
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
The developer deserves a medal for most considerate guy ever. Certain mods are a small nod to those who have to play on lower specs, some are properly silly without breaking the game. Soundtrack is dynamic witch is perfect for ever changing landscape & adapting to wave progression. As a huge Titanfall fan, now that there's wall running, the movement feels complete, but I can't wait what he'll come up with next. The gunplay is well balanced, there's a weapon for everyone and with mods you can turn them into something you love or hate (because each run is random, but I mean it in a good way, it's a part of roguelike experience after all). Story is super engaging IMO considering what's going on in the world. For a movement shooter, Daniel has done his homework. If anyone can make this guy work on this masterpiece full time, please do. He deserves a rise. PS: Thanks for a good game mate, keep it up <3
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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
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!
冲刺冷却时间长(我已经把局外天赋点满了玩得还是卡手),冲刺无敌时间短,钩爪不能在飞行中途取消,手柄摇杆中心死区大,瞄准不舒服,辅助瞄准就开镜有,而且怪多还影响瞄准,按键分配抽象,谁家手柄射击游戏开大招用钩爪要长按按键触发的?技能你弄个组合键不就又能空出一个位置分配给其他按键了?系绳手雷没吸附没抛物线容易扔空;高难度高混沌值玩家成长和数值跟不上小怪,就拿疯狂25混沌值举例子,玩家前期资源少,模块没拿够伤害又低,局内金币获取少得可怜,一整把都不一定能进一次商店,那你商店存在的意义是什么?我拿什么打伤害高,血量厚,数量多还带奶妈回血的怪群?爆炸物加建筑物坍塌打失衡打群伤?有伤害吗?有好的群伤方式吗?没资源没数值你拿什么打?而且高难度怪处于失衡还有其他不处于的干扰,再加上你失衡时间又不长,伤害又低,又没有AOE高伤手段,你说爆炸物?我还得用枪打爆炸物箱然后吸引小怪过来扔然后途中还得分精力躲弹幕AOE加瞄准扔小怪那,不瞄准还扔不中,而且AOE范围又不大,你告诉我怎么打?第一层谨慎点也算能熬过去(风险依旧很高,非常容易暴毙),第二层怎么打?单猎犬小范围AOE,那多猎犬呢?你那卡手的冲刺冷却和短暂的无敌时间怎么连续躲下猎犬冲刺攻击加多弹幕AOE,这还是不算上其他怪的,算上其他怪你告诉我怎么打?远程打狙的游侠,有AOE加弹幕追踪的无人机,还有那该死的治愈者,我刚配合爆炸物加坍塌打的群伤又给小怪回上来了,我要先解决治愈者我还得往怪堆那冲,我冲过去挨几下我残了我伤害低我换弹慢一梭子不打失衡都不一定能弄死这东西,作者你真的打过高难度高混沌吗?你真的觉得玩家数值和资源获取对比小怪数量和数值是没问题的吗?还有第一层Boss,多动症到处飞,弹幕AOE,地面AOE,冲刺撞击,子弹追踪,要不是有掩体能peek我都不知道该怎么打,对比起来第二层boss简单多了,虽然没掩体但是地图大boss长得大也好瞄准,攻击方式也好躲,要不你给这两换换位置?第三层boss最大问题是地图,钩爪不能取消老是飞过头掉水里,水上平台从一处到另一处二段跳加冲刺都大概率掉水里,还有打完boss后捡东西依旧容易掉水里被冻住,都结束了给玩家弄个无敌或者地图效果失效很难吗?还有打完boss后给的奖励也是少得可怜,聊胜于无的血包弹药虚空币金币,然后就没了?我幸幸苦苦打死boss你就给我这点东西?我前期怎么办?就比如第一层到第二层,没模块没数值就没有伤害打怪,打完boss给几个稀有箱子让玩家那几个模块很难吗?还有模块出个图鉴吧,有时候游戏中途我都不知道要凑什么模块构筑流派玩,我还是挺喜欢这游戏的,希望作者能看到加后续改进,改进了我自然会修改成好评
Шедевр инди геймдева. В этой игре все (или почти все) сделано одним человеком. От музыки, до самой задумки и реализации. С первого раза въехать мб сложновато, но в целом геймплей понятный и простой, с 3 забега уже начинаешь ориентироваться и понимать что нажимать, куда прыгать. Я пока играю на простом уровне сложности и далеко не ушел. К покупке однозначно советую, как минимум стоит своих денег, как максимум - поддержать независимого разработчика, дело хорошее. Единственный минус - не хватает русского языка, порой сложновато разобраться. Но слыхал что в интернете есть русификаторы.
