Game review
Nullpoint Protocol
6 / 10
- Developer
- Everbloom Games
- Publisher
- Everbloom Games
- Released
- 6 April 2026
- Platforms
- Windows
- Genre
- Roguelite Action RPG
- Monetisation
- One-time premium purchase (NZ$21.99), no in-app purchases
- Players
- Online co-op, LAN co-op, and split-screen for up to four players; also playable solo
The short version
Nullpoint Protocol is Everbloom Games' co-op roguelite, pitching itself as a boss-rush with the intensity and precision of a high-level MMO raid. This review's research found a Mixed reception (31 of 48 English reviews positive) that splits less along "good vs bad" lines than along "great ideas, rough execution" ones — reviewers consistently praised the art, music, and individual boss design while raising real, specific complaints about pacing between fights, balance that favours full four-player squads over solo or duo play, and a launch state several reviewers called genuinely broken. An unusually fast, visible post-launch patch cadence has already addressed the most severe reported issue (a shader-stutter freeze), and reviewers writing after that patch describe a noticeably smoother experience than those writing at launch.
Biggest strengths
- Reviewers were consistently won over by the art direction, soundtrack, and individual boss designs, several calling specific fights among the most visually striking in the genre
- This review's research found an unusually fast, visible post-launch patch cadence — four updates in the first ten days addressing the most-cited launch bugs directly
- Reviewers writing after the early patches describe a substantially smoother experience than those writing at launch, a clean before/after split worth reporting rather than flattening
Biggest weaknesses
- Multiple reviewers independently reported the game is meaningfully harder to enjoy solo or in small groups, with one stating balanced-difficulty runs need a minimum of three players to survive past the opening minutes
- This review's research found a specific, repeated pacing complaint: runs front-load shops, rest stops, and dialogue-heavy events before reaching the actual boss fights players bought the game for
- Combat feel drew real, specific criticism from multiple reviewers — ambiguous hitboxes, floaty movement, and a fixed camera several described as removing meaningful depth perception
Who it's for: Co-op groups of three or four looking for a fast, stylish MMO-raid-flavoured roguelite, who can tolerate real jank and are willing to play with a full squad rather than solo.
Our recommendation: Worth it for a full group willing to ride out ongoing patches, but this review's research found solo and duo play, pacing, and hitbox complaints frequent and specific enough that players expecting a polished, launch-ready solo experience should wait.
6 / 10
The universe is dying one star at a time, and Nullpoint Protocol asks up to four players to team up and take down the void's "deadliest shepherds" in fights explicitly modelled on high-level MMO raid encounters. This review's research found Everbloom Games' co-op roguelite sitting at a genuine Mixed score (31 of 48 English reviews positive), and unlike some Mixed titles this lane has covered, the split here isn't really "some players love it, some hate it" — it's the same reviewers, again and again, describing a game with real, striking strengths sitting alongside real, specific problems.
Boss fights that land, for the right group
The clearest praise across this review's research is for the art, music, and individual boss encounters. Reviewers repeatedly singled out specific fights as genuinely memorable, one calling several bosses "some of the coolest and visually stunning fights in the genre," and another comparing the whole experience favourably to Rabbits and Steel, a well-regarded genre touchstone. The core loop of dodging large, telegraphed attack patterns with a coordinated squad is exactly the "MMO raid, but roguelite" pitch the store page makes, and for reviewers playing with a full team of three or four, several said it delivers on that promise directly.
A game that assumes you have a full squad
That praise comes with a significant caveat this review's research found repeated independently across multiple reviews: Nullpoint Protocol is balanced around having a full group. One reviewer stated plainly that balanced-difficulty runs need "a minimum of 3 players to get more than 20 minutes in a singular run." A solo player made a similar point from the other direction, calling their starting ability selection "abysmal" and describing meta-progression unlocks that don't meaningfully expand what's available at the start of a run. This isn't a vague difficulty complaint — it's a specific, structural mismatch between how the game is tuned and how a meaningful share of its audience is actually playing it.
