
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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Reviews
Themes across 811 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very fun game. Nails movement, the speed, the destruction, the feel. That's the core, and it's gold, well worth its price. Runs like a dream (4K 100+ FPS on my system, full ultra except shadows and illumination) and looks good. Really cool setting too, there's some spice here and there to keep it interesting plotwise. All that being said I also gotta be fair, the roguelite formula doesn't really work. Very few upgrades are useful/interesting, I've barely seen any shops in my (nine?) runs so credits are mostly useless, the "islands" don't have that much variety and different enemies don't really require you to play differently. Put simply, you're gonna face the same things in every run. Despite its problems, I still recommend the game because the feeling is just that good. Unbelievable work from a solo dev.
I had so much fun playing this, it was my first introduction into the rogue lite category and I love it for it's unique art style/look and it's story so far. Plus, as a BO3 fan I love the movement too. I can't wait to see what comes next for the game, Good Job! Side note: The demo did a really good job of hooking me and getting me to purchase the full version, it's absolutely worth the price.
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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
Fantastic game.. it has so many things that all other roguelite shooters dont have that i m questioning myself after wanting to have these features in these games why dont we have em... one quick thing would be the ability to puase the run, quit the game and return... some of these runs take hours and mb i have something to do... hello? Shooting is fantastic tho the game doesnt have variety in the sense of how guns feel... here the borderlands seriers got it best.. they have the normal rudimentary guns(the jack guns) and they have the wierd qurks.. another ok example would be roboquest but that game lack other things like a good difference on how you feel when u play a long run, abilities dont feel impactful enough and u have little to no controll on the guns u are allowed to use since they are randomized in each aspect.. this could be verry easily state of the art if done right... your biggest competitor being risk of rain 2, the items in risk of rain should be an example to every game like this! Only con i feel is that well, tho the game looks good... UE5 makes every game a little bit of a AI slop.. they did a good job of hiding that feel but i m a hardcore gamer so i still see it!
Roguelite + FPS + destruction = absolute chaos. 7/10, but try the demo first. You throw bombs and debris at enemies to build up their stagger meter, and only staggered enemies drop health and ammo. This means you can lure a group of enemies into a building, blow up the ceiling, and boom profit. Pros: Good destruction system, almost anything you see can be torn down and thrown like a baseball. Well optimized. I can maintain a fairly consistent 60–80 FPS throughout most of the game. Guns feel satisfying to use, and the roguelite upgrade system lets you turn an assault rifle into a full-auto rocket launcher. Movement is smooth and fast, except I kept running into walls. Cons: The game is still in Early Access and a bit buggy. Balance needs some work. I understand that snipers aren't designed to be effective against hordes, but what is the point of running one when my explosive projectile drops after 5 meters? The camera shake can be excessive. If you're prone to motion sickness, try the demo first. Some areas are so brightly lit that it feels like opening Discord Light Mode at 3 a.m. Overall, I’d say it's worth checking out if the concept sounds interesting to you.
[h3] honestly amazing game! id recommend to anyone who loves roguelikes and fast paced shooters put together [/h3] i just dont really want to sink much more time into roguelikes.. not my favorite style of game but wanted to try it. - i finished the first zone and can say this game is pretty difficult, in a good way - some pretty good progression with the weapon skins that actually change how the gun behaves i think more could be done here to go further, more skins and many more weapons one thing i wish he did is when you upgrade a weapon in the zone with mods, it would change the look of the gun, like stocks, grips, handguards.. completely change the gun from start to finish of that zone and so forth, really make it look like a kitted weapon other than that, this is a really solid game.. just getting tired of rogues these days
By the time of writing this review, I was starting to notice the game's repetitiveness and bored. That said, there's still a solid amount of fun to be had before its shortcomings become apparent. The gameplay feels great. Combat isn't just mindlessly shooting enemies while dodging attacks. You can stagger the enemy to make them drop healing and ammo. I often found myself preparing the arena beforehand, destroying boxes of explosive and when i actually started the fight, i can spam throw those dropped explosives to make it rain healing and ammo. The art style is excellent. Each zone has their own feeling, tho i wished the game leaned harder with the floating fractured lands feeling in zone 5. The developer aslo has a great eye for glitchy visual effects. The weapon designs, however, looks more bland in comparison. The roguelite progression and loop is satisfying. You buy upgrades that made combat easier, assign challenges to make a run harder, research mods to expand the mod pool. My only complaint is the limited ability to influence your mod pool. Tough luck, If you start with an ice-focused weapon and the game refuses to offer ice-related mods. My biggest issue is with Act 2 (Zones 4-5), which feels noticeably less challenging than Act 1 (Zones 1-3). In Act 1, every new traversal ability meaningfully changes combat. The grappling hook and ice slide are sometimes forced to be incorporated into fights in order to survive. Making the combat evolve as you progress, which create a satisfying learning curve. Act 2 introduces wall running, which is cool but rarely feels necessary. I never found myself compelled to use it during combat, and by that point, the game had largely stopped introducing mechanics that as meaningfully expanded the combat experience. Basically, you've seen combat at its peak by the end of Act 1. The difficulty curve also takes a strange turn as Act 2 is much easier. Part of that comes from the enemy roster. Two of Act 1's most dangerous enemies, for me, a sniper-like ranger that accurately leads your movement and a flying enemy with homing projectiles, are gone, with no equally threatening replacements. The arena design doesn't help either. Many Act 2 arenas are filled with large, indestructible structures that make enemy gimmicks easy to avoid (some flying enemies even got easily stuck). Keep in mind this is a solo-dev project, which is impressive, but expectations must be set accordingly for update speed and scope.
10/10 , worth every cent
If you like arena-style shooters, roguelikes, and getting to use literally every shooter mechanic in the last decade of gaming, then you'll love VOID/BREAKER. The weapon modding system is honestly mind-blowing with how good it is. It's extremely satisfying to solve a spatial puzzle in order to make my SMG go ultra-brrrr with freeze bullets and infinite nades. The game loop had me up until 4am on an insane dopamine bender. My only complaints so far are: - I had to turn off real Global Lighting because it kept crashing the game (might just be my graphics card) - The shakeyvoice depresso AI guy can get a little grating at times - The game does crash for me every few hours or so, regardless of lighting, but I'm not gonna complain with the game being Early Access Otherwise, the performance is ridiculously good, especially considering the fully destructible environments. 10/10
cinema
tf2 movement rougelike peak
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