Tactical first-person shooter · PC · In development

SINS OF THE BROKEN

A tactical shooter set in an occupied United States, where every wall, floor and door comes apart under fire.

The story

A MAN WHO ALREADY FOUGHT THIS WAR ONCE

It is 2030, and the United States is a country of ruins. Cities overrun, people pulled back to the countryside to scrape a living out of it.

The Eastern Forces Network — Russia, China, Iran and North Korea, united in the pursuit of world domination — launched a devastating campaign across Europe. Now their ambitions have turned toward American shores.

Alex Thompson, a battle-hardened U.S. Army veteran, returns home from the war-torn continent only to find his own homeland on the brink of invasion. He and his comrades face an agonizing choice: rise once more to defend the country they love, or lay down their arms, worn out by the unrelenting cycle of war, while the enemy closes in on American soil.

The people holding the line are not an army. They are whoever stayed.

Features

WHAT MAKES IT DIFFERENT

EVERY MATCH TAKES ITS OWN SHAPE

You will learn the layout. Everyone does. What you cannot learn is the shape it will be in twenty minutes from now, because that gets decided by the people playing it. A wall you open stays open for the rest of the round, so by the last objective both teams are working through a building neither of them has seen before. Next match it starts clean and goes somewhere else entirely.

BREACHING IS A CHOICE, NOT A SCRIPT

Doors are chokepoints because someone is watching them. Making your own entrance costs time, noise and ammunition, and it tells the enemy exactly where you are. The question is never whether you can get in. It is what getting in will cost you.

COVER HAS A LIFESPAN

Positions wear down under sustained fire instead of holding forever. Sitting behind the same wall for a whole engagement is a decision with an expiry date, and a good spot becomes something you spend rather than something you own.

BUILDINGS MADE FOR CIVILIANS

Ticket halls, offices and concourses were laid out by architects for crowds, not by designers for firefights. Sightlines are awkward, cover is furniture, and nothing is where it would be if the space had been built to be fought over.

PLACES WITH A HISTORY

Every map is somewhere that was being used for something else a year ago. Timetables still on the boards, stock still on the shelves, someone’s desk still where they left it. You are not fighting on a stage built for fighting.

Forces

THE FORCES IN PLAY

Multiplayer is the EFN against the Rebels. They are not the only forces in the world the game is set in.

EASTERN FORCES NETWORK

The occupying power

A coalition of Russia, China, Iran and North Korea that stopped pretending to be separate. They tore through Europe in a single devastating campaign and arrived on American shores with the same doctrine: take a district, hold it, and make leaving harder than staying. They are not an invading army in the old sense. They are an administration with rifles, and they intend to still be here in ten years.

Hostile

THE REBELS

The resistance

Not a military. Veterans who came home from Europe and found the war had followed them. Neighbors. People who know the tunnels because they rode them to work every morning for fifteen years. They are outgunned in every single engagement, and they know the ground better than anyone alive. That is the entire trade, and it is the only advantage they have.

Playable

MILITIA REMNANTS

Treaty holders

When the federal picture collapsed, local groups took whatever they could hold. Some signed treaties with each other. Some signed with worse. They have their own borders, their own history and no obligation to anyone — which makes them the reason a district can change hands without either army firing a shot.

Story

In engine

MAPS IN DEVELOPMENT

Work in progress, captured in engine. Both maps are being built for close-quarters squad combat with full destruction.

METRO

An occupied transit system

Tiled corridors, ticketing halls and a concourse that used to sell fried chicken. Tight sightlines, hard corners, and walls thin enough to shoot through if you know which ones.

METRO — Stairwell
Stairwell
METRO — Concourse
Concourse
METRO — Service corridor
Service corridor
METRO — Ticketing hall
Ticketing hall

PORT

A working harbor under occupation

Administrative floors, glass, and open ground above the water. Long sightlines broken up by cover that does not survive being shot at for very long.

PORT — Admin offices
Admin offices
PORT — Atrium
Atrium

Modeled by hand

BUILT FOR THE GAME

Every asset is modeled by hand. Here’s an early look at a couple of the weapons taking shape for Sins of the Broken.

5.56 Carbine

A modular 5.56 carbine — the standard rifle for close-quarters fights. Modeled and textured entirely by hand.

12-Gauge Shotgun

A semi-automatic 12-gauge built for breaching and tight interiors. Every part built from scratch in-house.

Roadmap

MODES

Different modes for different play styles — from slow and tactical to loud and action-packed.

TACTICAL

CLOSE QUARTERS

Small squads, one contested structure, and everything inside it breakable. Slow, deliberate, and unforgiving — every breach is a decision. This is the mode the maps are designed around.

In development
BALANCED

SECTOR CONTROL

A larger footprint with multiple objectives, and room for the map to come apart in more than one place at a time. Still tactical, but with space to maneuver.

Planned
ALL OUT

COMBINED ARMS

Large-scale battles with vehicles earned through team performance rather than handed out. Loud, fast and chaotic — the other end of the scale.

Post-launch

At a glance

THE DETAILS

GenreTactical first-person shooter
SettingThe United States, 2030
ModesClose quarters at launch. Larger sector control and combined arms to follow
PlatformPC
EngineUnreal Engine
DeveloperBumEagle Productions, Tampa, Florida
Release dateTo be announced
StatusIn active development. Internal builds playable