Systems
Momentum you can influence. Never override.
Pull back, release, and steer with momentum you can influence but never simply cancel. Hit someone dead-on and drain Heart. Clip them at an angle and send them toward the edge.
Launch & steer
Drag back from your BAE and release to launch. Angle and power both matter. Once you're moving, the mouse expresses steering intent; physics decides how quickly your BAE can honor it. Continuing an arc is easy, tightening it takes control, reversing at full speed takes time you may not have.
Heart is everything
Heart is health, stability and steering quality at once. As it drains you wobble, handle worse, and become easier to finish, so every trade is also a bet on your own future control.
Direct vs. glancing
Direct collisions emphasize Heart damage. Glancing hits emphasize displacement and ring-out pressure. That single distinction is the entire tactical language of the game.
Ring-out recovery
Getting shoved toward the edge isn't instant death. A danger-zone recovery window turns near ring-outs into clutch, fightable moments instead of a coin flip.
Fixed kits, flexible builds
Every Bae keeps a permanent Primary, Secondary and Ultimate: mastery that carries across runs. Body, Waist and Heel components, Accessories, Mutations, Evolutions and Fusions transform how that fixed kit behaves, run to run.
Built to replay
Matches are measured in seconds, runs in minutes. Fast rematches, explainable losses, and mastery that's actually learnable, including of your own mistakes.
And the beat? Music and rhythm are where this game is heading, the aim is that you are fighting with the track, not just over it. That is direction, not a shipped feature: the alpha you can play today is the physics game, freeform end to end, and we would rather show you the groove in a build than promise it on a page.
Modes
Four ways in
One set of physics rules, loaded four different ways. Breakneck is the long game; everything else is there for when you want the fight without the run.
The main event
Breakneck
The roguelike run. Pick a difficulty and a Bae, confirm your fitted Body, Waist and Heel, then branch through encounters: duels, free-for-alls, Accessory drafts, a Mutation, a Bae miniboss, the Reactor, and a Champion at the end. One loss ends the run, on every difficulty. A successful Breakneck run lands around 20–30 minutes.
Quick play
Brawl
One-on-one, or free-for-all with up to five BAEs in the ring. No run attached: the fastest way to learn a matchup, or to find out how differently the ring-out maths works once there are three of you.
No pressure
Bootcamp
The practice sandbox. Test a build, drill a skill, learn what a Primary actually does at speed, and get the timing wrong as many times as you like.
Before the run
Beatshop
Where the mech gets fitted. Body, Waist and Heel go on here and lock when a run starts, so this is the one place a Breakneck attempt is decided before it begins.
Player-versus-player is on the table, not on the calendar. The physics were built for it and we want it, but we would rather ship it properly than early, so treat it as something we are exploring rather than something we have promised.
Breakneck
Runs, not just matches
A run is a committed Breakneck climb through the underground circuit. Branching route choices remix the same honest physics rules instead of turning into unrelated minigames. First successful clears target roughly 20–30 minutes.
Duel
Standard 1v1
Elite / Rival
Named, harder fight
Shop / Draft
Reveal 3, keep 1
Mutation / Evolution
Transform your kit
Boss / Champion
Run finale
Controls
Nothing to memorize before match one
Drag back, release
Launch your BAE from wherever she’s standing. Angle and power both carry.
Mouse
Steer. Apply force, don't teleport.
LMB: Primary
Your fastest-cycling equipped ability.
RMB: Secondary
Your utility or defensive equipped ability.
Space: Ultimate
Fires once your meter reaches 50, and defines the character.