What reviewers and players say
Every criticism raised about VOID/BREAKER outside the Steam store page, grouped by what it is about.
Under each subject the sources run from the most considered to the most immediate: written reviews first, then video reviewers — quoted, with a link to the second they say it — then Steam Community threads and Reddit. Each subject also links to the Steam review data for how many players report the same thing.
- Subjects
- 16
- Publications
- 1
- Video reviewers
- 13
- Points quoted
- 85
Bugs, crashes and getting stuck
14Early Access authors report a boss failing to recover, accidental teleporting past part of a run, stuck menus, inaccessible objects or disappearing mission items; two examples are from July/August 2026.
8 video6 Reddit & social100 Steam reviews →
Video reviews
“I think the physics wonk out sometimes where you like knock out all the supports on a building but the whole roof won't collapse”
He notes buildings fail to collapse after their supports are destroyed, leaving roofs floating.
“It's a little buggy. Why can't I get out of this menu?”
He couldn't exit the attachment menu and called it out as janky.
“There's a spelling error.”
He notices a typo in a module description while reading his options.
“The menu for the uh attachments kept closing automatically.”
The weapon attachment menu kept shutting on its own while he was trying to equip mods.
“This game isn't early access, so I'm not mad at it. But is it me or is it the game? I am stuck.”
He gets trapped on an ability/module screen unable to exit or even pause, and questions whether it's the game's fault.
“Personally, I sometimes got stuck in textures. And standing here is equivalent to death”
He repeatedly got stuck in destroyed buildings or invisible landscape textures, which cost him health and once killed him outright.
“most likely a bug related to the bosses, where when I staged them, for some reason they didn't stage and continued to move”
He calls it a bug that staggered bosses sometimes kept moving, attacking and using abilities instead of being stunned.
“I would say I think only one major problem that I had was that the game did crash on me”
He flags a crash as the one major problem he ran into during the play test.
Reddit & social
“This happened last night i waited about 30 minutes and the boss never recovered . I did have that strange little robot with me and I thought removing him would help but it didn't”
“not to mention it teleports me directly high up the next area, so im effectively skipping part of the run by complete accident”
“There is nothing more frustrating than getting far in a run and then the attachments menu would not go away no matter what key press i tried it was stuck, breaking the game. Then I restarted losing all progress- so Im done with this one for now but I anticipate the full release.”
“Unopenable chests, ungrabable objects, broken UI, basically, it's just broken.”
“任務道具直接消失”Mission items disappeared outright.
“还有敌人跑到图外打不到他”There are also enemies that run outside the map and cannot be hit.
Unreadable bullet hell: projectile spam, tracking shots, visual clutter
12Dated Early Access reports describe projectiles or enemies becoming difficult to track amid effects, background colors and held debris; July 2026 users also request a visibility toggle or color change.
2 video10 Reddit & social78 Steam reviews →
Video reviews
“You can't really see them from this tight of an FOV”
He says the narrow field of view makes the ground explosion effects under your feet hard to see.
“Can't tell what I'm shooting at half the time.”
He repeatedly says he can't tell what he's shooting at, with transparent enemies and glitchy health bars.
Reddit & social
“I'd like to see "seeing projectiles through walls" as an accessibility toggle or color change”
“Seriously it makes it way too hard to keep track of where they actually all are”
“Even just the basic enemies tend to blend into the environment.”
“Also unhittible enemies/ hard to see enemies.”
“with how many visual effects are going on at once sometimes it can be hard to tell whats happening on screen.”
“The items you levitate seem to block alot of your central field of view and it gets really annoying considering how many projectiles you need to avoid. This is my biggest complaint right now.”
“It becomes so chaotic to the point of being hard to read”
“其次就是画面实在有点乱”Then there is the rather cluttered screen.
“nearly too much for my eyes”
“費眼睛”Straining on the eyes.
Controls: floaty movement, controller support, too many buttons
9Aug 2025–Jun 2026 sources criticise gamepad/mouse behavior, the split between sprint and dash controls, limited remapping or strong camera shake; these examples concern dated Early Access builds.
1 press5 video3 Reddit & social25 Steam reviews →
Press reviews
“limited control remapping.”
