Void Clickers

Idle clicker shooter · free in your browser · also has a Steam page

A formation of neon wireframe solids being shot apart in Void Clickers ▶ Play Void Clickers

What is Void Clickers?

Void Clickers is an idle clicker built as a shooting gallery. The camera does not move. In front of it, formations of neon wireframe solids hang in the dark, and you break them by clicking. Each kill pays Void Shards, shards buy weapon levels, weapon levels raise your damage per second, and higher damage clears waves that were out of reach a minute ago. If you have played Time Clickers, this is the same skeleton wearing the Void Daggers colour scheme.

You get five weapons. The first is your click, called Void Shard, and it is the only one you fire yourself. The other four are the Pulse Cannon, the Fracture Lance, the Scatter Array and the Void Buster, and they fire on their own once you have paid to unlock them. Every fifth wave is a boss, drawn from a rotating four: Prism Lord with its weak points, Sentinel Prime with its armour phases, Void Colossus in segments, and Nexus Core with its orbiting wardens. Bosses run on a timer, so a boss you cannot kill in time is the game telling you which upgrade you skipped.

Eight enemy types unlock as you climb: shards and prisms and splinters early, sentinels at wave 15, void walkers and wardens at 25, phantoms at 35, and the torus-shaped nexus at 50. Each one has its own geometry, colour, health multiplier and payout.

How to play

Controls

Click or tap to shoot, and that is the whole requirement. The keyboard covers everything else: space fires all your ready abilities at once, enter buys as many weapon levels as your shards allow, M opens the Void Matrix, A opens your artifacts, F11 goes fullscreen and ESC pauses. There are ten abilities in total, from Auto Fire up to Cooldown Reset, and they unlock as your click weapon levels up.

Tips from the developers

Under the hood

Void Clickers is made by MobX Games, a small indie studio in Germany, in the same universe as Void Daggers and built on the same stack. It runs on Three.js and ships no textures and no models: every enemy is a wireframe primitive with a lit core, and the glow comes from a bloom pass rather than from art. The interesting engineering problem in an idle game is not rendering, it is arithmetic. Damage numbers pass a billion, then a trillion, then keep going, and everything from the upgrade prices to the score display has to stay honest at that scale. We wrote about where the ceiling actually is in How Void Clickers counts past a trillion.

FAQ

Is Void Clickers free in the browser? Yes. It runs in the browser with nothing to install.

Is it on Steam? The desktop build has a Steam page, app 4577130.

Does my progress save? Yes, in your browser, including your cubes, Matrix upgrades and artifacts.

Can I play on my phone? Yes, tapping works exactly like clicking.