Breach & Clear MOD APK (Free Purchase)

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Jul 15, 2026
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Description

Breach & Clear hands you four special forces soldiers whose orders all resolve at the same moment. New players who keep losing a soldier on the first doorway will find the entry point routine here. Fast, clean clears earn more stars than expensive rifles do, and that fact reshapes the first ten missions.

How to Play Breach & Clear with Simultaneous Turns

Breach & Clear is a simultaneous turn based tactics game where you plan orders for four soldiers at once. Each mission drops that fireteam into a building through entry points you pick, and every order then resolves inside the same five second window.

Nothing moves while you think. You draw routes, set facing, choose who breaches which door, and only then press go. Because all four soldiers act together, a plan that looks safe on paper can fall apart the instant two enemies react at once.

The pace suits a phone. Missions run anywhere from about five seconds to roughly ten minutes, so a bad run costs almost nothing. Mighty Rabbit Studios built the title with input from serving and former Special Operations personnel, and that shows in the door work and the weapon list.

How the Simultaneous Turn System Resolves Every Order

Planning happens in a frozen top down view. You tap a soldier, drag a route, and set the direction he faces at the end of that route. Facing matters more than distance here, because a soldier looking the wrong way will not fire at the man who kills him.

Once you commit, the game runs five seconds of real combat. Enemies move during that same window, so contact often happens mid route rather than at the endpoint. For example, a soldier crossing an open hallway can take fire from a room you never opened. However, that same rule works in your favour when two of your soldiers cover the same arc.

The Special Operations Setting and Mission Briefings

The setting is grounded rather than cinematic. There is no scripted hero arc, no cutscene villain, and no fantasy hardware. Instead you get real world regions, real unit names, and gear modelled on manufacturers such as Tyr Tactical, Crye Precision, Surefire and First Spear.

Briefings stay short. You see the location, the mission type, the difficulty setting and the entry points available on that map. Because the game withholds enemy positions, the briefing screen is genuinely the last moment of certainty you get.

Breach & Clear vs Door Kickers and XCOM on Android

Door Kickers is the closest Android relative. It runs in real time with pause rather than simultaneous turns, so it rewards reaction speed alongside planning. This title asks for the opposite temperament, since nothing punishes you for thinking for two minutes.

XCOM: Enemy Within sits further away on the same shelf. That game uses strict alternating turns and a strategic layer between fights, while this one keeps everything at squad scale. By contrast, Breach and Clear: Deadline, the developer’s own sequel, drops turn planning entirely for open world zombie combat. Anyone choosing between the three should decide first whether they want turn planning at all.

Android Version vs the PC and Vita Releases

The Android release arrived on 5 September 2013, and the PC version followed on Steam in March 2014, with a PlayStation Vita release in 2015. Content diverged after that. Mobile received expansion packs that PC never got, including the Johannesburg location and extra large bonus maps, while PC received the Frozen Synapse themed missions.

Controls favour touch here. Drawing a route with a finger is faster than doing it with a mouse, and the top down camera never needs a second stick. Progress does not carry across platforms, so a PC save is worth nothing on a phone.

Gameplay Mechanics, Fields of Fire and Squad Controls

Every turn covers five seconds of in game time, and all four soldiers act inside that window. Movement, facing, cover and weapon choice all feed into what actually happens during those five seconds.

Three controls carry most of the weight. You set entry points before the mission starts, you draw routes during planning, and you set the arc each soldier watches when he stops. Miss the third one and the other two stop mattering.

Suppression and grenades sit on top of that base. A Weapons Sergeant can pin an enemy in place while a Breacher throws, and the pair resolves in the same turn. First contact usually decides the mission, so the first two turns deserve more thought than the last ten.

Setting Entry Points and Breaching a Door

Entry point selection happens on the map preview before anyone moves. Some locations offer one or two doors, while larger maps open up to four. More doors means more angles, but it also means splitting your fireteam thinner.

Each door supports several breaching methods. A quiet entry keeps the room unaware, while an explosive breach stuns everyone inside and can kill enemies standing too close. Breaching Charges cost cash from your loadout budget, so most players save them for the room they expect to be crowded.

Cover, Fields of Fire and Reaction Time

Cover comes in half and full varieties, and soldiers use whatever sits at the end of their route. Stopping a soldier one tile short of a wall corner is the most common unforced error in the game. Therefore route endpoints deserve as much attention as route paths.

Fields of fire decide who shoots first. Reaction Time, one of five tracked stats alongside Accuracy, Health, Speed and Evasion, controls how quickly a soldier fires once an enemy enters his arc. Two soldiers watching the same doorway will usually win that exchange even against three enemies.

