
Fast paced Bullet hell Roguelite FPS 🔴 Fight relentless machines driven by a hostile AI. Escape an endless cycle. Craft infinite weapon variants with deep gun modding. Forge deadly synergies. Carve your way out through enviro destruction /BREAK THE SYSTEM /BREAK FREE
Modeled estimate, not a reported figure. How we estimate →
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About
You are trapped in an endless sequence by the all-seeing, hostile AI.
You are its prisoner - forced to fight, die, and repeat.
The machines think you'll never escape. The system is designed to keep you here.
B̷̫̬̗̈́Ȕ̸̲̾̕T̸̛̮͌̀ ̴̢͕̊͋̚ͅ ̵̠̪͙̥̄ ̸̡̼̦̬̎ ̸̣̟̺̘̀͛ ̶̛͚͔͍̍̀Ẽ̷̥͉͑̈S̷͓̑C̵̰͍̬̆̔͐A̷̡̓̀̌P̸̺͇̰͐̊͜E̷͕̼̘͇̾ ̴͚̻͎͙͋̿̂̾ ̷̡̲̗̅̋̇͘ ̸̝̖̗̀̀͒̈ ̸̛̲͌̋I̸̢̟̠̓̃ͅS̷͈͋̇̕ ̴̳̺͋̍̊̿ ̵̲̩̾ ̶̧̙̯̓͑̏ ̸̢̿̀̈́ ̵̗̦͎͂̍̓ ̸̼͎͋̕P̷͙̟̔̚Ő̵͓S̴͉̞̝̟͌S̷̜͔̤͗̿̽Ȋ̴̩̠͉̲̚Ḃ̶̙͉L̵̺̔́͝Ę̶͙̩͆̌
This isn’t just shooting - it’s pure velocity.
Run through relentless gunfights with fluid movement designed for high-paced action.
Outmaneuver your enemies and dominate every firefight with agility and speed.

Discover limitless weapon combinations using the ultimate gun-modding system.
Strategically combine mods to create devastating loadouts.
Unlock wild synergies that turn you into an unstoppable force.

Why just shoot your enemies when you can tear down the world around them?
Environmental destruction isn't just for show - it's a core gameplay mechanic.
Blast through walls, collapse structures, and stagger enemies to survive.

Every run presents decisions. Which fights do you take?
Which paths push your limits?
Do you take the dangerous route for bigger rewards or play it safe?
The choice is yours