Video reviews
“That stresses me out, man. Cuz you can change your your guiding when you're flying a little bit”
He finds the launch/flight control stressful because you can barely steer toward the rail.
“The controller does not work on the menu.”
The controller works in gameplay but not in the main menu, which he says should support X input.
“I don't like that.”
He dislikes Alt as the dash binding because of how close it sits to the Windows key.
“I didn't see an option to switch to uh toggle sprinting, which is annoying”
He finds the absence of toggle sprint annoying, especially since toggle crouch is offered.
“You know what this game desperately needs, if it doesn't have it already, is a freaking grappling hook.”
He feels the traversal toolkit is missing a grappling hook for reaching high structures.
Reddit & social
“I noticed it was impossible to play with game pad and then on mouse the sensitivity was like insane even after I turned it all the way down.”
“Have sprint on by default and have dash on shift. The current setup is clunky.”
“畫面晃動幅度較大”The camera shake is quite pronounced.
Mods feel weak, useless or self-defeating trade-offs
9Four Early Access authors describe some mods as underwhelming, not worth their slot or actively harmful to targeting, citing the robot companion, sights and homing behavior.
5 video4 Reddit & social48 Steam reviews →
Video reviews
“None of these are sounding exciting so far. They're all sounding pretty par for the course”
He finds the weapon mods generic and nothing new compared to other roguelites.
“this projectile, it does so much damage, but look at that distance. That distance is nothing”
He says his strongest projectile has almost no range, which repeatedly cost him stuns, heals and nearly his life.
“I'd already built so heavily into bringing down buildings, it's sort of like, well, my build doesn't really work here”
He notes that after investing heavily into environmental destruction, arenas with flying enemies left his build irrelevant and pushed him back to the starter weapon.
“you can only take one gun in per run, and there's only four currently... which I think is a bit of a shame. You don't feel that power creep”
He thinks being locked to a single gun from a tiny pool kills the power-creep feeling.
“the pistol was not cutting it”
He says the default pistol wasn't good enough and was relieved to unlock the assault rifle.
Reddit & social
“The mods feel slightly unimpactful”
“Waste of a mod slot imo, it just distracts enemies.”
“瞄具很鸡肋,纯占池子”Sights are of little use and only take up space in the pool.
“it has actually made my accuracy worse.”
Gun feel: recoil drag, hit registration, slow bullets, aim
88 video55 Steam reviews →
Video reviews
“I need to get rid of that gravity effect on my bullets, too... but bullets dropping is kind of a problem”
He wants to remove the gravity effect on bullets because dropping projectiles are a problem even if they look accurate.
“The melee doesn't seem to do a lot of damage.”
He judges the melee attack as underperforming.
“That missile strike's kind of hard to aim.”
He finds the missile ability imprecise despite its good blast radius.
“The sword sucks.”
After trying the melee sword in the tutorial area he dismisses it outright.
“the guns just really lacked a certain impact for me”
Despite slick, quick combat he felt the weapons had no punch behind them.
“we're really modding out this pistol, but it doesn't do a lot of damage”
Even fully modded, the default pistol didn't satisfy him or hit hard enough.
“Man, I really wish that it just came from you because that really blocks your shots a lot.”
He wishes projectiles came from the camera because the physical gun position blocks shots around cover.
“I think the gun could be used with a little less visual recoil.”
The gun's backward kick is distracting enough that he'd prefer it toned down.
Difficulty too punishing, with no easier option
7Five authors in Aug 2025–Feb 2026 Early Access reports describe the difficulty as frustrating, citing the first major boss or dense, high-damage enemies; this is historical feedback, not confirmation of the current difficulty settings.
2 video5 Reddit & social78 Steam reviews →
Video reviews
“They really like to stay on you in this game, don't they?... There is like no spacing these guys out in this game”
He complains there's no way to create spacing because enemies stay glued to you.
“I've seen a few reviews comment on how hard this game is, and I would totally totally agree. It needs some extra difficulty settings or a balance pass”
He agrees with other reviews that the game is overly difficult and wants difficulty options or a balance pass.
Reddit & social
“Very solid foundation of a game but by god is it hard. Mechanically hard, and artificially hard due to some questionable ui decisions like not specifying what a slight increase to something is (5%? 10%?) on some things but it will on other, and a general lack of explaining specific elements is rough.”
