
The feeling of high-level MMO raids, without the grind. Take on chaotic boss fights solo or in 1-4 player co-op, mastering complex attack patterns and evolving your build each run through randomised upgrades.
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About
The universe is dying one star at a time, and your civilization is next. In Nullpoint Protocol, you and up to three allies face the void’s deadliest shepherds in a roguelite boss-rush where every encounter delivers the intensity and precision of a high-level MMO raid.
Whether you brave the void alone or face the darkness alongside trusty allies, difficulty scales to match your squad. Every run feels challenging but fair, and always tempting you into ”just one more try."
Each boss unleashes complex attack patterns that must be learned, read, and dodged. Every run is another chance to sharpen your skills as you prepare to face the final boss.
But stay alert: attack patterns change from run to run. No boss fight is ever the same twice!
With each Void Shepherd slain, you are rewarded with a random selection of ability upgrades. From meteor strikes to turrets to healing powers, crafting creative and powerful skill combinations is critical to success.
Bold choices will shape your path forward. Will you hunt down other adversaries, shop to optimize your build, or roll the dice on mystery events that could dramatically alter your entire run?
The stars have begun to wink out, disappearing one by one. Upon discovering the monstrous Void Shepherds, your people have drawn their attention. Now they are coming after your species, but you will not go quietly into the night.
Gear up and face the aberrations as they prey upon planets across the galaxy. Destroy these threats before they can drag more planets into oblivion and strengthen your body and mind as you prepare to face the Shepherds' creator, Void Genesis.
Should you fail, your civilization will be exterminated, and you will return eons later as a different species in yet another attempt to prevent apocalyptic catastrophe, lest the same tragedy happen again.
- Play solo or co-op with up to 4 players (local* & online co-op supported)
- Challenging boss fights with bullet hell-style attack patterns
- Craft, experiment, and upgrade your skillset with randomized loot
- Unlock new ability packs, hub upgrades, lore journals, and brutal difficulty modifiers for endless replayability.
- Try your luck on mystery events that might shake up your entire run!
*controller required for local co-op
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
跟朋友2个人联机,局外资源只给房主是什么意思,朋友化身赛博打工人是吧,不改就给差评了
Pretty fun game that had justified negative reviews at launch due to not running well, but with a patch a few days after launch, mostly cleared up.
It is a very good game. I don't see big problems. Maybe because I played it after the second update. and the bosses fights is very good except for the Spider Boss, it is broken although its fight is fun but the hit box is a bit bad for its attacks. I hope to see future updates that add new bosses or new Power or upgrades or even new final boss, not just small fixies. Because this game is very fun especially with friends which by the way is very good. And the existing ping pong table you can buy. I wish was real that I skipped the upgrades to collect and buy it, Unfortunately, it's not working right now, but maybe in the future. but it's nice to add mini Games that have nothing to do with a serious game. especially if they work well Even though the story I never cared about it.
Really fun game with friends. Most of the performance problems are fixed as well with the only time we ever got lag was when we had like 20 burn procs on a boss.
Fun, relatively short game (to finish the "story" and defeat Void Genesis for good - there's still more stuff to do afterwards, upgrades and abilities to unlock.) I played this solo, and it's very doable but definitely takes some failed runs in the beginning as you figure out your build, strategy, and how to read/dodge boss attacks. Worth mentioning it might feel frustrating in the beginning landing in shops when you have no money... i guess it's part of the rogue-like gameplay and narrative design (Hunters sharing cumulative knowledge and research upgrades via the S.O.S. space station, one of which is starting your run with a bit of money). Or, try your luck and catch a shooting star ;) I do wish my attacks on the bosses felt "punchier" to land. Even when I'm doing big damage, it doesn't really feel like it. Not sure why... I first saw Nullpoint Protocol at PAX and while I didn't play it then, I did follow it on Steam and got around release. Great, casual game, and beautiful art and design. Also pleasantly surprised by some of the epic boss soundtracks! :)
My husband and I got sent this game for free to try it out and stream together! (Not sponsored) Hours played at the time of review: 5 hours Overall: 8/10 This game is fun!! We only did 2 people co-op, but I can definitely see this as a very good/chaotic fun 4 player co-op game. It's a very fun rogue-lite. The game would be perfect, but struggles with some QOL aspects. The good: - The art is BEAUTIFUL! Love the cutscenes and the gameplay art. - The story is intriguing and there's definitely more to be discovered after 5 hours - It was really easy to just sink hours into the game, wanting to unlock everything. - We loved the different animals we got to play as too! Super cute. - The music was also fantastic. The "bad" (more so annoying): - This game suffers from Main Protagonist syndrome. Player 1 gets a LOT more access to things that player 2 doesn't. P1 can see certain menus that P2 can't and they get to drive the space ship while P2 just watches. Another thing, when I (P2) would go to the menu to check my stats, it automatically showed me P1 stats. Meaning, every time I had to enter the menu, THEN select my character, to see my own stats. Seems small, but I check my stats often in rogue-lites, so it got annoying overtime. - We have a health bar, but no exact number to go along with it. If something heals me for 22HP I'm left asking, "is that half my health? Is it a tiny amount? Idk." So please add some tangible numbers to health bar for reference! - Along with numbers, the abilities scale off of VIT, MND, or STR. For example damage for something would look like "10 + 3 x STR" But the game doesn't do the math for you, so you have to do it yourself. This is a small gripe, but with a rogue-lite, numbers mean everything, so just something I'd like to see. Is this game worth $15.00 the way it is? Yes! Would I play this game again? Absolutely. (not solo though, think that would be tough) Final thoughts: Really fun game! I enjoyed it! After some minor adjustments to menus, stats, and other QOL things, this game could be great!
