Compara los precios de VOID/BREAKER en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Stubby Games. Publicado por Playstack. Lanzado el 19/8/2025. Disponible en PC. Géneros: Action, Adventure, Indie, RPG, Simulation, Sports, Early Access.

A solo dev built a bullet-hell FPS roguelite where collapsing buildings on robots is not optional flair but your primary survival tool. Sit up straight, because the mod grid rewards system thinkers.

My first instinct was to shelve VOID/BREAKER after an hour and write it off as another fast FPS with roguelite paint. Then the Stagger Economy clicked. You are Test Subject 1473, a conscript of the hostile AI IDRISI, trapped in a simulation and forced to run combat trials until you either die or break out. The premise is familiar, but the mechanical loop underneath it is not. Healing and ammo do not drop randomly from enemies. You earn them by destroying the environment, hurling debris telekinetically to fill enemy Stagger bars, and then executing the stunned targets before they recover. Play it like a standard shooter and you will run dry. Learn the rhythm of destroy, stagger, kill, sustain, and the game opens into something genuinely interesting for players who like their systems to interlock. The weapon mod grid is where VOID/BREAKER makes its real argument. You carry one gun, which sounds like a restriction until you realize that gun can be rebuilt from the ground up across four mod categories: Weapon, Projectile, Ability, and Body. The grid operates on a hex-slot layout where adjacency matters, so a damage-multiplier placed next to two attack mods is categorically better than the same piece dropped in isolation. Corrupted mods add a risk layer on top: huge power spikes paired with significant drawbacks, functioning less like upgrades and more like puzzles you solve with the rest of your build. A corrupted mod that doubles incoming damage becomes manageable if you have already stacked dash invincibility frames and range tools. The combinations available are wide enough that multiple playthroughs feel different rather than iterative, which is the bar any roguelite has to clear. Post-launch updates have already expanded the zone count, with Zone 5 recently teased and Zone 6 planned as the story conclusion, so the developer is actively building toward a complete arc. Movement deserves its own paragraph because it is doing structural work, not just providing spectacle. You have a dash with invincibility frames, a slide, wall-runs, double jumps, and a grappling hook in the base kit. The bullet-hell density of incoming fire means standing still is a death sentence, and the movement options are tuned exactly to the gap-closing speed of the enemy AI. The enemies are aggressive and relentless, which keeps pace high but can make early runs punishing for players who have not yet internalized the stagger loop. The Early Access accessibility settings are thin, with limited control remapping and no colorblind support, which is a real gap. Boss fights have also drawn criticism for running three phases each at a pace slower and less dynamic than the arena encounters that precede them. Neither issue kills the experience, but both are worth flagging before you commit your first few hours. For strategy and build-oriented players specifically, VOID/BREAKER sits in a comfortable spot as an Early Access game. The foundations are solid, the developer has demonstrated willingness to remove systems that did not work (an overload mechanic was pulled based on community pushback), and the Steam reception sits at 92 percent positive across nearly 1,800 reviews. The Voidium meta-currency means each death feeds forward, so the progression curve rewards patience over raw skill. If you approach it like a build puzzle that happens to involve a lot of screaming robots and collapsing office blocks, there are dozens of hours of genuine depth here right now, with more content staged through the rest of 2026. Diego, Scout Team

VOID/BREAKER

VOID/BREAKER

19 ago 2025Stubby GamesPlaystack
GamerScout opina

A solo dev built a bullet-hell FPS roguelite where collapsing buildings on robots is not optional flair but your primary survival tool. Sit up straight, because the mod grid rewards system thinkers.

