HARD RESET Major Update - Dev Diary (Part 2)
VOID/BREAKER Patch Notes — February 15, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hey everyone,
Daniel here
Just a quick reminder that the HARD RESET update launches on February 17th.
If you missed Part 1 of the dev diary, you can catch up here:
In this entry, I’m covering the remaining roadmap highlights, balancing changes, some behind-the-scenes insights, and a few extra surprises.
New Weapon: SMG
Yes. It’s finally happening! The SMG is joining VOID/BREAKER’s Loadout, a fast firing decimator with an extremely high fire rate and high proc chance The SMG excels at decimating targets with repeated fire, as long as you can control it!

The SMG has been in several VOID/BREAKER trailers now, teasing its arrival. If it's in the game already for the trailer team, why can’t it be used already? Unfortunately, whilst the SMG was technically in the game, its animations, VFX and SFX were not ready yet!
The trailer team had to make sure that they weren’t reloading when they were using the SMG, otherwise you’d have seen a very broken animation! The SMG is fast, aggressive, and pairs beautifully with movement-heavy builds.
It has quickly become one of my favorite weapons yet and I can't wait for you to try it out!
New Enemies
Dominion - A vicious aerial enemy with dimension-phasing abilities

Helix - An aerial bombardier, rushes the player on death
Sentry - A non-arena enemy that lurks underground, could strike at any moment
Mutt - A smaller but nimbler variant of the hound.
Trixiom - An aerial enemy that releases projectiles when damaged
New Enemy Variant: SHIELDED
Shielded enemies require a melee strike in order to receive damage, adding an extra layer to combat
This forces you to engage differently, keeping you on your toes, rewarding mobile and tactful gameplay..

Economy and Permaprogression Changes
Now for some balance tweaks. Based on your feedback around progression and Voidium flow, I’ve made a few changes to permaprogression and the overall economy. Hopefully these feel both fun and fair.
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
Behind the Scenes
Building a Destructible Urban Environment
I wanted Zone 4 to kick off Act 2 with a grander sense of scale than the beginning of the game. With the player and 1473 awakening in the real world, the environments and combat spaces needed to level up as well.
It was both a technical and design challenge to make the urban environments of Zone 4 match the destructibility seen in Zones 1 to 3. But I am very pleased with how it turned out.

Boss 4 Animations & Control Rig

I animate directly in Unreal Engine using Unreal’s Control Rig. I do not animate in external software. I find Control Rig very intuitive and flexible, and it allows me to create dynamic rigs and animations quickly. I also love being able to see the results immediately inside Unreal Engine.
Caution: this does sometimes lead to unexpected dance parties.

Community Hall of Fame
Let’s end this with some community highlights. The clips and builds you’ve been posting on Discord and Reddit are not only entertaining to watch, they actively help guide the direction of the game.
If you have something cool to share, post it on Discord or Reddit. You might end up featured here in the next dev diary. And if you are not part of the Discord yet, feel free to join and tell us what you think about the upcoming update. I read more than you might expect ;) 
Centari from our Discord has been showcasing his Grenade Black Hole build, and it’s absolute chaos in the best way. You can check out his gameplay below. (Epilepsy warning advised 😅)
https://medal.tv/games/void-breaker/clips/m7rF7Clk5awSZYt2b?invite=cr-MSxjc1QsNDExMjE0ODk2&v=30



VOID/BREAKER: pushing builds and hardware to their limits since 2025.
(Well done, _diego)

Our Reddit truly is a place of refined cultural appreciation.






Delta (Discord) is campaigning hard for a VOID/BREAKER TCG. This card-style Gravaxis and Ignit fanarts might be their strongest argument yet.


This is peak community energy:


HARD RESET is a major step forward for VOID/BREAKER, and I cannot wait for you to dive in.. Wallrunning, the SMG, and the new modules. I’m especially curious what kind of builds you’ll come up with.
Thank you for sticking with the game, sharing your thoughts, and constantly challenging me to make it better.
See you on February 17th.
Daniel