“It was tough, I was on my 14th run when I finally beat it.”
“yea its borderline too cracked out and challenging to be fun, but I also think the mechanics are so unique its partially a skill gap to practice. (I have never been a "movement" player)”
“I found this game to be insanely difficult to the point of being frustrating”
“前期基本就是各种被追杀,怪物过密,伤害也高”Early on you are constantly chased; enemies are too densely packed and deal high damage.
Harsh, grating sound
44 video10 Steam reviews →
Video reviews
“This game is very loud. It's awesome, but I'm going to turn it down just a smidge.”
He had to lower the volume mid-run because explosions got overwhelming.
“the voiceover in this is absolutely appalling, so you don't know what the what is going on unless you read all the text”
He says the voiceover is awful to the point you can't follow anything without reading the on-screen text.
“But yeah, aside from a talking gun, which I hate on principle, good game.”
He repeatedly tells the gun to shut up and names it the single thing dragging the game down in his closing verdict.
“I'm not really feeling this music. I'm It's not my It's not my style. I'm turning it off.”
He turns the soundtrack off because it isn't his style, though he later concedes the boss track is decent.
Performance: low frame rate and stutter
44 video60 Steam reviews →
Video reviews
“When you come back from map land, the whole game has to render in again.”
Exiting the map screen makes the whole level visibly load back in, which he flags as questionable.
“FPS drops for some reason I can't see, but on islands and biomes with snow”
He noticed unexplained framerate drops specifically in snowy biomes — not critical, but unpleasant.
“Frame rate isn't super great right now. That's probably my biggest criticism so far.”
He calls performance his single biggest complaint and later says it was briefly unplayable until he changed settings.
“It has a little bit a little bit too much motion blur for my liking, but nothing super crazy”
He found the motion blur excessive for his taste, though not severe.
No co-op multiplayer mode
3Three independent Early Access authors request an optional co-op or multiplayer mode so they can play with friends; this is a feature request, not a report that single-player is broken.
3 Reddit & social17 Steam reviews →
Reddit & social
“I sincerely hope they add co-op”
“I know it doesn’t maybe fit the structure of the game, but I’d really love a multiplayer take on it. I really enjoy FPS roguelites with friends and this one has potential to be one of the better ones. Even if that never happens, still a really fun game.”
“也希望未來能加入多人模式。”I also hope a multiplayer mode can be added in the future.
Boss fights: multi-phase slogs built on pillar-throwing
33 video80 Steam reviews →
Video reviews
“you don't realize it's a boss because it looks kind of the same as everything else”
He notes bosses aren't visually distinct, so you charge in with the usual tactic and get killed.
“he was outside the zone. That's actually cheating”
He objects to the boss moving outside the fight zone so his attack doesn't connect.
“It's just that final boss, man... but yeah, he was just smacking me”
He felt the final boss just overwhelmed him with no way to recover health.
Combat forced through stagger and throwing objects, not shooting
33 video79 Steam reviews →
Video reviews
“it is consistently flinging my projectile into walls that are slightly in front of and/or behind me. So, that's going to need to be fixed”
He says the grab-and-throw lasso consistently flings projectiles into walls in front of or behind him and feels too imprecise.
“when I picked stuff up to throw it, it's like I can't see because it's in my face”
He says the only real problem was that carrying a destruction chunk to throw at the boss covers the screen.
“I think like it would be more fun if they took a little more damage.”
He wants staggered enemies to take noticeably more damage so the core mechanic feels more rewarding.
Runs feel the same: few weapons, enemy types and builds
33 video62 Steam reviews →
Video reviews
“Most of the island is completely unused”
He finds most of each island unused and wishes arenas had more destructible buildings and less running between fights.
“this minus concerns the monotony and linearity of the locations”
He criticises the sameness of biomes, the small enemy variety and the fixed boss order that is never shuffled.
“that fun and repetitive nature of rogue likes where it's like it's the same same thing”
He notes the back-and-forth structure becomes samey, as with most roguelikes.
Health and ammo only from staggered kills
22 video41 Steam reviews →
Video reviews
“I really don't know how I feel about that. Like how you have to destroy structures and hit enemies with it”
He openly questions the design of having to destroy structures and stagger enemies to recover health and ammo.
