Dude Breach.
Fight five-a-side bot battles through a coastal depot, a walled bazaar and a rail yard, with an assault rifle and a rocket launcher, on computer or phone.
How to play Dude Breach
- Press Play. On a phone or tablet, turn it sideways first.
- Pick Breakwater Depot, Sandgate Bazaar or Ironbend Yard. Choose Training for targets or Squad match for a 5v5 round and select a bot difficulty. You always carry both weapons: the rifle is drawn and the launcher is slung.
- Press the start button. On a computer, allow the browser to capture your mouse, then move with WASD and look around with the mouse. On a touch screen, move with the stick under your left thumb and drag on the right to look.
- Look at an opponent, hold right mouse to aim down sights, and hold left click to fire the assault rifle. Pull the mouse down against its climb, then release between bursts. Press R to reload behind cover.
- Press 2 or Q for the rocket launcher, aim at the ground beside an opponent or at the cover they lean on, and click once to fire. Press 1 or Q to return to the rifle. Hold Shift with W to sprint, press Space to jump or climb low cover, and press C to crouch. Watch your armor, health and ammunition at the bottom of the screen.
- In a match, help your squad eliminate all five opponents. At the time limit, the team with more survivors wins. Choose Next round until a team reaches four wins.
- Press Escape, or Pause on a touch screen, to pause. Resume explicitly when ready, or open Settings to adjust controls, sound and graphics.
Make your move
On your computer
- W, A, S, D or arrow keys: move.
- Mouse: look. Left mouse button: fire. Hold right mouse: aim down sights.
- Hold left mouse: fire the automatic rifle. Click once per rocket with the launcher.
- R: reload. 1: assault rifle. 2: rocket launcher. Q or mouse wheel: swap weapons.
- Shift with W: sprint. Space: jump, or climb onto crates and barriers. C: crouch, and press again to stand.
- Escape or P: pause and release mouse control. Click Resume to return.
- Use Settings for normal and aimed mouse sensitivity, inverted look, sound, graphics and camera motion.
On your phone or tablet
- Hold the phone or tablet sideways. The game asks you to turn it if you hold it upright.
- Left thumb: the stick appears where you touch. Push it to move and past its ring to sprint.
- Right thumb: drag anywhere on the right half to look.
- Hold the large red button to fire; slide while holding to keep aiming. The red button above the stick also fires.
- Aim: toggle the sights. Reload, Jump and Crouch sit beside the trigger; Crouch toggles.
- Weapon button: swap between the rifle and the rocket launcher. It shows the carried weapon, magazine and reserve.
- Pause: top right. Settings adjust touch look speed, aim assist, sound and graphics.
About Dude Breach
Dude Breach is an original first-person browser shooter with three maps. Breakwater Depot is a coastal communications yard with three connected routes: cross Relay Yard, flank through the rust-colored containers of Cargo Quay, or take the service route through Pump Court, while north and south staging lanes reconnect the districts. Each sixty-by-forty-eight-meter map gives you room to change angles, and landmarks, location labels and an ally-only minimap help you stay oriented. There is no account to create or download to install. The game loads after you interact with its player and runs locally in a browser with WebGL 2 support, on a computer with a keyboard and mouse or on a phone or tablet with touch.
Sandgate Bazaar is a walled desert market town. On its west side, Caravan Road runs long and straight between a stone gate arch at each end, with carts, crates and a water trough as the only cover. In the middle, double doors open into the Well Court, where a tall dye stall breaks the line of sight between the two doorways and low planters and crates give you somewhere to crouch. Spice Alley, a narrow lane under a bridge room, links the road to the court. On the east side, a vaulted tunnel at each end of the Undercroft opens onto a cart yard, and the beamed Covered Market joins it back to the court. Ironbend Yard is a rail freight yard. Three tracks of parked box cars, a tank car, a hopper and a flatcar loaded with cable drums lie across the yard, so every push threads the gaps between wagons and the narrow lanes between trains. Bullets pass beneath the box cars and the tank car between their wheels, so you can catch an opponent’s legs under a train. A palisade Fence Line runs down the west side, the open-ended Engine Shed stands to the east, and each end of the yard has a brick signal box and a loading dock you can climb. Both new maps mirror their cover, so neither squad starts with an advantage. The game remembers the map you chose on this device.
