JER'S MEDIA // INDEPENDENT GAME STUDIO

Red gets five minutes.
Blue gets the floor.

BREACH PROTOCOL is a 16-player attack/defense FPS about network intrusion — offensive ops against SOC defense, fought through a neon data centre with a glowing core at its heart. It is live right now, in your browser.

No install. No account. A tab is the whole client.

First-person view inside BREACH PROTOCOL's data-centre arena during the final burn: server racks under neon aisle signs, the AppStore core wrapped in a gold two-operator beam, an objective tracker showing all four PDIs taken with 1:13 left on red's clock, THE SYSADMIN's charge bar reading "SHADES 12/12 — HE HOLDS AppStore" at the bottom, and a voxel forkbomb scattergun in the player's hands.

// THE GAME

Sixteen operators, one window

Red team breaks in. Blue team holds. Every campaign round is an attack on a clock: in the finale, red's window opens at 300 seconds and each objective taken banks 45 more — blue wins by letting the window die. The last act is a burn that takes two operators holding a beam at once, in the open, while THE SYSADMIN — the level's boss and blue's biggest teammate — defends the core.

The arena is dealt from an eight-byte seed: the server sends the number, every client grows the identical map from it, and both sides agree on every wall because they computed the same one. The simulation runs on the server at 30 Hz and trusts nothing a client says — your browser renders the match, it doesn't get a vote in it.

Empty seats are filled by bots, so the floor is never quiet — and the bots yield their seat the moment a human wants it.

Four ways to boot it

  • CAMPAIGN the game as shipped: the op you picked, its own rules, nothing moved.
  • SKIRMISH symmetric team deathmatch on the sandbox floor. First side to 30.
  • CLOSE QUARTERS the campaign at four a side: smaller rosters, a longer window, the same objectives.
  • PROVING GROUND one gun, both sides: the packet rifle and nothing else, on any op.

// THE CAMPAIGN

Three operations against Nexus Dynamics

One intrusion, told in order: get a badge, steal a signature, own the floor. Each level keeps the same rules machine and changes what the verbs cost.

LEVEL 1 // INITIAL ACCESS

OPERATION SPEARPHISH

There is exactly one gun on this level, and red holds it. Red casts from a sealed pier through a glass wall that passes shots and stops bodies; blue fields no weapons at all and defends its users with a patch beam and its own body in the lane. Red wins on credentials landed before the window closes; blue wins on the clock. Sides swap at the half — everyone gets a turn on the rod.

LEVEL 2 // ESCALATION

OPERATION KEY CEREMONY

Red is inside, but the payload is staged unsigned — nothing ships without the root signature. Four custodian key shares open the signing ceremony: the easy pair sits in red's opening ground on the fab floor, the hard pair in the cleanroom under blue's gate coverage. Then a two-operator beam on the root-CA HSM, across a deliberately bare antechamber, with THE NOTARY defending the vault.

LEVEL 3 // RECON

OPERATION SILENT CENSUS

Four Personal Developer Instances, capturable in any order and in parallel. Four objectives across a 168-metre arena cannot be held by one squad, so red has to split up and blue has to choose what to bleed for. Own all four and the burn begins: two operators on the beam, THE SYSADMIN on the field, and every capture you banked buying you seconds.

SIM // DUST

OPERATION SANDBOX

Off-campaign: a sandboxed digital twin of a desert relay compound — streets, stairs, a catwalk — where both sides rehearse on ground neither owns. It is also where SKIRMISH lives.

// THE BOTS

You can flank a bot

The bots have a deliberately human sensorium: an awareness cone that has to fill before they see you, a finite turn rate, reaction latency, cover discipline, magazines they actually reload. Sneaking is real — 2.3 to 3.9 seconds of silence directly behind a bot, measured, against under 0.2 for a loud frontal approach. The founding constraint of the whole bot programme: they never became better shots. Their accuracy is byte-identical to the code before the work began; everything they gained is decision quality.

