VOID/BREAKER casts the player as a prisoner trapped in a repeating ordeal controlled by a hostile AI. Its premise gives the action a clear purpose: survive the machine’s fights and seek a way out. Developed as a solo project by Stubby Games’ Daniel Stubbington, the game follows his earlier puzzle game, The Entropy Centre, with a turn toward fast-paced first-person shooting and roguelite design.
Combat is built around speed, with fluid movement intended to help players evade threats and take control of firefights. Weapon customization adds a creative layer: mods can be combined into different loadouts and synergies, rather than treating guns as fixed tools. The environment also matters tactically. Players can blast through walls and collapse structures, using destruction to stagger enemies as well as clear space.
Runs hinge on choices about which fights to enter and which routes to take, balancing safer paths against more dangerous ones with greater rewards. That structure makes VOID/BREAKER a single-player action game organized around repeated attempts, movement, combat experimentation, and route decisions.