BreakHack news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak1
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score60% positive
- Total reviews5
- Release dateSep 25, 2018
- DeveloperLinus Probert
- PublisherOliveshark
Genres: Adventure, Casual, Indie, RPG, Strategy
Company pages: Developer: Linus ProbertPublisher: Oliveshark
BreakHack Steam news
BreakHack news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Version 4.4.0 - 15 March 2026
This release introduces seed play. This includes the following: View and copy seed from current session Set a seed before starting a Standard, Quick or Arcade game Sharing a seed with a friend will allow them to play the same dungeon Seeds will allow for things such as speed-running if anyone feels like starting a league. Or perhaps a TAS run or whatever. Or just share a nice dungeon with a friend. Or try again in the same dungeon you just died but this time you can do it better. Maybe? I mostly thought it was a fun thing to add to the game.
- Patch notes for version 4.3.2 - 13 March 2026
- Updates SDL dependencies to official releases
- Patch notes v4.3.1 - 23 January 2026
- Corrects Mage blink skill level cap. - Prevents OS key repeats on keyboard.
- Version 4.3.0 - 13 October 2025
- Adds new animations for all skills - Adds a nicer explosion animation - Improved minimap (It's now useful and not just squares) - Large map will be shown if you press TAB (check "How to Play") for controller bindings - There's now log message attached to reaching the next dungeon level - Adds 'Stone' potion - Performance improvements
- Incoming updates - 6 October 2025
Now that I have gotten the release build issues out of the way I have some changes in the pipe. There's another potion incoming. Stone potion. Beyond a light armor and damage buff it makes you immune to the effects of windy rooms.I also finally got around to fixing the mini map. This is what you can look forward to with the next minor update.
- Version 4.2 - 6 October 2025
It took a while due to me having issues with the windows build. Mainly this boiled down to the 32bit compilation giving me trouble. This resulted in the game being 64bit only on all platforms (standard on Linux already). I also had some new features backed up during the windows build issues so here they are. - Monster loot will now be spread out around the point of death. No more bags - Player will now bleed if health is low. Lower health means heavier bleeding - Monsters can now drop potions which will last until the next level. - Monster pathing is now good. They will find you and should not get stuck. Everything is tested by me. There might be bugs. Please reach out if you have any issues. I'd rather keep a steady trickle of releases and updates for the game rather then it going completely stale. But since there's not a massive player base (I assume), this comes at the cost of the oc…
- Revert from 4.1.0 - 26 February 2025
Some reports came in regarding issues with the latest release so this is a jump back until those can be resolved. There were no actual game play changes or breaking changes in the latest release so this should not impact your play experience.
- Version 4.1.0 - 21 February 2025
- Updated to SDL3 - Fixes controller rumble - Smoother transitioning between controllers (UI should update based on what controller you used last)
- Version 4.0, now with saves - 4 March 2020
So, by popular demand I've now added save games to the game. Every time you descend a level in standard or quick mode your game will be saved. If you exit to main menu or quit your current game you will be able to "Continue" your last session at a later date. If you die the save will be removed or if you start another game this will overwrite your previously saved session. When continuing a game you will always start at the beginning of the last level you entered. With all the monsters intact. Meaning, if you descend a level, kill some monsters and then quit the game you will be restored to the point where you entered the level. Save games won't persist through updates but those aren't that frequent so I doubt that will be a problem. This new version should drop sometime before the week ends. I have lots of kids and recently moved to a house so game development will have to take a back…
- Breakhack v3.1 released - 10 June 2019
So I found some spare time during the nights to implement the Mage into the game along with some new artifacts to add some more action. This is what you can look forward to now: The Mage class is playable Mage skill: Vampiric blow Mage skill: Erupt Mage skill: Blink The "Dynamite" artifact The "Volatile dagger" artifact The "Magnet" artifact Critical hits now cause bleeding Rogue backstab skill now causes bleeding Picked up keys are now visible in the side panel Mage highscore list The MAGICAL achievement https://breakhack.net has been updated to support Mage scores.
