good news is that we've got so much more coming down the pipeline!

Herein listed is what all has been updated since the last Announcement:

+Fixed issue at the end of the prologue where soldiers were set to hold fire by default and enemies weren't targetable.

+Fixed issue where player could select soldiers when they weren't supposed to during the prologue.

+Fixed issue where soldiers wouldn't shoot while sweeping.

+Fixed signal flare not properly showing as a consumable tactic with a count number.

+Fixed bug with Prologue where the player could set vision angles for the current spot of the selected soldier when he or she shouldn't be able to.

+Fixed bug where tactics that were cooling down could still be used through the Use Item/Tactic option.

+When assigning multiple targets to a soldier, only the currently active one shows as a strong red - the others are more faded out.

+Added bindable keys for Keyboard+Mouse users. While there is currently no

+UI to change them, a config file (KbmControls.ini) is created in

+Documents/SavedGames/DEADline after launching the game once. This file contains further instructions for changing control layouts.

+Added an additional method for panning the camera during command mode, which can be done by holding down middle mouse and dragging the cursor.

+Removed the option to shove in action mode, since it was useless.

+If using keyboard and mouse, holding down the left mouse button in action mode now moves your leader in the direction of the cursor as an alternative to movement keys.

+Button helpers at the bottom of the in-game menus are now clickable.

+Backspace now can be used to cancel last tactic.

+Paths drawn for soldiers don’t clip with the environment as often as they used to - the lines are drawn are raised slightly.

+Fixed issue where sometimes your soldiers would block each other's movement.

+Clickable things in the in-game menus now have blue color when hovered over with the mouse.

+After Action Report popup added after encounter resolution.

+Fixed issue with the shortcut options removing an extra item if a consumable option was used there.

+Human enemies now reevaluate their targets more often and are less likely to target someone already targeted.

+Fixed invalid door options showing as red instead of greyed out when showing keyboard controls.

+Fixed memory leak that had to do with switching guns or changing soldier in squad creation.

+Added checks to prevent loot from going to unreachable spots.

+When opening doors soldier should no longer shoot while still opening the door.

+When trying to shoot and there is no ammo to refill with, a soldier will switch to his secondary weapon.

+When going to the safehouse, soldiers who are revived no longer float in the air.

+Three new characters to meet, each offering an optional side mission.

+Some mission names and character dialogues have been modified.

+Fixed issue where enemies spawned inside of fog of war wouldn’t activate sometimes.

+Enemies are now spawned more efficiently (Improvement)

+Roamers have a targeting fix that makes them follow players better (Bug Fix)

+Fixed issue where soldiers would move to the opposite side of obstacles from the leader when following. (Bug Fix)

+Now, when soldiers are following a leader that is aiming, they will aim as well.

+Lowered costs of all skills. (Balance)

+Equalized skill point gain to one point per level (was previously 2 points per level after level 15). (Balance)

+Fixed a small issue with player AI characters aiming (Bug Fix)

+Improved enemy pathing

+Increased the speed with which the player can move and zoom the big overview map.

+Added doors to the minimap

+Added loot, med, and explosives crates to the minimap.

+Added ammo crates to the minimap.

+Fixed a bug with keybinding on OSX.

+Revised urban hub map (both megamap and minimap) - should be much more clear and easy to read now.

+Fixed a bug that would sometimes prevent talking to NPCs multiple times without entering command mode.

+Full Heal now has cooldown and uses a medkit

+Picking up scrap no longer leaves a gun model floating in the air. (Bug Fix)

+Fixed urban quest bug that prevented players from breaching the police station gate. (Bug, Fix)

+Added encounter system to dungeons. (Addition)

+Added Sewer dungeon. It isn’t currently tied to the main quest, but will be in a subsequent update. It is accessible either by finding the manhole in the north-east section of the map, or in Challenge Mode. It has been added to the pool of possible dungeons you can go to right now, which is currently Office and Sewers. (Addition)

+Changed the way the encounter in the rescue the supply runner mission is triggered so that it will trigger reliably (Bug Fix)

+Added a new side-mission that becomes available later during the critical path missions (Addition)

+Dead soldiers now show as red skulls on the minimap.

+Consumables such as grenades can now be thrown over taller objects such as standard size cars.

+Fixed issue where sometimes visuals or highlights for a tactic would stick around when the tactic completed or was canceled.

+Fixed issue on menu and loading screen where the edges of the screen would flip out or display leftover screen elements on non-16:9 resolutions.

+Mk-46 no longer has bizzare reload animation.

+In the Urban Hub, police station barricade state (blown up or not) now sustains when scene is reloaded.

+May have fixed issue with rushers running into a wall and never chasing soldiers after spawning in.

+Changed menu hover highlights to orange.

+Tweaked some visuals on the main menu.

+Changed the spacing and font size for tabbed menu headings.

+Added glow behind tabbed menu headings.

+Fixed the item/tactic use menu to actually show a description of the selected item.

+Made the loading screen tip text not stretch out the whole length of the screen - it'll now spread the text across multiple lines.

+When a radial menu tactic option is highlighted in command mode, it now displays a description of the tactic.

+The item/tactic use menu will now change the tactic description to match the hovered over element rather than just what is selected.

+Added gradient to the loading screen background

+Fixed an issue with Rushers following their target if they could not see them

+Cleaned up localization across project.

+Re-added rising out of ground enemies for certain points. Isn’t complete visuals-wise, and isn’t implemented through all available areas yet.

