Into the Breach 표지 이미지게임 정보 / ROGUE BY ROGUE
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Into the Breach

턴제 전략전략과 전술

원문 · 영어Control 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.

ROGUE BY ROGUEV1

자체 평점

90.3/ 100
전체 공동 순위 #01
자체 리뷰 / RBR V1

이 점수의 이유는?

원문 · 중국어 간체

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。

01

핵심 게임플레이

가중치 25%9.5 / 10
원문 · 중국어 간체

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。

02

빌드와 전략

가중치 25%9.0 / 10
원문 · 중국어 간체

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。

03

다회차 플레이 가치

가중치 20%8.5 / 10
원문 · 중국어 간체

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。

출처01 ↗
04

무작위성과 공정성

가중치 20%9.5 / 10
원문 · 중국어 간체

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。

출처01 ↗
05

완성도와 편의성

가중치 10%8.0 / 10
원문 · 중국어 간체

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。

출처01 ↗
평가자
원문 · 중국어 간체
Rogue by Rogue · AI 资料评测
평가한 버전
원문 · 중국어 간체
具体构建未知;以所引资料描述的版本为准

평가 범위와 한계

원문 · 중국어 간체

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。

평가 근거 자료 02

  1. 01
    보관 자료
    원문 · 중국어 간체

    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。

    보관된 외부 자료 보기 ↓
  2. 02
    웹 자료
    원문 · 중국어 간체

    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。

    원문 보기 ↗
YOUTUBE + BILIBILI / VIDEO

영상 리뷰

영상 2개

언어 구분 없이 YouTube와 Bilibili의 리뷰와 분석을 모았습니다. 원본 영상에서 시청하세요.

평가 근거 자료

참고할 만한 다른 목소리.

자체 점수에 미반영

보관된 외부 리뷰와 커뮤니티 자료는 서로 다른 버전을 다룰 수 있습니다. 외부 의견과 평점은 별도로 표시합니다. 영상의 전체 맥락은 원본에서 확인하세요.

플레이어 의견 요약

원문 · 영어A 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.

원문 · 영어Into 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.

플레이어가 칭찬한 점

  • 원문 · 영어Enemy attacks are telegraphed, so there are no hit-chance rolls. Losses feel like your own mistakes, which reviewers often contrast with XCOM.
  • 원문 · 영어Each turn is a self-contained micro-puzzle: pushing, pulling, blocking spawns and redirecting attacks, with depth coming from very simple rules.
  • 원문 · 영어Protecting the Power Grid (city buildings) rather than just killing everything is a fresh objective that changes how you evaluate every move.
  • 원문 · 영어Large 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.
  • 원문 · 영어Short 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.
  • 원문 · 영어Economy of design: small maps, no filler, clean pixel art and a well-regarded soundtrack by Ben Prunty.
  • 원문 · 영어Difficulty ramps gradually, with Easy through Unfair settings, so players report steadily improving on squads that once beat them.
  • 원문 · 영어Runs are short enough that a blunder costs about 3 hours rather than a 15-hour XCOM-style campaign.

플레이어가 비판한 점

  • 원문 · 영어Some players say it plays like a rigid puzzle game rather than a tactical one, with the board state mattering more than player choice.
  • 원문 · 영어Enemy 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.
  • 원문 · 영어Losing a run discards upgrades. Some players find the penalty harsh when a poor upgrade choice only shows up an hour later.
  • 원문 · 영어Missions share the same core puzzle despite varied objectives, and some players report repetitiveness after a while.
  • 원문 · 영어The tutorial is thin and the legibility of threats and solutions is hard for newcomers, who often need external guides.
  • 원문 · 영어The unlock system (squads and pilots tied to achievements) is criticised by some as an FTL-style chore.
  • 원문 · 영어Steep difficulty: several negative reviewers say even Normal wipes them out repeatedly and the game is not for players who dislike punishing roguelikes.
  • 원문 · 영어Legibility of puzzles is hard: players struggle to tell whether a bad board needs a tradeoff or was set up wrong at the start.

차별화된 특징

  • 원문 · 영어Fully deterministic combat with visible enemy intentions: a tactics game built like a chess puzzle.
  • 원문 · 영어Health bar is the city Power Grid, so victory means damage mitigation rather than total elimination.
  • 원문 · 영어Time-travel framing: losing a run sends a chosen pilot back into a new timeline with their experience, giving a light meta-progression.
  • 원문 · 영어Enemy and environmental interactions such as water, ice, fire and mountains are central, and enemies can kill or block each other.
  • 원문 · 영어8x8 boards and five-turn missions give it a compactness unlike XCOM-style or Fire Emblem-style tactics games.

의견이 갈리는 점

  • 원문 · 영어Whether the RNG is a problem: fans say the game is essentially deterministic, while critics say spawns and targeting can make puzzles unsolvable.
  • 원문 · 영어Puzzle versus tactics: some see it as a perfect blend, others feel it lacks the tactical freedom they wanted.
  • 원문 · 영어Difficulty: some beat Unfair, others report never finishing Normal.
  • 원문 · 영어Run length and permadeath: fans value short restarts, detractors dislike losing progress.

반복과 부담

  • 원문 · 영어Restarting entire runs after a late failure, with upgrades lost.
  • 원문 · 영어Unlocking squads and pilots via achievements, which some find grindy.
  • 원문 · 영어Having to spend minutes planning single turns, which can feel like homework to people expecting a relaxed strategy game.
  • 원문 · 영어Learning curve where players feel they are being punished for not knowing enemy behaviour yet.
  • 원문 · 영어Once mechanics are 'solved', some reviewers feel runs become a repeated puzzle with the same base and little novelty.

기대하는 개선 사항

  • 원문 · 영어Players keep asking for more content or a sequel, and several recent Steam reviewers say they return hoping for an update.
  • 원문 · 영어Better onboarding or in-game explanation of mechanics and enemy behaviour.
  • 원문 · 영어Some want more flexible undo, for example allowing a turn reset when it is the last unit's action.
  • 원문 · 영어More build and upgrade variety, and more map or mission variety, to reduce repetition.
  • 원문 · 영어Reduced luck in spawn placement, or more tools to recover from a bad spawn.

원문 · 영어Launched 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.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 2 (2024)

원문 · 영어Into 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.

제작자가 칭찬한 점

  • 원문 · 영어Very simple, easy-to-understand mechanics (shoot, jump, push) that still produce enormous strategic depth
  • 원문 · 영어Many meaningful options each turn even with only three or four mechs
  • 원문 · 영어Lots of different mechs, so squad formations make every run feel different
  • 원문 · 영어Unique little events and multiple difficulty levels give a lot of content for such a simple game
  • 원문 · 영어Accessible strategy for people who like turn-based games but lack patience for complex rulesets like Civilization
  • 원문 · 영어Does everything it sets out to do perfectly; masterful design

제작자가 지적한 문제

  • 원문 · 영어He acknowledges others may not consider it S tier; no real design flaws are named
  • 원문 · 영어A single turn can take up to ~10 minutes of deliberation (framed as a consequence of depth)

설계에 대한 관찰

  • 원문 · 영어Simple mechanics combined with simple enemy behavior yield near-limitless strategic options
  • 원문 · 영어Squad composition variety drives run-to-run freshness
  • 원문 · 영어Shows that great design can achieve huge depth with minimal rules
원본 영상 보기 ↗