Today, via the studio’s official twitter, Subset games made a series of huge announcements for their tactical mech masterpiece, Into the Breach — including a huge free update for all versions and a mobile version of the game via Netflix. All of it is slated to launch on July 19th. The Advanced Edition of the game (free for players on all versions: Steam, Switch, and the upcoming mobile editions) boasts the following:
New Mechs and Weapons: Five new mech squads and nearly forty new weapons.
New Challenges: More enemies, more bosses, and more mission objectives that add additional challenge and variety to any run.
New Pilot Abilities: The expanded roster includes four new pilots and triple the amount of skills any pilot can earn through promotions.
Additionally, the mobile version of the game (which will include the Advanced Edition content) will be free with a Netflix subscription. Into the Breach will work on iOS and Android devices.
The new content was announced with a trailer teasing some of the new pilots, squads, and other information, and the site actually has a link to a press kit with further goodies! There’s a .png in there that shows off the “unfair” difficulty setting and the ability to toggle advanced content options, including enemy units, missions, equipment, and pilot abilities. I’m legitimately excited for all the new features, but the new squads are potentially the most exciting bit, and here they are, all lined up and ready to go:
If you don’t know this about me, well, here it is: I am an Into the Breach megafan. I think it’s one of the best-designed games ever made, a tactical puzzler with a fun sci-fi conceit and an emphasis on defense over offense. It combines a sort of crunchy approach to tactics and strategy with extremely clean, readable UI and perfect information (you always know exactly what enemy actions will take place, and in what order). It’s a game that’s so well designed, so satisfying to play, and so challenging that I still jump into it every week (at the least), as I have almost daily since its launch in 2018.
I’m a huge fan of this GDC talk highlighting some of the design process and how the team came to specific decisions.
I consider its overall design and balance with story and player experience goals to be a high watermark not just in the genre, but for basically all of gaming. I tried to make my case for the game in a Fanbyte games of the decade podcast, alas, I hope more of my colleagues will give it a chance now that it’ll be out on mobile.
Some stats for nerds: I have around 2300 hours in the Steam version of the game, and my Switch tells me “505 hours or more.” After getting every imaginable win condition and achievement in the game, in both versions, I’ve basically made my own fun with the game, setting new challenges for myself with random squad combinations. I’ve been wanting more content basically since the summer of 2018, so, yes, I am excited for this. You can count on more coverage from me (perhaps even some guides!) when the new content launches on July 19th.