Steam will be our new playtest hub

Rankbreaker Now On Steam Header Image

Since February 2026, we’ve been running tests through email lists and manual downloads on itch.io. That worked early on, but it started to break down as we pushed further. Updating builds became friction-heavy, players ended up on mismatched versions, and just getting people into the game consistently became more effort than it should have been. Moving to Steam fixes that. Updates are handled through the client, players stay on the same build, and getting into a match becomes immediate instead of a process.

Why We’re Moving the Rankbreaker Playtest to Steam

The bigger issue, though, was scale. Keeping the playtest gated meant we never hit the player count needed to properly exercise some of our core systems. The faction system is a good example. Players can form factions, control territory, and force those territories into match rotations, then go to war over control. It works in controlled tests, but without enough players it starts to feel static. Territories stop changing hands, rivalries don’t develop, and the system loses what makes it interesting in the first place. We need more players interacting with it at the same time for it to behave the way it was designed to.

That’s the main reason for the move. Steam gives us the visibility and the volume to actually stress these systems, and just as importantly, it gives us faster, more consistent feedback. People will find issues, point out problems, and push on the edges of the design in ways we haven’t been able to replicate yet.

What Rankbreaker Is

For anyone new coming in, Rankbreaker is a competitive 1v1 MMO card battler built around constant movement. Matches are fast, but the game doesn’t stop when you log off. Your position on the leaderboard, known as the Trophaeum, is always shifting through active matchmaking and auto defense. You’re not just climbing, you’re holding your ground while other players are actively pushing against you.

What to Expect from the Rankbreaker Playtest

Most of the current playtest build is stable. There may still be edge case issues that didn’t surface during earlier testing, especially under heavier load. A few features are visible but not yet active, including Ladder Match, Tutorial Mode, and parts of the chat system. The biggest area still in progress is animation polish. We’re continuing to improve clarity between card interactions so that every action reads cleanly, but that work takes time and iteration to get right.

We’re also still waiting on Steam approval for the playtest feature. Once that goes live, we’ll begin by bringing in our existing testers first. They’ve already been pushing the game in ways that expose edge cases, so getting them into the new pipeline early helps us stabilize faster. After that, we’ll start rolling out access in batches as we scale up.

Experimenting During the Rankbreaker Beta

During the beta, everything is open for experimentation. In-app purchases will remain in a sandbox state, so you can freely build out your collection, try different acquisition paths, and explore how progression feels without restriction. That kind of testing is critical for us. It helps us understand where systems feel rewarding, where they fall short, and where we need to adjust.

All feedback is welcome. If you run into issues, there’s a dedicated bug report section, and the community is already growing around factions, tactics, and deck building. It’s also the best place to talk directly with us as we continue developing the game.

Art Progress and Development Transparency

We’re still in beta, and some of our art is still using AI-generated placeholders. That’s something we’ve been actively working to replace. Several pieces are already finished, including “Void,” “Recoil,” “Raven,” and “Axl Rydell” by Leonardo Veronesi. Our locations “Deadspace” and “Sepulcher” are complete, with “The Arc” on the way, all by Richard Kessler. We’re also waiting on work from Samuele Colombini, including “Bloodthirst,” “Ironjaw,” “Riff the Cat,” and “Stonewhal.” The goal is a fully bespoke art line before full release, and we’re steadily moving in that direction.