This tab is dedicated to the project overview. Detailed financial information is available in the INVEST tab for verified investors only (in accordance with regulations).
Units to recoup Objective 1
58 000
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
Hey Reavers!
We just hit a major milestone: 25% of our funding goal has been secured! A massive thank you to all of you. Seeing the community rally behind Void Reaver’s ambition gives us incredible energy. You aren't just investors; you are the first architects of the chaos we are building.
The Designer’s Eye:
To celebrate, I wanted to share our philosophy with you: "Game Feel" above all else.
This funding allows us to push the juiciness even further. We are currently working on:
Next step: 50%!
The road is still long, but the momentum is real. Keep sharing the project. The further we go, the more "broken" content we can inject into the game, along with new characters and complex inventory mechanics.
Thank you all again for your support, and see you soon for the 50% mark!
Hi everyone!
We’ve just crossed the 16% mark on Gamevestor. Honestly, seeing how much the "build engineering" concept resonates with you is giving the team a massive energy boost! Thank you for being part of this journey from the very start.
This week, we wanted to step away from the spreadsheets for a moment and talk about what’s currently obsessing us: pure sensation! In Void Reaver, we don’t just want you to stack stats. We want you to feel that exact moment where your brain goes "click" and your build officially becomes a monster.
That’s where Juiciness comes in.
Take an item like the Smelling Salts Freshener. On paper, it’s a buff to attack speed. But in-game, we’re working to make every affected weapon trigger a visual insanity that rattles the screen, paired with audio feedback that makes it feel like you’re tearing through the Void itself. We’re polishing these details so that even with 300 projectiles on screen, the action remains readable while staying totally spectacular.
We’re also playing a lot on the razor's edge with Risk vs. Reward. We love creating dilemmas: will you equip a Muscle Implant to spike your melee damage at the cost of a massive penalty to your projectiles? It’s these kinds of "deal with the devil" choices that make victory so rewarding. You didn’t just survive, you tamed an unstable system.
The goal of this campaign is precisely to give us the resources to push this level of polish (VFX, animations, sound design...) so that every run feels visceral.
We’re heading back to the lab to grind on more synergies. The foundation is solid, now we’re making it unforgettable!
Let’s build something broken.
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!