Squad match puts you and four computer-controlled teammates against five opponents. Every active round lasts up to ninety seconds, with one life per character. Eliminating the opposing squad wins the round. When time expires, the side with more survivors wins; equal survivor counts produce a draw. The first team to win four rounds takes the match. If you are eliminated, there is no spectating: you choose to restart the session from round one, or let your squad finish the round without you and see the result. The next round waits for your signal so you can take a moment between attempts.
You carry two weapons. The Tidebreaker AR is a fully automatic assault rifle with a thirty-round curved magazine and seven spare magazines in squad matches. Each shot pushes the sights upward over a few frames, with the first rounds of a burst kicking least, so taps and short bursts stay on target. A long spray climbs off target unless you pull the mouse down against it; release the trigger and the sights ease back to where you were aiming, and whatever you already pulled down is not taken away twice, so the view never settles below your target. A small sideways shake grows through a long spray and settles too. Bullets travel at about 820 meters per second, drop slightly over distance and lose damage at longer ranges. Every third round is a tracer, and your own tracers light up a few meters out so they never streak across your sight. Hip-fire spreads wide, moving makes accurate shots harder, and crouching steadies the rifle. Press R to reload early; a tactical reload before empty is faster than an empty reload and keeps the chambered round, so a full load reads thirty-one. The new magazine counts as soon as it is seated, and firing, aiming or sprinting then cuts the rest of the reload animation short. Brass casings spin away from the ejection port, and every hit on concrete, steel or timber leaves a mark.
The Squall RL-4 is a reloadable shoulder-fired rocket launcher. It holds a single rocket, carries three more, and needs a fresh trigger pull for each launch. Rockets fly visibly with a smoke trail and explode on the first surface they touch, including the ground. The blast deals the most damage at its center and weakens toward its edge, but cover between the explosion and a soldier blocks it completely. A direct hit defeats even a fully armored opponent. Teammates are never hurt, yet your own rocket can injure you if it bursts nearby, so do not fire it into a wall at your feet. The launcher is heavy: you move a little slower with it drawn, it takes longer to shoulder, and loading the next rocket takes about three seconds.
Hold the right mouse button to aim down sights. The rifle lines up its red-dot reflex sight, and the launcher lines up its side-mounted optic. The field of view narrows, the shouldered rifle puts every round almost exactly on the dot, and the recoil kick is less than half of hip-fire. The sight stays centered while the whole view climbs, rather than bouncing on every shot. Aiming slows movement and reduces mouse sensitivity, making it useful for a deliberate shot across a lane. Release right mouse for the wider view and faster movement of hip-fire. Aiming does not increase damage. Reloading, drawing another weapon and pausing interrupt the aimed stance. Aim sensitivity has its own setting so you can adjust it without changing your normal turning speed. Press 1 or 2, press Q, or roll the mouse wheel to swap weapons; switching before the new magazine is seated cancels the reload without granting ammunition.
Movement follows the same grounded feel. Hold Shift with W to sprint: you cover ground faster with the weapon carried low, and firing or aiming out of a sprint takes a moment while it comes back up. Press Space to jump. Jump in front of a crate or barrier to climb onto it for a higher angle, or jump and hold forward to catch the ledge of a taller crate. Press C to crouch and again to stand; crouching lowers your profile behind cover and steadies the rifle, while a shot fired mid-air is a gamble. Footsteps, landings and climbs are all audible, to you and to the bots.
