
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.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 811 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love this game. For every single reason there is to love a game. If you like FPS games, and you like movement shooters, try this game.
i f ucking love this game yes pls buy so they can make more money and finish game yes
Fantastic potential, but needs more polish for handhelds. This is a great game in the making. I absolutely love the aesthetics and the core mechanics. The shooting and movement feel have massive potential—with a bit more tweaking, they could easily reach the high bar set by Titanfall 2. However, the Steam Deck experience is currently average at best. There are frequent frame drops and a lack of settings to help optimize performance. While I enjoyed my time with it overall, I’ve decided to drop off for now due to these performance issues and a few game-breaking bugs. Specifically, I encountered a bug in the "dog bunker" that trapped me in the location and prevented any further progress. I’m looking forward to jumping back in once it’s a bit more stable!
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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 812 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The combat is unique and gameplay is smooth. I recommend the game. I think its's worth $20 to have a shooter like this in your library. This is a just a great game. Atmosphere, visuals, audio, and gameplay. It's remarkable that it's a solo dev project. My constructive criticism -Progression feels too slow. Leaving a run with more to show for it would be nice. Even just collectables or smaller units of currency. Maybe a challenge system. -The pistol is too weak. I wish it had mods associated with it to make it stronger. As soon as I got the next weapon the game got 100% better. -I wish non-explosive objects had innate use or weren't so common. They just seem get in the way unless I luck out and get a mod that uses them. -It would be nice If applying stagger was more consistently available. Some areas have tons of explosives around, and others it feels harder to grab them when you need them -I wish the platforming also was for shortcuts and loot, not just traversal.
Great game nothing to complain there but it susses me out that Voidbreaker never really closes (after u start it itll always run in the background with like 0,1% Ram usage so no big deal, but my discord now always shows that im playing voidbreaker if i dont close it via Taskmanager)
Very fun lots of destructibiluty mechanics are smooth was made to be fun
Petite pépite ! Les rogue lite ne sont pas toujours ma tasse de thé, mais le jeu est plutôt jolie, assez bien optimisé, et que dire du gameplay qui vaux le détour ! On sent la vibe fast-fps et bien qu'étant pas un pgm, j'ai pu passer les deux premières grosses zones, avec pas énormément de difficulté, sans pour autant rouler sur le jeu. A suivre ! Venant d'un unique développeur, grand courage à lui et gg pour ce qui est déjà fait sur ce jeu !
Are you looking at this game's review section because you feel that there is just not enough basic info about it to sway you to hand over your hard-earned cash? If so, let me see if I can help. I'll list the things that surprised me and helped me decide to buy it. AMMO: Ammo in VOID/BREAKER is split between standard and Projectile Mods. Standard has no bullet drop and the highest velocity. While clips of it need to be reloaded once empty, the ammo pool that it draws from is infinite. Projectile mod ammo has a wide array of effects, but the common effects are as follows: Finite ammo pool, bullet drop, low velocity, increased damage, and many positive effects. If you run out of mod ammo, you simply default to standard until you kill staggered enemies, causing them to drop ammo. You can also get some from ammo capsules that spawn in some loot chests, but that is sporadic and unreliable. If you find yourself unable to get ammo, don't fear. Standard ammo is more than enough to handle the robot onslaught. Grenades are infinite. HEALTH: Health is primarily earned by killing staggered enemies, with a small chance of getting a health capsule from a loot chest. There are a few skills that support health, but at this stage of development, they aren't as helpful as I wish they were. Get good at the stagger mechanics or be prepared to fail. MOVEMENT: Movement is silky smooth and stays that way until the game's current end. There is no stamina, and your speed definitely feels like that of a super soldier. If you get close enough to any ledge, then you will automatically climb up. Jump and double jump feel just right between floaty and grounded. The "Dash" or dodge function, if you prefer, has saved me countless times. ABILITIES: Primary abilities are as follows. Tether(aka telekinesis)(aka move things with your mind). Grenade. Dash(aka dodge). Parkour (unlocked once you reach Act 2). There are many other non-permanent abilities that you can find within a run, such as Time Stop, Missile Strike, Electrical Bolt, etc. PROGRESSION: There is no EXP, just money that you earn from clearing areas of enemies and the occasional loot crate out in the world. This currency can then be used to buy new skills and weapons. Some skills and weapons will unlock as you progress through the story. There is no gear at this time. STEALTH: There is none. COMBAT: Combat in Void/breaker is heavily movement-based. There is rarely time to stand still and snipe once you activate a section. While there is always a mix of enemy types, most of them will relentlessly be on top of you. You stand still, you die. You must master the art of the game's combo of grenade/tether/destruction/run/shoot them in the face lots. You are essentially a techno mage with a firearm. Remember that. ENEMIES: The AI is surprisingly good. Enemies that use long range will often evade you once you target them and let their buddies hit you while you are distracted. While close combat units will rush you, they often will not do so in a straight line and will employ many different evasion tactics as they close the gap to you. Okay, hopefully you found this info helpful, but just remember that the game has a great demo that will tell you what you need to know better than any review can. I highly suggest you try that first. In summary, if you like high-octane games, you will love this one. I know I am not regretting my decision to buy it at full price. Worth it! I would like to note that Void/breaker starts off hard and only gets harder. I also wish that there was a skill or something to get more health out of the enemies that you kill. But that's me. Cheers all! (Bonus info: The game's story does a crazy 180 shift once you finish Act 1. I think you'll like it. I know I did.) Okay bye for realz this time! :D
This game is pretty awesome especially with the way movement feels! But I have noticed a few things that I don't know if they are bugs or are intended. 1. The button mapping UI for controllers is a bit confusing with the way each button is described. Also there are certain buttons that can't be remapped like the "X" button on the PS controller. I don't jump with "X" traditionally but I do use it for other inputs but the game won't allow for me to freely map this button. 2. During boss fights I lose the ability to crouch and/or slide. (Which affects movement during the boss fights). I don't know if this was intended but it would be nice to be able to use this during Boss fights. 3. One last thing about the button mapping feature in the game. I think it would be a major QoL update if mapping multiple buttons (2 at the most per command) to a command. I noticed during gameplay that my reload button and grapple button both use the same button. (Which I really love btw) but it isn't annotated in the settings so it's a bit confusing tell what is really affecting what. That's all I had I'm really enjoying my time with the game and am excited for the future updates, keep up the great work "VOID/BREAKER" team!
Очень свежий рогалик, скажу я вам. VOID/BREAKER совместил в себе физику Battlefield, динамику Doom помноженную на 2, вайб киберпанка, а также лучшее, что можно взять от рогаликов. Необычная рогалик-механика развития берёт своё: привычнее всего видеть, как ты качаешь персонажа предметами, второстепенно качая пушки, а тут наоборот - раскачка персонажа идёт исходя из раскачки твоей пушки. Также очень интересная механика проклятых-апгрейдов, которые в том или ином виде присущи всем рогаликам. Здесь эти апгрейды взаимодействуют, например, с настройками игры: - меньше разрешение экрана - больше магазин - больше FoV - больше скорость передвижения - сделал прыжок с 360 в воздухе - получай замедление времени и сумасшедший прирост урона к выстрелу Если описать этот экспириенс в 3 словах, то это кайф, динамика и спец-эффекты. Но пока само собой сыровато - есть определённые багулины, недочёты. Разработчик не спит, старается, красава - игра даже сейчас в целом стоит своих денег и достаточно реиграбельна как рогалик.
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