Breaking Change
Breaking Change

Deep gameplay system authoring
for every studio

Build robust vehicles, weapons, mechs, facilities, and other complex gameplay systems. Fast.

Build, simulate, iterate

Describe a system, generate it, test it in game, and modify it at runtime.

Founded by engineers who've built startups and shipped across indie, AA, and AAA, and recognised by the Royal Academy of Engineering, Breaking Change is built around one thesis: systems will define the next decade of games.

We want to enable every team to bring world-class engineering to their games, so they can create more ambitious, more player-focused experiences.

How does it work?

Why

01

Gameplay systems should be as natural to build as levels, characters, and quests

Studios shouldn't have to choose between systemic depth, production speed, and long-term maintainability

Every studio should have access to this

How

02

Instead of scripts, triggers, edge cases, and approximations, we simulate everything

Systems are visual, structured, and intuitive to inspect, tune, and extend

Integrate one system at a time, with native code export

Multiplayer-ready and engine agnostic

What

03

Build physical gameplay systems such as weapons, vehicles, aircraft, mechs, machinery, facilities, and base infrastructure

Simulate wear, damage, heat, pressure, recoil, fuel, power, failure, and repair

Modify systems at runtime

Choose the feel: from arcade to simulation

Extend and rebalance systems across the life of your game

Coming soon: the same depth for progression, economies, crafting, and other gameplay systems

Updates

Funding, product, and company milestones from Breaking Change.

FundingJUN 2026

Funding round

Breaking Change has secured a seven-figure funding package led by the Development Bank of Wales and Haatch, helping us grow the team, keep building, and get into studio pilots.

Read update
LaunchMAY 2026

A new hope

The new Breaking Change site is live: a clearer home for what we're building, who we're hiring, and what comes next. More product detail and better workflow footage will follow.

Read update

The team

Jon

Jon

Co-Founder & CEO

Experienced technical director and startup operator in games, AI, and robotics. PhD in Visual Computing and multiple awards from the Royal Academy of Engineering.

Ben

Ben

Co-Founder & CTO

Simulation specialist with fifteen years' experience across systems-heavy games, low-level engine optimisation, and simulation and physics engine architecture.

James

James

Senior Engineer

Deep-tech engineer spanning games, robotics, haptics, and computer vision, with a bias for fast systems and simulation-heavy gameplay.

Ivo

Ivo

Senior Engineer

Experienced simulation and systems engineer, specialising in machine learning, multiplayer systems, and production-ready gameplay.

Evan

Evan

Operations Associate

Experience in business operations, covering finance, grant management, and company administration.

Join the pilot

Now onboarding pilot studios. If you're building gameplay with systems, we'd love to talk.

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