Current development overview ·
Your Tower stays put. Your decisions change the run.
Spirebreak is a single-player tower roguelite. Your machine aims and fires automatically; you choose its weapons, upgrades and priorities across three chapters and 30 waves.
Build a machine, not a single damage number
Start with a weapon, then buy independent copies and combine families with different reach and attack shapes. Evolutions and Tier III mutations can change how a weapon behaves. An Unstable Core and later Artifact choices add advantages with tradeoffs.
Resonance can point toward a relevant Market or Artifact opportunity after your first Tier III mutation. You still have to choose and pay for the parts of the combination. Discoveries open possibilities without permanent stat power, and the Hall of Machines keeps records of completed and failed builds.
BALANCED, INTERCEPT, HUNT and FOCUS give your automatic weapons a targeting preference. Changing priority during combat starts a six-second command cooldown. Weapon range and family behavior still matter; this is not manual aiming.
Spend now, or protect your Reserve
Scrap buys power, defense, repairs and rerolls. Carry unspent Scrap into a wave and protect that Reserve to earn a bonus after a successful non-final clear. Spending can reduce the bonus, but your Scrap is never locked. Income upgrades are a separate investment in future payouts.
Shield absorbs damage before Hull. Armor reduces damage that reaches Hull, and repairs restore Hull rather than Shield. Spikes counterattack after the Tower survives a melee hit; they do not automatically answer distant ranged enemies. Defensive purchases must work together with the damage your build can actually deliver.
The illustrated How to Play guide covers five basics. Contextual hints and complete purchase effects help during a run; advanced details remain available. The combat camera can be inspected with pan and zoom without moving the stationary Tower.
A Contract for every chapter
Before Waves 1, 11 and 21, choose one of three World Contracts. Your choice changes pressure for that ten-wave chapter and pays +2 Scrap for each cleared wave, except Wave 30. Each new chapter replaces the active Contract; earlier Contract effects do not stack.
The six possibilities are Swarm Tide, Iron Procession, Siege Protocol, Encirclement, Breach Protocol and Blood Money. They change light or heavy enemy pressure, ranged threats, approach directions, melee starting distance or repair costs. Cards explain the threat, reward and suggested response before you commit.
World Contracts coexist with the shorter Swarm/Siege fronts below. See the Contract screenshots and latest changes.
Choose the pressure you will face
After Waves 10 and 20, choose a Swarm or Siege front for Waves 11–14 or 21–24. Read its pressure and Scrap or Hull-repair reward, then clear four consecutive waves to earn that reward. It is not an instant bonus.
Both the world and Market pause while you choose. The selected front is recorded in the run recap. These are two choices inside the existing run, separate from the optional Siege Mutator.
Three bosses ask different questions
- Wave 10, Gate Warden: can your focused damage interrupt its charged attack?
- Wave 20, Forge Tyrant: can you reach it during the barrage charge, or defend until it advances?
- Wave 30, Fractured Crown: can you manage reinforcements and priorities without losing pressure on the boss?
No specific weapon family is required, and bosses are not protected by immunity gates. The quieter combat screen removes spawn-direction overlays and extra enemy-threat text. Boss health, attack information and interruption feedback remain, alongside calmer camera motion and more precise visual contacts.
The first victory opens Spire 1–20
Win the base run to unlock Spire 1, then advance through eligible victories up to Spire 20. Each level adds one authored rule and retains the earlier rules. Lower unlocked levels remain replayable; progress is local.
The tactical rules include enemy ammunition, escorts, support reach, summons and boss patterns. Higher Spires also increase enemy HP and damage: the additional pressure starts after Wave 1 and reaches full strength at Wave 10. Spire 0 retains its baseline. The HUD badge, unlock result and paused rule reader explain the selected level.
Spire difficulty is separate from the Tower's Foundation, Fortified and Ascendant visual stages. Those silhouettes show your build, not another progression currency or a weapon-capacity limit.
Change the rules with optional Mutators
After the first victory, Run Setup lets you combine up to three Mutators with an unlocked Spire level, or roll a seeded selection.
- Narrow Market: one fewer regular Market slot, cheaper paid rerolls.
- Blitz Assault: faster ordinary enemies with increased Scrap rewards; special-unit exceptions apply.
- Siege: changed ranged pressure in normal waves.
- Resonance Fever: additional bounded build-link opportunities after the first Tier III mutation.
Mutator runs do not unlock the next Spire level. They still retain victories and machine records. Mutators alter the run's rules; mutations alter weapon behavior.
What this overview does not promise
The current systems are integrated into the development build, but their presence does not prove that every build can win or that difficulty is final. Full-run balance, new-player understanding and physical-device testing remain open.
Weekly Challenge practice and the replay-verification foundation are integrated into the main development build. Practice results are not submitted to a public leaderboard. Public ranking and player run submissions remain disabled. Read the current Weekly practice status.
The English localization foundation is integrated; translated editions are not announced. The home-page imagery is staged footage from October 4, 2026, showing the current orbital arena with example loadouts, not one continuous player run.

