
Breaking Change provides a simulation-based platform for authoring complex gameplay systems like vehicles, weapons, and mechs, enabling studios to build, test, and modify them at runtime. The engine-agnostic tool replaces traditional scripting with visual, structured systems that support everything from arcade to simulation feel. It targets game developers seeking faster iteration and deeper systemic gameplay without sacrificing maintainability.
Funding
Funding not disclosed
Founders
Product
Problem
Game studios often spend months of bespoke engineering effort building complex gameplay systems such as vehicles, weapons, mechs, and facilities. Traditional script-based approaches force teams to choose between systemic depth, production speed, and long-term maintainability, limiting the ambition and player focus of their games.
Solution
Breaking Change provides a simulation-based platform that lets studios author, test, and iterate on complex gameplay systems visually and intuitively. Instead of relying on scripts, triggers, and edge cases, the platform simulates physical properties like wear, damage, heat, pressure, recoil, fuel, power, failure, and repair. Developers can describe a system, generate it, test it in-game, and modify it at runtime, with the ability to tune the feel from arcade to full simulation. The platform is engine-agnostic and multiplayer-ready, allowing teams to extend and rebalance systems across the entire life of a game. Upcoming features will extend the same depth to progression, economies, and crafting systems.
Target Audience
Primary customers are game development studios across indie, AA, and AAA segments that need to build complex gameplay systems faster while maintaining high quality and long-term maintainability.
Features
- Visual, structured system authoring that replaces traditional scripting and edge-case handling
- Runtime modification of systems, allowing developers to tune and rebalance without restarting
- Simulation of physical properties including wear, damage, heat, pressure, recoil, fuel, power, failure, and repair
- Engine-agnostic and multiplayer-ready architecture for broad studio compatibility
- Adjustable simulation fidelity from arcade-style to realistic simulation
- Roadmap includes support for progression, economies, and crafting systems