Every map is rendered with physically based materials under its own sky: weathered paving and rust-streaked containers in a hazy coastal afternoon, lime-washed walls and flagstones under a dusty desert sun, and track ballast, brick and painted wagons beneath drifting cumulus. Cascaded shadows, filmic tone mapping, bloom around muzzle flashes and explosions, and particle smoke, dust and sparks bring the fight to life. Automatic graphics measures how your browser is keeping up and quietly lowers shadow, bloom and resolution cost when needed, while High and Low remain available in Settings. Your squad wears ballistic helmets, headsets and navy plate carriers, while the opposition wear face wraps, knit caps and chest rigs over mismatched field clothing, so friend and foe read at a glance; every soldier walks, runs, sprints, strafes and backpedals with a gait matched to their actual speed. All models, textures, effects and sounds are original: the weapons, soldiers and all three maps were built for this game in Blender, and every sound is synthesized in your browser rather than loaded from a recording.
On a phone or tablet, hold it sideways and press the start button: no mouse capture is needed. A stick appears wherever your left thumb lands; push it gently to walk and past its ring to sprint. Drag anywhere on the right half of the screen to look. Hold the large red button to fire, and slide your thumb while holding it to keep aiming; a second fire button above the stick lets you shoot while your right thumb aims. Aim toggles the sights, and Reload, Jump, Crouch and the weapon button sit around the trigger, with the weapon button showing your magazine and reserve. Touch aim assist slows your aim slightly when the crosshair crosses a visible opponent and helps the sights settle when you aim; it never sees through walls, and you can turn it off or change the touch look speed in Settings. Phones begin with lighter graphics and raise quality when they keep up. Turning the phone upright pauses play and shows a reminder to turn it back.
Everyone starts a round with one hundred health, a kevlar vest and a helmet worth one hundred armor. The vest stops sixty percent of every body hit and the helmet half of every headshot, yet armor loses only half as many points as it stops, so a full vest lasts through a whole fight: an armored soldier takes about ten rifle hits to the body, against four without armor. Blasts are only partly stopped, and once armor runs out every hit reaches health, so cover still matters. The armor bar sits above health, a brief indicator shows where incoming fire or an explosion came from, the screen edges darken as your health runs low, and distinct feedback marks armor hits and breaks. Protection returns at the start of the next round. It does not regenerate during a fight. Training targets use the same protection so you can learn how many hits your bursts need.
Training removes the round clock and incoming fire. Three practice targets regenerate after being eliminated, and one moves sideways to help you learn tracking. The range reports target eliminations and accuracy while replenishing reserve rifle magazines and rockets for continued practice, so you can learn the rifle’s recoil and the rocket’s blast radius. It is a useful place to set mouse sensitivity, try inverted vertical look or reduce camera and weapon motion before joining a squad. Training results are separate from your personal match record.
Recruit, Regular and Veteran are different kinds of soldier. Recruits are slow to spot you, walk straight at you in the open, spray long bursts they barely control, never take cover and only hear gunfire. Regulars strafe while they fight, crouch for longer shots, reload behind cover, hear running footsteps and call your position out to nearby teammates. Veterans react in a fraction of a second, stop dead before an accurate burst, go for the head at range, hear footsteps from farther away and fall back to cover when badly hurt. Walking and crouching are silent; running and sprinting are not. Bots sprint to their lanes at the start of a round, use each map’s three routes, hunt across the map when a round goes quiet, and react to visible threats or nearby sounds. They obey the same walls and cover as the player. This release is local single-player with bots; it does not connect to online players. Your settings and highest elimination count from a completed squad match stay on this browser and device when local storage is available. Storage restrictions do not prevent you from playing.
Tame the rifle
The Tidebreaker AR fires fully automatic and climbs as you hold the trigger. Aim through its red-dot sight, pull down against the recoil and fire controlled bursts.
Save the rocket
The Squall RL-4 fires one rocket per load. Its blast breaks up a group behind thin cover, but solid walls shield anyone behind them, and standing too close hurts you too.
A squad at your side
Join four allied bots against five opponents. Each round gives you one life; the first squad to win four rounds takes the match.
Three maps
Fight through Breakwater Depot, the walled market lanes of Sandgate Bazaar or the parked trains of Ironbend Yard. Each map gives both squads the same cover.
