
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
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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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 807 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pure FPS gun play perfection. Its like all the core mechanics from all the best shooters distilled into one perfect FPS. Then add the near limitless gun customisations... brilliant! Aesthetics, graphics and sound design are excellent. Fully destructible environments! This game deserves everyone's attention.
This game makes a really good first impression: gunplay seems pretty satisfying, the mods you can pick up seem at first glance to be interesting and offer a lot of variety. The physics are impressive for a solo-made indie game. And it never gets BAD, exactly. But as you get past the first couple of hours, the seams really start to show, and it becomes clear that this is a much smaller project than it appears to be. By far the biggest crime is that every run feels more or less identical. You just can't get away with that with roguelites, in my opinion. There are very few enemy types, and in terms of how you engage with them it feels like even less. Like there's "small scuttling robot that explodes" and "larger scuttling robot that shoots at you" but fighting them feels more or less the same. The mods you get from chests seem like they have a lot of variety, but in my experience a lot of them are either not very good or just have niche use cases. Some are actually a legitimate downgrade from your gun's standard-issue functionality. You also frequently will get stuff from chests that's a duplicate of what you already have, or a lower-tier version of what you already have, so the illusion of choice and variety shatters pretty fast. There's the usual assortment of unlocks you can buy and upgrade between runs, but many of them don't meaningfully affect your chances of success. They would theoretically be lateral upgrades, offering you more choice, but for whatever reason it never pans out that way. They also just don't last. At four hours I had unlocked most of them and maxed out a few, but I could see I was going to run out of stuff to invest in in the not too distant future, and the way that enemies ramp up as your runs go along, what I had invested in already only made the first "room" or two feel noticeably different. Basically, this game's lone developer didn't seem to have the bandwidth to make these systems affect gameplay in a meaningful way. It's largely just window dressing. But your mileage may vary. Finally, there's the game's one big gimmick, which is that its combat centers around stunning enemies, either by making destructible environments fall on them or hitting them with your grenade, and then shooting them in that stunned state. Otherwise you get no drops from them. Killing enemies without stunning them also wastes ammo and leaves you more vulnerable to getting hit yourself. In other words, it's in your best interests to do this most or all of the time. I found this interesting at first, but it gets very tired very quickly. The game is SO reliant on this mechanic that it effectively transforms itself from a shooter to a puzzle game: whether you can fire accurately or choose your mods strategically matters less than whether you can position yourself in the right hallway to shoot a ceiling down. That might be really interesting to some people, but it ultimately ruined the game completely for me. Once you realize the shooting doesn't really matter, the shooting isn't fun anymore.
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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
Hours played at review time, across 808 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
When I was wee, I saw an ad on tv for the SNES. I can't remember it much, but it was this young bloke getting wired into this giant room sized computer thing and he became this weird cyborg videogame hybrid c*nt, neurologically hooked up to a game system and it was interspersed with all these rapid edits of new Nintendo games in their pathetic 16 bit glory. This ♥♥♥♥ floored me and I was enamoured with the flashy technolgical excess with which it hyperbolically embodied "what it feels like to game", and I from then on have been chasing what this ad represented, as opposed to the harsh reality of the fact that it was basically just trying to sell me games where you pretty much just held the Right arrow on the dpad and pressed B every now and then to make your 2d sprite jump over pixelated lava or dodge a slow moving plasma ball. Void Breaker is the first time I've actually gotten what I wanted out of gaming, some 30 years later. An absolutely flawless experience from start to finish (...?), graphics, sound design, music (big ups the Ford massif), progress, difficulty, upgrades, weapons, replayability, atmosphere. Often gets to the point when it feels like it's so intense it's genuinely doing damage to my brain, but that's ok, I wasn't really using it anyway.
