NewsPS5

Void/Breaker is bringing destruction-heavy combat to PS5 and the controller should feel it

The solo-made roguelite shooter is adding new weapons, deeper mod combinations, and a PS5 demo that lets players try Zone 1 while DualSense features are still in progress.

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.

Void/Breaker combat scene with debris and energy effects

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.

Tell us what you think in the comments, and follow us on X, Bluesky, YouTube, and Instagram.

Source: PlayStation Blog

Angel Kicevski

I've spent half of my life playing video games, ever since the competitive 1.6 era, where I played professionally. Now I am happily married to Margarita Kicevski and have two beautiful children. My goal is to deliver fresh news and updates from the gaming world, but also deliver some juicy guides. Previously, I worked on another website for 8 years and decided to continue my journey here! So basically, I am in this industry for 10+ years... which has been quite a lot, let me tell you!

Leave a Reply

Your email address will not be published. Required fields are marked *

Back to top button