Play on your phone
Touch controls put a stick under your left thumb and the trigger under your right, with aim, reload, jump, crouch and weapon buttons around it. Training works on every map.
A little help for your next high score
- Start in Training and place your crosshair deliberately before firing. Short bursts give accuracy time to recover.
- Stop moving before a distant shot. Use cover to break an opponent’s view while you reload.
- Sprint between cover, but release Shift before you peek: the weapon needs a moment to come up.
- Climb a crate or barrier to shoot over cover, then drop back down before opponents find you up there.
- Use the cargo and pump routes to change your approach in Breakwater Depot. The north and south lanes connect back to Relay Yard.
- In Sandgate Bazaar, the dye stall hides you from the opposite doorway. Peek around one side of it rather than walking straight through the mid doors.
- In Ironbend Yard, watch the gap under the box cars and the tank car: you can see and shoot legs there, and so can the opposing squad.
- On a phone, rest your right thumb on the fire button and slide it to track a target; use the left fire button when your right thumb is busy aiming.
- Lead a moving target slightly at longer distances. Bullets take a moment to arrive, and rockets are much slower, so aim a rocket where an opponent is going.
- Fire the rifle in short bursts at range. On a long spray, drag the mouse down steadily to keep the red dot on target.
- A rocket that lands a metre from an opponent is often enough. Aim at their feet rather than their chest, and keep your distance from the blast.
- Use the gaps between enemy bursts to change position. Armor gives you time to react, but does not make standing in the open safe.
- Watch both your magazine and reserve. Switching weapons is useful when one is empty, but does not create more ammunition.
- Use the small map to keep track of your teammates. It does not reveal opponents through walls.
- Listen for nearby footsteps and gunfire. Adjust volume to a comfortable level and learn how each map’s routes connect.
- Lower graphics quality if your browser struggles, and turn camera motion off if you prefer a steadier view.
Good questions
Is Dude Breach free?
Yes. Training and squad matches are free in your browser, with no account or installation required.
Can I play with friends online?
This release is local single-player with bots. Your four squadmates and the five opponents are computer-controlled; there are no online rooms.
Does Dude Breach work on mobile?
Yes. Turn your phone or tablet sideways and press the start button. A stick under your left thumb moves you, dragging on the right aims, and a red button fires, with aim, reload, jump, crouch and weapon buttons beside it.
Which maps can I play?
Breakwater Depot, a coastal communications yard; Sandgate Bazaar, a walled desert market town; and Ironbend Yard, a rail freight yard. Choose one on the briefing screen; it loads behind the menu and is remembered on this device.
Is there aim assist?
Only for touch controls. It slows your aim a little over a visible opponent and helps the sights settle when you aim, and it never sees through walls. Turn it off in Settings. Mouse play has no assist.
How do I win a match?
Win four rounds before the opposing squad. Eliminate all opponents to win a round, or have more survivors when the ninety-second timer expires. Equal survivors at timeout means a draw.
What happens when I am eliminated?
You have one life per round. A moment after you fall, you can restart the session from round one with the same difficulty, or let your squad finish the round and go on to the next. Each new round restores your squad and equipment.
Can I sprint, jump and climb?
Yes. Hold Shift with W to sprint, press Space to jump, and jump at a crate or barrier to climb onto it. Press C to crouch and again to stand.
What weapons are in Dude Breach?
You carry the Tidebreaker AR, a fully automatic assault rifle with a red-dot sight, and the Squall RL-4, a rocket launcher that fires one explosive rocket per load. Press 1, 2, Q or roll the mouse wheel to switch between them.
What is saved?
Your settings and highest elimination count from a completed squad match are saved on this browser and device when storage is available. Training results do not replace your match record.
Why does the game ask to capture my mouse?
Mouse capture lets you turn continuously in first person without the cursor reaching the edge of the screen. Click the start button or Resume to activate it. Escape releases the mouse and pauses local play. Touch screens need no capture.


