
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 →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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
如果钩锁不是固定绳索点而是任意连接点那就无敌了,可惜不是 好在4区解锁的滑墙没有限制固定某些特殊墙 总的来说就是近乎完美的机动性
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
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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
Hours played at review time, across 808 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
For a game being developed by a single person, this is an INSANELY fun FPS Roguelite with lots of replayability, even in its current state. Can't wait to play the HARD RESET once it drops later today!
说实话,算不上爽游,最起码对想以打枪为主的玩家来说很不友好,那b手榴弹扔到怪都判定迷惑,大部分不算失衡,还非得砸楼板,楼板就那么多,判定的也一样迷惑,不打失衡就基本没伤害。那boss三个阶段是要搞什么,boss的失衡判定又迷惑,解锁新武器就像便秘一样,还要打通关卡才解锁,那关卡难度还这么高。 优点就是枪械手感什么的很不错,玩起来很流畅,其他没了。
i so want to like this, but the graphics make it hard to keep up with whats going on
2025 goty
I have no idea what's happening, my HP is going down, but stuff's dying and blowing up everywhere and my brain is happy
Addictive non stop shooting. Fun game loop, unforgiving. This game precisely reminds me why I love gaming, the dedication put into this game by one solo dev and the amount of fun it provides it’s not comparable with big name studios. Love the indie scene love indie games. Thanks a lot for this game Daniel 👌🙏
Steam Deck verified in your dreams at 20 FPS.
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.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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