What Happens When You Clear a Location

Clearing a location ends the mission immediately and opens the results screen. The game scores speed and casualties, awards one to four stars, and pays experience to every surviving soldier plus cash to your account.

Stars are the real reward. They accumulate across your whole account and act as the gate on higher tier weapons and gear, so a scrappy three star clear is worth replaying. Cash arrives steadily enough that most players never feel pushed toward a purchase.

How to Choose Your Special Forces Squad and Classes

Squad selection happens before the first mission, and each real world unit brings its own starting gear, default clothing and stat spread. That choice locks in for the squad you create, although nothing stops you from building a second squad later.

Six units appear across the roster: US Army Rangers, US Navy SEALs, US Army Special Forces, Canada’s JTF2, German KSK and British SAS. Differences are modest rather than dramatic. Starting weapons and armour vary, so an early unit choice mostly changes your first two missions.

Class choice matters far more. Six roles exist, and each one carries a signature ability plus perks that unlock as the soldier levels. A fireteam of four therefore leaves two roles on the bench every time.

US Army Rangers, Navy SEALs, JTF2, KSK and SAS

Navy SEALs carry a reputation among players for straightforward killing power, which makes them a safe first pick. Rangers and US Army Special Forces sit close behind with similar starting kit. JTF2, KSK and the SAS change the default look and some opening gear rather than rewriting how the squad plays.

Creating a squad for each faction is itself an achievement in the game, so most long term players eventually run all of them. For a first squad, though, the unit badge matters less than the four classes you slot underneath it.

All Six Soldier Classes and What They Do

The six classes are Fire Team Leader, Weapons Sergeant, Breacher, Direct Action, Medic and Intelligence. Fire Team Leader boosts nearby teammates and can draw fire deliberately. Weapons Sergeant brings suppression, which freezes an enemy in place for a turn.

Breacher handles grenades and explosive entries, and later perks let him throw two at once. Direct Action pushes deepest into new rooms and takes longer for enemies to target. Medic stabilises downed teammates and gets targeted less often, while Intelligence wedges doors shut and moves close to unnoticed.

Building a Balanced Four Man Fireteam

A common opening build runs Breacher, Weapons Sergeant, Fire Team Leader and Medic. Suppression plus grenades is the strongest two card combination in the game, since a pinned enemy cannot dodge a throw. Many veteran players double up instead, taking two Breachers and two Weapons Sergeants.

Doubling has a specific reason behind it. When you split the fireteam into two pairs, each pair keeps the same abilities, so you never end up with the wrong specialist on the wrong side of a building. Mixed teams look tidier on the roster screen, yet they leave one pair short in practice.

How to Unlock Weapons at the Marketplace and Workbench

The Marketplace and the Workbench split the gear system in two. You buy weapons, attachments, armour, helmets, camo and consumables at the Marketplace using mission cash, then fit and tune them at the Workbench.

Two gates control what appears. Cash covers the price, and your cumulative star total covers access, so a rich account with few stars still cannot buy the good rifles. Both climb together if you replay missions rather than rushing forward.

Weapon variety is genuinely deep for a phone game. One mobile expansion alone added 18 weapons and 9 attachments, covering light machine guns, sniper rifles, shotguns, rifles and submachine guns. Every item shifts soldier stats in the preview panel, so you can compare before you spend.

Buying Rifles, Shotguns and Sniper Rifles

Everyone starts on an M4A1 style rifle. It is fine. Selling pressure comes later, when close quarters maps make a shotgun obviously better and long sightlines make a sniper rifle worth carrying.

Weapon choice should follow the location rather than the price tag. Tight interiors reward short range firepower, while the wider outdoor stretches on some maps reward reach. Damage, noise, accuracy and mobility all change per weapon, and noise in particular pulls enemies from adjacent rooms.

H3: Seven Attachment Slots and What Each One Changes

Rifle platforms carry seven attachment slots. Optics, lights, suppressors, grips, IR devices, gas systems and triggers each occupy one, and every fitted part moves a stat.

Optics deliver the largest single accuracy gain, which is why they beat a whole new rifle as a first purchase. Suppressors cut noise and keep neighbouring rooms quiet for another turn or two. Grips and triggers offer smaller gains, so they belong at the end of the shopping order rather than the start.

Armour, Camo and Loadout Extras Like UAV Drones

Armour and helmets raise survivability and lower mobility at the same time. Plate carriers make the trade obvious, since the stat preview shows Speed dropping as protection rises.

Consumables round out the loadout. A UAV Drone reveals enemy positions before you commit a route, which turns a blind corner into a solved problem. Breaching Charges, grenades and flashbangs fill the remaining slots, and all of them cost cash every time you carry them into a mission.

