SteamTexx
Break Order

Ioannis Tzanellis · 7 Towers Soft Games

Break Order

gameAppID 5240710Demnächst
Release-Datum16.10.2026

Game Charts

Spielerstatistiken

Standard: letzte 7 Tage, stündlich. · Nicht gesampelt · Zeitraum: Noch nicht abgefragt - Noch nicht abgefragt

Aktuelle Spieler0
24h Peak0
All-Time Peak0
24h Player-Hours0 h

Noch keine Game-Charts-Historie vorhanden.

Spielerhistorie

PeriodeAvg. PlayersGain (total)Gain (%)Peak Players
Letzte 24 Stunden000%0
Letzte 7 Tage000%0
Letzte 30 Tage000%0
Letzte 12 Monate000%0

Details

EntwicklerIoannis Tzanellis
Publisher7 Towers Soft Games
KostenlosNo
AlterKeine

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.

]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 integerThe 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 gameThe 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 chainDamage 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 itAt 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 lottery720 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.

Genres und Kategorien

IndieStrategySingle-playerSteam AchievementsFull controller supportCustom Volume ControlsKeyboard Only Option#category_playable_at_your_own_pacePlayable without Timed InputSave AnytimeSteam CloudSteam LeaderboardsFamily Sharing

Plattformen und Anforderungen

windows: yesmac: nolinux: yes
PC
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Mac
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Linux
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Altersfreigaben und Inhalte

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igrs{"rating_generated":"1","rating":"3","required_age":"0","banned":"0","use_age_gate":"0","descriptors":""}

Ausgewählte Änderung

categories · 11.10.2026, 13:32

Vorher
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Aktuell
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Raw AppDetails anzeigen
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