I had no idea this game was as good as it is i left this game in my backlog for months i regret not giving this game a fair chance i dont want to spoil anything so just try the game out if you like clean gunplay and fun rouge likes this is absolutely for you also dude the destruction mechanics that are in this game are legit better than most games that are specificly centered around that its so fun to just destroy buildings even when it doesnt help you
really nailed flow state gaming shoot, grenade, dash, throw, double jump, slide, repeat Titanfall movement Returnal combat Risk of Rain 2 game loop Control aesthetic destructible terrain for some reason look good, feel good, play good
Really cool aesthetic and gameplay but a few minor things holding it back imo. One need sprint to be a toggle on controller, game needs you to go fast and you can’t holding the stick in. Two I found aim assist gets kinda stuck between enemies or isn’t great at tracking on controller. Once the game play feel is up to the level of the rest of the package this will be awesome but right now it’s a bit frustrating
I really want to recommend this game. It's impressive for a solo dev project, the guns feel good, the movement feels good, and the rougelike systems offer a lot of cool gameplay potential. The problem is gameplay ends up being extremely one-dimensional. The big system in the game is that you can break enemy stance, which stuns them and makes them drop ammo. Certain upgrades make your gun able to do this more easily by destroying terrain. Once you get one of these upgrades the game becomes laughably easy. You don't need to worry about ammo, you don't need to worry about getting hit, you barely need to pay attention to enemies. You just drop buildings on them and they die, giving you so much ammo and health that it's almost impossible to die. If you don't get one of these upgrades the game just becomes a slog. Enemies take almost no damage if you don't break them, so the only way to kill them is kite groups of them under buildings you can grenade and slowly break them in small groups. The upgrade system is cool, but 90% of them do almost nothing to impact gameplay. This also makes every gun feel almost identical because there is only one way to play the game. I beat the main game in about 5 hours and tried the ascension mode for a while, but it just isn't much fun. If anything, it makes the problems in the game worse because you are even more reliant on the break mechanic to kill anything. Hopefully the final update fixes some of these issues, but I am not optimistic. It's not really an issue of balance or even the amount of content, but the core gameplay that is a problem.
I mean, I just can’t even believe that this game was made by one person it’s just plain incredible and utterly insane in the best possible way. I had a blast playing this game, and it’s especially because the destruction of buildings is just plain satisfying in ways that are utterly unbelievable. However, the enemies ♥♥♥♥♥ slap you and can easily take you down if you’re not careful, but it’s also what makes the game so challenging and keeps you on your toes. All in all, it’s a blast, and if you like action-packed games, then I would definitely recommend it.
I really really want to love this game but the upgrades just don't really feel exciting enough and the enemies beyond stage 2 just feel too tanky and unfair even after a dozen or so runs. I just can't seem to get an exciting build going, every upgrade just seems so miniscule and ineffective most of the time. I feel like in my dozen or so runs I've only found a total of 2 weapon mods in all the chests, with most of my upgrades just being repeater mods or extension mods. Please throw in some more exciting weapon mods here and there. I really also dislike the engineer/ranger enemy types. It's like trying to shoot a stick figure or a star wars droid. I do really love the aesthetic and overall design of the game, though. I just wish the gameplay felt a more rewarding.
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