
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.
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 808 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
基本はよくあるローグライトFPSって感じ 良い点 ・デザインがシンプルなのが好きな人には良い ・それなりにスピード感がある 悪い点 ・スタックしたりエリア範囲外に出てしまって戻れなくなったり等がそこそこ起こる ・リトライ時のテンポが良くない ・最も極悪なのが、このゲームの独自性であるcorrupted modという装備品の存在。 これはブラーや視野角などのゲーム内設定やリアル時間の影響を受ける代わりに強いのだが そもそもゲーム設定とはそれぞれのユーザーの好みに合わせて最適化することでユーザー体験を向上させるために存在しているものであり、 そこをゲーム内と絡めてしまうのがちょっと信じられないことをしているというか、理解に苦しむ。 ユーザー体験を向上させるために存在しているはずの設定項目がゲーム内の強さに影響するようになっているので、 自分の本来したくない設定にしたり深夜にプレイを半ば強制させられるようになったりと 結果的にユーザー体験を損ねる一因になっている。クリエイターとして最も大事にすべき部分を蔑ろにしていると言わざるを得ない。 corrupted modを無かったことにしてしまうのであれば普通に楽しめるとは思うが、 作り手としてやってはいけないことをしてると思うのでおすすめすることはできない。
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
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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 809 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!
Кроме виузала ничего захватывающего в игре нет. Ра4здрачивай пистолет разными модулями и проходи арену, потом тоже самое с штурмовой винтовкой, а gayмплейный луп заключается в том, чтобы кинуть предметом в моба для стаггера и расстрелять. Не понравилось и не рекомендую.
i so want to like this, but the graphics make it hard to keep up with whats going on
Steam Deck verified in your dreams at 20 FPS.
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
I have very mixed feelings about this game. Starting with the positives: Void/Breaker is genuinely beautiful. You can't take that away from it. Even though, realistically, you rarely have time to admire the scenery - this is an FPS roguelike shooter, after all. The combination sounds intriguing, but unfortunately, I found more downsides than upsides. The game is developed by a single person, and that explains a lot. I respect solo developers and I'm willing to forgive many things because of that. Sadly, in this case, not everything can be excused. The first major issue is weapon variety. I completed the entire game… using the starting pistol. I'm honestly not even sure whether there are other real weapons in the game. Technically, you can buy an assault rifle, but I beat the game on my first run with the default pistol alone. For a shooter, that's not exactly exciting - and in practice, it really feels that way. The game features a modifier system - essentially, you can stuff your body with various upgrades. But all the weapon variety I experienced boiled down to different firing modes and ammo types… for the pistol. The game desperately lacks weapons, and it feels like the developers tried to compensate for this by overloading the pistol with modifiers. There is an excellent environmental destruction system, and credit where it's due - it's impressive. This ties into the stagger system: if debris from destroyed buildings (or other objects) hits an enemy, they get staggered, take increased damage, and upon death drop ammo and medkits. You can destroy objects using grenades, which have a short cooldown. And here lies a massive problem: it feels like destroying objects and throwing grenades is simply more effective than shooting enemies. That's an extremely questionable design choice for a shooter. In practice, instead of actually shooting, you spend most of your time luring enemies under buildings and blowing up the environment. This genuinely confused and frustrated me. As for the length of the game - it took me 106 minutes to beat it in one uninterrupted run, on my first attempt. Well… yes, it's made by one developer. Yes, it's in early access. But lately, I hear those two excuses so often that they've stopped sounding like justification and started sounding like the norm. The game clearly has potential, but there are design decisions I simply can’t accept - no matter how much I want to. A roguelike that you finish once, on your first attempt, and feel no urge to replay is a problem.
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
Totally love this game, love the art, love the gameplay loop, love the weapons, a true gem of a game. Will be playing this for quite a while. Please keep up the amazing work!
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