This is the one the whole project has been building towards. Up to now Breachlands has been a single base on an abstract grid - build it up, raid your neighbours, hold the line. v0.0.9 gives the game a world. There's a real map now, and you can spread across it: found new bases, run each one's economy, ship resources between them, and hunt the wilds for scrap. It's the largest release I've shipped, it opens the doors to public signup, and it's why this is Open Alpha.
There's a map now, and it's real
The world is rebuilt from scratch. Instead of an abstract grid, you're on a proper world of terrain and districts - pan it, zoom it, see where you actually sit relative to everyone else. Distance means something: a raid or a scout has to cross real ground to reach its target. I rebuilt the whole renderer to make it feel like a sensor sweep rather than a board, and the map is now the thing the rest of the game hangs off.
Claim more than one base
The part that changes strategy most: you're no longer stuck with one home. Train a Steward and send them out to found a new base wherever you choose on the map, with a garrison and a starting cargo to get it standing. Every base you hold runs its own army, its own defences, and its own economy. Growing wide is now a real path alongside growing tall - and defending a spread-out empire is its own problem to solve.
Every base runs its own economy
This is the biggest shift under the hood, and you'll feel it. Resources aren't one shared pool any more - each base produces and stores its own Salvage and Ore, up to its own caps. Move surplus from a rich base to a hungry one by training Haulers and running cargo between them. It turns logistics into a real part of the game: a base is only as strong as what you can get to it.
While I was in there, the two resources got names that actually fit the world - Credits are now Salvage, Parts are now Ore, and the buildings that make them are Extractors. Same numbers, same rates, just clearer. Each resource has its own storage meter now too.
Somewhere to earn that isn't another player
The world isn't empty. Scrap is scattered across the map, and a new Reclaimer unit goes out and hauls it home - a way to build your economy that doesn't depend on finding someone weaker to hit. There are contract sites out there too, to strike, scout and sabotage. Espionage grew to match: you can now intercept and scout an army in flight, catching a raid on the move to read who's coming, and a spy that sits embedded now cools off over time so patience actually pays.
The honest caveats
A whole world, multi-base play and a reworked economy all landing at once is a lot of new surface, and it's alpha. When the update goes live, your existing resources get split across your home base and clamped to the new per-base caps - your numbers will look different afterwards. That's the new economy landing, not a bug. The knobs - world spacing, storage caps, scrap yields, travel times - are exactly the things I'll be turning as I watch people play. If founding a second base feels too cheap or too punishing, if a Hauler run feels pointless, that's the feedback I need.
Opening to public signup also meant building the unglamorous floor that comes with letting strangers in: you can now report a player, delete your account or export your data, and there are proper Terms, Privacy and a Code of Conduct. Most of it you'll never touch - but a game that's open to everyone needs it, so it's here.
Go claim some ground. Found a second base somewhere you shouldn't. And tell me where it breaks.
- The Dev
Play: play.breachlands.com · The world, if you want it: breachlands.com/lore
