Welcome to Rankbreakr.com, the official online home for the Rankbreaker MMO. While we get everything put back together, we encourage you to bookmark the site, and check back often as we continue to move things around and get everything put back together the way it should be. When we moved to the new design our tech team accidentally erased all of the content (just MAYBE he drew the Void disruptor and this is what we’re left with.
The game itself has been in active beta for approximately two months now. Since the first launch with a very limited team of testers we solved a lot of the glaring bugs that were easy to miss when developing something as large as we have been. The good news is that as of lately, between our weekly release schedules, things have been calming down. Most bugs are either small and easy to miss or edge cases that don’t come up very often. It would seem like that is a best case scenario.

Other good news is that we have successfully contracted our first two artists; Leonardo Veronesi who will be working on the official artwork for our disruptors Void, Raven and Recoil as well as character card Axl Rydell.

Our second artist, Samuele Colombini will be working on four of iconic character cards; Stonewhal, Ironjaw, Riff the Cat, and Bloodthirst.
A lot of thought and consideration went into which artist will handle what art, and for a Collectable Card Game, the art is just as important as the mechanics of the game itself. We are positive everyone will be pleased with the direction we’re taking.
Base cards are the character cards you would come to expect – and we’ve also added biographies to the characters themselves. Everyone has a history, a life, or a background as to who they are. You can see the full roster of cards here.
What we have left to do, is find an environment artist who comes in within our budget to get some of the locations moved from procedural placeholder art to final bespoke art, then its planning our crowdfunding campaign for everything else.

You can see here, that our Funds Breakdown is actually pretty solid. We know exactly what we need, and how much we will be asking for to come in with a solid real release. Everything will go to finishing the game to make it a real contender in the collectable card game space. The good thing for our case is that the mechanics are done – aside from chasing some of those bugs we mentioned earlier, we don’t need to add much if anything to the game. There are three modes that we’ll include but those are more like turning off or on settings than new logic.
To everyone who’s been following us this far, thank you. It’s meant a lot and I know that it took a while to get to the beta test, which you can easily join from this page here. The next hurdle will be crowd funding and building awareness which will be easier to do once we get real art in place.