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Each squad of three mechs has a unique set of abilities: you begin with the straightforward Rift Walkers, who have a simple melee bot with a damaging knockback punch, a tank with a damaging knockback shot, and an artillery unit that damages a tile and knocks back all adjacent tiles. On one of Into The Breach’s semi-roguelike runs (meaning there’s no saving and reloading if something goes wrong) every choice you make feels important, especially after you’ve played a bit and unlocked some new starting options.
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