While I do think a lot of negative reviews are valid towards this game, especially in terms of performance as I did have a few stutters on the tutorial and slow down in one of the bosses. I think once you really start getting upgrades and start learning how the bosses work this game is actually really damn fun. I only fought a few fights but they feel really well designed, if I want anything changed I do think there needs to be more random events and have them more evenly spaced out during the space sections, maybe easier mini boss encounters to ease people into the mechanics(maybe something to do with the cults that pop up in the event spaces) and of course some more performance tweaks, other than that espeically for the (at the time of this review) 35% discount this game is worth it if you're willing to stick with it, I just hope the devs are willing to stick by it and polish it even further
A very soft yes. The game is overall fun but I find myself having SO many minor issues with the game. While the art and music are incredible, and the boss patterns are both engaging and appropriately hard, I find there are so many things that stop the flow of the gameplay. I won't list out ever example, because this isn't a complaint I'm filing, but trust me I have many. Despite all my complaints, however, I do actually think the game is a fun multiplayer experience and I enjoy the design of the game very much. It just feels like a game that can be vastly improved in terms of QOL
This is one of those situations where I wish Steam didn't have a straight Yes/No review system. There's a lot of cool stuff about this game, and a lot of very not cool kinda ♥♥♥♥♥♥♥♥ stuff. Cool Stuff: + Several bosses are legitimately fun + There's some cool builds you can do + The metaprogression feels impactful without being overwhelmingly strong ♥♥♥♥♥♥♥♥ stuff: - Several bosses have absolutely wacky balance problems, such as... - Adds mechanics in every boss require you to hold onto your special damaging abilities in order to pass their DPS checks, so you can't use them on the boss, but since the bosses can and absolutely WILL repeat adds mechanics quickly before your cooldowns can come back, you can solve the mechanic and then immediately be subject to unavoidable damage immediately afterwards because you cannot solve the mechanic with the tools you have available - Some mechanics require precision platforming, which is already bad enough with the perspective, but will subject you to unavoidable damage if you attempt the platforming, and also subject you to even greater unavoidable damage if you don't attempt the platforming - Some bosses cut off the screen in such a way that your safe spots are effectively off the bottom of your playspace (this is not a monitor issue) - The amount of incoming unavoidable damage is such that despite the variety of builds you can potentially come up with, the only ones that are viable for a run are ones that pack as much healing as possible into your kit. It is simply more effective to forego any attempt at filling your kit with damage or buff tools. - There is next to no real good use for credits during a run. Most of a shop's inventory will be stuck with garbage. It could have one-time boosters for the next boss, for example, but they don't exist outside of rare events and they often come with a downside and no clear indication of what you're getting until after it's applied. - Targeting is an absolute mess, there are many cases where you want to target certain things and you just simply cannot because there's another target within proximity that's preferred, and even if you're using a ranged weapon, the game does not use your mouse pointer to prioritize active targets - and sometimes, even when there's only one target in proximity, you will simply shoot off into space. - The forced movement on your base weapons makes the precision movement needed to avoid certain mechanics a pain. Your choice is to either not press buttons for prolonged periods of time, or take damage because your main action moved you into the no-no-zone. And if you choose not to press your main action, you're rewarded with another mechanic that gives you this bargain immediately afterwards. - Jumping simply does not add anything to the game. I don't know why platforming was added. It is actually the worst part of the game's movement and combat. I'm still giving it a positive review because in spite of all of the negative ♥♥♥♥♥♥♥♥, I'm still having fun, and the developers seem to be legitimately interested in feedback.
I would definitely recommend this as Nullpoint Protocol feels unique and inspired. It also has a DODGE ROLL (looking at all souls-like enjoyers). For starters, Nullpoint protocol is not a perfect game, and I don't believe they nailed the "high-level MMO raids" style gameplay. However I do believe this is a fun "casual" Rogue-lite that deserves a look and I was able to sync 6 hours into a single play session easily. You can tell the developers personal artstyle shines through with the cutscenes, characters, enemy and environment design. Also I love Jefferey. As this game can be played couch-coop style or online, this hits a niche not many other rogue-lites do. Especially with being Steam-deck compatible (which I did not test) this would be great to play with my wife on the Docked Steamdeck. And even though the ability system can be a bit complicated you only have 5 items/abilities you are working with, so the complexity never gets overwhelming. Several Notes to the devs: - The Portable medical Station may be bugged as the healing was not updating regardless of the vitality. - When NOT using the DSD12, I did experience 1 soft-lock where the game did not progress past the first boss, instead leaving me at a black screen. Unable to confirm if this is reproduceable - My biggest complaint is that some of the data was unclear. For example, why can I not see what my maximum health is? I can tell I am healing 30 health, is that a lot? I would recommend having the ability to see the characters Max/current HP values, boss HP values, and instead of ONLY showing "10 dmg + 5 x Str", maybe do "10 dmg + 5 x Str = 22 dmg" I would give this game a 7/10 and is definitely worth a look if you like Roguelites
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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