There are two varieties of gamers. One sort enjoys high-octane gameplay – fluid motion, satisfying gunplay, the fun of pure harmful chaos. On the opposite aspect of the axis are gamers who wish to strategize. They’re pushed by a have to optimize for essentially the most environment friendly consequence.
What if I advised you there’s a solo developer – Daniel Stubbington – who determined to make a sport for somebody who has each of these in them? A roguelite shooter with fluid, fast-paced motion, the place survival means mastering an environmental destruction system and mixing it with a weapon modding system deep sufficient to create synergies loopy sufficient to make even the developer gasp?
That sport is Void/Breaker. And it’s coming to PS5 – we predict that is going to be one of the simplest ways to play it.
What’s modified since we introduced the PS5 model?
The arsenal has grown. To the Pistol, Assault Rifle, and a Shotgun, we’ve added the SMG and the Sniper Rifle (Daniel’s personal private favorite). These weapons are the archetypes, and every one has its personal character and that’s the place the gun modification system is available in place.
Each weapon has its personal grid, and into that grid you place modules – weapon mods, capability mods, hearth mode mods, melee mods. The modules aren’t remoted upgrades. They work together with one another, sitting subsequent to at least one one other on the grid to kind mixtures which might be usually extra highly effective than the sum of their elements. A mod that freezes enemies. One other that ensures a vital hit towards frozen targets. A proximity mine that deploys each time you slide. Some modules even develop the grid itself, unlocking more room. Stack the precise issues in the precise place, and also you’ve constructed one thing that carves via a room earlier than your mind has caught up with what simply occurred.
On PlayStation 5, the developer is exploring how adaptive triggers and haptic suggestions can convey every weapon’s identification into your arms – so the resistance and suggestions of firing the Sniper Rifle really feel distinct from the fast pull of the SMG. Gyro aiming can also be being checked out, giving gamers who need it an additional layer of precision for a extra immersive really feel.
That considering extends to skills, grenades, and the gravity tether too. All are being explored for a way haptics might make every one really feel distinct and satisfying to make use of.
Gameplay constructed with the group, not only for them
Daniel has remained firmly dedicated to the early entry roadmap, working intently with the group and incorporating suggestions to make Void/Breaker one of the best it may be forward of its PlayStation 5 launch.
And the group has been an enormous a part of shaping the place Void/Breaker is immediately – not in a imprecise, “thanks for the suggestions” sense, however in methods you may level to straight within the sport.
Wallrunning is one of the best instance. Daniel experimented with it early in improvement, however determined towards including it. Gamers saved asking for it anyway. He listened, introduced it again, and it’s now one of many options that offers the sport’s motion the fluidity it’s recognized for.
Melee tells the same story. It was a fallback for when in a decent spot. Now it’s a real playstyle. New melee-specific mods arrived alongside a rebalance that scales harm relative to enemy well being, so it holds up deep right into a run quite than falling off. It’s one other space the place the DualSense controller’s choices are being checked out, within the hope of creating melee fight specifically really feel memorable and satisfying.
The story that grows
Beneath all of this sits a story that offers the gameplay actual that means. You’re a prisoner, caught up by a malevolent AI entity whose targets aren’t clear, and your purpose is to interrupt free from an limitless cycle. You’re not doing it alone, although. Early into the escape, you discover an sudden ally – a chip left behind by a former prisoner makes contact and begins providing help, guiding you thru the zones because the story builds towards its conclusion.
Void/Breaker’s narrative leans closely on Returnal as an affect, not only for its gameplay loop however for the way it builds a narrative right into a roguelite construction. It’s a giant a part of why the zones aren’t simply fight arenas – they’re chapters in one thing bigger.
5 zones have been accomplished to date, every with its personal distinct theme and identification, and the plan is for Void/Breaker to launch on PS5 with six zones in whole, with the ultimate zone bringing the story to its conclusion.
Strive it your self
A PS5 demo is on the market proper now, letting you discover Zone 1 and get a really feel for the core of the sport. It’s working with out DualSense-specific options for the second – the adaptive triggers, haptics, and gyro help we’ve talked about listed here are nonetheless being constructed, they usually’ll be prepared for the complete launch.
Add Void/Breaker to your PS5 wishlist.