“you can't get more ammo and you can't get more health, which in turn just means you can't really do anything or progress. It's just a cycle that doesn't quite work”
He argues the stun-to-heal/resupply system is impractical while being chased, so you can't progress.
Too little content for the price
22 video99 Steam reviews →
Video reviews
“I'm disappointed that I haven't actually tried the game with all of its planned content”
He is disappointed the game only has three of five bosses and that he can't experience the full planned content now.
“if you're going to give us a house like this... you got to let us customize it”
He wants the apartment hub to be customizable rather than just decorative.
Bullet-sponge enemies and damage immunities
11 video36 Steam reviews →
Video reviews
“you're way, way too squishy, and the enemies are like bullet sponges. Even level one enemies can take ages to kill”
He says you're far too fragile while even first-area enemies take far too long to kill.
Slow, grindy meta progression and scarce currency
11 video63 Steam reviews →
Video reviews
“the progression really lags and you just don't feel like you're making a lot of progress in this game”
He felt almost no sense of getting stronger between runs, just die and repeat.
Who reviewed it
23Everyone whose review is quoted on this page: 10 publications and 13video reviewers.
Publications — 2 scored, averaging 75%
- The Drastik Measure8/10
- Fix Gaming Channel7/10
- Game InformerPreview
- KotakuReview
- NoFragNews
- PC GamerNews
- RoguelikerPreview
- Saving ContentPreview
- SmashPadReview
- Words Under My NamePreview
Video reviewers
He finds it a polished, impressive solo-dev movement shooter with great gunplay and customization that isn't his personal genre but shows big potential.
- Polished, solid gunplay — He repeatedly praises how smooth and fundamentally good the shooting feels for a one-man project.
- Impressive solo-dev achievement — He concludes the whole package is impressive considering it comes from a single developer.
- Destructible environments feel great — He likes the environmental destruction and the way glass shatters on contact.
- Deep weapon customization potential — He thinks the linked grid mod system will enable wild, highly customizable weapon builds.
They present VOID/BREAKER as a standout early-access roguelike whose destruction-driven healing and movement make it worth knowing about, with no reservations voiced.
- Phenomenal healing system — They call the destruction-based healing loop phenomenal rather than merely novel.
- Destruction ties game together — They credit the destruction system as the thing that makes the whole game work.
- Fluid, mobile movement — They praise the movement as fluid and well-suited to staying airborne.
- Swappable projectile loadouts — They single out carrying and hot-swapping multiple projectile types as a cool idea.
He concludes Void/Breaker is a damn good time — chaotic at first but it clicks into a flow state once you learn the mechanics.
- Satisfying destruction — He loves that the environment crumbles and that everything can be grabbed and thrown.
- Great aesthetic — He rates the game's look far above Marathon's.
- Seamless attachment swapping — He praises how simply and smoothly you swap optics and projectiles mid-fight.
- Impressive solo-dev gunplay — He highlights the gunplay as a standout given one developer built the whole game.
A quick, enthusiastic thumbs-up for the playtest as great fun, with a proper review promised at full release.
- Bloody good fun — He thumbs it up purely on how enjoyable it is to play.
- Great for shooter fans — He recommends it to anyone who likes fast first-person shooters.
- Full key rebinding — He singles out being able to rebind every key as a plus.
- Controls felt fine — He didn't experience the mouse acceleration others complained about and found it played well.
He's hugely impressed that a single developer made something this polished and calls it well worth buying even in early access.
- Movement feels excellent — The traversal, sliding and zip-lining impress him immediately and keep doing so all run.
- High production quality throughout — He's struck that the visuals, audio and gameplay all feel high quality for a one-person project.
- Clever real-time roguelike map — He calls the in-world, real-time take on branching run structure a genius idea.
- Seamless tutorial — He likes how the opening teaches its systems without breaking the flow.
He concludes Void Breaker is a genuinely good roguelike shooter he's a fan of, with the talking gun as his only real gripe.
- Physics destruction gimmick — He calls dropping buildings and objects on enemies a great hook and comes back to it repeatedly.
