Roundbreak

Game
new_releases New — just published

A round-based 1v1/2v2 arena shooter with wall-running, sliding, and vaulting, across 25 unique maps.

GooG Studios updated 2h ago 715 MB engine 29
thumb_up 2 open_in_new View on sbox.game

Move fast, stay alive

Wall-run the boundary walls, slide under fire, vault ledges, climb ladders. Ride bounce pads, belts and escalators, lifts and ferries, teleporters, updraft vents and ziplines. Movement is as much a weapon as your gun. 

 Twelve weapons: 1911, Revolver, Duel Glocks, MODEL 870, MP5, AS VAL, MK17, M200, plus the BLADE LAUNCHER (saw blades that ricochet twice and stick in the wall as a ledge you can climb) and the ARC LANCE (a laser: instant, dead straight, no drop-off at any range), with the HE Grenade and Claymore for area denial. 

25 maps, your call - play one, or highlight several and let every round roll a random one.

Two ways to win - STANDARD, first to five; LADDER, where every round you win climbs you to the next weapon and the last rung takes the match. Neither can stall: after 45 seconds of a round, both of you are shown where the other is standing. 
 
Play how you want
- Create Lobby, Matchmaking, Browse Lobbies, AI Practice.

Progression
- levels, XP and nine medals; ranked matches feed a real leaderboard.

Controls
- WASD move · Shift sprint · Ctrl slide · Space jump / wall-run / mantle · E pick up · F drop or throw · R reload (LADDER) · Right click to scope the M200


image-1789900337259.jpg 379.1 KB



 This game is made for the game Jam "One More Round" hope you guys enjoy! 

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16
Total Users
18
Total Sessions
1.4 hours
Total Playtime

Global Statistics

-1
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Package ID: offhand.roundbreak
Created: 2026-09-16 07:56 UTC
Updated: 2026-09-20 09:53 UTC
Type: game
Public: Yes
Version: 393327
files: 808
Size: 714.6 MB
Engine Version: 29
Asset Version ID: 393327
Version Created: 2026-09-20 09:53 UTC
Hash: 1789898021
Manifest: Open manifest
Multiplayer: Yes
Versus: Yes
Co-op: Yes

