Zones and progression
Six zones at 1.0 with a boss at each gate. Runs pay Voidium, decryptors and Chaos Fragments; hacks and schematics persist, modules do not.

VOID/BREAKER is a run-based game with a fixed zone order and a hub between attempts. Understanding the order matters more than it sounds, because several systems only unlock at specific points and one of them — the Chaos Terminal — changes what the game is.
Zone order
| Zone | Arrived | Boss | What defines it |
|---|---|---|---|
| 01 | Early Access launch | GRAVAXIS | Tutorial zone, elevator shaft, first schematics |
| 02 | Early Access launch | VOIDBUG | First difficulty spike, grapple points |
| 03 | Early Access launch | BLOCKMAW | Ends on a story cliffhanger; Chaos Terminal unlocks after clearing it |
| 04 | HARD RESET, Feb 2026 | TRIDENT | Ruined city, act 2, wallrunning introduced |
| 05 | ASCENSION, Jun 2026 | VOIDWEAVER | New enemies, sniper rifle, new anomaly |
| 06 | 1.0, Nov 2026 | New boss | Story conclusion, endgame hub and unlocks |
Three of the six existed at Early Access launch; three were added during it or with it.
How a run is structured
A run is a sequence of arenas inside a zone, with a boss at the end. Between arenas you get choices: which door to take, whether to spend on a shop, whether to detour into a fragmented zone.
Fragmented zones are optional side areas reached through a relocation portal — before the May 2025 demo rework they were reached by elevator, and the change was explicitly about cutting entrance and exit time. They hide schematics, and ASCENSION added more of them, one containing a new schematic worth hunting.
Obelisks are points of interest that offer a trade. Some ask for currency; others apply a modifier. The modifiers are visible in advance, which matters: an obelisk that applies Anti-Heal is a decision, not a trap.
Arena previews show the loot reward before you commit.
Between runs: the hub
The hub is a containment area with terminals, and it is where all permanent progression happens.
- Hacks are permanent upgrades bought with Voidium and decryptors. They are categorised, and three of them have their first tiers unlocked by default.
- The chassis terminal is where you equip weapon chassis, including the ones unlocked with Chaos Fragments.
- The schematic researcher turns a found schematic into a permanent addition to the loot pool. Researching is the only way a new module enters your drops.
- The shop sells modules and can be rerolled with Voidium.
The economy
Two currencies do the work, and a third arrives at the endgame.
| Currency | Earned from | Spent on |
|---|---|---|
| Voidium | Enemy clears, area clears, higher difficulties | Hack tiers, shop rerolls, assault rifle |
| Decryptors | Mini-boss chests, rewards | Hack tiers, chests |
| Chaos Fragments | Chaos Missions at the Chaos Terminal | Weapon chassis |
HARD RESET rebalanced this deliberately: shops can be rerolled, higher difficulties pay more Voidium, the last enemy in an area clear drops Voidium, and decrypting a hack now automatically grants its first tier. The intent was to stop runs from stalling on affordability.
The Chaos Terminal
After clearing Zone 03 you unlock the Chaos Terminal, which is the post-story loop. It lets you raise the simulation's difficulty — either by enabling modifiers or by raising the main difficulty level — to increase your Chaos Rating, and it issues Chaos Missions.
Completing missions pays Chaos Fragments, and fragments unlock weapon chassis. The update that added it shipped with sixteen chassis to discover, and ASCENSION added four more alongside the sniper rifle.
If you stop when the credits roll, the Chaos Terminal is the part you will skip; if you do not, it is where the game opens up.
Iterations and difficulty
The achievement list defines the difficulty tiers by name: hard and insanity. Completing an iteration on hard unlocks Iron Iteration; three iterations on any difficulty unlocks Looper; one iteration on insanity unlocks Gold Iteration.
That is the calibration: the game expects most players to finish once on normal and treats higher-difficulty clears as the long tail.
The act break at Zone 04
Zone 03 ends on a cliffhanger, and Zone 04 picks up immediately after it: Desmond and 1473 escape IDRIS and wake in a ruined city instead of finding freedom. That is the story's act break, and it is also the game's design break.
Everything before Zone 04 is built on tight industrial arenas. Zone 04 is larger in scale, fully destructible, and designed around wallrunning. The environments were the hardest part of the update according to the developer's own dev diary: making an urban space as destructible as the earlier corridors took both technical and design work.
Practically, this means the second half of the game asks for a different movement vocabulary than the first. If you learned the game before February 2026, Zone 04 onwards is where your habits need updating.
Route advice that survives balance patches
Zone routing changes with every balance pass, but three rules have held across all four major updates:
- Take fragmented zones when you have room in your build. Schematics are permanent; a module you leave on the floor is only worth credits.
- Do not reroll shops until you have a Recycler tier. Rerolling before you can convert junk into credits is how runs go bankrupt.
- Clear the arena reward preview before committing. It exists precisely so you can skip a room without guessing.
What 1.0 changes about progression
The roadmap's 1.0 column lists an "endgame hub & unlocks" item alongside Zone 06. That is the one part of the launch that touches progression rather than content: a new hub with new unlocks implies new currencies or new terminals, and the existing Chaos Fragment economy is the obvious candidate for expansion.
Nothing further has been published, so treat the shape as known and the specifics as unannounced.
_Figures checked 4 November 2026 against official Steam announcements and the Steam achievement list._

