Experienced Publisher Backing
Unique Blend of High-Demand Genres
Cross-Community Exposure
Inventory management meets Bullet Heaven. You have crash-landed on a dying alien world. To survive, you must not only dodge swarms of enemies but also master the art of logistics. In this sci-fi roguelite, your backpack is your build.
Explore a colossal tower, collect experimental gear, and rearrange your inventory to trigger game-breaking synergies. Will you be the one to conquer the Void?
YOUR INVENTORY IS YOUR WEAPON
Forget simple equipment slots. Here, placement is power.
SURVIVE THE ONSLAUGHT
The combat is fast, fluid, and brutal. Your weapons fire automatically, leaving you free to focus on what matters: Movement and Survival.
ASSEMBLE YOUR CREW & EVOLVE
Death is just the beginning. The roguelite progression ensures you come back stronger after every defeat.
Game release as planned with Early Access on PC in June and Full Release in November 2026.
All features coming along the way as described in the Planning section above.
Multiplayer mode and additional quality + objective above
We build games fueled by our collective passion, with a studio rooted in inclusivity and neurodiversity. This shapes a collaborative environment that drives creativity and quality.
Entalto means "Upwards!" Championing global devs with fair-first deals, full-service publishing, co-dev, porting, and more, from Zaragoza to the world!
SUPPORTER
Name in the game credits (Supporters section)
Exclusive Discord badge
Access to a private “Investor Updates” Discord channel (key milestones, announcements, high-level progress updates)
BACKER
All previous rewards
Credit upgrade to Backer
Access to private playtests outside Steam (non-public builds)
Early access to roadmaps and patch notes
Participation in structured, consultative votes, such as:
- prioritization of pre-approved content types (items, weapons, systems)
- order of release for already validated features
- choice between multiple visual or thematic directions proposed by the team
Votes are consultative and framed, final decisions remain with the studio.
INSIDER
All previous rewards
Credit upgrade to Creative Insider
Exclusive cosmetic skins for the 3 base playable characters
CREATIVE BACKER (Limited Availability - 20 spots)
All previous rewards
Credit upgrade to Creative Backer
One dedicated co-creation session (1h, online)
Choose one of the following:
- Game Design session with the Creative Director
- Co-design an item, weapon, or simple system
(concept, role, constraints - final decisions remain with the studio)
FOUNDING CREATORS (Very Limited Availability - 10 spots)
All previous rewards
Credit upgrade to Founding Creator
One dedicated creative sessions (online), selected from the options below:
Complete creation of an item or a weapon
Includes:
- Definition of stats
- Definition of effect(s)
- Design validation with the team
- 3D modeling collaboration with the studio’s 3D artist
- In-game integration
Level / Biome Design session with Nibana
- Creative intentions
- Mood and atmosphere exploration
- Technical constraints (performance, modularity, readability)
- High-level biome or level concept work
Today marks an important milestone for Void Reaver. Our Gamevestor campaign is now officially live.
Void Reaver is a fast-paced survival roguelite built around one core obsession: build engineering through inventory adjacency synergies. Every run is about breaking the system before it breaks you.
You survive escalating waves across corrupted biomes, combine weapons, artifacts, and synergies inside a tactical grid-based inventory, and push your build into unstable territory. Melee, Projectile, Elemental, Engineering... every archetype can become overpowered if assembled correctly.
But Void Reaver isn’t just another survivor-like. The inventory is not storage. It is the battlefield behind the battlefield. Item placement matters. Adjacency matters. Set bonuses matter. Risk management matters.
Behind the action layer sits a persistent progression system: a shared Ship Tech Tree and character-specific Skill Trees, allowing long-term strategic investment beyond each individual run.
Since the early prototypes, the feedback loop with our community has been central to development. Balance passes, UI clarity improvements, new artifacts, new synergies... many iterations were directly shaped through Discord discussions and playtests.
This campaign is not about starting development. It is about scaling it properly. With the right support, we can: expand biome variety and enemy behaviors, deepen build archetypes and late-game scaling, increase production quality (VFX, animation etc...), and accelerate content cadence toward Early Access and full release.
Void Reaver already has strong foundations. Now the objective is execution at a higher level.
If you believe in systemic depth, replayability, and long-term player retention driven by mechanical mastery rather than superficial progression, then this is the right moment to get involved.
Let’s build something that lasts!