Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
RankbreakerNewsUpdating our Roadmap
Community

Updating our Roadmap

Rankbreaker · published 12 Aug 2026, 15:16 UTC

All newsPlayers around this dateRead on Steam

Hey everyone,

Season finale for Cosm!cSaturdays is right around the corner, and while that wraps up, we've had our heads down on the next build for a while now. Figured it was time to actually talk about what's coming, because there's a lot, and some of it is a pretty fundamental shift in how the game plays.

The board is changing shape

The biggest change in the new build is structural. Right now you're fighting across three locations laid out side by side. In this build, those three locations get stacked vertically into a tower, and you're climbing it. Win two of the three locations to take the match, but now there's a real sense of pushing upward, fighting for ground, and having to think about position in a way the old horizontal layout never really asked of you. This wasn't a small tweak. It changes how you read the board and how you plan a turn.

New card types

To make that vertical space actually mean something, we're introducing three new card types. Float cards behave differently with gravity and positioning. Anchor cards hold their ground in ways other cards can't. Heavy cards interact with the board itself, not just with what's in front of them. Together they open up a bunch of new interactions that just weren't possible in the old layout, and honestly they're some of the most fun design work we've done on this game.

Gravity

Because the tower is vertical now, we needed a system to handle what happens when cards get removed and gaps open up. That's what the gravity system does. When something leaves the board, everything above it shifts down until it hits something solid. It sounds simple written out like that, but it changes the way you think about trades and removal, because pulling a card out of the middle of the tower isn't just removing a piece, it's collapsing the whole structure above it.

Live PvP and direct challenges

The game is no longer async only. Live PvP is working, and direct challenges are built alongside it, so you can call someone out and play it out in real time instead of waiting on turns. This has been a long time coming and it changes the feel of the game a lot. Rankbreaker was always meant to have that head to head tension, and now it actually has it.

Why it took a full engine rebuild

A lot of this update exists because we rebuilt the engine from the ground up. The old one wasn't built to support what the game needed to become, and rather than bolt new systems onto something that would eventually buckle under them, we tore it down and rebuilt it to actually function the way it should. That's most of why this build has taken the time it has. It's not flashy work, nobody sees an engine rebuild in a screenshot, but it's the foundation everything else in this update sits on. Alongside that, we've been going through every card ability to make sure they're fully functioning under the new systems, not just technically working but working the way they're supposed to feel.

VFX

We're also relooking at how visual effects get built and shipped. The goal is speed. Card effects should be something we can push out fast, not something that takes forever every time we want a new one to feel good. This is more infrastructure than flash, but it means you'll see more polish on more cards, more often.

Cloud delivery

One of the bigger behind the scenes changes is moving off a massive client build and onto a cloud delivery service. Updates and remote content can reach you without forcing a full redownload every time something changes. That means faster patches, faster fixes, and less friction getting new content into your hands.

Where that leaves us

On top of all that, we've been polishing UI across the board, building out better underlying systems, and we've got a much clearer picture now of exactly where the game needed more strength. v13 isn't a small patch. It's close to a re-founding of what Rankbreaker is built on, and we think it sets the game up for everything we want to do after it.

More details on timing and specifics as we get closer to release. Thanks for sticking with us through this one. It's been a lot of work, and we think it shows.

More from Rankbreaker

Other announcements

All news
Community27 Jun 2026Our Updated RoadmapA few players have asked for a roadmap, and as a solo indie dev building a live service card game, I want to give it a shot. Our first priority is live multiplayer. Competitive card games live and die on it. Right now you’re playing against real players with real decks, just not in real time. That async layer isn’t going away. When you’re offline, other players can still engage with you, and th…Game update23 Jun 2026A few small changesWe got feedback that one update we did for the Hatchery location was causing duplicate spawns of the Lurker, we believe we sus'd that out and have it fixed all the way. We also added some information panels next to the 'Buy Revenge' button when you lose a match, as well as in the Legions section of the Tribunal page, to help give a better understanding of what they are. Last but not least, we t…In-game event31 May 2026Rankbreaker [Season2] Cosm!c Saturdays!Man, one thing we absolutely loved growing up were the Saturday morning cartoons. The pinnacle of non-educational entertainment if you were growing up in the mid eighties to late nineties was smashed right between 5am and noon every Saturday between multiple networks. And we're talking BEFORE Cartoon Network really took off. Cartoons like Duck Tales, which was one of my all time favorites when…