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A new miniature game is coming and it will be played on PC instead of table. Indie video game moonbreaker is intended to give the feel of miniature games such as warhammer in all aspects: fighting, collecting and painting – and it does. The team at Unknown Worlds Entertainment did a great job of turning that feeling into a video game. However, as with any new tabletop game, there is a lot to learn. moonbreaker takes practice to master, and the clear plans for microtransactions and seasonal rewards may turn away all but the most committed.


moonbreaker is still in beta though, so there’s plenty of time for changes and there will be more in the final version than what was available in last weekend’s playtest. The main parts of the game were there: fighting, building and painting. This was enough to see what the game is about, and it even gave some hints as to what to expect with the full version. CBR was able to participate in this playtest to get an idea of ​​what gamers can expect.

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This version of the title offered three modes: VS Player, VS AI, and Painting. The player and AI modes are simple and offer a miniature battle against other players online or against the AI. There was no campaign mode, but since moonbreakerThe world was partly created by a sci-fi writer and the units have their own lore, there’s a chance the finished version will have a story to play through. Still, the miniature battles are the meat of the game, and they were very polished in the playtest.

Players can put together teams and then mix and match. There’s a good selection to choose from and what was included in the playtest was just part of what will be available in Early Access later this month. There seem to be three different factions so far, but players aren’t limited to sticking to one. Captains and units from all teams can be combined, making for some interesting compositions and synergies. For example, Dead Eye, a Smuggler ranged unit with the ability to give an ally +40% accuracy for two turns, can be combined with the Novian Bulwark, a heavy but immobile Methedori ranged unit, to give it a better shot. giving it, allowing it to decimate enemies behind limited cover. By removing typical faction barriers, moonbreaker creates almost unlimited team combinations, but also adds to the difficulty.

Unlike a game like warhammerwhere groups of units are essentially of the same type, moonbreaker gives players nine different units and one captain, each with its own unique skills, stats and usage. Most are also made to work in tandem with passive and active skills, as they usually go down easily on their own. This is what makes the learning curve steep because it means understanding the different units in order to use them correctly and competitively.

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The objective of the battle is to defeat the enemy captain, meaning other units can be ignored unless they become a nuisance or there are too many on the field. Matches start with only the captains on the field and units are deployed by spending Cinder, the equivalent of action points. New units can be randomly added to the betting roster by also spending Cinder. This means that players have to be strategic, as they cannot immediately choose who to use or have the ember to spend.

Cinder is won in increasing amounts each round, so as the fight progresses, it gets more chaotic. Like AP, it can also be saved, a good strategy in the beginning when there is not much to do. In addition to deployment, Cinder is also used to activate units and player assists. These help the team, and some of them are quite devastating. They can give players the ability to heal units, damage enemies and affect the battlefield, which could turn the tide. There are many moving parts to moonbreaker‘s battles, and it all works together seamlessly to create engaging yet difficult gameplay.

There was also evidence of a level system, although it was not active in the playtest. Both player profiles and units have experience bars. Fighting will likely contribute to this, as will progress in Seasons. The addition of Seasons means that this game will play primarily online and encourage gamers to play consistently. The level present in the playtest included customization items such as banners, stickers, icons and more to use for a profile or when creating a team. However, there were also big ticket items such as new paint schemes, alternate unit models, loot boxes, and new units to unlock. While game Seasons is becoming somewhat controversial for doing a relaxing thing and making it feel like a necessary chore, loot boxes have gained a terrible reputation and are researched as a form of gambling.

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It resembles moonbreaker is poised to hold not only loot boxes, but potentially microtransactions as well. There is an in-game currency that can be earned through tasks such as painting or fighting, as well as progressing through the season levels. There was no store to peruse in the playtest, but one will likely be used to purchase customizable and new or alternate units. If there is an in-game currency in the final product, there may be ways to purchase it. This is a little disappointing, but something that makes sense in the world of miniatures.

Regarding painting, players can customize their team or simply enjoy the art of model painting. It’s different from painting miniatures in real life, but it simulates excellent painting techniques and has all the features you could want in a tool like this. There are several brush types, including wet and stippling brushes, and colors can be mixed, layered, and saved in new palettes. The character cursor can be resized and the opacity can be changed. There’s even a way to make sure the wrong area isn’t painted. Multiple schedules can also be saved so that a team can always adopt a new theme. The mechanic offers a lot of room for creativity, especially with alternate character models.

moonbreaker does exactly what it set out to do: bring miniature games to the table in the world of video games. The gameplay is solid and seamless. The aspect of customizing an army and coloring it to your liking is well implemented, and the overall style of the game and the creativity put into the characters is unique and interesting. Like any miniature game, there is a learning curve that can only be overcome by playing and learning the game, which may scare some but is the perfect challenge for others. The only real downside of moonbreaker may be microtransactions and seasonal FOMO (Fear of missing out). Still, there’s a lot more to see when the game hits Early Access on September 29.