24XX BREACH was my first entry into the 24XX jam way back when. I’m still proud of it, and as spooky season approaches, my mind wanders back to horrible things happening in space.
I was considering doing a sequel/glow-up similar to how Super Bandit is a superior and more complete version of the original 24XX BANDIT.
Pros
I’d want to lean harder into the Company’s goals of extracting value from the hellbound derelicts. You wouldn’t just be going in to shoot shit up, you’d be tasked with salvaging the ship. And yes, some of BREACH’s spark tables allude to that, but as it stands it is very much action horror DOOM/Aliens. You’re exorcists with spacesuits and machine guns – now you’d also need to be engineers and mechanics.
Such a setup would hopefully introduce more competing tensions to the game. Yes, you have to deal with the demonic infestation but also you’ve gotta recover the hypercore or bring those pristine engine pods back once the ghosts have been shot.
You could go the other way too, and have the Company prioritize live capture or somehow use the hellspace incursions as resources.
Basically, I really liked Hardspace: Shipbreaker and think that presenting corporate wageslavery as more monstrous than literal Hell is not only good rpg design, it’s responsible.
Cons
The things working against me are all the projects, both rpg and otherwise, on my backlog. It remains to be seen if my recent hyperfocus on spaceships gets channeled into this or into Power Metal Cyber Future.
I like the logo I made, though, and that’s worth some sort of post.

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