Breaking Change
Breaking Change

AI-native infrastructure for deep gameplay systems

Give creative teams room to build deep, reactive gameplay: weapons, vehicles, economies, physics, and worlds that respond.

System authoring
Simulation core
Engine-native output
Breaking Change showcase still highlighting system authoring workflows.
Showcase 01
Slides

Visual, structured, and built for iteration.

Showcase 01

From idea to system

Author deep gameplay systems in a way the whole team can read, reason about, and keep evolving.

AuthoringSimulationProduction

Visual, structured, and built for iteration.

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How Does It Work?

A better way to build deep, high-performance gameplay systems that are easier to author, tune, and maintain.

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Build weapons, vehicles, crafting, economies, damage models, and other system-heavy gameplay

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Tune, extend, and rebalance systems across the life of a game

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Systems are visual, structured, and intuitive to work with

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Ready to ship in weeks, not months

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Reduce long-term technical debt

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Built for developers, not just specialists

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Low friction: integrate one system at a time, with native code export

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Multiplayer-ready and engine agnostic

Weapons that recoil, overheat, and jam. Vehicles players can tune and upgrade. Mechs that stagger, limp, and break down as they take damage. Shopkeepers with real margins and supply constraints. Even cosy fishing sims with real fishing and fish populations.

Simulate, don't script.

UPDATES

Funding, product, and company milestones from Breaking Change.

LatestMAY 2026

A New Hope

We have refreshed the Breaking Change site to better reflect where the company is headed and the work we will be sharing soon.

Highlights

    Read update

    THE TEAM

    Jon

    Jon

    Co-Founder & CEO

    Experienced technical director and startup operator in games, AI, and robotics. PhD in Visual Computing and multiple awards from the Royal Academy of Engineering.

    Ben

    Ben

    Co-Founder & CTO

    Simulation specialist with fifteen years' experience across systems-heavy games, low-level engine optimisation, and simulation and physics engine architecture.

    James

    James

    Senior Engineer

    Deep-tech engineer spanning games, robotics, haptics, and computer vision, with a bias for fast systems and simulation-heavy gameplay.

    Ivo

    Ivo

    Senior Engineer

    Experienced simulation and systems engineer, specialising in machine learning, multiplayer systems, and production-ready gameplay.

    Evan

    Evan

    Operations Associate

    Experience in small-business operations, covering finance, grant management, and company administration.

    Founded by engineers who have built startups and shipped across indie, AA, and AAA, and recognised by the Royal Academy of Engineering, Breaking Change is built around one thesis: systems will define the next decade of games.

    Based in Wales, we are proud to be part of the region's growing creative-tech sector. We want to enable every team to bring world-class engineering to their games, so they can create more ambitious, more player-focused experiences.

    Ymlaen a ni!

    OPEN ROLES

    We are hiring into a small number of critical roles as we turn the product into something more teams can build and ship with.

    AI01

    AI Lead

    Full-time · Wales, UK / Remote

    Own the AI direction of Breaking Change, from research strategy through shipped product workflows for AI-assisted system authoring.

    Set the AI strategy for the company: where models, tooling, evaluation, and product experience should go.

    Engine02

    Senior Unity Engineer

    Full-time · Wales, UK / Remote

    Bring deep Unity, C#, and engine-level judgement to the production workflows that connect our simulation core with real game teams.

    Bring engine-level Unity and C# knowledge to runtime, tooling, and integration work.

    Simulation03

    Senior Physics Engineer

    Full-time · Wales, UK / Remote

    Own important parts of the simulation and physics core, building high-performance systems that stay stable under real gameplay constraints.

    Design and implement core simulation and physics systems for production gameplay.

    CONTACT US

    STAY IN THE LOOP

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