
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 810 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Needs a little more optimization on later released areas, however the gameplay and mechanics are absolutely top notch. You absolutely will get your moneys worth of fun here, hats off to the developer, banger concept and could very easily reach near perfect execution
Not a product...Engine demo in best case. If you want to play something like that there are a lot of option: Metal Eden, Rogue, etc...The fact that one developer makes a game doesn't mean it can be that "empty" for that price...
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $459.3K | 985 | 90% | $12.99 | |
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| — | 0 | — | — | |
| $0 | 34 | 85% | Free |
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 811 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
(10/10) + stylish + fluid movement and combat
The best game ın tje world. I can barely bring myself to play it because I don't want it to end. thank you for creating this amazing game
Void/Breaker wastes no time showing you how cool it is.
Zero fun builds in this game, tried so many different ones and not a single one is "op". Gunplay is pretty bad, and the mechanics in this game work only when they want to.
Adrenalin in the form of a game.
One guy with a box of scraps made a game in UE5 that looks great, feels great, and runs great.
[b]VOID/BREAKER[/b], is a great environmental destruction based roguelike shooter. The game is aesthetically gorgeous and the world building is absolutely amazing. The lore is ever expanding and the newest Act brings new light to your situation which really keeps you excited to see how it all plays out. The destruction is chaotic and super satisfying but above all else, the game is very optimised which is absolutely essential when your whole screen is just full of debris, health bars, explosions, and projectiles. The gunplay is quite satisfying but does not exactly feel like a traditional FPS experience. The bullets in this game suffer from heavy gravity and rather slow projectile speed at base. The gun-modding is unique and offers a decent amount of strategy but not so much that it turns off other players that don't want to optimise the grid. The game is not without issues however, the biggest of all is clarity. Enemies blend into the environments, both you and them are often buried in debris, and with the amount of damage you take even at medium difficulties, you cannot afford to take too much time to understand what is on your screen. The difficulty of this game is not for the faint of heart either, with the first boss likely wiping you out over and over if this genre is not one you dedicate your time into. The game is still buggy and incomplete but the foundations are nearly perfect so there isn't much to complain about. This game is clearly made by a developer that understands what makes or breaks a good FPS. [b]PROS[/b]: - Absolutely stunning visuals - Intriguing lore especially for an FPS - Extremely fun destruction - Great voice acting - Decent build paths [b]CONS[/b]: - Way too difficult for casual players - Battlefield clarity is very poor - Music is seriously repetitive - Frustrating enemies and hostile projectiles [i]The corrupted modules are so funny and make you mess with the game in ways you wouldn't expect. Super unique and enjoyable honestly.[/i]
Originally I wanted to refund the game but I still decided to give it another try and I at least finished the content (excluding the very high difficulty) which you can comfortably do in around 4-5 hours. I still didn't change my mind from not recommending it, and here is a slightly more detailed review: [b] The amount of good things I listed stayed the same[/b]: - good graphics - good destructible environments that are well integrated into gameplay, unique in the genre - movement is good, except for one thing: I think you lose velocity way too fast on the ground when not sliding, that feels off to me - almost every enemy shoots bullet hell projectiles, which is fine (can be a little bit overstimulating, for example vs the third boss) - inventory management is neat for the genre [b] The bad stuff[/b]: - music across all zones doesn't really have likeable power or melody (I do like the music genre a lot, so it is a shame) - each area fight drags for a long time. The enemies are quite tanky and the huge arenas just make you run circles and occassionally use the grappling hook. The fights are not really difficult, since the enemies are not really able to deal with your movement. Your own tiredness will get you more likely killed [b] The biggest problem, the variety[/b]: - the variety of playstyles is minimal. The guns are the classic guns you expect in any shooter: Pistol, DMR, Shotgun, SMG, Assault Rifle. Their effective range is practically identical (except for the shotgun probably, the only gun I didn't try), so you are effectively using a similar gun anyway. There is one playstyle that is unique though, which evolves around your standard melee attack. - there should be more variety to guns instead of just "look at the enemy and hold left click on him". Few very quick examples of my head: rocket launcher which you can guide with a laser, junk gun where the effect of the next shots are determined by the items you picked up in the arena, different melee weapons with their own properties apart from the standard melee). I wouldn't say that this game requires another classic gun like a sniper rifle, which is the new gun it will get in the next update. - the abilities you can pick up (like grenade spam for a short time or laying mines) are okay but they act more as a support for your gun and you can't really build a playstyle around them here - barely any interesting buffs - sure, the stuff above are not exactly unique problems for a bunch of games in the genre but it doesn't have a way of "hiding" the problems. For example it doesn't have the soundtrack and bombastic soundscape of OTXO, or variety of classes with changeable abilities of Risk of Rain. In that case it requires the game to have very satisfying basics, which IMO it unfortunately doesn't. - It isn't exactly in early access type of problem, it is more of a design problem in this case. I will check the game's progress once in a while just to see if anything meaningful changes the way the game is going, but so far it doesn't feel it will. I will be happy if I get proven wrong :) glgl
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