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VOID/BREAKERNewsVOID/BREAKER HARD RESET Major Update - Available Now!
Major update

VOID/BREAKER HARD RESET Major Update - Available Now!

VOID/BREAKER · published 17 Feb 2026, 17:57 UTC · build 21927803

All newsPlayers around this dateRead on Steam

Hey everyone,

Daniel here.

The HARD RESET Major Update is NOW LIVE.

This is the biggest update VOID/BREAKER has received so far.


It’s also a great time to jump in.

VOID/BREAKER is currently 15% off, marking the deepest discount so far, alongside the most feature-rich version of the game to date.Before we break everything down in detail, take a look at what’s waiting for you. The trailer gives you a full showcase of what’s included in this update.(Just a reminder: This update does NOT wipe your progress. Your save, unlocks, and progression are completely safe. HARD RESET refers to the story.)

Zone 4

Zone 4 continues the story right after the events of Zone 3.

The environments are larger in scale and fully destructible, maintaining the systemic chaos of previous zones while pushing it further.

COMMUNITY VOICE UPDATE: Wallrunning

Wallrunning is officially in VOID/BREAKER.

This was one of the most requested features from the community. In my initial vision for the game, I did not plan to include wallrunning. I wanted movement to remain grounded, readable, and deliberate.

But the feedback kept coming.

After seeing how strongly you connected with the movement systems and how often wallrunning came up in discussions, I knew I had to revisit the idea properly.

Zone 4 was designed to support it fully, from combat spaces to traversal routes, and it fundamentally changes how you can approach fights and build synergies.

This one truly belongs to the community.

New Weapon - SMG

The SMG is now playable.

Fast, aggressive, and perfect for movement-heavy builds, it brings a new rhythm to combat and synergizes strongly with several module setups.

New Enemies

Zone 4 introduces:

  • Dominion - A vicious aerial enemy with dimension-phasing abilities

  • Helix - An aerial bombardier that rushes the player on death

  • Sentry - A non-arena enemy that lurks underground and can strike unexpectedly

  • Mutt - A smaller, nimbler hound variant with a powerful forward leap

  • Trixiom - An aerial enemy that releases projectiles when damaged

New Enemy Variant - SHIELDED

Shielded enemies now appear.

These enemies require a melee strike before they can receive damage, encouraging more aggressive and varied combat approaches.

6 New Modules

  • Jump Stack - Adds an additional jump

  • Armour Plate - Blocks one hit and is consumed on use

  • Skirmisher - Increased weapon damage while wallrunning

  • Skirmisher Plus - Enhanced version of Skirmisher

  • TheFloorIsLava - Corrupted module: damages you while touching the floor but increases overall weapon damage

  • Hard Throw - All gravity tether objects will destroy the environment when thrown

2 New Anomalies

  • Overclocked - Enemies are faster and more aggressive

  • Fortified - All hostiles are fortified with armor

Economy and Permaprogression:

  • Shops can now be rerolled with Voidium

  • Higher difficulties now reward more Voidium

  • The last enemy in an area clear will release Voidium

  • Decrypting a hack will now automatically unlock the first tier of the upgrade

  • Voidmax hack has been removed

  • Schematic Hyperdrive hack has been removed

Improvements and balancing tweaks:

  • Schematics are now easier to find with a UI and audio cue

  • Added a cap to the number of health bars visible at any time to reduce visual clutter

  • All pickups such as health, ammo, Voidium, and void coins now stay in the world longer before disappearing

  • Improved leap handling on hound

  • Improved visual clarity of enemy lasers and shockwaves for better combat readability

  • Boss 01 adjustments: Reduced Gravaxis movement and improved readability on certain attacks

  • Weapon chassis mods are now visible in the modification screen, allowing some effects to be repeated

  • Enemies are no longer immune if they share the same element as your projectile. Instead, damage is reduced by 50%

  • Slight decrease to enemy health scaling across the board

  • Improvements to grapple, including grapple cancelling and automatic collision detection

Many of these are subtle on their own, but together they should make the overall experience smoother and clearer.


Bug Fixes:

  • Fixed a bug where the damage indicator from a defender melee had an incorrect direction

  • Fixed an issue where recoil would kick too close to the camera in certain situations


An updated roadmap is coming in March, outlining what’s next for VOID/BREAKER after HARD RESET.
As always, your feedback will help guide what I focus on next.


Zone 4 is waiting, and I’m genuinely excited to see what you do with it.
If you enjoy the update, the best way to support the game is simple. Tell a friend who might like it. Word of mouth goes further than you might think.


And if you haven’t already, join us on Discord. I read more than you expect, and your feedback continues to shape where VOID/BREAKER goes next.


Thank you for being part of this.

See you in Zone 4!
Daniel

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