
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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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
never realized how badly i needed a THE FINALS roguelike
im loving the game so far but it keeps crashing every couple of minutes while no other game i have crashes :( ill just say its ue5 being weird and since this game is still in early access im willing to wait for potential fixes! i hope this issue is fixed soon :3
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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
If the finals was a singleplayer game this game is soooo peak, especially the destruction! Buy this right now
If Returnal and DOOM had a baby and that baby was an awesome fps roguelike that will blow your mind when you find out is was created by one person.
This game is like if Echo Point Nova had a baby, and it was more dark and gritty. Very good game 10/10, WOW WOW WOW
Subjective problem with the game: Gun is irrelevant, you either build pool of mods that destroy everything or you MUST stun everything and gun will be used only as finisher.
> struggling to beat the zone 2 boss > unlocking the shotgun > getting the trigger corrupted mod that shoot all the ammo in magazine and infinite ammo mod > melting all the ennemies > win the game Absolute masterpiece
Just got it and absolutely love this game. I feel like it's similar but still different enough from games like RoboQuest or DeadZone. The Progression feels great, the bosses seem balanced and the story is gripping. I love these kinds of passion projects and can't wait to see what 1.0 and beyond will bring to the table if this is already here. The Performance is great for a UE5 game, even with the destruction going on. Didn't encounter any bugs, or stutters. IMO 10/10 game, would buy from this dev again.
After beating the first boss I want to say the core mechanic of the gunplay is more annoying than fun. The game is supposed to be high paced but waiting for enemies to stand under destructive debris while dodging them is hard to manage. You can't get health back unless you stagger enemies which feels dreadful as you have to fully wait for the debris to hit, which adds more delays while multiple enemies run and shoot at you. Epic weapon mods are also terribly balanced as they punish you with increased bullet consumption while increasing your damage fractionally. You'll find more success using common and uncommon abilites which is counter-intuitive for a rarity system.
Solid early access game with surprising amount of content to start. Great foundation. The game has like a Returnal + The Finals gameplay feel with a Control and Portal vibe almost which I love. Some things that could be improved (assuming it's not in the works already): - Overview of stats page -- heavily needed to see total Weapon Damage, types of equipped damages, etc. It's very hard to gauge by just going over the Mods screen along with seeing how these impact each other. This is one area Returnal was a challenge with BUT it was easier to trial and error to figure out visually. - A little bit better visual clarity for some enemy attacks. I find some of the smaller flying dots (be it red or purple) a little hard to gauge when they may be close enough to impact me or when I'm good to dodge through some of them. It can also be a bit of a challenge with all the clutter that may occur with all of the visual explosions. Granted, it's a 3rd person game so it's easier to manage but Returnal is a game where it's super easy to gauge enemy projectiles. I can almost always say if I get hit, it's definitely my fault. Hopefully that makes sense. I would also maybe improve the visual of off-screen direction enemy attack notifiers. Probably change the color of them to red and purple vs (I think) greenish white which just blends in with so much of the aesthetics already. This "sixth sense" is honestly crucial in fast-paced bullet hell games to empower players into a much more "skill" based feeling game and can help negate the feeling of random damage especially when there is a LOT going on. - Lower Enemy Accuracy. Boy, this one is quite something haha. Enemies will always perfectly aim at the anticipated spot you are going to be I've noticed. It's definitely contrary to standard game design I feel and makes the gameplay feel too robotic and also can make the required dodging for the player feel less...momentous? Pretty much having to constantly change directions because of this. I would suggest having certain enemy types not lead their shots so aggressively in this regards so a player can maintain their momentum in a direction more effectively. Because it should be more AoE style shots that force this change. The sniper type attacks were very noticeable of this but thats when I noticed almost all 'player' direction attacks followed this same simple algorithm. - Little more challenging Boss difficulty on some. The bosses are cool (very much gives some minor Control vibes on some of them) but they are kinda easy. Especially the crab style one. The crab is easier because of the ability to almost stun lock them with Stagger. Obviously, Harder difficulties in the future could change this but I would recommend the Crab and Cube get minor buffs (nothing too crazy though). - Visual weapon sway. I only have the AR and Pistol but man, the AR visual sway when hip fire is WAY too much. Really threw me off at first. I almost thought crosshairs were moving in unison as well when I first equipped this haha. I would significantly lower this so it's not as disorienting. But overall, very fun game and good start. Here was a video I made on my first run while using Gyro Aim. This is when you use the controller for motion controls to get 'mouse-like' aim with a controller. It's a lot of fun and maybe one day, if this game ports to PS5, you could implement it natively there. Helps a TON. https://youtu.be/UcwjB-JqZTI?si=_tzY8LZ4R3M99wqx
Active players
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Players by region
Where this game's players are, estimated from review languages.
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