Board the station. Repel the hive.
Play Station Breach — free, in your browser
A first-person shooter built on a hand-written raycasting engine, set aboard a failing research platform whose crew stopped answering three hours ago. Fight down five decks — Docking Bay, Crew Quarters, Science Lab, Reactor Core and Command Bridge — each with its own light, its own floor underfoot and its own reason to be afraid of it. The mains fail shortly after you reach a deck and the corridors drop to emergency red; finding the junction terminal and bringing the power back is the job, and it announces you to everything still moving. The things aboard patrol, hear you, and hunt where they last saw you. Every texture, every light and every sound is generated in the browser — nothing is downloaded.
Each deck gives you an objective on arrival. The mains will fail a few seconds later — find the junction terminal, restore the power, then make the elevator.
Press F on anything that looks like a console. Most of them are crew logs; one of them on each deck is the junction that turns the lights back on.
Conserve ammo — the pistol never runs out but it is weak. The shotgun and the plasma lance are found on later decks.
Listen. Each kind of hostile has its own voice, and in a corridor you will almost always hear one before you see it.
Three maintenance panels are hidden on every deck. They sit slightly brighter than the wall around them, and pressing F against one opens it.
Station Breach is a free browser-based first-person shooter built on a hand-written raycasting engine, set aboard a failing research platform. You fight down five decks under a station power system that keeps dropping out, against things that patrol, hear you and hunt you.
Yes, Station Breach is completely free to play in your browser with no downloads required.
Station Breach has 5 decks to fight through: Docking Bay, Crew Quarters, Science Lab, Reactor Core, and Command Bridge. Each deck has unique architecture, enemies, and keycards to find.
You start with an infinite-ammo pistol and can find a shotgun and a plasma lance on later decks. Switch between them with the 1, 2 and 3 keys. Each one kicks the view differently, throws its own colour of sparks and shoves what it hits by a different amount.
The mains drop a few seconds after you reach a deck. The white ceiling panels die, red emergency strips come up on their own circuit, and the ventilation stops — you can hear the air go. Each deck has a junction terminal that brings the power back, and restoring it is the deck objective. It also announces you: the surge is logged and everything still patrolling starts moving toward where you did it.
Three hidden maintenance panels on every deck, each holding supplies. They render slightly brighter than the wall they are set into, and pressing F while standing against one opens it. Your total is reported on the end screen so you know what you missed.
No. You restart the deck you died on rather than the whole station. The catch is that your score and any weapon you picked up on that deck are rewound with it, so a retry costs you the progress you made there but not the four decks behind it.
Docking Bay, Crew Quarters, Science Lab, Reactor Core and Command Bridge, in that order. Each is a self-contained level with its own layout, and the station reads less like somewhere people worked and more like something the aliens have taken over as you climb.
Every deck has an elevator and every elevator is locked. The keycard for it is somewhere in that deck's corridors, which turns each level into a search rather than a straight fight — the exit is visible long before you can use it.
Not completely. The pistol has unlimited ammo so you are never left with nothing, but it is weak enough that clearing a deck with it alone is punishing. The shotgun and plasma rifle appear on later decks and have finite ammo, which makes deciding when to spend it the real resource question.
The shotgun is devastating close up and nearly useless at range, so it is a doorway weapon. The pistol is the opposite — weak but free, and fine for something at the far end of a corridor. Switching to suit the encounter matters more than which gun you prefer.
Yes, a minimap in the top-right showing the deck's layout. Corridors loop back on themselves often enough that clearing a level without it means walking the same stretch three times.
Usually by not fighting. Health packs are rare, doorways funnel aliens through one at a time so a room full of them becomes a queue, and strafing rather than standing still keeps you a harder target. A fight you walk away from costs nothing.
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