PC
Steam Deck VerifiedProtonDB Gold
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Mínimo histórico: €6.85

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Acerca de VOID/BREAKER

My first instinct was to shelve VOID/BREAKER after an hour and write it off as another fast FPS with roguelite paint. Then the Stagger Economy clicked. You are Test Subject 1473, a conscript of the hostile AI IDRISI, trapped in a simulation and forced to run combat trials until you either die or break out. The premise is familiar, but the mechanical loop underneath it is not. Healing and ammo do not drop randomly from enemies. You earn them by destroying the environment, hurling debris telekinetically to fill enemy Stagger bars, and then executing the stunned targets before they recover. Play it like a standard shooter and you will run dry. Learn the rhythm of destroy, stagger, kill, sustain, and the game opens into something genuinely interesting for players who like their systems to interlock. The weapon mod grid is where VOID/BREAKER makes its real argument. You carry one gun, which sounds like a restriction until you realize that gun can be rebuilt from the ground up across four mod categories: Weapon, Projectile, Ability, and Body. The grid operates on a hex-slot layout where adjacency matters, so a damage-multiplier placed next to two attack mods is categorically better than the same piece dropped in isolation. Corrupted mods add a risk layer on top: huge power spikes paired with significant drawbacks, functioning less like upgrades and more like puzzles you solve with the rest of your build. A corrupted mod that doubles incoming damage becomes manageable if you have already stacked dash invincibility frames and range tools. The combinations available are wide enough that multiple playthroughs feel different rather than iterative, which is the bar any roguelite has to clear. Post-launch updates have already expanded the zone count, with Zone 5 recently teased and Zone 6 planned as the story conclusion, so the developer is actively building toward a complete arc. Movement deserves its own paragraph because it is doing structural work, not just providing spectacle. You have a dash with invincibility frames, a slide, wall-runs, double jumps, and a grappling hook in the base kit. The bullet-hell density of incoming fire means standing still is a death sentence, and the movement options are tuned exactly to the gap-closing speed of the enemy AI. The enemies are aggressive and relentless, which keeps pace high but can make early runs punishing for players who have not yet internalized the stagger loop. The Early Access accessibility settings are thin, with limited control remapping and no colorblind support, which is a real gap. Boss fights have also drawn criticism for running three phases each at a pace slower and less dynamic than the arena encounters that precede them. Neither issue kills the experience, but both are worth flagging before you commit your first few hours. For strategy and build-oriented players specifically, VOID/BREAKER sits in a comfortable spot as an Early Access game. The foundations are solid, the developer has demonstrated willingness to remove systems that did not work (an overload mechanic was pulled based on community pushback), and the Steam reception sits at 92 percent positive across nearly 1,800 reviews. The Voidium meta-currency means each death feeds forward, so the progression curve rewards patience over raw skill. If you approach it like a build puzzle that happens to involve a lot of screaming robots and collapsing office blocks, there are dozens of hours of genuine depth here right now, with more content staged through the rest of 2026.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:indieStagger EconomyHex-Grid ModdingCorrupted ModsTelekinesis CombatEnvironmental SustainMovement ShooterBuild SynergyDestructible ArenasZone ProgressionSolo Developer

Requisitos del sistema

Mínimos

OS
Windows 7 SP1 or newer
Memory
8 GB RAM
DirectX
Version 11
Storage
12 GB available space
Graphics
NVIDIA GTX 970 or AMD Radeon R9 290
Processor
Intel Core i5-4590 or AMD FX 8350

Recomendados

OS
Windows 10 or newer
Memory
16 GB RAM
DirectX
Version 12
Storage
12 GB available space
Graphics
NVIDIA RTX 2070
Processor
Intel Core i5 8400

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Información del juego

Desarrolladora
Stubby Games
Distribuidora
Playstack
Fecha de lanzamiento
19 ago 2025

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¿En qué plataformas está disponible VOID/BREAKER?

VOID/BREAKER está disponible en PC.

¿Cuándo se lanzó VOID/BREAKER?

VOID/BREAKER se lanzó el 19 de agosto de 2025.

¿Quién desarrolló VOID/BREAKER?

VOID/BREAKER fue desarrollado por Stubby Games y publicado por Playstack.