
Explore the galaxy in this deckbuilding, sci-fi roguelike where ship upgrades and crew management are key to your survival. Optimize resource generation, engage in intense turn-based battles, and take on ever-growing threats as you seek out The Signal.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Aug 23 → 1.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Captain – assemble your crew, load out your ship, and prepare to engage in intense turn-based battles while navigating through the galaxy. Acquire more powerful tools of the trade over multiple runs as you manage relationships across the many factions of Breachway – from the Militarist Solarii to the technologically inclined Numen, there are many friends and foes to be found among the stars as you shoot, sneak, and smuggle across the galaxy.

Choose from a multitude of ship chassis and then kit your selection out with a variety of weapon systems, defensive upgrades, and internal modules. Find unique synergies between your options as each choice comes with an associated set of cards for your deck, with additional cards and upgrades unlocked at your discretion after each victorious encounter – will you dodge dangerous regions, or face them head-on in the hopes of acquiring powerful new options for the journey ahead?.
Gather crew to operate your equipment, managing their morale and taking advantage of their unique skills and the benefits they provide your outfit, as well as their relationships with the factions you might encounter. But be warned, crew members have their own personalities and allegiances to remain mindful of.
Seek out upgrades and new crew members as you traverse the galaxy – unexpected equipment combinations will provide powerful card synergies, each with their own risks and rewards.

Explore diverse tactical options as you engage in turn-based card battles where resource management, strategic foresight, and adaptive thinking will determine the victor.
Your sensors will pick up on enemy activity, letting you know what to expect when they strike. Calculate cooldown times and strategize around enemy equipment that poses the greatest threat to you in upcoming turns. Will you prioritize disabling specific equipment with focused fire, or will you instead rely on using defensive countermeasures to stand your ground as you burn past enemy shields and punch through their hulls? Not all equipment is created equal, and your options are determined by the unique capabilities of your loadout, and the resulting cards at hand.
The right order of operations can be the difference between a powerful alpha strike that obliterates a weaker ship, or an impenetrable defensive stack that buys you more time to chip away at a tough adversary. Hack enemy equipment, overheat their ships, overwhelm their point defense systems, and devise unique combinations with which to dominate space warfare.

