Fiche du jeu / ROGUE BY ROGUEInto the Breach
Texte original · AnglaisControl powerful mechs from the future to defeat an alien threat. Each attempt to save the world presents a new randomly generated challenge in this turn-based strategy game.
Pourquoi cette note ?
Texte original · Chinois simplifié
公开敌方意图让位置决策与复盘非常扎实,是本批随机与公平维度的高分参照;入门说明仍可改进。
Mécaniques de jeu essentielles
Pondération 25 %9,5 / 10Texte original · Chinois simplifié
推拉、挡出生点与保护建筑把每个回合压缩成高密度位置问题,少量规则能产生多种有代价的解法。
Combinaisons et stratégie
Pondération 25 %9,0 / 10Texte original · Chinois simplifié
机甲功能、驾驶员与武器升级互相约束,目标是保护电网而非单纯堆伤,资源选择有明确意义。
Rejouabilité
Pondération 20 %8,5 / 10Texte original · Chinois simplifié
不同小队、任务目标与地图位置改变解题方式;长期仍围绕相同保护结构,变化有边界。
Hasard et équité
Pondération 20 %9,5 / 10Texte original · Chinois simplifié
官方明确预告敌方攻击,快照确认主要命中结果可预判;困难局面仍可能必须承受电网损失。
Finition et ergonomie
Pondération 10 %8,0 / 10Texte original · Chinois simplifié
短战斗与暂停思考方便分段游玩,界面紧凑;教程较薄、威胁层次不易读增加新手学习成本。
- Évaluateur
Texte original · Chinois simplifié
Rogue by Rogue · AI 资料评测- Version évaluée
Texte original · Chinois simplifié
具体构建未知;以所引资料描述的版本为准
Périmètre et limites
Texte original · Chinois simplifié
基于收录资料与官方页面的主观归纳,未进行试玩。资料包含 Advanced Edition 小队与挑战,未逐一求解随机棋盘;高公平分不表示每局都能无损完成。
Sources de l’évaluation 02
- 01Documents archivésVoir les documents externes archivés ↓
Texte original · Chinois simplifié
收录评论与社区资料(2026-10-01 快照)
使用 作者观点摘要 的 Tier list Part 2 (2024) 及 玩家好评与批评 中的机制、交互、重复与易用性反馈;未将外部分数或旧等级用于计算。
- 02Source webVoir l’original ↗
Texte original · Chinois simplifié
Into the Breach 官方产品说明
2026-10-08 访问。确认敌方攻击预告、保护城市、机甲武器与驾驶员,以及 Advanced Edition 新任务与小队。 官方页面不单独证明平衡或稳定性。
Critiques vidéo
Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.
D’autres voix, à titre indicatif.
Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.
Synthèse des discussions
Texte original · AnglaisA turn-based tactics roguelite from Subset Games (makers of FTL) where you pilot a squad of three mechs on tiny 8x8 grids to protect city buildings from insectoid Vek, with every enemy attack telegraphed in advance.
Texte original · AnglaisInto the Breach is treated as a modern classic of the tactics and roguelite space. Critics gave it a Metacritic score of 90 on PC (89 on Switch), and it won Best Strategy Game at The Game Awards 2018, among other awards. Steam players agree, with about 94% positive across roughly 22,400 reviews (Very Positive). The praise centres on perfect-information combat, compact puzzle-like turns and squad variety. The main dissent is from players who find it more of a rigid puzzle game than a tactics game, and from those who still feel unavoidable spawn RNG can doom a run. It is not early access or abandoned. The free Advanced Edition update shipped in July 2022 alongside the Netflix mobile release, and players still ask for more content or a sequel.
Ce que les joueurs apprécient
- Texte original · AnglaisEnemy attacks are telegraphed, so there are no hit-chance rolls. Losses feel like your own mistakes, which reviewers often contrast with XCOM.
