Best with sound

Where the clouds part, the blade awaits

An original turn-based MMO · Cloudbreak Closed Test

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The World

Beneath the sea of clouds lies a land where warriors channel qi, demons roam and relics hold real power. Six chapters of story lead you from Yunyin Village to Wuliang Camp, and every stop hides a mystery of its own.

Scene art in progress
Scene art in progress
In-game scene

Beasts keep coming down the mountain path and fresh claw marks scar Feixian Cliff. What are they looking for?

The old bamboo of the Bamboo Sea is cut down overnight, the Mantis King has lost its nest — and a bamboo dam has appeared on Guanpu Terrace.

Rockfalls keep wrecking the caravans on the valley road — all but the carts that bear a charm of safe passage.

Everyone says Lu the Sabre died in the eastern marches after losing his cargo. Yet where he made his last stand, there is no blood and no body.

The old spring is about to be sealed when the marsh floods overnight and wasps swarm. Someone opened the old sluice in the dark.

For twenty years the camp has kept watch over the sacred forest. This month the deer went mad, and the wooden men began to walk by night.

Classes

Warrior

Iron at the front of the line

  • Physical melee
  • Heavy armour
  • Overwhelming force

First into the line, first to take the blow. Tough and heavily armoured, harder to break the longer the fight runs.


Weapons · Ultimates

  • SabreThundersoul CleaveA blow that falls like thunder, everything staked on one strike.
  • SwordBloodshadow RendBlood trails the blade's light, and the wound keeps bleeding.
  • CudgelSix Realms CrushA crushing blow that knocks every buff off the target.

Signature Skills

  • SabreBerserkRage takes over: you hit far harder, but leave both defences open.
  • SwordBattle CryA challenge that draws the whole enemy line onto you, while your armour and magic barrier thicken.
  • CudgelDemon-Quelling CudgelA storm of cudgel blows that saps the target's physical and magic damage.

At level 10 you take up a master. The weapon you choose decides your class — for life.

Ranger

First to move, first to draw blood

  • Initiative
  • Critical hits
  • Evasion

Here and gone without a trace, waiting for the opening that kills. Fast to act, hard to hit, deadly on a critical.


Weapons · Ultimates

  • DaggerSeething EdgeBreath brought to a boil: recover some health, then hit harder, crit more often and crit harder for several turns.
  • Fist weaponAsura FistNo tricks, no feints, everything behind one punch.
  • BowThunderfall ArrowAn arrow that drops like a thunderbolt, far more likely to land a critical hit.

Signature Skills

  • DaggerWindchaser ThrustQuick as the wind: strike before the enemy can move, and stay quicker for turns after.
  • Fist weaponShadow StepYou blur into a shadow, harder to hit and more likely to crit for several turns.
  • BowRainbow-Piercing ArrowAn arrow like a streak of light that cuts through part of the target's magic defence.

At level 10 you take up a master. The weapon you choose decides your class — for life.

Mage

Life and death at the tip of a staff

  • Status effects
  • Healing
  • Revival

A staff that calls down thunder, fire and frost, and mends wounds and raises the fallen. Many light spells, strongest in combination.


Weapons · Ultimates

  • StaffNinefold ThunderLightning from the ninth heaven strikes one foe, devastating and cutting through part of their magic defence.
  • StaffSnow Ape TideA snow ape rides a tide of ice across the whole enemy line, hitting hard.
  • StaffStarfall InfernoFire falls like stars across the enemy line and keeps on burning.

Signature Skills

  • StaffSoul RecallA thread of spirit that pulls a fallen ally back from the brink.
  • StaffSpirit SealA charm that seals the target's power, leaving them only basic attacks.
  • StaffSpirit InfusionSpirit floods into an ally, raising both their physical and magic attack.

At level 10 you take up a master. The weapon you choose decides your class — for life.

Gameplay

Four slots a side, one move a round: attack, use a skill, defend, charge up, drink a potion or flee — every turn counts.

Five dungeons are open, from Feixian Cave to Zanglong Pool. Up to four players go in together, and each keeps their own progress.

Unlocks at level 30: six paths, from attack and defence to body and spirit. Cultivation experience comes only from training rounds, and every point you invest is permanent.

Nineteen slots, five quality colours, random affixes. Refining scales stats up; drill sockets, set gems and fuse them into higher grades.

At the end of Chapter 1, choose one of six companions. Its aptitude is fixed for life; it grows not by fighting but by being fed.

Mounts are all about style — ride one and turn heads. The final level-up gift box includes one.

Begin

The clouds are about to part and the path lies at your feet. Create an account with your test access code and be ready when the Cloudbreak Closed Test begins.

Access codes are issued in waves — watch the news.

Join the Test · Not open yetDownload · Coming soon