This game is amazing !!!!! it goes "kaboom splash rataatatatatata creeeeeeee bam booooom " and I like it. the music is really good too. If you like fast FPS and big chaos energy, please play this game. The feeling of power when you understand all the mechanics is amazing. The upgrade/inventory system is quite unique and allows for creativity in each run. The legendary upgrade are incredible and sometime very funny. I feel like the game could qualify as difficult. I'm not sure for other people, but for me but the first two hours were a bit of learning curve. After this, enjoy agro all the enemy into a big building and throw an explosive barrel on the roof, letting the debris stagger all the enemies and feeling like a god slaughtering his creation. Don't fear the early access tag, in 25 hour I almost had no bugs and none of them were game breaking. It's a bit shame because I feel like it's still missing bits (level, upgrade, areas...) but I understand that the game is still under construct. I really hope for more content because this is really good. Overall, I heavily encourage you to play this game, It's a really neat experience. :)
Haven't beaten the game yet but so far it's a blast but expect to get your ass kicked. Especially by the first boss. Edit: Beaten it
Its an alright game, played it from launch and the few updates leading up to the nearby 1.0 release. I'm mixed on recommending it since the 2nd half of the game doesn't sit right with me for a few reasons. The sniper and smg are copies of the same other guns with the same roles to fill but with arguably worse mod balancing. Story is whatever, gameplay is solid for the most part (aside from the really bs projectiles and mechanics for enemies, namely the tracking projectiles and enemies you have to melee in order to damage). And the current content calendar does NOT warrant a $30 price tag. Bumping it up once was already iffy but a full 30 is insane for THIS. I suggest picking this up on discount or when a substantial update drops being worthy enough to call this a full game. Through and through, its just ok if you're suffering from Destiny/Halo withdrawals like I and many others are lmao
The game is sufficiently fun on anything below Insanity, Insanity and a lot of pretty questionable decisions make the game less than enjoyable, just a slog that overly penalises player for things beyond their control (such as map gen and enemies spawned in a chunk). The reliance on physics and crashing down entire buildings on enemies is fun, until the enemies get so tanky that they can and will survive three separate demolitions occuring right on their heads. Reliance on getting health and ammo from staggered enemies is fun, until there's no buidling left to crash and you have to rely on explosive boxes, which is fun until they run out (and on Insanity they will). Roguelike elements are fun, until you can't fish that one Grenade DMG amp for your life and without it you can't stagger minor enemies reliably with just one nade (without that you can't heal). Enemy variety is fun, until they blend into each other and you can only distinguish grunt from engineer because one can throw grenades and the other cannot. Elemental enemy variety is fun, until your entire screen is flooded with 8 letters of no fun allowed "IMMUNITY". You stacked volatile and freeze bombs? Too bad, now enjoy enemies that take no damage. And I can go on, but I suppose I won't, although a list won't hurt: tracking projectiles (droids and apex wolves), healing bots, camping sniper bots, enemies prefiring through walls, the worst sound design I've ever heard in a video game, you might as well turn it off (somehow this game is below R6: Siege in that regard, makes you think), cut to player's healing (Insanity problem), roguelike has too much junk, shooting builds almost no stagger, melee is borderline useless (unless you upgrade it fully, then it becomes marginally useful in first act), armored enemies and lack of vertical movement for the player (yes sling doesn't count, it's ♥♥♥♥). The game is fun, but not on Insanity. It turns into cookie cutter game, where you build same ♥♥♥♥ time and time over because nothing else works and that ain't fun.
This game and it's solo dev truly put the AAA games industry to shame. Everything in this game is top notch and I loved every second of the first 3 Acts. Onto Act 4 now and I'm so impressed with it after just one run. If you like games like Deadzone Rogue, Killing Floor, Gunfire Reborn Or to be honest any FPS I think you'll enjoy it. It has some of the best feeling gunplay and movement in any game I've played. When it reaches 1.0 Full Release this is going to be special.
VOID/BREAKER is honestly such a fun take on a roguelike shooter. It's a game that can take some getting used to--it took me unlocking several upgrades, which carry over between runs, to overcome the first three zones which make up Act 1 of this game's story. Speaking of, and without saying much ABOUT the story, I actually kinda love this game's narrative! As you progress through a run, you can find messages left behind by previous Subjects detailing their experiences inside the system, some trying desperately to escape, and others embracing it, even worshipping it! An intercom will allude to the kind of digital world you're trapped inside, and the AI overseeing the runs of you and several other Subjects is constantly looming overhead, almost always in view. The only irony is that, in a setting that's so seemingly oppressive, and maybe reminiscent of "I Have No Mouth and I Must Scream," at least judging by some of those stories I've found from other Subjects, you have SUCH freedom of movement, and a real wealth of options to escape the horde of enemies that are constantly encroaching on your position. I usually play these games with auto-sprint on, just to stay at speed, and the slide feels serviceable for evasion in most situations. The real apple of my eye is this game's dash, though. If we were to EVER get a Titanfall 3 (coping), I honestly think adding the ability to dash might be the revolution it would need. VOID/BREAKER also eventually introduces a grapple to the player, although it can only be used at specific points in the game's arenas (only a tiny let down, because it's still very fun to swing around with!), and the ability to wall run in Act 4, which feels surprisingly well done! Of course, this game is still in early access, but I haven't noticed any real game-breaking issues in my time playing. VOID/BREAKER feels like a real gem of roguelike gameplay, and it's something that I'll certainly be returning to for a while! If you happen to be reading this, Daniel, thank you for making such a compelling shooter, and I'm really looking forward to where this game goes next!
As an early access, this game is really really fun. The setting is really really interesting as well. The movement is really smooth and very Titanfall 2 coded (Thank you devs for that, i love you). The gunplay is also really fun altho i think the recoil animation could use a little work but that is a VERY minor detail. The meat and potato of the game The modules and the ability to turn your gun into... something? is just peak. the fact that there are 0 restrictions on what you can do is perfect. To put it into perspective i was able to turn the starting pistol into a machine gun that could spit out 100 rounds a second and turned the pity 17 rounder magazine into 57k round magazine, where those bullets are stored? who ♥♥♥♥♥♥♥ knows. Could i see where i was shooting? no. did the enemies die if i looked in their general direction? yes. And that just sits so right with me Also some of the modules are really creative. Having to change your resolution for mag size? ♥♥♥♥♥♥♥ rad. Needing to change your FOV to move fast as hell? yea also really ♥♥♥♥♥♥♥ cool and thats just scratching the surface of the wacky stuff thats in this game So yea if youre thinkin about it, get this game you wont regret it
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