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27th July, 2026
How the World Works
How the Breachlands world works: geographic raids, no strength gate, new-player protection, what a base shows before you scout, and how to relocate.
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// dispatch
27th July, 2026
How the Breachlands world works: geographic raids, no strength gate, new-player protection, what a base shows before you scout, and how to relocate.
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21st July, 2026
How the Breachlands economy works: Salvage and Ore, the Vault loot shield, how raid loot is worked out, and using Haulers and Reclaimers to bring a haul home.
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16th July, 2026
Research now carries real effects - stackable buffs, a Warden Doctrine unit unlock and armour-piercing rounds - plus biome-tuned yields. Breachlands v0.0.12.
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7th July, 2026
Breach Shard has arrived - a new resource you mine out in the world. Prospect it, build a Forward Mining Outpost, then spend it on the Concord Elite Tier.
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7th July, 2026
How bases grow in Breachlands: the HQ level cap, separate build queues, the Vault for storage and loot protection, research as your army's real power, founding colonies, and mining outposts.
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7th July, 2026
Breach Shard is the one resource you mine, not make. How the Prospector overheat mini-game, Forward Mining Outposts and the refinery loop actually work in Breachlands.
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2nd July, 2026
Open Alpha is here. Breachlands now has a world: colonise it with multiple bases, run a per-base Salvage and Ore economy, and hunt scrap and PvE contracts.
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30th June, 2026
How combat works in Breachlands: the four unit stats, the counter triangle, lane-by-lane battles with defences as real combatants, seeded dice, and loot on return.
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26th June, 2026
A round-up of everything built for Breachlands since Operatives: a new world map with armies you can scout in transit, the Salvage and Ore resource split, and a reworked build queue.
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