Speed belongs in the fight.
Movement isn't the space between engagements. It is how you take them.
STANCE PRESENTS
MOTION IS POWER.
A fast-paced, music-driven arena shooter where rhythm and movement define the killzone.
RE//BREAK is built around speed, rhythm and the pressure of staying in motion. The arena is clean. The people inside it aren't.
Movement isn't the space between engagements. It is how you take them.
Bespoke, in-house production. Heavy, technical, dark and synced to the energy of the arena.
Players decide what happens inside it.
speed. expression. superiority.
Built for maximum mobility and raw expression — maybe a little showing off. Voltaris operations thrive on breaking limits with speed.
connect. adapt. evolve.
Rigid control and sync, the perfect balance. Nexus relies on extreme coordination to shut down shifts and get work done.
destroy. dominate. survive.
The definition of pressure and dominance. Ravage doesn't leave room for error. They choke out targets through raw power.
The technical stuff matters when it changes how the game feels. So this part stays simple.
Built using Unreal Engine 5 with curated baked-lighting pathways aimed at consistent frame pacing and predictable visual quality.
RE//BREAK scales at native resolutions with MSAA by default, without relying on temporal or AI upscaling to mask execution. DLSS, FSR, XeSS and other options can still be available as choices.
Neurofunk dictates the pace. The soundtrack is produced in-house to stay heavy, technical, dark and connected to the action.
RE//BREAK is my dream game and I'm finally glad to bring it to life!!
i film things (shocker) and make buttons i think
I do animation and gamedev stuff, I'm just cookie anvil yk
I love character design 🤤🤤🤤🤤🤤
I do funny voices to fill the void and whatnot
Follow the project, see what is being made and be around while RE//BREAK takes shape.
ENTER DISCORD ↗