While watching the big III Initiative trailers from a year or two ago there were a few games that stood out to me. Void/Breaker was one of them for its mass-destruction mechanics and weapon mod system.

Already in early access, solo developer Stubby Games has added plenty of new toys to play with and a second chapter to the story. I’m really enjoying the fast-paced robot shooting so far, and I think with the Zone 4 update, it’s a good time to talk about why.

What is Void/Breaker?

You’re just another test subject permanently trapped in a never ending loop of simulated violence, forced to run endless iterations for the evil AI IRIS. You are given a grappling hook, a gravity tether, and your choice of guns before being told to go off and kill everything in sight.

Enemies are aggressive and want you dead. They will chase you down and give you very little time to breathe. Even if you go on top of a building, they will jump up after you so you cannot stop moving. Most things shoot loads of bullet hell for you to dodge through or have very fast melee attacks. While you can kind of clump everyone together and circle-strafe to some extent, variants of elites force you to dive into the chaos with shields that only break to melee damage or armor that has to be chipped down with environmental hazards.

In order to deal with the hostiles rapidly approaching your location, your character has a ton of movement options. You have a dash with I-frames to cut through the bullet hell, plus a slide and wall-run alongside double jumps and a grappling hook. Between you and everyone else, Void/Breaker has a breakneck pace to it that is adrenaline inducing fun.

Explosive strategy

Void/Breaker’s main gimmick is its destructive physics system. You can blow buildings up with explosives and have the pieces fall on top of enemies to stun them. Stunned enemies once killed are your only source of healing and ammo, so you’re heavily incentivised to destroy as much of an area as possible. It becomes so chaotic to the point of being hard to read as bits of debris are falling everywhere, but it’s super satisfying.

While blowing up the world would be a fun loop as is, that’s not going to make for a very interesting roguelike. This is where weapon mods and the inventory come in. There are a load of changes you can apply to your guns; anything from burst firing icy explosive canisters to shotgunning ricochet bubbles that light enemies on fire.

You have a tarkov-esque inventory to manage with limited slots that become a puzzle of cramming as many upgrades in as possible. Inventory upgrades can be found that give mods additional “executions” but usually have a downside of disabling inventory slots nearby. It sounds limiting but I like that it forces more thought behind how you organise the upgrades you pick up instead of just mindlessly eating every modification in sight.

Room for refinement

I do have a couple issues I’d like to see addressed throughout Void Breaker’s development. As mentioned before, enemies do have a habit of clumping up together in the center of an arena and just feeling like a pile of metal to circle strafe and shoot at. The enemies that escape the pile are the ones making fights interesting, and I’d like to see their behavior leaned more towards flanking and being spread out.

While I understand how Zone 4 was implemented narratively, I don’t like how it is separated into a different chapter of the game, resetting your upgrades. At minimum I’d like to see an option for a “hardcore run” that makes you do the full game in one go while keeping your items, especially as Zone 4 is on its own in Act 2 as of writing.

Boss fights could be a bit more dynamic with more environmental changes occurring and leaning further into the destruction mechanics of normal gameplay. On top of that, I do feel like three phases a piece make them a bit too long, especially as they aren’t nearly as interesting to fight as the arenas beforehand. None of these problems are make or break for me, but they do cause some small hitches in my enjoyment.

The Verdict

Void/Breaker is a very promising FPS roguelite. It already has good run variety and gunplay that feels fantastic. Stubby Games has the foundations to make an incredible game and for the most part, I like the direction it’s going in!

Would you like to know more? 

Still with us? Of course you are! If you want to keep reading about great hand-picked rogues, the following articles represent a huge collection of the best roguelike games ever made.

The Best Roguelike Games: great roguelites, deckbuilders, RPGs, bullet heavens, and more

Next, there are genre-specific lists that delve into the best roguelike games of all types. I’ve pulled out the best examples from each category, alongside the links to more in-depth articles!

The best turn-based roguelikes: Caves of Qud | There are some seriously incredible turn-based roguelikes out there. Of all the modern games, these are the closest to the original Rogue. 

Great bullet heavens and auto-shooters: Vampire Survivors | There could be only one choice for this category, given how all other games are called survivors-likes for a reason! 

Awesome first-person rogues: Gunfire Reborn | We almost went with Blue Prince for this spot, but most people checking out first-person rogues probably want to wield a gun, you know?!  

Cool roguelike deckbuilders: Balatro | Sorry, Slay the Spire fans, but this poker-solitaire deckbuilder has stolen Mike’s heart and won’t give it back.

Brilliant roguelite top-down and third-person shooters: Returnal | Bit of a broad one, but with our other favourite action-roguelites featured elsewhere, we were obliged to mention Returnal here. 

Exciting roguelike platformers: Spelunky | Now, don’t get us wrong, Dead Cells is an incredible game, especially with all the DLC switched on. But when it comes to impact, you just can’t beat Spelunky.

Strategy Roguelikes: FTL Faster Than Light | Another classic roguelike that we’re still playing years after launch.

Amazing action-roguelites: Hades 2  | And finally, let’s wrap things up with our favourite of them all. There’s no beating the original Hades, although Hades 2 comes pretty close! 

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