- Coming soon... - 15 May 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F33486217%2Fd0a68eee5cdfeecbf30839c0c4e0e49fa483332e.gif
- Breakhack Version 3.0 - 25 March 2019
Ok, testing is done. After this development of the game will be on hold for some time since we're having our third child on Thursday. For those of you with kids, you know what that means. For those of you that don't have children. It's awesome but coding usually doesn't take priority. ːsteamhappyː This is what's new: Shops can be found in the dungeon Rooms are a lot "messier" (ruined walls, rooms and doors) Fairies can show up, they carry gold but the popular opinion among other monsters is that they don't like when you kill the fairies. Locked rooms can appear, you can find the keys somewhere within the level. Hope you like the new changes. Br, Linus
- Version 3.0 is feature complete - 20 March 2019
As the title states. BreakHack v3.0 is feature complete and pending some testing before I release it to everyone. I'm aiming for a release in roughly a week. This is what you can look forward to: Random wall configurations in rooms Doors Locked doors with keys carried by a random monster in the level Shops A ridiculously tough but rich shopkeeper Bodyguards in case you pissed off the shopkeeper guild Monsters springing to certain monsters defense Some additional exploration incentives for the weekly leaderboards All this is a soft start to future updates based on the newly introduced systems and logic in the game. In layman's terms, I have created a foundation to make things more interesting. Full patch notes will be released when the game is updated. Br, Linus
- Playing on Linux - 19 March 2019
So because I'm an idiot it turns out that the Linux build was never correctly configured for people purchasing the game. Only the "developer" build was correct and because I was using that I thought everything was working perfectly. This is fixed now! To everyone who purchased and inevitably returned the game, I'm sorry about this. No one told me so I never knew. It was also brought up that there were some lib issues regarding the game. In particular, I'm on ArchLinux which tends to be way ahead on base libraries such as libc. To solve this I'm now doing what Steam does. I'm building on the latest Ubuntu LTS release (18.04 currently). So if you are on this dist or any similar dist you should be able to run the game without a hitch (might have to install libsdl2_ttf in some cases). If you are on other distributions you can always start a discussion and I'll see what I can do. Otherwise,…
- What's up next? - 6 March 2019
Just a quick update on what I'm working on for the next release of the game. Likely this will be a major version update. Eg. Next version will be 3.0 Shops Shops (or traders) will appear in the dungeons on occasion. They'll sell random things such as items and artifacts at a greater level or in greater quantity than monsters can drop. Better rooms Rooms should start appearing with wall and fence configurations inside them making monster pathing and combat slightly more challenging or simple depending on the scenario. Currently, I have working examples with randomized predefined configurations but I might take a dive into generating these configurations at random. I just have to make sure that exits never get blocked by accident and similar issues. We'll have to see where it ends up once It's released. Br, Linus
- Version 2.1 - 27 February 2019
Version 2.1 is live! Essentially only one new thing added. There is now an option to play the "Weekly challenge" when starting a new game. Every player should get the same level no matter what platform they are on. The week starts at 00:00 GMT on Mondays. Every week should give you a new challenge level. Some might be good some might be stupid. It all depends on the generation algorithm. Leaderboards can be viewed in better detail at https://breakhack.net Br, Linus
- Release date set - 25 February 2019
Turns out I can be pretty efficient with my time when I'm creating something that interests me. Next version of Breakhack (2.1) will drop on Wednesday the 27th of February , 2 days from the time of writing. Patch notes will be released at the same time. You can' already check out the supported leaderboards (and my scores) at breakhack.net. Br, Linus
- Future plans - 19 February 2019
Ok, so... long time, no updates. As previously mentioned I'm just one guy and I occasionally take breaks from hobby coding and play games and hang out with the family instead. Now it's time to get back into coding since I have some ideas that I'd like to try. Before I go any further I want you to know that the below updates have no estimated release date. I'm about to evolve from a father of 2 to a father of 3. When that bomb drops I will have to leave things as they are for some time before I can get back into further development. So... patience. Right. Back to the juice. BreakHack has a new website which you can view here. It's mentioned in the 'about' section and I will mention it here now as well. I'm planning on implementing weekly challenge seeds into the game. What that means is that every week you will have a new menu option to play the weekly challenge level. Everyone gets the…
- Patch notes 2.0.4 - 4 December 2018
This patch fixes an issue caused due to an API change included in the Windows 10 1809 update. For anyone affected by this change (game wouldn't start) I offer my sincerest apologies. It was an issue that never affected me.
- Patch notes 2.0.3 - 1 November 2018
Just submitted a minor gameplay fix. Now, when playing as a rogue and phasing through enemies in crumbling rooms will correctly make them fall down with the room tile. Loot will still spawn in the pits after monsters have fallen down. You can collect it by using phase. I considered removing loot drops in pits but I think that would upset the gold collection rate as a rogue and I don't want to encourage players to avoid that mechanic because it's a fun way to play. Thoughts on this are welcome. Br, Linus
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 15 March 2026 | Version 4.4.0 | 1826992588599817 |
| 2 | 13 March 2026 | Patch notes for version 4.3.2 | 1826992588595434 |
| 3 | 23 January 2026 | Patch notes v4.3.1 | 1822556746161060 |
| 4 | 13 October 2025 | Version 4.3.0 | 1813041031329661 |
| 5 | 6 October 2025 | Incoming updates | 1811772772618834 |
| 6 | 6 October 2025 | Version 4.2 | 1811772772601825 |
| 7 | 26 February 2025 | Revert from 4.1.0 | 1792751525967093 |
| 8 | 21 February 2025 | Version 4.1.0 | 1792116353239633 |
| 9 | 10 June 2019 | Breakhack v3.1 released | 2411028931153810709 |
| 10 | 25 March 2019 | Breakhack Version 3.0 | 2543878145185655410 |
| 11 | 27 February 2019 | Version 2.1 | 2534869043299750493 |
| 12 | 4 December 2018 | Patch notes 2.0.4 | 2415515408487434681 |
| 13 | 1 November 2018 | Patch notes 2.0.3 | 2407631646371904216 |
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