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Broken Divide

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Broken Divide

Threefold Interactive LLC · Published by Threefold Interactive LLC

55 achievements

Last updated 5 Sept 2026

A party-based autobattler where every run is a question of greed. Recruit your guild, set the formation, and send them in, then decide how deep to push before you pull out. The loot gets better the longer you stay.

DJCTQ 10

£7.15

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

5 Sept 2026Lowest: £7.15 · Highest: £7.1528 Sept 2026

RPG, Simulation, Strategy · 2026 · More £5 - £15 games

About this game

Every run is a question of greed.

You don't command your heroes in battle. You decide everything before it, and one thing during.

Send your party into a zone and the fighting resolves on its own. But the zone escalates on a clock. Enemies arrive in greater numbers and hit harder. The loot gets richer. A window opens to challenge the boss, and then it closes. Push deeper and you earn more. Push too far and the zone takes the party.

Retreat is not failure

Kill the boss, walk away, or get wiped out, you keep the gold, the gear and the experience either way. Every run makes the guild stronger. The question is never whether to go in. It's how far.

Build a guild, not a character

Six classes, each with a role and a resource mechanic nobody else has. A Knight who turns punishment into Valor. A White Mage who banks wasted overhealing instead of losing it. A Rogue who builds Edge only while nobody's looking at them.

Recruit from the tavern, bench who you don't need.

39 passive skill nodes per class across three branches, each independently viable, build the Knight as an immovable wall or a punishing counter-attacker.

Position is a decision, not a default

Front, middle and back rows change who gets attacked and how hard. Enemies track threat per hero, so a tank who builds for it genuinely holds attention, until something agile ignores the threat table entirely and goes straight for your back line.

A Threat Overview panel shows exactly why every hero is being targeted. When a run goes wrong, you can find out why.

Combat runs at your pace, speed it up, pause it, or read the log line by line. Every hit, heal and status change is recorded, timestamped and filterable.

System Requirements

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Minimum

Minimum:
  • OS: Windows 10
  • Processor: Intel Core i3 2.0 GHz or equivalent
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics 4000/1GB VRAM
  • Storage: 1 GB available space

Recommended

Recommended:
  • OS: Windows 10
  • Processor: Intel Core i3 2.0 GHz or equivalent
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics 4000/1GB VRAM
  • Storage: 1 GB available space

Supported Languages

English*, Simplified Chinese*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Update 1.2.0

    rift lootRifts drop one item per wave, guaranteed.25 new rift items.Deeper sets drop items that already start at a higher power.rift residueNew currency: Rift Residue, dropped by rift boss waves and by salvaging rift gear.Residue upgrades a rift item one step at a time, +1 through +10.Past +5, each upgrade also costs one Wound Echo.entering a riftRifts open once you clear Zone 8, from an "Enter the Rift" button on the Explore screen.Entry screen shows the cycle, its boss order, the rules, and your best run on it.UI restyleThe UI has been redone to fit the game aesthetic better.cyclesThe rift runs weekly cycles. Each week has its own modifier and boss order, and its own leaderboard.boonsClear a set and pick one of three boons, or leave the rift and keep what you carry.Offers are the same for everyone at the same set of a cycle, not random.The choice screen states exactly what a wipe would cost you.leaderboardsEvery rift cycle has a Steam leaderboard. Your best waves post automatically, win or die.The entry screen shows Global, Around Me and Friends standings.rift resultsRifts have their own results screen: waves survived, sets cleared, tier, and what you kept.Rifts award no XP, gold or zone loot. They pay only in rift gear, Residue and Echoes.rift shopNew building in the hub. It appears the first time a rift run pays out.Upgrade rift gear one step at a time, and see the stat gain before you pay.Salvage rift gear you cannot use back into Residue.achievements"Obtain every item" does not count rift gear. It stays a campaign goal.
    Read full article on Community Announcements (Uziel)
  • Patch NotesOfficial

    Update 1.1.0

    Broken Divide is now playable in Simplified Chinese, and the whole campaign has been rebalanced from the Slime Marsh to the Pale Wound.The translation covers everything, not just menus: every item, enemy, ability, zone and skill tree node, the Bestiary write-ups, all eight regions' field intel, every achievement, the guild perk tree, all eleven in-game Help popups, the world map, and the Chronicle in full. Switch languages from the settings screen.The balance pass moved every zone's recommended level, put the back half of the campaign back on a rising curve, reworked four specs and three bosses, and rebuilt how armor works. Every fight also has its own hand-placed battlefield now instead of one layout shared by all eight zones.Balance ChangesArmorGear no longer grants Armor directly. Every point of Armor on an item is now a point of Constitution, and Constitution converts to physical damage reductionDamage reduction curve softened: a full Legendary set now reaches 75% instead of 87%, a Zone 8 party 62% instead of 78%, and the early zones 18% instead of 33%Enemy damage reduction is unchangedShieldsShields weren't delivering quite enough value to be worth using a 1h and shield over a 2h weapon, this has been fixed.ShopAll prices increased by 50%. Sell prices are unchangedLootDrop quality now improves the longer you hold a zone. Common/Uncommon/Rare runs 70/25/5 through Stable and Rising, 60/30/10 in Dangerous, then 55/33/12, 50/36/14, 40/41/19, 30/41/29 and 20/40/40 every 20 seconds you survive Overrun. It used to be a flat 70/25/5Zone LevelsGoblin Encampment: 5Bandit Fortress: 9Obsidian Sanctum: 12The Sunken Realm: 15The Fracture Point: 16The Deep Root: 18The Pale Wound: 20Enemy ScalingBandit Fortress is about 20% stronger across the board, Warlord Vance includedObsidian SanctumDefender health roughly doubledDefender damage increased by about 20%High Priest Malachar health increased from 7,125 to 12,469High Priest Malachar intelligence increased from 40 to 48Ritual o...
    Read full article on Community Announcements (Uziel)
  • Patch NotesOfficial

