The values for the projection matrix are 100% correct. Did you also take into account that such a projection matrix inverts the Z axis, transforming a vector from a right-handed coordinate system to OpenGL's expected left-handed clip space coordinate system? So, without any additional transformation, with your matrix everything will be visible with a Z value between -0.1 and -10000.0 (with sensible values for x and y of course).
If you multiply the vector (0, 0, -1, 1) by that matrix (with aspect ratio of 1) and divide by w, the result should be (0, 0, 0.8, 1), so: visible.