- Texte original · AnglaisEach turn is a self-contained micro-puzzle: pushing, pulling, blocking spawns and redirecting attacks, with depth coming from very simple rules.
- Texte original · AnglaisProtecting the Power Grid (city buildings) rather than just killing everything is a fresh objective that changes how you evaluate every move.
- Texte original · AnglaisLarge variety of mech squads, pilots and weapon upgrades. Each squad teaches a different way to think about the game, and squad achievements hint at how to play them.
- Texte original · AnglaisShort runs and short battles (roughly 10-15 minutes each) make it easy to pick up and put down, and it works well on Steam Deck and with a gamepad.
- Texte original · AnglaisEconomy of design: small maps, no filler, clean pixel art and a well-regarded soundtrack by Ben Prunty.
- Texte original · AnglaisDifficulty ramps gradually, with Easy through Unfair settings, so players report steadily improving on squads that once beat them.
- Texte original · AnglaisRuns are short enough that a blunder costs about 3 hours rather than a 15-hour XCOM-style campaign.
Ce que les joueurs critiquent
- Texte original · AnglaisSome players say it plays like a rigid puzzle game rather than a tactical one, with the board state mattering more than player choice.
- Texte original · AnglaisEnemy spawn positions and targeting can create situations that feel unwinnable without grid damage, especially on the first turn of a mission or in the final island.
- Texte original · AnglaisLosing a run discards upgrades. Some players find the penalty harsh when a poor upgrade choice only shows up an hour later.
- Texte original · AnglaisMissions share the same core puzzle despite varied objectives, and some players report repetitiveness after a while.
- Texte original · AnglaisThe tutorial is thin and the legibility of threats and solutions is hard for newcomers, who often need external guides.
- Texte original · AnglaisThe unlock system (squads and pilots tied to achievements) is criticised by some as an FTL-style chore.
- Texte original · AnglaisSteep difficulty: several negative reviewers say even Normal wipes them out repeatedly and the game is not for players who dislike punishing roguelikes.
- Texte original · AnglaisLegibility of puzzles is hard: players struggle to tell whether a bad board needs a tradeoff or was set up wrong at the start.
Caractéristiques distinctives
- Texte original · AnglaisFully deterministic combat with visible enemy intentions: a tactics game built like a chess puzzle.
- Texte original · AnglaisHealth bar is the city Power Grid, so victory means damage mitigation rather than total elimination.
- Texte original · AnglaisTime-travel framing: losing a run sends a chosen pilot back into a new timeline with their experience, giving a light meta-progression.
- Texte original · AnglaisEnemy and environmental interactions such as water, ice, fire and mountains are central, and enemies can kill or block each other.
- Texte original · Anglais8x8 boards and five-turn missions give it a compactness unlike XCOM-style or Fire Emblem-style tactics games.
Points qui divisent
- Texte original · AnglaisWhether the RNG is a problem: fans say the game is essentially deterministic, while critics say spawns and targeting can make puzzles unsolvable.
- Texte original · AnglaisPuzzle versus tactics: some see it as a perfect blend, others feel it lacks the tactical freedom they wanted.
- Texte original · AnglaisDifficulty: some beat Unfair, others report never finishing Normal.
- Texte original · AnglaisRun length and permadeath: fans value short restarts, detractors dislike losing progress.
Répétition et contraintes
- Texte original · AnglaisRestarting entire runs after a late failure, with upgrades lost.
- Texte original · AnglaisUnlocking squads and pilots via achievements, which some find grindy.
- Texte original · AnglaisHaving to spend minutes planning single turns, which can feel like homework to people expecting a relaxed strategy game.
- Texte original · AnglaisLearning curve where players feel they are being punished for not knowing enemy behaviour yet.
- Texte original · AnglaisOnce mechanics are 'solved', some reviewers feel runs become a repeated puzzle with the same base and little novelty.
