Jawbreaker
Will you survive when the world falls apart?
Jawbreaker is a survival horror game that will have you running, hiding, and fighting in a terrifying gang-infested society on the verge of collapse. Though that’s not all, once the sun goes down the true fear begins…
After the devastating “Great Economic Collapse of 2028,” survival is the only thing that matters. The average person is compelled to join armed groups, engaging in battles for resources and control over what were once the cities and towns of the United States.
You belong to a small gang based in New Citadel City, and your bunker’s supplies are dwindling. You’ve been chosen to venture into the concrete ruins on rumours of an unlooted police station on the edge of town—a high-risk, high-reward mission.
After breaking in through an unguarded entrance, a sense of dread fills your mind as you realise who has taken refuge in this station and question whether the entire thing was a setup by your own gang…
- Run, hide, or kill those in your way to stay breathing
- The “Faceless Gang” will hunt you in teams or on their own
- Push through the station while scavenging for supplies and a way to escape
- Once the sun goes down the real danger begins…
- Deep exploration into a dystopian vision of the United States
- Hide under tables, in lockers, between shelves, or shadows to stay unseen
- Search for weapons to defend yourself, though gunshots draw attention…
- An interactive environment encourages looting for supplies
- Multiple endings prove if you are a true survivor or not
Genre: Survival horror with stealth, puzzle, and combat mechanics.
Steam User 2
I've played through all of Vincent Lade's Steam games and, while Jawbreaker is the most ambitious and deep, it's also definitely the most flawed, obtuse and broken. The game is trying to be like a minimalist Fallout with stealth and puzzle sections. The puzzles are easy but fun. Like most of his games you are doing things like finding keys and hitting switches. They're always intuitive and I never got stuck. The stealth sections are just horrendous. Enemies will immediately spot you from anywhere on the map (There is no "cone of vision" like in Metal Gear Solid) and will chase you down empty corridors and hack you until you're forced to restart. The developer clearly doesn't understand that the key to a game like Metal Gear Solid or Splinter Cell is the "hide and seek" aspect. The only thing that makes these parts manageable is the fact that enemies follow strict movement patterns, so it becomes a memorization game.
The game does have weapons, but the ammo is so limited you will probably only kill five or six enemies the entire game. There is one enemy you need to kill to get the true ending, and if you used up all your ammo, it's not possible. There are also quite a few collectibles, but all the achievements can be done on a normal run. The boss fights are a mix of creative and genius and horribly busted. The problem I had was that I was conserving my medkits so i was playing most of the game on 1 health. This made the three main bosses much harder than they needed to be. There is a puzzle element, for example, using a grid to figure out where to place a bomb, which makes it a cut above most action games. Sadly, the game's enemy coding is so strict and rigid that if you're in the line of sight you're dead, and since there's a survival element of course you don't want to use the healing items unless it's totally necessary, so this made these bosses way more frustrating than they needed to be. The second boss is a true stroke of inspiration, as you are dodging different attacks while flipping switches to reveal explosive canisters that you shoot to kill him. I wish there was more to this sort of game play design since it was by far the best part of the game.
I recommend this more as a curiosity than a great game you should play through because there is so much broken about it that there's a good chance you will be too frustrated to proceed, and it definitely isn't a casual game despite the tag. The best thing to do would be to use the guide on the Neoseeker website and follow along to get a rough idea of what you are doing. I didn't use it for the puzzles, but I used it for the stealth sections because the trial and error of getting caught constantly and starting over is absolutely miserable. I overall enjoyed playing it, though.
Steam User 0
Jawbreaker, developed and published by Vincent Lade, is a tense and oppressive first-person survival horror experience that immerses you in a fractured, post-collapse world where human desperation has replaced any semblance of order. Set after a catastrophic economic downfall that has left society splintered into violent factions, the game places you in the shoes of a scavenger sent by your dwindling gang to infiltrate a derelict police station in search of supplies. What should be a simple raid quickly twists into something far more unsettling, as the building’s abandoned silence gives way to the unnerving realization that you’re not alone—and that the danger stalking you is far more brutal than you expected. Jawbreaker builds its tension slowly, relying on atmosphere, audio design, and claustrophobic layouts to keep you second-guessing every step.
