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30th June, 2026
How Combat Works - Dispatch #007
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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// dispatch
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.
Read dispatch →// dispatch
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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16th June, 2026
How espionage works in Breachlands: train spies, scout a base tick by tick against the Detection Meter, build a dossier, and feed your attackers lies.
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15th June, 2026
Breachlands v0.0.8 adds espionage: build The Watch, train spies, run timed scout and sabotage operations, climb a Tradecraft tree, and catch enemy operatives.
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13th June, 2026
One week into the Breachlands closed alpha: 21 founders, a 45% launch-cohort hold to day seven, 329 raids, and an honest read on what the numbers mean.
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13th June, 2026
Breachlands v0.0.7: a smoother flicker-free interface and tidier dashboard, the tutorial economy retuned so new players can finish it, and a defender-garrison bug fix.
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12th June, 2026
Breachlands v0.0.6: patch notes now appear inside the game, downtime gets a proper maintenance screen, building upgrades stay affordable, plus behind-the-scenes stability work.
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10th June, 2026
Breachlands Devlog #003: a new player leaderboard to climb, the economy repaced so late-game upgrades cost time not walls, and research that no longer snowballs.
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9th June, 2026
The first big balance pass on the Breachlands alpha - Power now measures toughness, defending hits back, and combat reports you can trust. Here's what changed.
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