Broadside is a real-time projectile autobattler. Deploy a six-breacher squad into a procedurally laid out hulk, pick a corner, and watch the fight play out.

Between runs, spend Marks earned from cleared hulks at the Choir to unlock weapons, behaviors, abilities, personalities, and eyes for your breachers, then fine-tune each squad member's loadout before deployment. Missions scale in difficulty as your campaign progresses, and mission modifiers can stack to throw curveballs at a run you thought was solved.

Permadeath is real: breachers who don't make it out of a hulk are gone for good, and replacements cost Marks. Every deployment is a bet on a build you can't take back mid-fight.

A few things the game won't tell you:

Debug Mode (Options screen, off by default) unlocks a handful of testing tools: a dropdown on Mission Select to force a specific modifier onto the next run, a field to paste a specific map seed and reproduce an exact layout, and a couple of ways to grant yourself free Marks (a visible button on the Choir screen).

Cover blocks shots, not sight. Line of sight and targeting don't care about cover at all, only walls. What cover actually does is eat shots fired at it, unless the shooter is close enough (within about two tiles) to fire straight over it. A unit will path in tight to a piece of cover before opening up rather than plinking shots into it from range.

Getting hit by something you haven't noticed hurts twice as much. Any hit that lands on a target that hasn't spotted its attacker (a defender still idle or on patrol, or a player unit taking fire from outside the squad's shared vision) deals double damage. 

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Made for RGDA game jam 2026, theme "Hit." Every hit lands as real, calculated damage: knockback shoves bodies across the map, splash rounds punish stacked defenders, and a single misjudged loadout can turn a clean sweep into a squad wipe.

AI disclosure: This game's code and some text was written with AI assistance (Claude / Claude Code).

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