Sins of the Broken

Sins of the Broken

About the Game

Most shooters treat a downed teammate as a respawn timer. Sins of the Broken is built around the decision that comes instead: someone is bleeding out thirty metres away, and you either go and get them or you hold the position. Both cost you something.

CASUALTY CARE

When a player goes down they have a specific injury, not a generic health bar. Working out what is actually wrong costs you time you may not have. Treating it under fire costs more.

You can drag them into cover first and give up ground doing it, or you can work where they fell and hope the angle holds. A squad that can keep people alive will win rounds against a squad that shoots better.

It is built on how trauma care actually works: what you check first, what genuinely stops a bleed, and what you can and cannot do while someone is still shooting at you.

COVER THAT COMES APART

Walls break down structurally rather than along pre-scripted seams, so a map changes shape over the course of a round. The corner that kept you alive five minutes ago may not be there any more.

Sightlines open that nobody designed. Positions stop being safe because someone spent ammunition making them unsafe.

BUILT FOR SQUADS

Player versus player, built around small teams who talk to each other. The medic is not a support slot bolted onto a shooter - it is the reason the shooting has weight.

Built in Unreal Engine 5.

Initial Release