VOID/BREAKER is a solo project from developer Daniel Stubbington, known as Stubby Games.
Following his acclaimed Portal-inspired puzzle game, The Entropy Centre (2022),
Daniel now pursues his passion for dynamic FPS gameplay and roguelites.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 54 reviews with recorded playtime.
Reviews
Themes across 54 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
♥♥♥♥♥♥♥♥♥, am i glad to have picked this up. The visual style is nothing short of eye-candy, from start to finish. The gameplay is fun and engaging, challenging if you're not used to this style of game, the soundtrack is visceral, and the sound design really hits hard. The destructible environments adding an extra layer to your strategy also adds quite a bit of depth. I changed my underwear like 3 times already cuz i kept painting them white
2025 goty
The game is incredibly tedious; it feels like you're just playing inside an Unreal Engine demo—an empty environment with barely a few buildings and absolutely no content. Sure, you can move forward and equip attachments to shoot better, but the game holds no real appeal. Considering how barren and lifeless the setting is, the price is way too high. For that kind of money, you could get much better titles—like *Ready or Not*, or *Trepang*—all of which are far more impressive games.
never realized how badly i needed a THE FINALS roguelike
Things I liked: - The gunplay is crisp. - The enemy variety is stellar. - The destruction is gorgeous and it runs smooth as butter. - The slot-based build crafting and inventory management. - The story (although not the main focus) is entertaining. Things I didn't like: - A lot of upgrades trade mediocre pros for deal breaking cons. - It's not finished, and left me wanting more.
I am a huge fan of this game so far. The plot has me intrigued, the gameplay is very addicting, visually the game is beautiful (let's be real it's 2026 and any game on UE5 should) and in my opinion, VOID/BREAKER meshes a couple of different game elements together and the outcome is fantastic. Movement wise, game reminds me of Titanfall with the grappling, sliding and wall-running. All of this while being in a fast-paced procedurally generated environment that has buildings & objects with fairly impressive physics destruction. Having the ability to tether and throw objects adds a nice touch... Never played the entropy center but I did have that game on my radar for a good bit, and I will say, I enjoy seeing map parts and other elements of that game mixed in with this one. I also want to mention that the modifiers and abilities you are able to acquire and are pretty nifty, laying out the potential for dozens of different playstyles. Overall, I think this game is amazing in it's current EA state and I am absolutely thrilled to see what comes from the developer in the future!
I really want to love this game. The Artstyle and Graphics are absolutely insane The Idea is absolutely Great And the Story is amazing But my god the Ammount of unneded Buttons and floaty controls makes this almost unplayable, you have like 7 more buttons you need to juggle to the normal roaster of ♥♥♥♥, wasd etc. and need to have in your head at all times making this unnededly harder, why can't you just overlap some menus for easier readability and usability while making the buttons just shortcuts? And now comming to the Controls, they feel nice at first, but the Buttons aside... The Gameplay/ controls are so floaty it doesn't make sense, I played Ultrakill & Trepang 2 and both of those? AMAZING Controls and Variability. Here though... have fun feeling like gravity is just a tad bit too low making dodging enemies or projectiles unnedlessly hard to dodge because they usually come towards you horizontically instead of vertically making the dodge in many situations feel like a loose loose. The Guns Feel nice and punchy, but have the accuracy of a drunk man, aiming in usually doesn't help either due to it only minimally lowering bullet spread. As a small adition to this part, the Enemies usually feel too slow adding to the floaty feeling while some just run/ fly towards you like it's another tuesday, there is no rythm of what enemy really is a threat to you because usually you accidentally run into one while running circles in an arena. Also a small adition is that throwing things or grenade explosions seemingly doing nothing to build up stagger at times beside me throwing 3 objects in their face, healing has no other source than stagger and it's purely situational when you get a chance to consistently stagger an Enemy making it more a run against time. Genuinely I love this game but I cannot recommend it, not right now, the controls are absolute ass sadly and I hope it get's better in the future, if things get better I'll change my Review
This. Game. Slaps. It's still in early access but this is already a reeeally fun game. - DESTRUCTION PHYSICS - for f sake this should be in every game if possible. If you weren't around for Red Faction Guerilla when the servers were alive, I'm sorry. That sh was crazy. But this game gets really close to that level of complexity in destruction, and the scale and usefulness of it is sooo good. - AN ACTUALLY GOOD GRAPPLING HOOK - not the stupid kind where it just kind of pulls you to a point, one that rockets you across the world/stages with full physics simulation (which are big enough to take advantage of that) and even handles some sideways momentum (notes on that). Every game should have a gd grappling hook if it even remotely makes sense to. - Movement mechanics similar to Apex which are amazing. If you learn to time things right (if you're used to Apex you're gonna do just fine) you can absolutely rocket across the map and bamboozle enemies constantly. This game is bullet hell-ish, and if you get the fundamentals down you will dance through projectiles beautifully and feel like a... idk, like a ninja robot thing with digital superpowers. Stunning (and I don't use that word lightly) world design and effects, like, really impressive. - A story that actually has me asking questions (do take in the lore in this game, and look for the email terminals, it's worth it), and that is genuinely unique and completely cohesive and complementary to the entire design of the game. - And the ability to come up with some pretty crazy builds (though I have notes on that). Where it could get even better (and it's already kinda goated, glaze is owed): - This is a personal preference, but I think the dev is definitely borrowing from Apex in general, because it feels extremely similar. With that in mind, ADS should always have priority over sprint, and you should exit crouch when you jump unless you're using the toggle crouch keybind. Those would help flow and using your tools intuitively. Right now I feel like they kind of get in the way sometimes, in spite of being pretty clean. You learn to work with it, or I had to. Worth it though. -Crazier builds! I'm only 4 runs deep to be fair although I have finished... well I don't want to spoil that. But the point is I haven't really felt overpowered yet. There are a lot of really awesome abilities but I think they should snowball a little harder with each other, at least when you have a build with decent synergies. There are also some abilities which at this point I think are way stronger. - Grapple behavior: Right now too much angular momentum breaks the tether. I think a point I can rocket around more is needed. I want to be able to grab a hook and use it to do an entire 180 around it. I also think I should be able to generate angular momentum on it more. I keep wanting to so it like Pathfinders ability, and it's pretty close to that (again I think the dev was going for that) but not being able to force my self in a direction leads to too much running into structures. Please can I have tap strafing? Papa? Please? I keep instinctually trying to do it and I'm sad every time. Over all phenomenal game, it's already a 10/10 for me, and now I'm fiending for 11
겜 해보고 총평.... 재미는 있다. 스피디해서 좋다. 지형 지물 터뜨리고 건물 잔해나 가스통 날려서 터뜨리고 그로기 만들 수 있어서 좋다. 문제는 이겜에도 총기 빌드가 있는데 그 빌드를 맞추는 게 순전히 운빨이라는 점이다. 나는 총기 자체의 성능을 원한다(재장전, 탄속, 연사 속도, 총기 자체 데미지, 장탄 수 같은 기본적인 옵션) 근데 이거도 운이 좋아야 나오지. 재수 없으면 판 끝나도 1, 2개 얻을까 말까하다. 왜 그딴 현상이 나느냐? 배니쉬도 없고 인게임 재화를 들여서 좆같은 옵션 안나오게끔 하는 장치가 없다. 보정 출현 맞춰서 드랍 조정하는 기능이 이게임에 있을리가 없다. 순수하게 총기 어떻게든 꾸역꾸역 구역 하나씩 밀고 나가는데 나오는 총기 모듈 옵션이 불, 얼음, 전기, 부식, 슬라이딩 할 시 어찌고, 밀리 어택 어찌고 죄다 이딴 것만 나온다. 총기로 애들을 쏴서 죽이려고 해도 애들은 점점 단단해지고 약점(빛나는 부분)을 맞춰도 안뒤진다. 여기서 일단 스트레스를 존나 받는다. 게임 자체는 재밌지만 성장하는 재미에서 반드시 절대로 무조건 "명절 끝나고 남은 잔반 한 곳에 몰아 쳐놓고 끓인 잡탕 다이소"를 권장하는 게임이다.
The best game ın tje world. I can barely bring myself to play it because I don't want it to end. thank you for creating this amazing game
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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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