Strandbreak Online
by Hadukis
by Hadukis
Four heroes, one collapsing multiverse. A co-op survivors-like for up to four players online, free in your browser.
Drag the left half of the screen to move, or use WASD. Your weapons fire at whatever is closest. Walk over the gems to level up and pick what gets stronger. A squadmate comes with you.
Strandbreak Online is a survivors-like built for four people rather than adapted to them. You walk; your weapons fire on their own at whatever is nearest; the dead leave shards, and the shards are levels. Most of those levels take themselves — the game picks the upgrade, tells you what it took in one line, and does not stop — because a run that halts for three cards every few seconds is a run spent reading. What the genre usually does alone, this does with a squad: shared experience, individual levels, and a proximity bonus called Neural Link that pays you for standing near each other without ever making you.
Every run opens in a Strand: a universe frozen at one moment of its own history, picked by the run's seed. There are five, and they are not palettes. Each has natives that exist nowhere else — a fare gate still trying to process you in Neon Sprawl, packed ash that reforms as it runs in Ashfall, a reflection that arrived on its own in Glassfall — and each moves its horde differently. Rustplague's machinery grew toward itself and arrives in clumps. Hollow Orbit has nothing holding it together and slides. Glassfall never quite comes at you in a straight line, and keeps stopping to reconsider. The ground is open in all five: no corridors and no mazes, so what kills you is what is chasing you and never the geometry.
Press Online and you are matched with whoever else is looking, up to four in a run. You can also drop into one that has already started, as long as it is inside its first five minutes: you arrive at the squad's level with a build rolled for you rather than at level one holding nothing, and your score counts from the moment you walk in. The title screen asks the server whether it is there before it offers any of this, and says "(offline)" instead of failing on a button, because a lobby that is not there should say so.
Solo is solo. Nobody is sent to keep you company, and the difficulty is measured for one person rather than quietly scaled for a squad you did not bring — one character, one share of the horde. Neural Link has nothing to link to alone, which is the honest trade: a solo run is the same game with one of its four ideas switched off, and the other three carry it. The first boss arrives at three minutes either way.
There is no clock that ends a run. The timer counts up, the run ends when the whole squad is down, and the time is the score. A first run of any character lasts about five minutes. Playing makes that character permanently stronger, and the curve is the point of coming back: partway up the mastery ladder a run reaches ten minutes, and with everything unlocked it reaches twenty to thirty. Past that is meant to be impossible rather than merely hard — the difficulty compounds a second time after minute eighteen, so there is no plateau to sit on and no build that outruns it for ever.
Strandbreak Online is ours — code and art, with nothing borrowed and nothing to clear with anybody else. It can be licensed for your portal.