Twenty levels, placed by hand
No generated corridors. Every gap, ledge and rooftop is authored, across five chapters — from a night-shift workfloor to the tower that holds the whole city in time.
devbynight
Six million people. One heartbeat.
Vantage is a city built upward and kept in time. Every citizen moves on the same beat — the same stride, the same pulse, ninety-six years without a stumble. It is clean, it is quiet, and nobody has been late for anything since 2131.
Then your timing slips. A half-second gap opens between you and six million people, and something down in the stairwell starts climbing toward it.
In development
No generated corridors. Every gap, ledge and rooftop is authored, across five chapters — from a night-shift workfloor to the tower that holds the whole city in time.
The city moves in lockstep. Your only advantage is that you no longer can. The longest stretch you hold out of time is the score that actually matters.
It runs the way you run. It takes the lines you take. It does not get tired, and everything you work out about moving through this city, it already knows.
Vaults, wall-runs, dives, slides, hard landings and rolls. One new move rewrites a rooftop you had already written off.
The full campaign runs offline. Nothing to sign in to, and nothing that stops working when the signal does.
Hand-drawn animation over flat, silkscreen backgrounds. Every frame is composed to look like a printed poster rather than a screenshot.
Breakstep is free, and advertising pays for it. It is also a reflex game, so the rules are strict: no banner ever sits over the play field, retrying never costs you an ad, and every rewarded video is something you choose to watch. No level is locked behind one. Every level can be reached by playing.
Marching in time is what brings bridges down.