    Hotfix

    Valuables & Legendary Forging UpdateBoss loot gets its own Valuables storage, forge Legendaries from Outfit a Hero, faster Training Grounds, White Mage and Mage reworks, new drops, plus a stack of fixes and QoL.NewValuables: boss items now live in their own storage, separate from the 100-slot inventory. They stack in displays, keep up to 5 copies of each item, and further copies auto-sell for gold the moment they drop - so a long farm chain can never crowd your storage with boss epics. Equip Best, Optimize and the equipment lists all see Valuables automatically, and you can still sell them by hand in the shop. Relics live there too (uncapped, and never auto-sold since they cost Wound Echoes), so a full inventory can never block a relic purchase.Item levels now read "Item Level" everywhere instead of "Lvl".Outfit a Hero now offers Legendaries. Once boss upgrades are unlocked, your own boss Epics appear in the outfit list as the Legendary they would become, priced at the forge fee. Try one on to preview the stats, and buying the loadout forges and equips it in one step. If a spare copy sits in storage it is used first, so the Epic you are wearing survives as a hand-me-down, and Optimize weighs these upgrades alongside regular shop stock.Class & BalanceTraining Grounds XP greatly increased. Training speed is now set by your highest level guild member.White Mage heal targeting. Renew no longer restricts itself to allies above 50% HP (it now simply heals the most injured ally), Greater Heal fires at 50% instead of waiting for 35%, and Benediction's party trigger moved from 70% to 75%.Desperation Rites Mastery reworked (Tiers 1 and 2). Tier 1 "Desperate Measures": when an ally drops below 40% HP, your next heal is 30% stronger (replacing attack speed a healer had no use for). Tier 2 "Triage": healing an ally below 50% HP builds 10 Overflow, so crisis healing fuels your Ultimate right when overhealing cannot.Volatile Casting reworked into a ramp. With Ultimates keeping the...
    Read full article on Community Announcements (Uziel)
  • Patch NotesOfficial

    Update 1.0.1 update

    Big New Feature: Queued Marches You can now queue repeat runs from the world map. Pin a zone and you'll see a second march button with a count toggle: x5, x10, x20, or infinite. Runs chain automatically, win or lose; fleeing stops the chain. Once you've cleared a zone, an Auto-challenge boss option appears that engages the boss the moment its window opens, so a queued farm actually finishes its runs. The results screen understands chains too. After a queued march it reports the whole haul: runs completed, total waves, total run time, boss kills, gold, XP, and every item that dropped across all runs. To go with it, battle speed is now remembered. If you run at 3x, every future battle starts at 3x, across sessions and not just zones. (This was always supposed to work. It didn't. Now it does.) Class & Balance Paladin got a real damage identity. A full hybrid pass: Righteous Fury now adds your healing power to your attack damage. Wisdom sharpens every strike, abilities included. Judgment cleaves onto two additional targets (three struck in total). Crusader's Strike as your Ultimate now spends Holy Power for +25% damage per point instead of the old heal. Guardian's Wrath is no longer reactive. It actively strikes the enemy paying you the least attention and builds extra threat on it. Bug fixed: Sacred Reckoning's damage and party heal were landing but never showing in the battle log or DPS meter. Your Paladin was always hitting harder than the numbers said. The Deepmother (Zone 7) fights back now. Severing Roots have more HP and no longer have a grace period before their first burst; previously a fast party could delete two of her three root clusters before they did anything at all. Root bursts and her own burst windows hit harder, and root cross-healing now shows in the battle log. Zone 7's Deep Anchor, Deep-Bonded and Deep Colossus also hit harder. Two-handed weapons buffed across the board. All 28 two-handers were re-budgeted, and they now carry the stat premium that ...
    Read full article on Community Announcements (Uziel)
  • AnnouncementsOfficial

    Broken Divide 1.0 - Out Now

    It's out.Broken Divide 1.0 is live - the full campaign, start to finish.If you played the demo, you've seen the opening. The late zones look and playnothing like the early ones.Demo saves don't carry over - the save format changed too much between versions.What's nextRifts - an endless competitive mode with weekly modifier cycles and aleaderboard. Same bosses, under rules that force you to rebuild rather than regrind.Community raids - one boss, everyone's damage pooled, rewards by contribution.Both are designed and queued. Both will be free updates. No dates yet. ThanksBug reports and feedback go in the discussions. I read all of them.See you in the marsh.
    Read full article on Community Announcements (Uziel)

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