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Hadukis

Strandbreak Online

by Hadukis

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About

Four heroes, one collapsing multiverse. A co-op survivors-like for up to four players online, free in your browser.

How to play

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.

Screenshots

Strandbreak Online — screenshot 1Strandbreak Online — screenshot 2Strandbreak Online — screenshot 3Strandbreak Online — screenshot 4

Game details

Developer
Hadukis
Released
September 10, 2026
Last updated
September 14, 2026
Technology
HTML5, plays in the browser
Platforms
Computer, phone and tablet
Orientation
Landscape
Price
Free, no account, no download

About Strandbreak Online

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.

Controls

W A S D, or the arrow keys
Move. There is no fire button — weapons fire by themselves
Drag the left half of the screen
Move on a phone. The stick appears where your thumb lands and follows it past the edge of the ring, so you never run out of stick mid-dodge
Move the mouse, or the right stick on a pad
Turn. It points the character and its marker and nothing else — it does not choose targets, and your weapons go on firing at whatever is closest
Space, A on a pad, or the on-screen button
Your character's signature ability: Overdrive, Deadeye, Hack or Deploy
1, 2 and 3 — or click the card
Take one of the three upgrades at a milestone. Ordinary levels do not ask
R, while the cards are up
Reroll the hand. Three per run, and they do not come back
The small X in a card's corner
Banish that upgrade for the rest of the run. Two per run, and this is the one thing with no keyboard shortcut
A and D on the character screen, then Enter
Choose a character and drop in
R on the character screen
Roll a different universe. S types a seed in by hand, so one you liked can be played again
M
Mute and unmute; the setting is remembered

Tips

  • Nothing pauses, including you. There is no pause button: a run is also running on the server and on up to three other machines, so looking away hands your character to the AI rather than stopping the world — and it plays on until it dies. The experience earned while you were gone is docked for it. Milestones are the only levels that ask, and the field does not stop while they are up. Every fifth level to twenty and every tenth after that: three cards, twenty seconds, and a horde still walking toward where you were standing when you levelled. If you run out of time the game chooses for you, and it chooses well — it is the same scorer that takes every ordinary level on your behalf.
  • A second gun is the one to take first. Each character has three of their own to choose from and room to carry two, and one fires alongside your own weapon rather than replacing it — its own clock, its own colour, for the rest of the run. It starts on a single round and grows to three, and that is the ceiling: two guns, six extra bullets, and after that a milestone deepens what you have rather than handing you more. A percentage compounds quietly; a second stream of fire is something you can see from across the screen.
  • Levelling is worth something before you pick anything: each level is about 2.4% more damage and 4% more health on its own, compounding. A shard you can reach is worth the detour even when nothing on offer excites you.
  • Aim at the evolution from the first card. It needs the weapon at level 6 and its one named passive taken all the way to 5 — Combat Arm for Hellfire, Targeting Implant for Predator, Overclock for Black Ice, Servo Legs for Swarm Protocol. Spreading levels thinly across passives is what stops people ever seeing one, and an evolution changes what a weapon does rather than how big its numbers are: Hellfire turns the shotgun's cone into a wall you push, and Swarm Protocol stops aiming altogether and fires in every direction.
  • Banish is the X in the corner of a card, and it clears that upgrade out of the hands already dealt as well as the ones to come. That matters more than it sounds: you level several times in a row in the first minute, so the cards you are about to be shown have already been decided.
  • In co-op, standing near a squadmate is a straight damage bonus and it stacks with each one in range. It costs nothing but the ground you give up, so the question is never whether to group — it is which corner of the field is worth grouping in.
  • Read the bar under each character's feet rather than the corner of the screen. There is no number anywhere: full health sits back and stays dim, amber means hurt, and red and pulsing is the only animated thing on a character in the whole game.

What changed

  • The boss now arrives at three minutes instead of thirteen, and again every six, so the set piece of the game is something a first run meets rather than something only a mastered character ever sees. It has no health bar: the fight is read off the boss itself, which changes shape at every phase and telegraphs everything it throws.
  • Playing a character now makes them permanently stronger, which until today it did not — the bonus was written, capped at four percent, and never applied to anything. A first run of any class lasts about five minutes; a well-played character reaches fifteen; one with everything unlocked can hold out for twenty to thirty. Past that is meant to be impossible rather than merely difficult.
  • Two characters could no longer lose. The Netrunner's infection spread to three neighbours on every death and never expired, which in a crowd of six hundred is a chain reaction rather than a skill — one cast eventually owned the field for the rest of the run. It now fades after four generations. The difficulty also compounds with your level instead of climbing in a straight line, which is the shape your own power has always had.
  • Solo means solo. A run started alone used to be given an AI squadmate, and because it counted as a squad member it brought its own share of the horde with it — so a solo run was never really one person's worth of game.
  • The second guns were far too much. One of them opened firing five rounds and grew to eight, and you could carry three at once — the screen turned into confetti and the run became one you could not lose. A second gun now starts on a single round and reaches three, you carry two at most, and each character has their own three to choose from.
  • Levels stop interrupting you. The game takes the ordinary ones itself and says what it took in one line; the choice moves to milestones — every fifth level to twenty, every tenth after — where it is three big cards instead of three small ones, and some of them hand you a second gun that fires alongside your own for the rest of the run.
  • The whole screen moves you on a phone. Over half of it used to be dead: a touch outside the left 52%, or in the top fifth, was dropped and the character simply did not go.
  • You can see twice as much of the field on a phone. The camera was showing as many world units as the screen had pixels, so a phone held sideways got half the warning a desktop did — in a game where seeing it coming is the whole skill. The floor is darker to match, so the smaller figures still read against it.
  • A pass over the phone. The character screen has a way back to the menu, which on a touchscreen it did not; the main menu's buttons went from 28 pixels tall to 48 on a phone held sideways; and the level-up cards now stack full size in portrait instead of shrinking to 45% and taking the reroll button down to 43 by 14 with them.
  • The control hint no longer says the mouse aims. It never did — your weapons fire at whatever is nearest and the pointer only turns the character, so a player told they were aiming spent their first run trying to.
  • Online co-op is live. Up to four in a run, and you can drop into one already in progress as long as it is inside its first five minutes — you arrive at the squad's level with a build rolled for you, and you score from the moment you walk in.
  • The squadmate the game gives a solo run now stands down when a person joins and gives them its place, instead of a squad of two people and a bot.
  • You can see how your squad is doing without looking away. The arrow that points at an ally off the edge of the screen now carries their health, so a character about to go down reads at a glance — the ally the game gives you and any character Guardian AI is driving included.
  • Starts roughly three times lighter. The art is half the download it was, and a run now fetches only the universe it is set in instead of all five.
  • The four characters are one game again. Measured across three seeds, the gap between the longest- and shortest-lived was 4.2x; it is 1.29x. The Ranger's rifle fires a tight pair, the Artificer's turret is no longer a second character, and Black Ice was touching nearly four times as many enemies a second as any other evolution.
  • A strong build used to stop being offered cards at all after about seventy upgrades — for half the length of a good run, with no message. Three small repeatable upgrades now sit behind everything else and appear only when nothing new can be taken.
  • Renamed to Strandbreak Online.
  • A co-op run no longer ends at fifteen minutes. The room ends a run when the squad is down, the same way a solo run always did.
  • Beating the boss now actually pays the bonus it promised, and a squadmate's health bar shows their real health instead of the numbers they had when they joined.

Strandbreak Online is ours — code and art, with nothing borrowed and nothing to clear with anybody else. It can be licensed for your portal.