Breach Protocol

Game Info

Discover Breach Protocol

A close-quarters shooter about a building. One team owns it and has a few minutes to make it hard to enter; the other team has to get in anyway. Nearly every surface between them is negotiable.

Modes and playlists

A playlist decides the series length and the rules layer. A mode decides how a single round is won.

PlaylistSeriesWhat it is
CompetitiveBest of 9 · first to 5 The full ruleset, two-minute rounds, sides swap. The strictest matchmaking queue.
CasualBest of 7 · first to 4 Same modes, shorter series, looser matchmaking.
PartyFirst to 9 A rules layer over the round: knives only, snipers only, headshots only, golden gun, weapon roulette, attrition, one shot, escalation — or The Hunt, a points race with its own quarry and win condition.
Terrorist HuntSingle objective Role-based cooperative play against AI. Two heads-up display variants depending on the role you take.
OutbreakEndless rounds Co-operative horde survival, plus Grief (two human teams race) and Turned (one survivor, everyone else stalks them).
CustomHost's choice Every map from both rotations, every mode, and the host's own rules.

Search & Destroy

Attackers carry a charge to one of the defended sites and arm it; defenders stop them or defuse it. No respawns. The round ends when the site goes up, the timer runs out, or one team is gone.

Secure Area

Attackers hold a room for twenty seconds of accumulated time. A living defender inside it does not reverse the meter — it freezes it. So contesting the room beats retreating from it, every time, and the room is worth fighting in rather than around.

The arsenal

Nine primaries and four sidearms, each with its own recoil pattern, damage falloff and penetration budget. Rounds travel — they are not instant lines — so at range you lead a moving target by the flight time you can see.

ClassIn the gameCharacter
Assault rifle3 primaryThe reference weapons. Flat first shots, then a recoil sweep you can learn and hold.
Submachine gun2 primaryFastest handling, shortest reach. Built for the two metres either side of a doorway.
Shotgun2 primaryPellets are separate hits, so a shotgun also opens soft walls fast — a mobility tool as much as a weapon.
Marksman rifle1 primaryA magnified optic on a semi-automatic platform. The compromise between the carbine and the bolt gun.
Sniper rifle1 primaryThe longest reach on the roster, and the heaviest single round in the game.
Sidearm4A service pistol, a hand cannon, and two machine pistols that fire fully automatic.

Attachments cost something

Every attachment is a trade, not an upgrade. A suppressor is the only attachment in the game that lowers damage — and it is the only one that hides you from the map's audio. Nothing is free, so a gunsmith build is a set of decisions rather than a checklist.

Progression

One account, both modes.

150 levels

The curve is deliberately flat from level 26 up: every level from there to the ceiling costs the same, so the bar always visibly moves. A good match is worth roughly a fifth of a level early on.

26 ranks

A military ladder spread evenly across all 150 levels, so every rank on it is reachable.

Rewards on the way

Dog tags at a milestone and every five levels after it; a supply crate every ten. Camos unlock on the weapon that earned them, up to Gold and Diamond.