Four escalating phases in a 15-minute match. Every phase unlocks something new for both sides.
6 Technology specialisations, 3 for demolitor role, 3 for scrapper role, unlocking new gameplay features and abilities.
Building upgrades, machine upgrades and repair drones.
What’s next
I'm exploring more round-to-round variety, specializations, end of game rewards, progression, and achievements. Player feedback will help shape future updates. Feel free to leave feedback/suggestions on the Discord
CREDITS & AI DISCLOSURE
Breakyard was built with the help of AI tools. 3D models were generated with Meshy.ai from my own concepts, and the code was written with AI assistance. The game concept, gameplay design, and level design are my own.
How this works: This chart tracks all anonymous thumbs up/down votes, not just the written reviews below. Playtime is permanently recorded at the exact moment the user casts their vote. Data is exactly as returned by the Facepunch API.
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Technology Specialisation - Choose 1 out of 3 specialisations at the start of the game for both the Demolitor or Scrapper, giving you special abilities. Bots also pick a specialisation.
Spiked plating specialisation - Barricades return a share of melee damage to the attacker
Shrapnel rounds specialisation - Turret hits deal 50% of their damage as splash around the target. The main target still takes full damage
Ricochet wrench specialisation - After a throw, the wrench flies back and lands at a point inside the Scrapper's base. Picking it up cuts the remaining cooldown sharply
Brood call specialisation - The demolitor summons spiders, taking up a minion slot, slots increase every phase
Haymaker specialisation - The demolitor does a charged attack every 10 seconds, dealing 25% more damage, and blocking repair for 2 seconds on the affected building.
Early tremor specialisation - A weaker ground slam from phase 1, using the existing slam logic with lower damage and radius.
Match log - Added a log that can be opened with Tab to view the ability picked by demolitor, or who's base got destroyed
Fixed
Fly out of map bug - Repair drones would fly out of the map when trying to repair each other. Now fixed
Spider Bots! & more balancingSep 19, 2026
Added
Spider creeps - spider bots now crawl out of seven wall pipes around the Foundry and march on every living base, one per base every 30 seconds from phase one
Spider creeps - spiders go for the barricade first, turn on a Scrapper standing in the open, then attack the nearest building, and get tougher each phase
Spider creeps - killing a spider pays the base it was attacking 20/30/40/50 scrap depending on the phase
Spider creeps - your wrench (and the Gogglebot's zap) can now stun spiders as well as the Demolitor, and it hits whichever target is closest to your crosshair
Difficulty - new Easy/Medium/Hard selector in the lobby for solo matches
Bot Gogglebots - AI Scrappers whose reactor is destroyed come back as AI Gogglebots that fly to the fight, weld buildings and zap the Demolitor
Spider health bars - health bars above spiders, red for Scrappers and green for the Demolitor
Scrap popups - a "+N" scrap popup rises over each spider wreck
Entrance throats - every base entrance now has low walls on both sides, raised terrace decks and real stairs
Spider audio - new sounds for spider walking, aggro, attacks, death and scrap pickup
Improved
Demolitor AI - fights down to low hull to farm scrap, then comes back stronger, instead of leaving after one hit
Demolitor AI - picks targets in a clear order: a core it can take, then guns that can hit it, then the drone facility, then income buildings
Demolitor AI - goes after the owner of the base first and follows them up stairs and through barricades; keeps hunting a Scrapper whose core has fallen
Turrets - shoot spiders first (oldest first), then the Demolitor
Turrets - 15% more damage against the Demolitor (3 → 3.45)
Turrets - can aim at any exposed part of the Demolitor's body, not just its center
Reactor & repair facility - 20% less health (reactor 900 → 720, repair facility 750 → 600)
Tutorial - redone as three cards per role with in-game screenshots, plus a Gogglebot panel for Scrappers
Combat ribbons - sparks, zaps and slug trails look sharper
Fixed
Fixed a repair drone error when its base lost the drone
Fixed turret range rings being cut off by other turrets
Fixed spots at base entrances where the Demolitor could hit the barricade without being shot
Fixed nothing chasing Scrappers up onto the entrance terraces
Fixed AI Gogglebots hovering in place without welding or zapping\
Demolitor ai balanceSep 17, 2026
Improved
Turret DPS - was high enough that stacking turrets shut the machine out entirely. Turrets now have to make a raid expensive rather than end it, since the scrapper wins on the match clock and not on the kill.