settings Engine & Multiplayer Configuration

Player Count: 1 - 4 Players
Tick Rate: 50 Hz
Network Type: Multiplayer
Startup Scene: scenes/basic_example.scene
Map Select: Unrestricted
new_releases Latest Update Sep 20, 2026
Release V0.2
Ladders, Lasers and 25 Maps (MAJOR UPDATE) Sep 20, 2026
Added
  • Fifteen new maps, three new weapons, seven ways to get around a map that did not exist before, a game mode that climbs a weapon ladder, and an opponent worth practising against.
  • ARC LANCE, a laser rifle: every shot is instant and dead straight, loses nothing over distance, and draws a beam from the muzzle to whatever it hits
  • The Arc Lance works as you use it - the core runs forward and the emitter claw snaps open as it fires, and the heat sink on top lifts and shuts when the cell is changed
  • BLADE LAUNCHER, which fires a saw blade that ricochets off two surfaces and sticks into the third, where it stays as a ledge you can stand on and climb
  • The blade you can see in the launcher's slot is the shot you have: it leaves when you fire, and the next one slides in from the back of the slot
  • MK17, a three round burst rifle for the range band between the AS VAL and the M200
  • Burst fire as a fire mode: one press commits the whole burst even if you let go of the trigger
  • A new weapon pad on every map: an octagonal gunmetal pad with a glowing green channel, and the weapon turning above it
  • Ladders you climb by pushing into them, climb down by pulling away, hold still on, and jump off with a kick back from the wall
  • Bounce pads that throw you straight up, or across the map onto high ground
  • Conveyor belts that carry you along at a steady speed, and escalators that carry you up onto high ground while you walk or shoot
  • Teleporter pads in glowing pairs: step on one and come out of the other, still moving as fast as you went in and facing the way its arrow points
  • Going through a teleporter washes the screen in that pair's colour as you arrive
  • Moving platforms: lifts that carry you up and ferries that carry you across, on a timetable that restarts every round
  • Updraft vents: a column of rising air over a floor grate that throws you higher than it reaches, and you steer yourself out of it
  • Ziplines: catch a cable and ride it down to its far post, where you let go still travelling; jump to let go early and keep the speed
  • VANTAGE, one long axis with an elevated nest at each end and a contested deck in the middle
  • BASIN, where the high ground is the rim and the best weapon waits at the bottom of an open bowl
  • LATTICE, walls with firing slits you can see and shoot through but never walk through
  • PINWHEEL, a 2v2 map turned rather than mirrored, so no straight line crosses it and every route bends
  • UPDRAFT, no stairs anywhere: every deck and the summit are reached by ladders and bounce pads
  • BASTION, a 2v2 siege map of two forts with ramparts, battlements, corner towers and a keep in the middle
  • DUNES, stepped sand and no walls, where each dune is walked up one side and drops as a cliff on the other
  • MANOR, a roofless house of rooms, doorways and windows you can climb through, around a courtyard
  • FOUNDRY, lifts and ladders onto a central crucible, with corner pads that throw you higher still
  • SKYWAY, two team decks over an open gap, a ferry each, and attack pads that throw you across
  • TERMINAL, a hub and four decks joined by four ferries on a rotating timetable
  • FREIGHT, a sorting floor where the ground carries you: a loop of belts round a central deck, and an escalator up to each team's catwalk
  • RELAY, where the shortest way anywhere is through a teleporter pair
  • THERMAL, a foundry floor with vents in it: four throw you onto the stack in the middle, two onto the wall galleries
  • HIGHLINE, two towers joined to the island in the middle, and to the far corners of the floor, by four wires
  • Twenty-five maps in all, every one of them checked for fairness: mirrored or rotated spawns, matched weapon pads, and no route one side gets and the other does not
  • LADDER: winning a round climbs you to the next weapon, and taking a round on the last rung wins the match
  • The ladder is built from the weapons ticked in Match Options, so unticking one takes it out of the climb
  • OVERTIME: once a round has been live for 45 seconds, both sides are shown where the other is standing every 10 seconds, with a marker and a distance
  • Reloading in LADDER, on the reload key or by pulling the trigger on an empty magazine
  • A map picker in the lobby with a card for every map, drawn from above with its spawns, weapon pads, ladders, pads, platforms, belts, teleporters, vents and wires
  • The host can pick several maps, and every round then plays one of them at random, never the same map twice in a row
  • Difficulty: Easy, Normal or Hard, set in the lobby
  • It engages at the range that suits the weapon it is holding, repositions toward where it last saw you, and retreats behind cover when it is hurt
  • It uses ladders, bounce pads and navigation meshes to follow you onto high ground, and steps around pads and vents that would carry it off the floor it chose
  • It reloads under LADDER instead of being refilled, so both sides live with the same magazine
  • It hunts the spot each overtime pulse reveals
  • Kill feed on every screen with the weapon that made the kill, a headshot badge, and out-of-bounds deaths
  • Round result cards from your own side, and a post-match summary of rounds, kills, deaths, headshots, damage, accuracy, medals and XP
  • A damage direction indicator on the crosshair ring, and a round lost card that shows how much health the winner had left
  • A third person camera over your right shoulder, which pulls in when you back into a wall
