Spellbreak Hacks

PLATFORM 7, 8.1, 10

Videos & Screenshots

Hack Features


-Aim at enemy players
-Aim fov slider
-Aim fov circle
-Aim button selection
-Smooth aim slider


-Item ESP
-Player Name Esp
-Player Box Esp
-Player Health Esp
-Player Snapline Esp
-Friendly Player Esp
-Player Glow Hack
-Custom Esp view distance slider


-Custom crosshair selection
-Remove Recoil


Hack Information


Game Information

Developer: Proletariat Inc.

Publisher: Proletariat Inc.

Engine: Unreal


New classes will be rolling out over the course of Closed Alpha as we continue to build out the launch set. The next few classes will be focused on support and team play and from there we will look at how a broad baseline of classes can fit into the overall ecosystem. There may still be large changes to the class system coming as we continue listening to your feedback and evolving this feature.

We feel that the class system and the in-match RPG elements it provides are a core part of what makes Spellbreak different. The ability to select two classes opens up a massive amount of variety and our goal is to provide interesting playstyle options and strategic build choices every single match.


The active abilities provided by runes are a crucial part of the combat and gameplay feel in Spellbreak. There is more we want to do with both additional mobility runes, utility runes, and exploring how runes can change squad and duo play. The next set of runes that will be coming will focus on mobility first to round out those options for players.


The pre-alpha focused on just six schools of magic and on only one gauntlet per school. In the coming months we will be adding additional gauntlets and getting a feel for how new gauntlets will impact the overall gameplay feel and balance. As mentioned above we will also revisit some of the spells and sorcery attacks on existing gauntlets both in terms of functionality and visual fidelity.

We know that a major appeal of Spellbreak is the ability to combine and weave spells. Many of the spell combinations currently in the game are still using placeholder art and there are still other combinations that are not even built out yet. Our goal is to make every spell interaction clear, understandable, tactical and fun.


In general, we feel good about the items currently in the game. Over the course of the pre-alpha we experimented with a variety of options around item slots and loot overall and feel like we have found a good balance. Going forward we will be adding more items across all rarities as we flesh out the total item options leading into our next development phase.

This will also include additional consumable and interactive items beyond Belts, Boots, and Amulets.


The Hollow Lands will be changing with nearly every update in Closed Alpha. We want to polish the existing areas of the map and also increase the overall variety of scenery. This will include at least one entirely new biome and a reduction in the amount of repeated assets players will see.

We also hope to revisit more interactivity with the environment itself. This is something we have experimented with in the past and want to test out on a larger scale. Our goal with the map design is to make it a tactical factor in every single fight and a strategic factor in most decisions throughout a match.


With each new release going forward we will introduce more and more of the backstory of the Hollow Lands. Stay tuned on Reddit and Discord for the latest info. playspellbreak