The main objective of Breach of Space is to cause avoid detection by robots and cause chaos in the space colony that has invaded your planet.
The player does this by:
Complete the level/mission objective (short term)
Don't get caught by the space colony robots (short term)
Get the space colony to leave your planet (long term)
Gather Scrap from sabotaging to spend on gadgets (short term)
Progression occurs in Breach of Space by the player completing objectives, gaining scrap, and attaining upgrades.
Unlocking new rooms
Different preset AI paths switch between so the player can't always follow the same path
Upgrade Tree/Attributes
The player progresses simply by playing through our primary loop, as the primary loop is self-fulfilling:
day begins ->
Player receives their objective->
Sneaking->
Completing Objective->
Fleeing ->
Player leaves level ->
end of day reached ->
Player uses scrap gained from completing the objective and sabotaging during the day to proceed to next day; buy upgrades and; unlock new areas ->
next day begins ->
Objective Cycle -->
Sneak Cycle -->
Shop -->
Objective Cycle...
Objective Issued -->
Player attempts to complete objective -->
Succeeds? Objective completed --> OR Fails? Restart Day -->
Escape Base -->
Objective Cycle...
Day Ends -->
Player spends scrap gained from mission -->
Upgrade? Purchase an ability or skill upgrade--> OR Unlock? buy a consumable gadget or unlock an area -->
Day Ends...
Sneaking -->
player is detected-->
Fleeing-->
Player triggers event that returns game to sneaking state -->