- Upgrades are genuinely interesting — He rates the roguelike mods as creative rather than flat stat boosts, calling that rare for the genre.
- Movement feels great — The sliding, dashing and double jumping movement set earns straightforward approval.
- Cohesive art style — He likes the visual identity, comparing it favourably to Marathon's look coming from a solo dev.
He calls it a pleasant surprise and a legit, hugely satisfying shooter he expects to play for the rest of the year.
- Controls feel tight, aggressive — He repeatedly singles out the moment-to-moment feel as tight, smooth and one-to-one responsive.
- Gunplay is crisp — He calls the shooting exceptionally crisp and satisfying.
- Destruction looks great — He's impressed by the environmental destruction and glad to see more of it in games.
- Sound design punchy — He praises the audio for its bass and crispness.
He's highly enthusiastic, calling the demo an original, well-melded genre mashup that's shaping up to be another publisher hit he'll definitely cover at launch.
- Original melding of influences — He praises how many borrowed ideas are combined into something that still feels fresh and cohesive.
- Destruction-driven combat loop — He loves how pulling buildings down onto enemies and executing them plays out in practice.
- Shaping up as a hit — He expects the game to be another success and says plainly that he likes it a lot.
- Impressive for solo developer — He's struck by the scope and quality coming from a one-person team at this early stage.
Tony finds Void/Breaker a chaotic, good-looking roguelite FPS with creative gun crafting but says punishing balance and near-zero progression stop it being fun, leaving it full of unrealised potential.
- Deep gun mod crafting — He enjoyed the near-infinite mod combinations that make each weapon feel distinct.
- Fun destruction — He liked how buildings collapse and things explode.
- Crisp graphics and chaos — He praised the clean sci-fi look, bright weapon effects and destructible environments.
- Well-designed bosses — He found the bosses enjoyable and rewarding to beat.
He recommends both games without reservation as complementary picks for different moods, with Void/Breaker as the high-octane option.
- Insane environmental destruction — He singles out the destructibility as a standout, noting he levels entire buildings for sightlines on a boss.
- Randomized build escalation — He enjoys how the drafting upgrades turn a starting pistol into something absurdly powerful within a run.
- Surprisingly good Steam Deck performance — He expected the physics-heavy game to struggle on the Deck but found it stayed smooth even during heavy destruction.
- Impressive solo-developer achievement — He repeatedly expresses amazement that one person made the game.
He thinks VOID/BREAKER is an excellent, well-balanced roguelike shooter from a solo dev, but recommends waiting for the 2026 full release unless you're happy returning to a game as content is added.
- Dynamic, adrenaline-fuelled combat — He rates the movement, gameplay and combat system as the game's core strength, keeping repetitive runs enjoyable.
- Technically solid solo-dev work — He was surprised how polished and well-balanced the game is, with no crashes or critical errors.
- Excellent boss battles — He calls boss fights consistently intense, interesting and challenging regardless of your build.
- Huge build replayability — He praises the unimaginable number of builds and how dramatically the four guns change the gameplay.
He's impressed by the polish, voice acting and physics-driven destruction coming from a solo developer, and sees real fun here despite rough frame rate and a weak-feeling starter gun.
- Astonishing polish for solo dev — He repeatedly says the level of craft exceeds games built by whole teams.
- Strong voice acting — He rates the voice work above that of far pricier games.
- Movement feels good — Early on he approves of the movement and the maneuverability options.
- Staggering is satisfying — Successfully pulling off an environmental stagger gives him a genuine rush.
He concludes Void Breaker is a fun, addictive roguelike FPS that's impressive for a solo dev, with only minor issues in this play test build.
- Fun, addictive core loop — He repeatedly calls the game fun and says its loop keeps pulling him back into runs.
- Great soundtrack — He likes the cyberpunk-flavored music and says it suits the adrenaline pace.
- Strong movement and platforming — He enjoys the fast maneuvering and the light platforming between fights.
- Impressive for solo dev — He stresses that one developer made this and calls the result honestly great.
Found but not yet read — 3
These reviews have been collected but nobody has been through them yet, so none of their points appear under the subjects above. Listed so the gap is visible rather than silent.
- DIGITAL DESCENDANT209,432 views
- Hysterical14,409 views
- Swifty Unknown7,801 views