How Soldier Levels, Perks and Star Rewards Work

Soldiers gain experience in every firefight and climb toward a level cap of 30. Levels raise the five core stats, and perks arrive on a fixed schedule rather than at random.

The schedule is worth memorising. Perks unlock every five levels through level 15, then again at level 25 and level 30. Each unlock offers a genuine tactical option, such as treating half cover as full cover, rather than a flat percentage bump.

Stars run on a separate track. Missions pay one to four stars for speed and clean execution, and the running total unlocks Marketplace stock. Achievement insignia form a third layer, since significant milestones award insignia that you equip for stat bonuses.

Earning Experience and Reaching Level 30

Experience arrives per firefight, so aggressive clears level soldiers faster than cautious ones. A soldier who never fires still earns from the mission, yet he lags behind the rest of the fireteam within a few runs.

Levelling deliberately beats levelling evenly. A Fire Team Leader running the draw fire perk wants Health and Evasion above everything, while a Breacher wants his explosives rating high. Spreading points evenly across all five stats produces four mediocre soldiers instead of four specialists.

How Each Mission Scores Your Star Rating

The score watches two things: how quickly you clear the location, and how little damage your soldiers take. Four stars usually demands both at once, which is why a careful crawl caps out at three.

Replaying is expected rather than optional. Every mission can be run again for a better star result or at a higher difficulty setting, and the account keeps the best outcome. Because stars gate the Marketplace, replaying an early map is often faster than grinding a later one.

Achievement Insignia and Stat Bonuses

Achievement insignia sit on the soldier’s uniform and carry real stat bonuses, and many of them boost more than one stat. One expansion added 16 new ones on its own, tied to weapon and gear milestones.

Earning them is passive. Defeating a set number of enemies with shotguns, defusing a set number of bombs or taking no damage across a run all trigger insignia awards. Checking the list occasionally is worthwhile, since a few sit two or three missions away from completion.

All Mission Types and Locations in Breach and Clear

Three mission types sit on top of every map: Terrorist Hunt, Bomb Defusal and Escape Plan. The same building plays completely differently depending on which one you select.

Five real world regions host those maps. Kabul in Afghanistan and Sivas in Turkey opened the game, and the South China Sea, Freiburg in Germany and Johannesburg in South Africa arrived later. Kabul and Sivas remain the most replayed regions, which is why both received extra large bonus maps.

Difficulty adds the final dimension. Each map runs at five difficulty settings, so a single location holds roughly 15 distinct runs before it stops offering anything new. That number, more than the map count, explains the game’s real length.

Terrorist Hunt, Bomb Defusal and Escape Plan

Terrorist Hunt is the default. You enter, you clear every hostile, and speed decides the star count. Nothing else complicates it.

Bomb Defusal adds a countdown and hidden devices, so you hunt and defuse under pressure. Escape Plan flips the setup entirely: your squad members start scattered across a map full of enemies, and you move each one to a designated safe exit. Because your soldiers begin apart, Escape Plan punishes the pair splitting habit that works everywhere else.

Kabul, Sivas, the South China Sea and Beyond

Kabul opens the game with compact interiors and short sightlines. Sivas widens things slightly. The South China Sea shifts the geometry again with vessel style layouts that funnel movement into corridors.

Freiburg and Johannesburg came later and lean toward longer engagement ranges. Players often swap weapons per region for that reason, favouring longer barrels in the German maps and compact submachine guns in the tighter Chinese layouts. One Kabul map even hides a shootable portrait, which exists purely as an achievement trigger.

Five Difficulty Levels and Bonus Maps

Difficulty raises enemy count, enemy accuracy and reaction speed together. The jump from medium to hard is the steepest, and most players stall there rather than at the top setting.

Bonus maps sit at the far right of the level selector for Kabul and Sivas. Swiping all the way across reveals them, and each supports all three mission types at all five difficulties. Many players never find them, since nothing on the level select screen advertises that the list continues.

Advanced Tactics and Common Mistakes New Squads Make

Splitting the fireteam into two pairs is the single biggest tactical decision available, and it drives nearly every four star result. Two pairs cover twice the ground, which cuts clear time sharply.

Splitting also doubles your exposure. A pair that walks into three enemies without suppression loses someone, and a lost soldier drags the star score down harder than a slow clear does. Most new players either never split or split every single time, and both habits cost stars.

Three specific errors show up constantly in player discussions. They involve the difficulty ladder, the defusal clock, and the weight of the gear people buy with their first serious cash pile.