At the heart of the experience lies a blend of stealth and survival mechanics that demand caution and constant awareness. Ammunition is scarce, enemies are persistent, and loud actions attract attention in ways that can easily get you killed. This scarcity forces you to rely on shadows, hiding places, and distraction tools rather than brute force. Navigating the police station becomes a psychological exercise: each creak in the walls, each flicker of a distant light, each sound of footsteps around the corner feels like a threat pressing in on you. Hiding under desks, slipping into lockers, or using improvised tools to throw foes off your trail gives the gameplay a deliberate pace that rewards patience. When combat does occur, it is brutal and brief, reinforcing the idea that survival hinges not on strength, but on staying unseen.
The presentation is one of Jawbreaker’s standout qualities. Vincent Lade’s knack for environmental tension is evident in the way the ruined police station is constructed—dim corridors, scattered remnants of abandoned lives, and the oppressive architecture all feed into a sense of confinement. The lighting is particularly effective, casting heavy shadows that both conceal enemies and provide havens. Sound plays an equally crucial role: ambient noises echo through the halls, distant thuds hint at movement you can’t see, and the sudden crash of a door or shout from an enemy spikes the player’s anxiety. This careful balance of sight and sound creates a compelling atmosphere that elevates the game beyond its indie framework.
Despite its strengths, Jawbreaker’s mechanical execution can occasionally undermine its ambition. The stealth system, while central to the experience, can feel inconsistent or unforgiving. Enemies sometimes detect the player from improbable angles, and certain hiding spots don’t always function as expected, which can lead to frustrating restarts. Because the game limits ammunition so strictly, firefights rarely feel like viable alternatives, making the advertised “combat and stealth mix” largely skew toward the latter. These moments of imbalance can break immersion, especially when a single mistake leads to replaying long sections or watching repeated cutscenes. For players who prefer clearer stealth feedback or more balanced resource management, these issues may become sticking points.
The narrative, while compact, offers enough intrigue to support the game’s structure. The desolate world outside the station and the hints of betrayal or manipulation from your own gang layer additional unease onto an already fraught mission. Multiple endings provide replay value for those who want to explore different outcomes, though the overall story remains focused and tightly contained. The pacing oscillates between quiet, suspenseful exploration and intense, sudden encounters, giving the game a dynamic rhythm that keeps players engaged despite its limited scope.
Jawbreaker ultimately succeeds as an atmospheric, nerve-wracking survival horror title that will appeal most to players who enjoy tension over action and scarcity over empowerment. Its strengths lie in its mood, its immersive world design, and its emphasis on vulnerability. While its stealth mechanics and difficulty balance may frustrate some, those willing to embrace its demanding structure will find an experience that lingers after the credits. It’s a game that asks you to creep rather than rush, to listen rather than shoot, and to accept that survival sometimes means merely enduring long enough to escape.
Rating: 6/10
Steam User 1
I'm sure it's a nice game, but it's always a risk with any Unity game, because you can't get custom resolutions to stick. Launch parameter command lines do work on "some" Unity games, but it doesn't stick with this one. Lost in Vivo has the same problem. Changing areas or a loading screen the display flickers and it defaults to whatever the dev has set internally. Changing resolution in-game switches to windowed on confirmation and while using ALt+F4 does work to switch to fullscreen, it also defaults the resolution.
Steam User 0
I could approach 2 Doberman dogs who were guarding an area, one of them eating on a dead Human.
I was able to pet the other one, without getting attacked.
Confident know that I will try that in real life. Thanks Devs
Steam User 1
i crode