  • Options for crosshair colour, kill feed, hitmarker sound and camera, shared between the main menu and the pause menu
Improved
  • Every weapon is held at the character's own hold point in third person and points exactly where you aim
  • Pistols and revolvers are held by the handle inside the fist, rifles are gripped with the left hand on the handguard, and the DUEL GLOCKS are one in each hand with both arms up
  • The blade launcher and the Arc Lance are held with one hand on the grip and one on the handguard, in your sight line but out of your eyeline
  • Each DUEL GLOCKS pistol kicks on its own, with the hand holding it, and the view kicks toward the gun that fired
  • The MODEL 870 loads one shell at a time in LADDER and can fire part way through a reload
  • Every high point on every map can be reached by a ladder or a pad as well as by whatever machine serves it, so nothing is closed off if you miss the lift
  • A player a platform only clips at the edge is moved clear of it instead of being killed
  • Roundbot holds high ground and narrow catwalks in a fight instead of backing off the edge or hopping off the end
  • Roundbot steps around teleporter pads, bounce pads and vents mid-fight instead of onto them
  • In LADDER a side that survives a round keeps the health it survived on, so climbing a rung costs something
  • A player who loses a round still respawns on full health, so losing never costs the match twice
  • The ladder runs eight rungs from the 1911 to the M200
  • One colour palette across the main menu, lobby, pause menu and HUD
  • The lobby splits into MATCH SETTINGS and PLAYERS, shows the mode's description, and lets the host change rounds without opening Match Options
  • The map picker stays open while maps are picked, marks each one, and says how many are in the rotation
  • Options are one shared list grouped into Audio, View and Aim, and Interface
Fixed
  • A player could teleport another player, turn their aim, force a map change, make them drop or fire their weapon, or pull the pin on their grenade
  • Fake hitmarkers, kill banners, blood, explosions, tracers and corpse shoves could be sent to another player's screen
  • A wrong lobby password bought three more guesses by reconnecting, and a password ban was never lifted
  • A lobby now ends when its host leaves, instead of carrying on with no scores and an empty roster
  • A full lobby refuses a joiner at the door instead of letting them in and removing them
  • A search that was cancelled, that failed, or that finished while you were leaving no longer drops you into a lobby you backed out of
  • The MK17 was held sideways with its barrel pointing at the sky, stood on its muzzle on every weapon pad, and read PICK UP AS VAL when dropped
  • A thrown MK17 picked back up as an AS VAL
  • The MK17's muzzle flash, tracers and shell ejection came out below the barrel
  • DUEL GLOCKS tracers started beside the right gun whichever gun fired, and both guns recoiled on every shot
  • In LADDER an empty magazine left you unarmed for the rest of the round
  • On the grenade rung you got one grenade a round while Roundbot was handed a new one every 2.5 seconds
  • Surfaces that flickered where two pieces shared a face, on thirteen maps
  • Trash cans standing half inside crates, and wall lights, vents and an air conditioning unit buried in walls and roofs
  • On PILLARS you could wedge yourself in the corner between a plinth and a pillar
  • Standing under a lift as it came down held you inside it and then threw you sideways at enormous speed
  • Roundbot could end a bounce pad route in mid-air and sail off the top it was aiming for
  • In a small game window the map picker wrapped its cards into a fourth row and hid the last three maps
  • The open map list covered the player list and the ready buttons, and RANDOM sat half hidden under the selector
  • The main menu's option styles never applied at all, because one stylesheet block was never closed
  • Medal toasts ran the medal's name straight into MEDAL EARNED
Removed
  • The claymore and the HE grenade are no longer rungs on the LADDER climb - both are still in the weapon rotation and on the pads
  • Medals are no longer awarded in AI practice matches, so the collection cannot be filled against a bot
Known Issues
  • The Arc Lance, the vents and the ziplines have been played on one machine only; a joiner sees another player's ride as movement over the network
  • Roundbot takes neither a vent nor a zipline - it climbs the ladders instead, which every map provides
  • The blade launcher's blade is wider than the gun, so it slides in from the back of the slot rather than the back of the receiver
Ladder Attrition Sep 16, 2026
Added
  • Health carries over – a side that survives a round keeps the health it survived on, so climbing a rung costs something and the top of the ladder is fought on whatever is left
  • Losing a round is never doubled – a player who loses still respawns on full health, and the first round of a match or rematch always starts everyone full
  • AI practice earns nothing – medals won against Roundbot no longer count toward your collection, so the cabinet can only be filled in real matches
Fixed
  • Map picker tags – MEDIUM, 2V2 and PICKED together were a few pixels too wide for a card, so the labels split mid-word and read "MEDIU / M" and "PICKE / D"
Removed
  • Claymore and HE grenade – both are off the ladder, which now climbs eight rungs from the 1911 to the M200; each is still available in every other mode and in the host's weapon ticks
Known Issues
  • A LADDER match is now eight rounds rather than ten, because the number of rungs is the round target
  • The interface asks for the Roboto Condensed font and the engine reports it is not installed, so text is drawn in a wider fallback than the layouts were measured against
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