BREACHPOINT SUBSTATION / SANCTUARY
THE ROUND MODES ARMOURY THE MAP THE DOG
PLAY
INCOMING
Zombie mode
COMING LATE 2026
ORIGINAL TACTICAL SHOOTER · RUNS IN A BROWSER TAB

BREACHPOINT

Rounds are short. Standing still is accurate. Running is not.

Four modes, two maps, and one elderly dog who would rather stay where he is.

NO INSTALL NO ACCOUNT 7 WEAPONS 4 MODES 0 AUDIO FILES
EVERY SOUND SYNTHESISED LIVE NO INSTALL, NO ACCOUNT RUNS ON INTEGRATED GRAPHICS PLAY FROM A LINK ORIGINAL MAP, ORIGINAL WEAPONS BOTS FILL THE EMPTY SEATS EVERY SOUND SYNTHESISED LIVE NO INSTALL, NO ACCOUNT RUNS ON INTEGRATED GRAPHICS PLAY FROM A LINK ORIGINAL MAP, ORIGINAL WEAPONS BOTS FILL THE EMPTY SEATS
01 / THE ROUND

Two minutes,
four decisions

Every round runs the same clock. What changes is your wallet, your read on the lanes, and whether the charge is already ticking.

01
14s
BUY

$800 opens the match. Spend it on a gun, a vest, a defuse kit — or save and win the next round instead. Losing streaks pay better.

02
100s
BREACH

Three lanes out of spawn — west, mid, east. Attackers commit; defenders listen. Footsteps are the only intel either side gets.

03
3.2s
ARM

Stand on the pad at site A or B and hold. The moment the LED goes red the round resets to 45 seconds and the roles invert.

04
6.0s
DISARM

Six seconds bare-handed. Three and a half with a $400 kit. Either way somebody has to clear the site first — and stay cleared.

MATCH LENGTH
FIRST TO 8 ROUNDS
ARMED TIMER
45 SECONDS
TEAMS
STORMGUARD V VANGUARD
DEATH RULE
NO RESPAWN
02 / MODES

Four ways in

DEFUSAL THE MAIN EVENT

The full loop: buy phase, round economy, one life, plant and disarm. Bots scale their loadouts as the match goes long — pistols in round one, rifles and marksman kit by round five.

5 V 5 FIRST TO 8 ECONOMY
SKIRMISH WARM-UP

Five minutes, instant respawn, full loadout handed to everyone. No economy to protect and nothing to lose — just the substation at its loudest.

5:00 RESPAWN FREE KIT
SAVE THE DOG SECOND MAP

An abandoned sanctuary. One team takes the last animal left in it, one team keeps him. He does not want to go with either of you.

2:30 ONE LIFE HOLD TO LEASH
FIRING RANGE PRACTICE

No clock, no pressure, targets that come back. Learn where each spray pattern climbs and where it starts to snake — the recoil is deterministic, so it can be memorised.

NO TIMER HIT % ALL GUNS
Bram the dog standing in the kennel row while three keepers hold the corridor beyond him
THE KENNEL ROW · BRAM, AND THREE KEEPERS IN THE WAY
Two keepers moving through a crate-lined corridor, player at 73 HP taking fire
CONTACT IN THE FEED CORRIDOR · 73 HP LEFT
The loading apron under work lamps with six seconds left on the clock and nobody on it
0:06 ON THE CLOCK · THE APRON, STILL EMPTY
03 / ARMOURY

Seven guns,
no duplicates

Every entry is priced against what it does to a vest. Penetration matters as much as damage: buckshot dies on plate, rifle rounds barely notice it.

TALON-9FREE
SIDEARM · ISSUED
DMG
27
RPM
380
MAG
12
RANGE
60
HAMMER .45$520
SIDEARM · TWO-TAP
DMG
42
RPM
260
MAG
7
RANGE
55
WASP-C$1,150
SUBMACHINE · RUN AND GUN
DMG
24
RPM
820
MAG
30
RANGE
45
BREAKER-12$1,850
SHOTGUN · 9 PELLETS
DMG
17×9
RPM
90
MAG
8
RANGE
22
VECTOR-R$2,650
RIFLE · THE STANDARD
DMG
34
RPM
600
MAG
30
RANGE
90
LONGBOW-M$3,050
RIFLE · FLATTER CLIMB
DMG
32
RPM
660
MAG
25
RANGE
95
HAWKEYE .50$4,600
MARKSMAN · ONE SHOT, ONE ANGLE
DMG
118
RPM
41
MAG
5
RANGE
140
EQUIPMENT
PLATE VEST$650
VEST + HELMET$1,000
DEFUSE KIT$400
SHOCKPACK$300
04 / MAP ONE

Substation

Two switchgear blocks split the north half into three lanes and nothing else. There is no third route, no vent, no shortcut — attackers pick west, mid or east and defenders get exactly one rotation to be wrong about it.

Both sites sit behind shoulders at either end of the courtyard, so a hold looks into the pad rather than standing on it. Crates stack two high at the pads: the only elevation on the map, and the first place a good defender checks.