A pacing complaint that recurred almost verbatim
The single most concretely repeated criticism in this review's research is about pacing before fights even start. One reviewer described landing on a planet with eight events, only one of which was an actual fight — "2 were shops, 2 were 'make a choice' visual novel style with lots of text, 3 (!!!) were rest places." Another reviewer, independently, complained about "two shops back to back, with two rest sites before the first fight," and a third called the whole thing "more likely a Multiplayer Visual Novel" than the MMO-raid experience advertised. Three separate reviewers landing on nearly the same specific complaint, described in nearly the same terms, is strong evidence this isn't an isolated bad run but a real structural pacing issue.
Combat feel: hitboxes, floatiness, and a fixed camera
Beyond pacing, this review's research found specific, technical complaints about how combat actually feels to play. One detailed reviewer, while praising the art and music, called the core gameplay "way too janky to recommend," citing ambiguous hitboxes, a fixed camera removing depth perception, and attacks that "slide you all over the place." That review went as far as calling the current build "a proof of concept for a much better game" — a harsh but specific read that several less detailed reviews echoed in shorter form, mentioning floaty movement and unclear attack telegraphs of their own.
A rough launch, and a visibly fast response to it
This review's research traced a genuinely fast post-launch patch cadence: four separate updates in the first ten days after the 6 April 2026 launch, including a dedicated Performance Update addressing a shader-compilation stutter that froze the game briefly on every new animation at launch. The before/after split in the review sample is clean enough to state directly — reviewers writing about their launch-day experience describe stuttering, and in a few specific cases, a black-screen texture-corruption crash; reviewers who note they played after the second or fourth patch describe a substantially smoother experience with the same core content. This review's research could not independently confirm whether the black-screen crash specifically has been fully resolved, so it's reported here as a real launch-era bug of unconfirmed current status rather than either fixed or ongoing.
An astroturfing accusation this review can't verify
One reviewer made a specific claim worth reporting attributively rather than as fact: that "developers, their friends and the company CEO" were leaving positive reviews to inflate the game's score. This review's research found no independent way to confirm or refute that accusation, and notes it here only as a single reviewer's stated claim, not an established fact — the same handling this lane has given comparable developer-conduct accusations throughout its run.
A visible public run-up to launch
This review's research also traced a real pre-launch development history rather than a game that appeared out of nowhere: Everbloom Games announced the project in August 2025, showed it at PAX West the same month, and ran two public demo periods (including a live "Demo Launch Raid Party" event) across January and February 2026 before the full release. That history doesn't excuse the rough launch state reviewers describe, but it does mean the pacing and balance issues above survived a public demo period without being fully addressed — worth noting plainly rather than assuming the game launched with zero outside playtesting.
Where it lands
Nullpoint Protocol is a game whose reviewers, even critical ones, keep returning to the same real compliment: the ideas and presentation are genuinely good. What holds it back, according to this review's research, isn't a lack of ambition but a launch that didn't match it — pacing that gets in its own way, balance tuned tightly around full squads, and combat feel several detailed reviewers found genuinely unsatisfying underneath a great-looking shell. For a committed group of three or four willing to ride out ongoing patches, that trade-off looks reasonable already. For solo players or anyone expecting a fully polished launch, this review's research suggests waiting for further updates.
Pros and cons
Pros
- Reviewers were consistently won over by the art direction, soundtrack, and individual boss designs, several calling specific fights among the most visually striking in the genre
- This review's research found an unusually fast, visible post-launch patch cadence — four updates in the first ten days addressing the most-cited launch bugs directly
- Reviewers writing after the early patches describe a substantially smoother experience than those writing at launch, a clean before/after split worth reporting rather than flattening
- The core "dodge big MMO-style attack patterns with a squad" hook lands for reviewers who play with a full team, several comparing it favourably to genre touchstones like Rabbits and Steel
Cons
- Multiple reviewers independently reported the game is meaningfully harder to enjoy solo or in small groups, with one stating balanced-difficulty runs need a minimum of three players to survive past the opening minutes
- This review's research found a specific, repeated pacing complaint: runs front-load shops, rest stops, and dialogue-heavy events before reaching the actual boss fights players bought the game for
- Combat feel drew real, specific criticism from multiple reviewers — ambiguous hitboxes, floaty movement, and a fixed camera several described as removing meaningful depth perception
- A specific black-screen/texture-corruption crash bug was reported independently by more than one reviewer at launch; this review's research could not confirm whether it has since been resolved