Flagship interactive system · Playable build 0.2

BREACHLINE: BLACKOUT

A playable tactical systems simulation built around one idea: the environment, infrastructure and information are all part of the game state. The first vertical slice models a small world instead of faking a large one.

Why this is the flagship

One small world, engineered deeply.

BREACHLINE is not being treated as another portfolio experiment. The vertical slice is deliberately constrained to one operation that can be played, tested, measured and improved before the product expands.

The objective is to prove the architecture of an interactive world: actors make decisions, geometry changes, facility systems depend on one another, knowledge expires, automated security reacts and an objective resolves from the resulting state.

  • Playable directly in the browser
  • Dependency-free raycast rendering
  • Four original operator roles
  • Persistent settings and operation history
  • Offline/PWA support
  • Deterministic game-rule proof in CI
World model

Three overlapping tactical graphs.

Geometry truth

RIFT

Surfaces have explicit gameplay state. A route can be intact, reinforced, damaged or opened. Traversability changes because state changes—not because the presentation pretends it did.

  • Soft and reinforced surface states
  • Explicit open/closed gameplay truth
  • Geometry state feeds pathing and line-of-sight
Operational truth

Facility Graph

The building behaves as connected infrastructure. Power affects cameras. Shutters affect routes. Operators can alter facility state and create a different tactical problem without changing the underlying map file.

  • Power dependency
  • Camera availability
  • Shutter state and route control
Informational truth

Intel Graph

Knowledge is represented separately from world state. Observations have a source, confidence and lifetime, allowing information to be useful without becoming permanent omniscience.

  • Timestamped observations
  • Confidence-bearing tokens
  • Expiry / stale-information semantics
Vertical slice

The Vault · Operation Blackout.

24×18deterministic map grid
4canon operators
3world-state systems
1operation to polish deeply
Operators

Different advantages over the same world.

RIVET · structural access

Change geometry.

Rivet specialises in RIFT state and can reconfigure the reinforced interaction in the vertical slice.

KITE · facility recon

Change knowledge.

Kite maps nearby facility and security state into temporary Intel Graph observations.

MOTE · signal denial

Change observation.

Mote temporarily disrupts automated detection around the operator, changing what the security layer can observe.

LATCH · facility control

Change infrastructure.

Latch can alter shutter state remotely, demonstrating that operator abilities are authored above shared world systems.

Architecture path

Browser reference → deterministic core → Unreal production.

The browser build is the immediately playable rules reference. A separate C++ simulation proves core domain behaviour without presentation. The Unreal Engine 5 scaffold is the production-engine direction, but a cooked Unreal build is intentionally not claimed until it has actually been compiled and packaged in an Unreal-capable environment.

  • Web runtime proves interaction and distribution
  • Deterministic model proves core invariants
  • C++ core separates rules from graphics
  • Unreal scaffold preserves the production path
  • Exact-revision cloud proof before promotion
Project 001

Play the system, then judge the architecture.

The flagship rule is simple: finish this operation before multiplying maps, modes or unrelated game concepts.