Seek out the mysterious Signal as you carve your own unique path through the tense narrative encounters of Breachway. If at first you don’t succeed, try and try again – each run improves your odds of success with better knowledge and tools, while the varied events will send you down unexpected journeys full of twists and turns keeping each run fresh.
Engage with pirates and converse with members of four unique factions that might help or hinder you in various ways. Grapple with morally gray decisions as you come across people spread throughout the systems, coloring how the world looks at you and your crew.
The right faction relationships, properly managed, can unlock access to extremely powerful arsenals, but your ties with each of the factions will determine how your story unfolds – will you be swayed by the genetically enhanced Starkin and their desire for unity by any means necessary, or does the independence of the Free Roamers call to you instead?
Breachway puts you in charge of a rag-tag crew piloting a lone warship on a grand adventure – strategize and synergize your way on each run through the galaxy.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 1.5Kreviews | 76% | — | $1.1M |
| $9.99−50% | 45ratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 111 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
2 years and no progress. Not sure how they squirmed their way into a 2026 tacticon feature but unless they have a significant update, consider very carefully.
Game is kind of incomplete. The basic loop is okay, your run of the mill STS clone. Becomes quite easy once you figure it out, bosses aren't that bossy or even different. Not okay parts: Story or even motivation is nonexistant. After beating the last boss i was told i didn't figure out some kind of signal, even though i went through all the marked nodes. There are 4 factions, no real difference to them, no real reason to favor one over another. Upgrades are badly implemented, before you get a chance to upgrade your draft deck for a weapon and get a couple card slots, you are likely to be full on cards in that weapon already. Delete cards? That's a huge investment of money (2 upgrades + deletions) for a marginal bump, so i just didn't bother and flakked everything with a starting gun. Stations are rare. There is nothing but fight nodes and maybe-fight nodes. Eh.
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Traditional Chinese, Italian, Czech, Hungarian, Polish +4 more
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 112 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game has the possibility to be a lot of fun. But right now aside from the barebones loop, I can't see a way that this game has moved past it's early access grace period. It's incomplete, has a very small story, maybe a few paragraphs and that's it. The gameplay also needs some balancing and work, there are a lot of actions and card mechanics that do not work as they should. 2 years in Early Access and there should be a LOT more here. Not worth it do not spend money on this, even for 10 bucks during the summer sale, this didn't feel like a deal 2 days later.
So, for the purpose of reviewing a game, has either a "Thumbs Up" or a "Thumbs Down" score. I've chosen "thumbs down." If there were a "shrug" score, I'd choose that instead. Breachway is fine. It's a little like FTL, but with its own thing. It's a little like Cobalt Core, but with its own thing. However, unlike either of those things, its own thing is *fine.* It's *fine.* It's not bad. It's not great. No complaints. Breachway is a work-in-progress. It does its thing. Just nothing about it (so far) is really memorable. If you haven't played its inspirations, you're certainly better off playing those things, as they do it much better. But if you have, and you want a little something more, and you don't mind a "it's *fine*" review, then, yeah, sure, pick this up.
As of 07/2026 the game still ends after the second "level" ("without any new clues about the signal, your run ends here). About a year ago or so, they said they'd be working on the next map "right now" and would be done in a month. Considering that a map is mostly a bunch of more or less random encounters and that most weapons and ships already seem to be in the game, it sounded plausible. But since there is no progress to be seen, there's a good chance the game is abdoned. Either way, it not actually a bad game but unfished. After about 10h I already reached the current end twice. I don't see the point in further runs since in the end it's only a slight variation of the starting gear.
Fun at the start while discovering enemies and equipments but bosses require a planed build. Game is too random, random drops, random upgrades, random everything. Need to have a better balance in what can be planed for and what is random. Random is fun, makes runs feels different from one to other but this feels like playing monopoly.
I've had a lot of fun with the game so far. The fights are still a little too easy. Even with boss fights, I was never in danger of dying. But I'm also only three or four runs in (and you unlock the next difficulty level with each successful run). So I guess if I stick to it, the challenges will become greater. And there's still one ship and multiple different builds for me to explore. Well worth the money! Edit: And the devs are actively working on improving the game, which is unforuntately not the case for all Early Access games.
Breachway has a ton of potential. I love the theme, music, and gameplay. This negative review is less about the game and more about certain aspects of the game, which I hope the devs will make some changes with. Tutorial: I felt like the tutorial was a good intro, but didn't make it super clear about the fact the taking yellow paths used up a specific resource, while blue ones did not. When going through the tutorial, I thought that the resources were for each pip traveled to, regardless of color, much like FTL. It wasn't until I started playing a run and ran out of movement resources halfway down a yellow path that something started to click and I had to put the pieces together myself. My final complaint here is that even when I ran out of travel resources, the run didn't end, it just had me sit there clicking around wondering if I had any other options and I finally had to abort the run manually. Gameplay: - the encounters and combats could use some life and differentiation. After an hour or two of play they all kind of blend together. Really lean into certain mechanics, debuffs, and attacks. - Positive/negative relations with factions doesn't currently seem to have any noticeable effect on encounters, and feels like a useless part of the game currently - Sometimes an encounter would say that a location or event was added to the map, but I was unable to see them even after looking for it. Highlighting these areas noticeably seems like a must. It feels bad to have an encounter that rewards you with a special event on the map and then not know where it is QOL: - having floating text prompting the buttons to press to lock the card so I can look at the cards it created would be nice, it was frustrating until I found it in a prompt or looked it up in the game settings - There's still some placeholder text or duplicate conversations that happen before encounters - A preview of the mechanical effects of my critical choices would be nice. Picking major combat influences without really knowing what they do mechanically feels painful in a very mechanical game like this - It reeeeally bugged me that I couldn't have the left pane menu open and still travel on the map. - Being able to view the map and deck of cards more often in each stage of combat and in dialogue encounters would help significantly with decision making - It bothers me that the map shifts when I move my cursor across the screen. I know it can make the space feel fluid, but it seemed like I had to move my mouse more and differently than anticipated to go click on what I wanted. - All of the enemy ships currently look near identical. These is probably an early stage, but at the very least for different factions, the ships being distinct, colored specifically, and distinguishable from other ships would add a bit of flavor Again, when I first played this game I was really excited to get into it. I love the idea, and think it can be a slam dunk with a bit of work. At the end of the day, it's impossible not to compare it to Slay the Spire, especially STS2. I remember playing and realizing that a lot of the QOL things that STS has, Breachway does not yet have. There were some noticeable distinctions and differences that I liked, and obviously this needs to be and will be a different game than STS, but I think there's a lot of good mechanics that can be pulled from STS. All in all, I'm excited to see this game progress and develop. I hope to revisit this after some updates and give it another run with maybe some different feedback. Eventually though, I anticipate this review turning to a positive recommendation.
I'm Sorry. First and foremost, I did enjoy this game when it first launched for a little bit. It felt like FTL but wasn't, and the mechanics were interesting initially. Really didn't expect this one to keep updating, but it did and still is currently... Unfortunately I loaded it up for the first time in ages to check everything out and my GOD what a buggy mess it has truly become. I loaded up the game and went to the bathroom, but by the time i got back the game was crashing because it memory leaks on the title screen. So, did a couple things to try and improve performance. Turned all my graphics settings down to the lowest (My computer is beefy so shouldn't have to do this in the first place). Ended up putting it into windowed mode and performance was decent. After a while during battles my game would lag out until i reset the window settings. And every screen change from menu to battle or vice versa would enlarge my window off my monitor. I ended up fighting with the game itself just to play it and I eventually gave up after my first run back into it. tl;dr this is not ftl (for better or worse) and doesn't seem to work properly at first glance after all this time. I support the devs but this just was ridiculous. I don't recommend buying this until it's out of early access.
Overall its a neat little game, obviously its still in early access so there's still kinks to work out and content to be added. But, as someone who loves roguelike/lites in general, it's not hard to please me. The devs are actively ironing out balancing and adding new content which is hopeful, because my only real complaints would be the lack of enemy variety and the number of playable ships/weapon variety. Also, the map is a bit lacking in terms of events and such, but that's already been slated to be fixed via the roadmap. I will say, that the game is a bit easy until you reach the last sector's boss, who then proceeds to overheat you to death. Which... isn't that fun if you're not carrying the venting equipment that is ONLY useful on that boss while being useless for every other aspect of the game. I see other reviews complaining about cards not synergizing, which, is somewhat inaccurate. (Devs also just updated laser weapons last patch.) Most cards loosely synergize with each other in small ways like extra damage, shred, etc, which I feel is the correct way to do it because so many other deck builders lean heavily toward OP combinations that invalidate other builds outright. The way it is now, you can pretty much do anything that tickles your fancy and get away with it. Honestly, what I'd do (and currently going to do) is buy it on sale, play it a bit to see if you like it, then shelve it until there's more content. I'd give it a solid 7-8/10 with serious potential to be even better.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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