SUBROUTINE / 004 · OFFLINE TACTICAL RPG

CORE
BREACH

One chassis. A hostile machine.
Build your loadout. Learn its rhythms. Descend.

Restoring your local progress…

// TRANSMIT ENERGY CREDITS [EXTERNAL UPLINK]

Music and effects are synthesized on your device. No downloads. Your progress stays here.

SUBROUTINE / 004

COREBREACH+

CHASSIS ONLINEMK.IV / SECTOR 01
STRUCTURAL INTEGRITY100 / 100
≋ CORE TEMPERATURE00 / 100
TACTICAL NAVIGATION

THE FOUNDRY

SECTOR01
SECTOR SCAN ACTIVE◇ KEYCARD MISSING
»
AWAITING INPUT

Step to a nearby hex. Recover the keycard. Reach the gateway.

YOUR ENERGY / CHARGE0.00 / 5.00
12345
STANDBY / ENGAGE TO CHARGEPROTOCOL ARRAY

Configure your four modules before revealing a hostile.

↻ROTATE THE TERMINAL

Chassis controls require portrait orientation.

HOLD POSITION.

YOUR SOUNDTRACK

Music is waiting. Tap Start Music to enable playback.

Each track generates a new variation from your sector seed. Choose a track to listen now; changing it never changes your run.

Render a 60-second industrial score. Stereo WAV · 44.1 kHz · 16-bit · 10.6 MB.

OPTICAL MATRIX

Visual profile saved on this terminal.

0 RUNS · DEPTH 0 · 0 XP

BALANCE MATRICES ↗ · STORAGE DIAGNOSTIC ↗

Saved locally on this device. Export a run to move it between devices.

Reset replaces the current run.

ADVANCED / DEBUG

Start a run to use the diagnostic sandbox.

SIMULATION DECK

BREACH. ADAPT. DESCEND.

  1. EXPLORE THE FACILITY

    Step to an adjacent hex in the 50-tile macro-hex facility. Each step reveals only that tile and costs 0.50 exploration energy. Ribbed bulkheads are impassable. Power conduits fully recharge once. At zero energy, each step consumes 5 hull. Thermal vents add 20 heat once. Arc faults drain 10 barrier, or 0.50 energy when unshielded. Use exploration gear to vent adjacent thermal lines before stepping.

  2. BREAK THE CLAMP

    Entering a hostile hex begins combat. Defeat it to restore 3.50 exploration energy, then continue moving. Read the enemy’s incoming attack.

  3. EQUIP. TIME. INTERRUPT.

    Configure four of 24 modules between encounters. Select a slot, then choose a module; the preview updates immediately. Apply saves without closing; Done returns to the game. You can also drag a module onto a slot. Ranks I–V increase power. Your amber energy bar refills in combat. Click a module or press 1–4 to spend its shown cost. Each press triggers one action; you can act several times per enemy attack if you have energy and no cast or cooldown is blocking it. The red bar is the enemy’s automatic attack timer, not your attack window. Servo Lock interrupts inside the highlighted window; Relay Breaker resets the hostile clock after 90 ms. Shields absorb damage until depleted or expired, reflecting 40% of absorbed enemy damage. Successful interrupts open a 3-second window for 1.5× damage.

  4. MANAGE THE HEAT

    Enemy damage escalates by 2% every 4 seconds after 30 seconds of combat. Heat slows charging. Idle cooling sheds 3.3 heat per second. At 100 heat: 12 damage and 1.75 seconds of thermal lockdown. Thermal lockdown prevents activation. Cooling modules shed heat; staged effects continue on the combat clock. Refunds require the conditions listed in the module guide.

  5. RECOVER. DESCEND.

    Defeat the outer sentry to claim the keycard, then defeat the elite guarding the distant gateway. Each facility carries three hostiles; deeper sectors have tougher chassis. The run saves automatically; closing the app pauses time.

◇ KEYCARDϟ CONDUIT▨ BULKHEAD⇥ GATEWAY

Keyboard: Tab to navigate, Enter or Space to activate. 1–4 activate equipped modules. Escape pauses. Install from the system menu or browser to operate offline.

OPEN COMPLETE OPERATOR MANUAL ↗

SIGNAL LOST / STRUCTURAL FAILURE

CHASSIS
COMPROMISED.

// TRANSMIT ENERGY CREDITS [EXTERNAL UPLINK]
GATEWAY OPEN / SECTOR SECURED

SECTOR
BREACHED.

// TRANSMIT ENERGY CREDITS [EXTERNAL UPLINK]