+Ladders in the Sewer are now usable, and pathfinding is improved.

Update/New Build for 1-30-15!

Overview of Changes
The big thing for this build is the tutorial. Much of the programming team’s time this week was spent integrating the tutorial, as well as fixing tons of bugs and polishing/tweaking gameplay.

Things To Look At

TUTORIAL

+Players can now access the prologue (tutorial) by starting a new game.
This prologue serves as an introduction to the gameplay and the story. This tutorial takes place in a new area - the med labs, which will later be revisited as a procedural dungeon later in the game.

+Outskirts Intro
The outskirts intro of the game has been adjusted based on feedback from PAX South.

+Encounters
More ammo crates have been placed in encounters.
Length of initial urban hub encounter has been decreased.
Enemy and soldier AI has been improved, which makes for more dynamic encounters.

Things to Avoid/Bugs We’re Aware Of

+Mac version has odd flashing effect on the edges of the screen in menus if not using a 16:9 display.

+Zooms in on enemies in certain encounter endings where it isn’t appropriate to do so.

+Some areas around the safehouse have buggy cover placement.

+Certain weapons float in front of the character when reloading.

+Some missing colliders in the urban hub.

+The floating revived dudes bug has reared its ugly head again.

+Outskirts map isn’t finalized.

Detailed Changelist

+Added correct models for M60, Mk43 Mod 0, and SVD. These guns were added to the loot table, which will increase possible drops for players.

+Lowered reload speed and damage for all sidearms. This was done based on player feedback as sidearms play an important role in the game’s intro.

+Adjusted accuracy for all guns: a pass was made on all guns to try and make firing while stationary a more valid tactic. This was required to make positioning more useful.

+Fixed a bug where player soldiers would deviate from a vision cone set by the player.

+Soldiers now move at speeds based on their speed stat, which is increased as they level up.

+Ordering a unit to aim/fire while moving (sweep) in command mode no longer causes a directionally based movement penalty (walking backwards is just as fast as walking in any other direction).

+Soldiers no longer require specific perks/skills to use breach charges or lockpicks. This was causing player confusion.

+The player can now reload while aiming - this was requested on the Steam community.

+Guns now reload automatically when they hit the last bullet in the magazine.

+Fixed bugs that prevented some doors from being breached.

+Choosing to sweep (strafe and aim) along a path now causes the soldier to smoothly rotate to the player’s specified vision cone.

+Fixed a bug where the game would totally break if the guy you were giving orders to died.

+Fixed a bug where soldiers would stop following you as you switched between squad members.

+Fixed a critical bug in the rusher AI that would cause it to stand in place and not move towards the player.

+Fixed bug where the aiming reticule sometimes stayed on screen after leaving command mode.

+Fixed bug that prevented the suppression tactic from working properly.

+Dead enemies whom are offscreen no longer cause enemy icons to show up.

+Soldiers now have significantly improved target acquisition AI.

+Minimap markers for quest objectives now don’t show for inactive or completed quests.

+Fixed door prompts to always show the appropriate text and for the breach charge option to be positioned correctly.

+If a door option is not currently allowed, it now shows as grayed out, rather than with red text, to make it more clear the user can not do the action.

+Fixed camera positioning of some starter weapons that were not displaying correctly in menus.

+Added a background behind the guns during class selection in squad creation, to make the guns stand out more.

+Soldier preview now changes when the mouse hovers over a portrait in squad creation.

+Fixed the lighting quality setting in the main menu options not being clickable.

+Removed the ultra-repetitive slow down when you kick in doors.

+Suppress tactic now only shoots a max of 50 bullets to prevent it from going on too long with guns that hold a lot of ammo. This needed to occur to fix an issue with the tutorial.

+Changing view angles for previously positioned movement nodes is now more intuitive.

+Changed "Tactics Full" text during command mode to show "Queue Full" instead to make it more clear that the tactics queue is full and no more commands can be queued.

+Loot items can now be picked up from within command mode.
Reduced length of encounter outside of Pegram’s Public House based on player feedback.

+Pulled in boundaries of the encounter outside of Pegram’s Public House so players can no longer attempt to enter the pub before the encounter has completed.

+Added new, more prominent, barrier effects for encounters in the Urban hub.

+Added more ammo crates in the early portions of the Urban hub to help reduce the chance of people running out.

+Increased shotgun ammo gain from ammo crates by 10%.
Disabled entrance to the Sewer since it’s currently inaccessible.

+Finished first pass on the prologue tutorial mission.

+Adjusted encounters in the Outskirts and fixed collisions based on PAX feedback.

+Added an additional encounter to the Outskirts.

+Fixed the missing material (pink spot) on the Main Menu.

+Art pass on Med Lab tutorial scene. Including lighting, new meshes, texture swap, effects, etc.

+Added glowing beakers of liquid to the Med Lab that match the color coded zombies. For light sources and foreshadowing of the various zombie types.

1-23-15 Hotfix

We launched a new build recently that fixes a few issues that have been reported:

+ Fixed major regression where gear crate in the introduction scene where it would spit out infinite guns and destroy framerate.

+Fixed bug that would prevent a character that kicked open a door from reloading or changing weapons in action mode.

+Made minor changes to encounters in the introduction scene.

+Removed some debug material from fast travel locations.

+Boosted speed of the Stalker enemy type.

We'll be constantly updating this game over the next few months to try and make it the best game that it can possibly be - we hope that you guys are enjoying what you've played so far.