JER'S MEDIA // PRESS

Press facts

Everything on this page is verifiable against the shipped game. If you need something that is not here, ask — the contact is at the bottom, and it answers.


// FACT SHEET

Fact sheet

STUDIO
Jer's Media — independent, run by Jeremy Richards
GAME
BREACH PROTOCOL
WHAT IT IS
16-player attack/defense FPS about network intrusion: red offensive ops versus blue SOC defense
STATUS
Live — playable at breach.jers.media
PLATFORMS
Browser (Chromium recommended); desktop app for Windows and Linux; coming to Steam — no store page yet, no date announced
ENGINE
Custom, TypeScript end to end — server-authoritative simulation at 30 Hz, React Three Fiber renderer, deterministic shared core
CONTENT
Three-level campaign plus a sandbox arena; CAMPAIGN, SKIRMISH, CLOSE QUARTERS, and PROVING GROUND styles; a commander seat per side
BOTS
Reinforcement-learned goal policies over a hand-built tactical layer; one champion per side seated in production; bots are constrained by design from ever improving their aim
MODDING
Live sound, story, avatar, and rules editing in-game; complete identities install as single THEMEPACK directories

// DESCRIPTIONS

Descriptions, paste-ready

One line

BREACH PROTOCOL is a 16-player attack/defense FPS about network intrusion — playable in a browser tab, defended by reinforcement-learned bots, and coming to Steam.

Short (~80 words)

BREACH PROTOCOL is a 16-player FPS about network intrusion: red team attacks on a clock, blue team defends the floor, and the finale is a two-operator beam held in the open while the level's boss defends the core. It runs in the browser at breach.jers.media — no install, no account — and as a desktop app that bundles its own server. The bots' decision-making is trained by reinforcement learning; their aim, by hard constraint, never is. Coming to Steam.

Long (~180 words)

BREACH PROTOCOL is a 16-player attack/defense FPS from independent studio Jer's Media. A three-level campaign tells one intrusion in order: phish a badge through a glass wall on a level with exactly one gun; steal a root signature by capturing four custodian key shares; then take a 168-metre data-centre floor four objectives at a time, ending in a burn that needs two operators holding a beam while THE SYSADMIN defends the core. Each side can also seat a commander who plays the whole arena from a top-down map — with intel limited on the wire itself, so command is powerful without being a wallhack.

The engine is the studio's own: TypeScript end to end, a server-authoritative simulation at 30 Hz, and a deterministic core that deals the whole arena from an eight-byte seed. That determinism is what made the bots trainable — their goal layer is a neural network produced by a 36-hour self-play campaign, permanently barred from touching the trigger. BREACH PROTOCOL is playable now in the browser at breach.jers.media, runs as a desktop app, and is coming to Steam.

About Jer's Media (boilerplate)

Jer's Media is an independent game studio run by Jeremy Richards. Its game, BREACH PROTOCOL, is a 16-player FPS about network intrusion, playable in the browser at breach.jers.media and coming to Steam. The studio documents every engine decision in architecture decision records and does not publish a number it has not measured.

// SCREENSHOTS

Screenshots

Captions are accurate to the build they were taken from. Use them as written or not at all.

// WHAT WE WON'T TELL YOU

Claims we don't make

You will not find a release date, a price, a player count, a review quote, an award, or a team size on this page, because none of those has a verifiable number behind it today. When one does, it will appear here with a date on it.

// CONTACT

Contact

Press, creators, and anyone with a question the site didn't answer: