$4.99Voidigo Chase down fleeing bosses
A fast, funny twin-stick roguelite where you blast through colorful chaos, stack absurd power-ups and bring a friend along in local co-op.
Is Voidigo worth it?
Voidigo is worth it if…
- you like fast twin-stick shooters with real boss fights
- you want a roguelite where each run plays out differently
- you enjoy games that are genuinely silly and know it
- you have a friend on the couch and a screen full of bullets in mind
- you liked the idea of Enter The Gungeon but wished you could jump
Screenshots
Bosses that run, and you that chase
The bosses are the heart of Voidigo. Each one is corrupted by the Void, each fights differently, and none of them fights fair. They can even bolt mid-battle, and then you decide: drop everything and pursue, or regroup and come back stronger. Wait too long and the tables turn, because they start hunting you instead.
You make them vulnerable first. Find the corrupted beacons scattered through an area, cleanse them, and the boss becomes something you can actually hurt. One concrete moment: you cleanse the second beacon, the boss spawns somewhere in the map, and now it is a chase through room after room, whittling it down while it fights back. The hunt is the fight, and it is a highlight.
Jump, stomp, and dodge everything
Voidigo moves fast and expects you to as well. Instead of the usual dodge roll, you jump, and jumping matters: it is your main answer to bullet hell, and a well-timed stomp can stun enemies and tip a fight your way. Strafing works too, but the air is where the fun lives.
You pick from ranged and melee weapons, then layer on power-ups that combine into synergies. The power-ups do most of the talking here, so the weapon you carry often matters less than the effects you stack around it. One run might fill your screen with pixel rainbows and strange hybrid projectiles; the next plays out completely differently. Runs are randomized, sessions are short, and there is always one more go.
Bring a friend for the chaos
Voidigo supports local co-op, and a game this chaotic is better with someone next to you on the couch. Two players means twice the gunfire, twice the jumping, and a lot of plans falling apart in funny ways, which is half the point.
The structure suits a shared session: you explore rooms together, decide which beacons to cleanse and which fights to skip, and argue about whether to chase the boss that just fled or take a breath first. It is easy to join a run and start shooting, no long setup, and the humor lands harder when someone is there to see your worst decision in real time.
























