Vaultbreakers gameplay blends the isometric, skill-shot combat of an action RPG or MOBA with the high-stakes risk and extraction mechanics of games like Escape from Tarkov. Developed by BetaDwarf and co-published with Square Enix for PC, the game drops players into corrupted fantasy expeditions where they must harvest resources, battle PvE bosses, outplay rival squads, and secure extraction portals before the match timer expires.

The Core Extraction Loop and Haven Progression

Every expedition in Vaultbreakers is built around an action-heavy 10-to-20-minute run. Matches bypass the slow, bush-camping pacing typical of first-person extraction shooters in favor of fast, frantic top-down skirmishes.

The progression loop functions across two primary layers:

  1. Deploying into the Map: Players drop solo or in duos into maps such as Wolveswood or the high-level Artifact Refinery. Across the zone, players battle wandering mobs, gather crafting supplies using tools like pickaxes and herbal sickles, trigger rituals, and challenge regional bosses such as Wreckytitan.
  2. Loss Aversion and Death: Surviving the run requires finding and channeling a solo or group extraction portal. If your character dies to monsters or rival players, you drop all currently equipped weapons and armor for others to loot, while retaining roughly 50% of the materials gathered in your backpack.
  3. The Haven Hub: Successful extractions feed directly into the Haven, your persistent home base. Here, players use extracted wood, hides, and soul cores to repair the central Ley Line crystal, unlock storage tabs, and recruit NPCs. Building stations like the Forge, Infirmary, and Workbench unlocks crafting trees for three core disciplines: Smith (durability and health gear), Survivalist (attack damage items), and Enchanter (skill power equipment).

Combat System and Playable Breakers

Combat in Vaultbreakers relies on WASD movement, directional aim, and active ability cooldowns rather than tab-targeting. Characters feature a basic attack, an energy-generating passive, mobility dashes with invulnerability frames, and specialized burst abilities. As Breakers deal damage or land specific skill shots, they generate energy rather than consuming traditional mana pools.

During the beta playtests, five distinct Breakers were featured, each filling a defined tactical role:

BreakerArchetype & DifficultyCore Mechanic & ResourcePrimary Role & Playstyle
BjornirTank / Bruiser (2/3)Applies Chill stacks on hit; consumes 4 stacks for stun/damageFrontline disrupter using ice shields, taunts, and crowd-control stuns.
SparkwingBurst Caster (1/3)Applies Zap marks; hits regenerate energy to spawn rotating circuit orbsHighly mobile hit-and-run mage with line skill-shots and area burst.
NamiraLong-Range Ranger (1/3)Applies Moth Marks; spends energy to spawn attack-speed flowersPrecision sniper capable of kiting enemies with dashes and arrow flurries.
LumiriSummoner / Controller (1/3)Spawns Shooty Flowers; reaches 150 energy to empower next spellArea-denial support-caster utilizing root cages, shields, and plant turrets.
ThoraBerserker / Brawler (3/3)Sacrifices health for attack speed; enters Enraged state at 200 energyHigh-risk melee brawler with heavy life recovery, cleaves, and triple-cast slams.

Beyond baseline kits, character customization relies on unlockable perk trees. Each Breaker gains up to four passive perk slots through leveling, alongside dedicated Lone Wolf perks that grant bonus survivability and damage reduction when queuing solo against teams.

In-Match Objectives and Risk Dynamics

Exploration in Vaultbreakers is governed by active map mechanics that force player interaction:

  • Moonstone Harvesting and Purification: Players can locate moonstones scattered across zones like Wolveswood. Picking up an unpurified moonstone severely restricts character vision unless countered by crafting a Vial of Light from the vendor Diona. Purifying moonstones requires activating stone circles (such as the northern or eastern circles), holding foggy capture points against waves of werewolves and vine weavers, and surviving the process. Initiating a purification ritual broadcasts an alert across the entire map, inviting rival players to ambush the site.
  • Environmental Hazards and Traversal: Zones feature dynamic shortcuts, including bounce bulbs that launch Breakers over stone walls, speed-boosting shrines, hiding bushes that obscure line-of-sight, and breakable root barriers that require specific runes like the Rune of Breaking to unlock.
  • Boss Fights and Gear Polarization: Regional encounters have telegraphed attack patterns and unique mechanics. Monsters shift health bars to purple to indicate moments of vulnerability, rewarding timed counter-attacks. However, gear is split between standard combat equipment and dedicated Slayer gear, which provides specialized damage and armor scaling exclusively against bosses.

Playtest Evaluation: Strengths, Weaknesses, and Performance

Hands-on impressions from recent playtests highlight a promising core loop, though several technical and design issues remain across early builds:

What Works

  • Crunchy Action Combat: Skill shots feel responsive, and the isometric camera removes unexpected off-screen sniping frustrations. Player deaths feel tied to personal execution, positioning, and cooldown tracking rather than environmental cheese.
  • Fast Session Lengths: Matches wrap up in 10 to 15 minutes, avoiding the drawn-out downtime common in first-person tactical extraction games.
  • Meaningful Haven Progression: Rebuilding the home base provides tangible, persistent account perks, giving purpose even to partial extractions where half your inventory is salvaged.

What Needs Refinement

  • Consumable Limitations: Players have only two dedicated consumable hotkeys. Because food (for out-of-combat health recovery) and healing bandages take priority, utility consumables like stealth flasks, haste potions, and shield elixirs are rarely used.
  • Gear Score Matchmaking: Playtesters reported severe combat imbalance when encountering players with significantly higher gear tiers. Without gear-bracket matchmaking, fully kitted duos can eliminate budget-run players in seconds.
  • Beta Technical Hiccups: Playtest sessions were frequently impacted by extended matchmaking load times and a recurring "Not Ready" lobby glitch that forced players to restart the game client between matches.

Frequently Asked Questions

Who developed Vaultbreakers and what platforms is it on?

Vaultbreakers is developed by BetaDwarf (known for Minion Masters) and co-published with Square Enix. The official playtests and demo releases have been hosted for PC on Steam.

What happens when you die in Vaultbreakers?

When you die during an expedition, you lose your equipped weapons, trinkets, and armor pieces, which drop to the ground for other players or bots to pick up. However, your character retains roughly 50% of the crafting materials and resources stored in your backpack, and Ley Line upgrades can provide additional salvage protection.

Can you play Vaultbreakers completely solo?

Yes. Vaultbreakers allows solo deployment. Solo players can equip a dedicated Lone Wolf passive perk that provides stat buffs to help level the playing field against duo teams.

How do you unlock the fifth champion, Thora?

In the beta and demo versions, four characters (Bjornir, Sparkwing, Namira, and Lumiri) were available immediately or unlocked through starter progression, while the fifth character, Thora, required adding Vaultbreakers to your Steam wishlist to unlock her character slot.