Why Higher Difficulty Runs Pay Stars Downward

Star awards cascade downward across difficulty settings. Completing a mission on a higher setting also credits the same star count on every lower setting of that same mission, which most published tips lists never mention.

The practical effect is large. Beating the third difficulty of an early Kabul map with four stars can credit roughly 12 stars in one sitting, instead of the four you see on the results screen. Players who grind the lowest difficulty for cash are therefore leaving the Marketplace locked far longer than they need to.

The Five Second Turn Clock in Bomb Defusal

One turn equals five seconds of in game time. The Bomb Defusal countdown displays in minutes and seconds, which hides the fact that it is really a small, fixed number of planning rounds.

Converting the number changes how you plan. A 60 second timer works out at roughly 12 turns, and a soldier crossing a large room can burn two of them. Once you count turns instead of seconds, sending one pair straight to the device while the other pair suppresses becomes the obvious opening rather than a gamble.

Gear Weight, Mobility and Lost Star Ratings

Heavier weapons and gear reduce how far a soldier moves per turn. The stat preview in the Marketplace shows it plainly, yet the consequence lands somewhere else entirely.

Speed feeds the star score. A light machine gun that raises damage while cutting mobility can therefore lower your rating on a Terrorist Hunt run, because the clear takes an extra turn or two. For speed scored missions, the lighter loadout frequently outscores the stronger one, which inverts the usual upgrade logic.

Best Breach & Clear Tips and Tricks for Beginners

Grenades, flashbangs, Breaching Charges and UAV Drones all cost cash each time you carry them, so early loadouts should stay lean. Most first week problems come from spending habits rather than tactical mistakes.

Three habits separate a stalled account from a growing one. The first concerns how you divide the fireteam, the second concerns purchase order, and the third concerns the doorway that kills more soldiers than anything else in the game.

Each of these applies from the very first Kabul mission onward. None of them requires a high level soldier or an expensive rifle.

Split the Fireteam into Two Pairs Early

Two pairs of two clears a map far faster than one group of four. Four stars is realistically out of reach without splitting, since the score watches the clock.

Pair composition decides whether the split works. Give each pair one suppression source and one thrower, which is exactly why the double Breacher and double Weapons Sergeant build stays popular. Sending a lone Direct Action specialist off alone looks tempting, but a single soldier loses almost every two on one exchange.

Spend Cash on Optics Before New Rifles

An optic on the starting rifle beats a new rifle with empty slots. Accuracy gains from good glass are immediate, and the starting weapon already handles most early Kabul rooms.

Suppressors deserve second place in the queue. Quieter shots keep adjacent rooms from reacting, which buys you an extra turn of free movement on almost every map. Grips, triggers and gas systems can wait until the star gate opens the higher tier stock anyway.

Stop Losing Soldiers to Unwatched Doorways

Most early casualties happen at a door nobody is watching. A soldier who finishes his route facing forward has his back to the room you just walked past, and the enemy inside it fires first.

Fix it by ending at least one route facing backward on every turn. Intelligence specialists can also wedge a door shut, which removes that entrance from play entirely for the rest of the mission. Wedging costs a turn, so it pays off on Bomb Defusal and Terrorist Hunt runs rather than on the timed scramble of Escape Plan.

Frequently Asked Questions About Breach and Clear

Is Breach and Clear still available on Android?

Yes. Breach and Clear launched on Android on 5 September 2013 and has passed 100,000 downloads on Google Play. The mobile release now carries a Tactical Ops subtitle under publisher GameClub, and it sits inside that subscription catalogue rather than selling as a standalone paid app.

How long does a single mission take?

Anywhere from roughly five seconds to about ten minutes, depending on map size and mission type. That range makes it unusually good for short commutes, since a single Terrorist Hunt run on a small early map fits comfortably into one bus stop gap without any save and resume awkwardness.

Does the game still get new content?

Expansion packs arrived after the original release and added a Johannesburg location, 18 weapons, 9 attachments and 16 achievement insignia. Those expansions landed on mobile only, so the phone version now carries content the PC release never received. Updates have slowed considerably, though the existing content library remains large.

Who Should Play Breach and Clear on Android

This one suits patient players who enjoy planning more than reflexes. Anyone who liked Door Kickers or turn based squad games will settle in within two missions, while players hunting fast action should look elsewhere. Newcomers to the genre should start on the lowest difficulty in Kabul and stay there until four star clears feel routine. In my own runs, the game clicked the moment I stopped treating soldiers as four individuals and started drawing two overlapping firing arcs instead, and that single change roughly halved my clear times. Few mobile titles hold this much tactical depth on a phone screen.

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