BreakHack cover
BreakHack screenshot
Genre: Role-playing (RPG), Strategy, Adventure, Indie

BreakHack

Version 4.0, now with saves

So, by popular demand I've now added save games to the game.

Every time you descend a level in standard or quick mode your game will be saved. If you exit to main menu or quit your current game you will be able to "Continue" your last session at a later date.

If you die the save will be removed or if you start another game this will overwrite your previously saved session.

When continuing a game you will always start at the beginning of the last level you entered. With all the monsters intact. Meaning, if you descend a level, kill some monsters and then quit the game you will be restored to the point where you entered the level.

Save games won't persist through updates but those aren't that frequent so I doubt that will be a problem.

This new version should drop sometime before the week ends. I have lots of kids and recently moved to a house so game development will have to take a back seat right now. But the code is done, the tests seem fine and I'm happy with how things work.

// Liq

Breakhack v3.1 released

So I found some spare time during the nights to implement the Mage into the game along with some new artifacts to add some more action.

This is what you can look forward to now:

  • The Mage class is playable
  • Mage skill: Vampiric blow
  • Mage skill: Erupt
  • Mage skill: Blink
  • The "Dynamite" artifact
  • The "Volatile dagger" artifact
  • The "Magnet" artifact
  • Critical hits now cause bleeding
  • Rogue backstab skill now causes bleeding
  • Picked up keys are now visible in the side panel
  • Mage highscore list
  • The MAGICAL achievement
  • https://breakhack.net has been updated to support Mage scores.

Coming soon...

Breakhack Version 3.0

Ok, testing is done. After this development of the game will be on hold for some time since we're having our third child on Thursday. For those of you with kids, you know what that means. For those of you that don't have children. It's awesome but coding usually doesn't take priority. ːsteamhappyː

This is what's new:


  • Shops can be found in the dungeon
  • Rooms are a lot "messier" (ruined walls, rooms and doors)
  • Fairies can show up, they carry gold but the popular opinion among other monsters is that they don't like when you kill the fairies.
  • Locked rooms can appear, you can find the keys somewhere within the level.


Hope you like the new changes.

Br,
Linus

Version 3.0 is feature complete

As the title states. BreakHack v3.0 is feature complete and pending some testing before I release it to everyone. I'm aiming for a release in roughly a week.

This is what you can look forward to:

  • Random wall configurations in rooms
  • Doors
  • Locked doors with keys carried by a random monster in the level
  • Shops
  • A ridiculously tough but rich shopkeeper
  • Bodyguards in case you pissed off the shopkeeper guild
  • Monsters springing to certain monsters defense
  • Some additional exploration incentives for the weekly leaderboards


All this is a soft start to future updates based on the newly introduced systems and logic in the game. In layman's terms, I have created a foundation to make things more interesting.

Full patch notes will be released when the game is updated.

Br,
Linus

Playing on Linux

So because I'm an idiot it turns out that the Linux build was never correctly configured for people purchasing the game. Only the "developer" build was correct and because I was using that I thought everything was working perfectly.

This is fixed now!

To everyone who purchased and inevitably returned the game, I'm sorry about this. No one told me so I never knew.

It was also brought up that there were some lib issues regarding the game. In particular, I'm on ArchLinux which tends to be way ahead on base libraries such as libc.

To solve this I'm now doing what Steam does. I'm building on the latest Ubuntu LTS release (18.04 currently). So if you are on this dist or any similar dist you should be able to run the game without a hitch (might have to install libsdl2_ttf in some cases).

If you are on other distributions you can always start a discussion and I'll see what I can do. Otherwise, you can "force" the windows version of BreakHack which runs perfectly fine under Steam Play.

Br,
Linus

What's up next?

Just a quick update on what I'm working on for the next release of the game.
Likely this will be a major version update. Eg. Next version will be 3.0

Shops


Shops (or traders) will appear in the dungeons on occasion. They'll sell random things such as items and artifacts at a greater level or in greater quantity than monsters can drop.

Better rooms


Rooms should start appearing with wall and fence configurations inside them making monster pathing and combat slightly more challenging or simple depending on the scenario. Currently, I have working examples with randomized predefined configurations but I might take a dive into generating these configurations at random. I just have to make sure that exits never get blocked by accident and similar issues. We'll have to see where it ends up once It's released.

Br,
Linus

Version 2.1

Version 2.1 is live!

Essentially only one new thing added. There is now an option to play the "Weekly challenge" when starting a new game. Every player should get the same level no matter what platform they are on.

The week starts at 00:00 GMT on Mondays. Every week should give you a new challenge level. Some might be good some might be stupid. It all depends on the generation algorithm.

Leaderboards can be viewed in better detail at https://breakhack.net

Br,
Linus

Release date set

Turns out I can be pretty efficient with my time when I'm creating something that interests me.

Next version of Breakhack (2.1) will drop on Wednesday the 27th of February , 2 days from the time of writing. Patch notes will be released at the same time.

You can' already check out the supported leaderboards (and my scores) at breakhack.net.

Br,
Linus

Future plans

Ok, so... long time, no updates.

As previously mentioned I'm just one guy and I occasionally take breaks from hobby coding and play games and hang out with the family instead.

Now it's time to get back into coding since I have some ideas that I'd like to try.
Before I go any further I want you to know that the below updates have no estimated release date. I'm about to evolve from a father of 2 to a father of 3. When that bomb drops I will have to leave things as they are for some time before I can get back into further development. So... patience.

Right. Back to the juice. BreakHack has a new website which you can view here.

It's mentioned in the 'about' section and I will mention it here now as well.
I'm planning on implementing weekly challenge seeds into the game.

What that means is that every week you will have a new menu option to play the weekly challenge level. Everyone gets the same "random seed" meaning that you play the same set of levels with the same monsters etc. The results will be listed in leaderboards and thusly you should be able to compete with your friends or the world for the top position in that week's leaderboard.

That's about it. Hopefully, people do find this interesting. For me, it's mostly a coding challenge that I wanted to beat and later on beat people by playing that code. ːsteammockingː

New classes are in the notes to. Most likely it will drop suddenly when it does drop. No dates on that either.

In the meantime, check out https://breakhack.net. There are more details in the leaderboards there then can be found in the ones on steam, even if it is, in fact, the same leaderboards.

Br,
Linus