Bosses
Five bosses, one per zone: GRAVAXIS, VOIDBUG, BLOCKMAW, TRIDENT and VOIDWEAVER. Every fight is damage, then debris, then stagger — the boss's own attacks create the chunks you throw back.

Five bosses, one per zone, and their names are not hidden: the achievement list spells them out. GRAVAXIS, VOIDBUG, BLOCKMAW, TRIDENT and VOIDWEAVER gate Zones 01 through 05, and a sixth arrives with 1.0.
The roster
| Boss | Zone | Achievement rate | Notable mechanics |
|---|---|---|---|
| GRAVAXIS | 01 | 49.8% | Arena debris, staggered by damage, movement reduced in HARD RESET |
| VOIDBUG | 02 | 34.5% | Zone 02's gate; the first real difficulty spike |
| BLOCKMAW | 03 | 28.7% | Laser attack readability improved in ASCENSION |
| TRIDENT | 04 | 10.6% | Zone 04 gate, added with HARD RESET in February 2026 |
| VOIDWEAVER | 05 | 4.2% | Zone 05 gate, added with ASCENSION in June 2026 |
| Unnamed | 06 | — | Listed on the 1.0 roadmap as "new boss + new enemies" |
How boss fights work
Every boss fight in VOID/BREAKER is built on the same three-part loop, and once you see it you cannot unsee it.
Phase damage. You shoot the boss. This is the least efficient part of the fight and the part most players over-invest in.
Debris. Boss attacks break the arena and leave tetherable chunks. Tethering one and throwing it back does far more damage than a magazine. This was originally handled by fixed "boss pillars" that spawned destruction chunks, and ASCENSION removed those specifically because they pulled attention away from the boss: now the boss's own attacks release the debris.
Stagger. Enough damage in a window breaks the boss's pattern. Bosses became staggerable in the demo patch 0.9.25, and the mechanic carried into the full game.
What changed in each fight
GRAVAXIS is the most-patched boss in the game. HARD RESET reduced its movement and improved the readability of specific attacks, then 0.11.18 fixed buggy movement behaviour. If you fought it at Early Access launch and found it chaotic, it is a different fight now.
BLOCKMAW had its laser attack made more readable in ASCENSION. That is a small note in a long changelog and a large quality-of-life change in practice: a laser you can read is a laser you can dash.
TRIDENT arrived with Zone 04 and had a bug where it infinitely spawned enemies, fixed in 0.11.18. The zone itself was designed around wallrunning, so the fight assumes a movement vocabulary that did not exist before February 2026.
VOIDWEAVER is the newest and the rarest. Daniel called out Joe Ford's music for this fight specifically when ASCENSION launched, which is as close as the developer gets to a favourite.
Preparing for a boss
Four things, in order:
- Clear the arena first. Boss arenas are mostly clear by design, but leftover enemies during a phase change are how runs end.
- Save your stagger. Do not dump it the moment the bar fills. Save it for the attack pattern you cannot dodge.
- Look for the debris. If the arena looks intact, the boss has not attacked enough yet. The damage window comes after the attack, not before.
- Check your reload. The most common boss death is a reload during a pattern you had already read.
The 1.0 boss
The Living Roadmap lists a new boss and new enemies in the 1.0 column, with Zone 06 and the story conclusion. No name has been published, and this site does not invent one. What can be said is structural: every previous zone-ending boss arrived with its zone, so the sixth boss is a Zone 06 fight.
The zones and progression page covers how the gates fit together, and the enemies page covers what else is in the arena with you.
What the boss fights have in common
Every one of the five uses the same three-phase shape, and the differences are in the attack vocabulary rather than the structure. That is good news for learning the game: a player who can read GRAVAXIS has the grammar for VOIDWEAVER.
The one structural change was the removal of boss pillars. Before ASCENSION, destruction chunks came from dedicated pillars in the arena, which meant splitting your attention between the boss and a prop. ASCENSION moved the debris into the boss's own attacks. If you are watching footage from before June 2026 and wondering why the arena looks different, that is why.
Reading the achievement rates correctly
The rates are not a difficulty ranking. TRIDENT at 10.6% looks harder than BLOCKMAW at 28.7%, but a large part of that gap is cohort: TRIDENT arrived in February 2026,BLOCKMAW was there at launch in August 2025. Players who bought at launch and stopped have already been counted in BLOCKMAW's denominator but never reached TRIDENT.
The cleaner comparison is between VOIDWEAVER at 4.2% and TRIDENT at 10.6%. Both are post-launch bosses, both gate a zone that only exists for returning players, and the gap between them is roughly the drop-off of the returning cohort over four months.
Boss prep checklist
Before you enter a boss arena, three things should be true: your weapon is reloaded, your dash is off cooldown, and you know which attack you are going to stagger. If any of those is not true, the ten seconds before the fight are worth more than the first thirty seconds of it.
_Figures checked 4 November 2026 against the Steam achievement list and official HARD RESET and ASCENSION patch notes._

