
Void/Breaker is coming to PS5 with a combat loop built around speed, destruction, and a mod system that can snowball fast. Daniel Stubbington’s solo project already has a PlayStation Store concept page, and a PS5 demo is available now for players who want to try Zone 1 before launch.
The demo is still running without the DualSense-specific features that are being built for the full version.
More weapons, more ways to tear through a room
Since the PS5 version was first announced, the arsenal has grown. Alongside the Pistol, Assault Rifle, and Shotgun, Void/Breaker now includes the SMG and the Sniper Rifle. Each weapon has its own module grid, and that is where the game starts to branch out in a big way.
Those grids are not just simple upgrade trees. Weapon mods, ability mods, fire mode mods, and melee mods can sit beside one another and build off each other. A freeze effect can pair with follow-up damage against frozen enemies, a mine can trigger off a slide, and some modules can even open up more room on the grid itself.
DualSense support is being built into the fight
On PS5, Stubbington is looking at adaptive triggers and haptic feedback so each weapon carries a different feel in the hand. Gyro aiming is part of the plan too, and the same treatment is being considered for abilities, grenades, and the gravity tether.

That attention to feel extends past guns. The goal is to give the rest of the combat kit, from explosive tools to movement-based tricks, its own response on the controller.
Player feedback has already changed the game
Void/Breaker’s movement has also changed because of player feedback. Wallrunning was tested early, left out, then brought back after players kept asking for it. Melee followed a similar path, moving from a fallback option into a real playstyle with new melee-specific mods and damage scaling that keeps it useful deep into a run.
The game’s story follows a prisoner trying to break a loop controlled by a hostile AI, with help from a chip left behind by a former prisoner. Stubbington also points to Returnal as an influence for how the roguelite structure carries narrative weight, not just repeat runs. Five zones are finished so far, and the PS5 release is planned with six zones in total.
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Source: PlayStation Blog