Reduced defense turret base damage - from 4.5 to 3.0, lowering a level 1 turret from 5.0 to 3.3 DPS ()
Reduced turret damage growth - per level from 1.75 to 1.55, lowering a level 5 turret from 60.3 to 27.9 DPS ()
Demolitor AI exposure tolerance - against a maxed defense rises from ~14s to ~38s, leaving room to commit, break one building and pull out
Various improvements to demolitor AI (He will actually try to kill you now)
Replaced action bar and currency icons - with a more clean icon style from https://game-icons.net/
Fixed
Can now walk up stairs
Can now escape base if locked in by barricade
Fixed the wheel on the pipes model having a normal scale
Fixed cabinets half inside walls
Fixed banners clipping through pipes
Upgrade components now jitter with turret
Removed
Removed ai generated icons for action bar and currency
New Demolitor mechanics & BasesSep 16, 2026
Added
Core Salvage - Destroying reactors grants the Demolitor stacking damage, movement speed, maximum health, and bonus scrap for the rest of the match.
Workshop repair bay - Recover health for free at the workshop; taking damage briefly interrupts repairs.
Turret threat indicators - The Demolitor can now see nearby turret firing zones.
Reactor absorption - Added destruction effects, absorption sounds, and a Core Salvage HUD readout.
Improved
Workshop upgrades - Increased the Demolitor’s upgrade cap from level 6 to level 8.
Demolitor AI - Improved attack commitment, defense targeting, pursuit of repairing Scrappers, and prioritization of weakened bases.
Scrapper AI - Improved turret placement around entrances and preservation of firing lanes.
Base entrances - Added recessed defenses, wider connected terraces, and repositioned stairs across all twelve bases.
Turret targeting - Turrets can aim at exposed torso areas when the Demolitor’s center is hidden.
Tutorials - Added clearer base-building guidance and explanations of Core Salvage and Gogglebot support.
Building durability - Reduced reactor health from 900 to 720 and repair facility health from 750 to 600.
Wrench balance - Adjusted stun duration to 3 seconds and increased wrench and Gogglebot zap cooldowns to 18 seconds.
Gogglebot repair - Reduced repair strength under fire to 40% of its previous combat rate.
Scrap generator prices - Adjusted level 4 and level 5 upgrade costs to 1,500 and 2,200 scrap respectively.
Fixed
Repair drones - Fixed an error caused by a missing owning facility reference during destruction.
Turret range indicators - Fixed other turrets incorrectly blocking displayed coverage.
Prop collision - Corrected invisible barriers left behind by moved props and attached collision to the corresponding objects.
Entrance surfaces - Fixed flickering on entrance wall tops.
Tutorial layout - Fixed content overlapping the decorative frame.
Removed
Old terrace stairs - Replaced the previous front-facing stairs with the connected entrance layout.
T5 upgrade cost - Defense T5 upgrades cost 2,600 scrap plus a full charge (was 4,000 plus a full charge)
T5 power - T5 turret damage and wall health are now 2.25× T4
Cooperative repair - Multiple drones now work on the same building together instead of idling
New drone spawn setting - New drones always deploy in Auto Repair mode
Drone spacing - Drones keep their distance and no longer clip into each other
Context controls - Placement, building and drone controls sit in one compact row above the ability bar
Stable button positions - Upgrade and Demolish stay in the same spot when drone controls appear
Progress on building bars - Construction, upgrade and demolition progress now shows on the building's own health bar
Less clutter - Ability announcements no longer stay on screen and Demolitor messages fade after 3 seconds
Currency panels - Scrap and energy panels restyled to match the construction menu
Options footer - Save and live match notes now sit in the Options footer next to Back and Reset
Health bar edges - Health bars stay visible at the top edge of the screen when a character's head is out of frame
AI reactor finishing - The AI Demolitor finishes off nearly destroyed reactors instead of leaving to shop
AI upgrade choices - The AI Demolitor buys hull and regen when they fall behind its damage
Bot strategies - Firepower build bots build 2 turrets in phase 1 and 3 from phase 2; Balanced bots add a second in phase 3; Fortification bots keep one
AI routing - The AI Demolitor replans when its path becomes blocked instead of steering into walls
Fixed
AI stuck on barricades - The AI Demolitor no longer stalls at barricade corners and heads for the gate center instead
Wrench label - The wrench ability label no longer gets stuck on RECHARGING
Exhaustion label - The exhausted label now disappears as soon as you can sprint again
Duplicate stun label - Removed the extra STUNNED text after the Demolitor's name
Dead builders - Construction is cancelled immediately when its builder dies
Removed
Options button - Removed the in-match Options button in the top right; open Options from the Escape menu
Demolitor controls hint - Removed the permanent HOLD LMB / HAMMER / E WORKSHOP line
Placement clutter - Removed the placement title, cost, rotate hint and range legend; R still rotates
Upgrade stat box - Replaced the large upgrade stat preview with a single gain line
Old drone panel - Replaced the boxed drone text panel with the fleet strip
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