FOOTPRINT94 × 86 M
SITESA EAST  ·  B WEST
LANESWEST / MID / EAST
ELEVATIONCRATE STACKS ONLY
WEST
MID
EAST
B
A
VANGUARD SPAWN
STORMGUARD SPAWN
TOP-DOWN · 1 SQ = 8 M
05 / RULES THAT MATTER

Four things
that decide fights

ACCURACY

Standing still is accurate. Running is not, and jumping is a coin flip. Stop, then shoot — in that order.

RECOIL

Every pattern climbs for the first four rounds, then snakes. Pull down and counter it, or tap and reset.

ARMOUR

Vests soak pistol rounds and buckshot. Rifles punch through, and the .50 ignores the question entirely.

SOUND

Footsteps carry 26 metres. Walking hides them. Most rounds are lost by the player who sprinted into a hold.

06 / PLAY WITH FRIENDS

Your tab is
the server

Host a room, send the link, keep the tab open. Friends who open it drop into the next round and bots step aside to make space — no lobby, no matchmaking queue, no install on their end either.

Five-character room code if you would rather read it out loud than paste it.

ROOM
K7Q2M CONNECTED
NOMAD · HOST
WREN
OSPREY
BOT SLOT — OPEN
breachpoint.game/?r=K7Q2M
07 / BUILT FROM SCRATCH

No engine,
no asset store

The map is a list of boxes. The textures are drawn to a canvas at load. Every gunshot, footstep, ricochet and defuse beep is a filtered noise burst built on the fly — there is not a single audio file in the build. Five quality tiers, from ULTRA down to POTATO, and the build steps itself down if your frame rate says so.

The map, the weapon names and stats, the models, the interface and the audio are all original work. Breachpoint borrows the rules of the tactical-shooter genre, which are free for anyone to use. It copies no assets from any existing game.

CONTROLS
MOVE / WALK QUIETLYWASD · SHIFT
JUMP / CROUCHSPACE · CTRL
FIRE / SCOPELMB · RMB
RELOAD / SWAPR · 1 2 3
BUY / DISARMB · HOLD E
SCORES / PAUSETAB · ESC

Mouse capture blocked? Hold right mouse to look, or steer with the arrow keys.

08 / SAVE THE DOG

The Albrehtson
Sanctuary

Second map, second objective: an elderly mastiff called Bram. Attackers get two and a half minutes to put a hand on him and walk him to the loading gate. The keepers get two and a half minutes to make sure that does not happen.

THE LEDGER

The last line in a book kept since 1769

The Albrehtsons bought livestock for ships. In 1769 one of them stopped recording animal deaths as a percentage and started recording them one line each, and every generation after inherited that change of unit.

The sanctuary they left behind was never destroyed. Nothing was burned or torn down. Every building on that ground was made with real care to hold a living thing comfortably — and then the living things stopped arriving, and the buildings went on standing in the shape of a kindness nobody performs any more.

The water trough is dry, and it is spotless. Someone scrubbed it. Then never filled it again.

VOLUME NINEARRIVED · DEPARTED
Nel1994 — 2003
Rooi1997 — 2009
Griet2001 — 2011
Baas2004 — 2016
Sannie2008 — 2019
Bramborn here —
ENTRY NEVER FINISHED · THAT IS WHAT BOTH TEAMS ARE FIGHTING OVER

He is not a bomb with fur. Left to himself he circles the run he was raised in. Gunfire inside twenty-six metres frightens him, and a frightened dog drops his tail, slows down and stays closer to home — so the team shooting its way in is also the team making the job harder.

Getting hold of him is a hold-to-act, like a defuse. Attackers need four and a half seconds. Keepers need two and a half, because he knows them. Either side can take him back off the other in three, which is how most of these end: a tug of war in a corridor with the clock running.

Walk more than twenty metres ahead of him and he stops following. He is old, and he moves at a fraction of your pace, and he has no interest in either team's plan.

LEASH HIM
4.5s
CALM HIM
2.6s
TAKE HIM BACK
3.2s
ON THE CLOCK
2:30
ATTACKER“FIND THE DOG — HOLD E TO LEASH HIM”
KEEPER“HOLD THE KENNEL ROW”
GREAT BARN
CLINIC
FEED
SILOS
PADDOCKS
DRY TROUGH
AVIARY
THE HOUSE
BRAM
GATE
THEY COME FROM HERE
KEEPERS
KENNEL ROW
ATTACKERS WIN
“THE DOG WAS TAKEN”

Him, on a leash, within four and a half metres of the loading gate.

KEEPERS WIN
“THEY RAN OUT OF TIME”

The clock reaches zero with him anywhere but the gate.

KEEPERS WIN
“THE ABDUCTORS ARE DOWN”

Every attacker eliminated. Nobody left to walk him anywhere.

ATTACKERS WIN
“NOBODY LEFT TO STOP THEM”

Every keeper down, and none of them holding him when they fell.

READY WHEN YOU ARE

Hold the
substation

One tab, two maps, eight rounds to win — or two and a half minutes to get one very reluctant dog through a gate. It loads faster than the launcher you were going to open instead.

PLAY BREACHPOINT
BREACHPOINT SUBSTATION · SANCTUARY · PROTOTYPE BUILD
ORIGINAL WORK · NO ASSETS COPIED FROM ANY EXISTING GAME