Améliorations espérées
- Texte original · AnglaisPlayers keep asking for more content or a sequel, and several recent Steam reviewers say they return hoping for an update.
- Texte original · AnglaisBetter onboarding or in-game explanation of mechanics and enemy behaviour.
- Texte original · AnglaisSome want more flexible undo, for example allowing a turn reset when it is the last unit's action.
- Texte original · AnglaisMore build and upgrade variety, and more map or mission variety, to reduce repetition.
- Texte original · AnglaisReduced luck in spawn placement, or more tools to recover from a bad spawn.
Texte original · AnglaisLaunched Feb 27, 2018 on Windows to acclaim and became Metacritic's best-reviewed PC game of 2018. It came to macOS and Switch in August 2018 and Linux in April 2020. The free Advanced Edition (July 19, 2022) added squads, pilots, enemies and an Unfair difficulty, and Netflix released iOS and Android versions the same day. Awards include Best Strategy Game at The Game Awards 2018, Best Design at the 2019 GDC Awards and Best Original Property at the BAFTA Games Awards. Steam Spy estimates 1-2 million owners, and steam-revenue-calculator estimates about $4.4M gross (a rough Boxleiter-method estimate, not audited). Metacritic user score of 7.8 is notably lower than the critic score, reflecting a minority who bounce off the puzzle feel and difficulty. OpenCritic score could not be retrieved (page lookup failed and the search budget was exhausted), so it is null.
Sources communautaires
- Texte original · AnglaisTop helpful positive and negative English Steam reviews (local file) ↗
- Texte original · AnglaisLocal Steam data: review counts, Metacritic 90, SteamSpy owner range, revenue estimate ↗
- Texte original · AnglaisSteam store page: Very Positive, 94.2% of about 22.4k reviews ↗
- Texte original · AnglaisMetascore 90 from 56 critic reviews, user score 7.8 from 662 ratings ↗
- Texte original · AnglaisMetacritic user review themes: praise for depth, complaints about puzzle feel and RNG ↗
- Texte original · AnglaisReception, awards, development, Advanced Edition and Netflix release, critic scores ↗
- Texte original · AnglaisSteam community discussion themes: difficulty, power-grid failure rule, requests ↗
- Texte original · AnglaisEstimated gross revenue about $4.41M (Boxleiter method) ↗
Commentaires archivés du créateur 1
Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.
Texte original · AnglaisTier list Part 2 (2024)
Texte original · AnglaisInto the Breach is a turn-based, board-centric tactics roguelike from the makers of FTL, where you control a small squad of mechs to defend cities from monsters. Mechanics are extremely simple, but the strategic depth is huge, to the point of spending many minutes on a single turn. He is blown away by how well designed it is and sees it as a staple of turn-based games. He places it in S tier and considers it better than FTL, possibly above Balatro.
Ce que le créateur apprécie
- Texte original · AnglaisVery simple, easy-to-understand mechanics (shoot, jump, push) that still produce enormous strategic depth
- Texte original · AnglaisMany meaningful options each turn even with only three or four mechs
- Texte original · AnglaisLots of different mechs, so squad formations make every run feel different
- Texte original · AnglaisUnique little events and multiple difficulty levels give a lot of content for such a simple game
- Texte original · AnglaisAccessible strategy for people who like turn-based games but lack patience for complex rulesets like Civilization
- Texte original · AnglaisDoes everything it sets out to do perfectly; masterful design
Problèmes relevés par le créateur
- Texte original · AnglaisHe acknowledges others may not consider it S tier; no real design flaws are named
- Texte original · AnglaisA single turn can take up to ~10 minutes of deliberation (framed as a consequence of depth)
Observations sur la conception
- Texte original · AnglaisSimple mechanics combined with simple enemy behavior yield near-limitless strategic options
- Texte original · AnglaisSquad composition variety drives run-to-run freshness
- Texte original · AnglaisShows that great design can achieve huge depth with minimal rules