Above that layer sits a learned policy. Which objective to take, when to rotate, when to go home — those decisions come from a neural network trained by reinforcement learning in a 36-hour self-play campaign, and the champion policies from that campaign hold the production seats today. The policy chooses where a bot goes. It is never allowed to touch the trigger.

Bot count and skill are live dials in OPTIONS. The skill slider scales the human limitations — reaction, turn rate, notice speed — never aim, so the floor is a clumsy squad, not a blind one.

The no-aimbot rule, the training campaign, and the numbers — on the engineering page. →
The game's OPTIONS → BOTS panel: a TARGET slider set to 16 under a banner warning that this is the server's roster, shared by the whole match. The status line reads "14 bots and 2 humans, 16 of 16 slots" — bots yield their slot the moment a human wants one and come back as people leave.

// TAKE COMMAND

One chair per side. No body, the whole floor.

Each side can seat a manager: a commander who plays the entire arena from a top-down map, never spawns, cannot be shot, and does not cost the team a combat slot. Their intel is earned, not given — an enemy shows only while a teammate has eyes on, then fades to an ageing last-known ghost, then to nothing. That boundary is enforced on the wire, not in the interface: position traffic never reaches a manager's socket, so no modified client can un-blur it.

Their other lever is a budget the operators earn — 8 a second, 25 a kill, 100 a capture — spent on two zone abilities. SMOKE SCREEN blocks sight and nothing else, and blinds both sides without allegiance. RED TAPE slows and softens whoever it is aimed at, and is never a hard stop. Every zone telegraphs for three to four seconds and both teams see the marker. Command is counterplayable on purpose.

The BREACH//COMMAND join screen before a match: the line "one chair per side — no body, the whole floor", a commander-handle field, one open chair per team (RED TEAM COMMAND, offensive ops; BLUE TEAM COMMAND, SOC defense), and the chair's control reference — click to place abilities, right-click to ping, R to arm the rally point.

// THE LABS

The game is data, and the dials are live

Every one of BREACH PROTOCOL's 25 sounds has a synthesised voice behind it — the game needs no audio files to sound finished. The SOUND LAB can replace any of them with a generated take, live, for the whole server; the 28-beat storyline is editable the same way, and the next player to join reads your rewritten briefing. AVATAR//LAB is a voxel editor for the operators and for THE SYSADMIN himself, down to his hit points — its FIGHT tab edits the running match and says so in amber before you touch anything. A complete second identity — theme, HUD strings, cast, voices, rules — installs as one THEMEPACK directory, and deleting it restores BREACH PROTOCOL byte-for-byte.

The official server keeps its dials pinned. Run your own — one Docker container is one match — and every dial is yours.

Why the whole game is editable data — on the engineering page. →
AVATAR//LAB's FIGHT tab beside a voxel slice editor for THE SYSADMIN's head. An amber banner warns these are server-owned numbers shared by the whole match, above three live sliders — SHADE INTEGRITY 260 hp, LASER DAMAGE 34, CANNON DAMAGE 55 — each annotated with what it costs an operator, such as "16 PACKET RIFLE rounds to blind him".

// DEPLOYMENT

In a browser now. On Steam next.

Browser. breach.jers.media, right now. Best in a Chromium browser: the game uses the Keyboard Lock API so that CTRL+W crawls you forward instead of closing the tab.

Desktop. The desktop app bundles the whole server inside one window — double-click and you are in the campaign against six bots with zero infrastructure. It is also a LAN listen server: friends on your network join from a browser while you play from the shell. It keeps its logs on your disk and nothing else: nothing uploads, nothing phones home.

Steam. The app is registered and the shell already speaks Steam — friend-join and achievements are wired, and the overlay is Windows-only, measured rather than assumed. There is no store page yet and no date to give you. When there is, it will be here.

The studio

Jer's Media is an independent studio run by Jeremy Richards. It makes one game and ships it continuously. BREACH PROTOCOL grew out of an earlier netcode prototype, now-fps, and kept that project's habit of writing everything down: every engine decision has an architecture decision record, every balance claim has a benchmark behind it. If a number appears on this site, there is a file in the repository that produced it.

Sixteen slots. The bots will make room.