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HYPERVIOLENT News

Giveaway: HYPERVIOLENT Steam Codes Up for Grabs

[p]Hello everyone,[/p][p]While we’re working hard to prepare for the full release of HYPERVIOLENT – which is getting closer and closer! – we thought it was the perfect time to give something back to the community. That’s why we’re giving away three Steam keys to you – whether you’re a seasoned explorer of seemingly abandoned space stations or a fresh space cadet ready for your first adventure.
[/p][p]So, what do you need to do to enter the giveaway? Your task is to share your music recommendations in the comments below – a track you think would be perfect to keep you company as you explore the dark corridors of the I.E.C. Commodus station. One song is enough, more are always welcome; just don’t forget to add a link.
[/p][previewyoutube][/previewyoutube][p][/p][p]On July 31, we’ll announce three winners here in the comments and send each of them a HYPERVIOLENT game code via Steam messages shortly after.

We can’t wait to expand our playlists with your recommendations!

But if you don’t feel like waiting for the giveaway results and want to dive into some proper retro action right now, the dark fantasy first-person action-adventure GRAVEN is currently on sale, as is the hardcore FPS WRATH: Aeon of Ruin. Both games are available at an unprecedented 80% off only until July 31, so make sure you check them out:[/p][p]
[dynamiclink][/dynamiclink]
[dynamiclink][/dynamiclink][/p][p]Good luck in the giveaway! And if you have any questions about HYPERVIOLENT, you’re welcome to ask in the Steam Discussions or hop on the Fulqrum Publishing Discord, where you can reach out directly to Daniel, the lead developer.[/p][p]Cheers![/p][p]
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DevLog – Storytelling In a Retro Horror Universe

[p]Hello everyone![/p][p]Lock and load, smash the lights, and brace yourself – HYPERVIOLENT is 20% off during the Steam Summer Sale! If you've been waiting to dive into the pixelated chaos, now’s the perfect time to unleash hell.[/p][p]And while you're blasting your way through the corridors, we thought it’d be a great time to pull back the curtain and talk a bit about the game's development and its technical background. A detailed summarizing video can be found below the article.[/p][p][/p][p][/p][p]Inspired by the original System Shock & Azrael's Tear, we tell stories in HYPERVIOLENT using a combination of visual elements, sonic clues, and lore-driven bread crumbs to paint a picture for the player.[/p][p][/p][p]Throughout the game world are data-pads and terminals, each containing logs left by the occupants of COMMODUS 27-C. Of course this is nothing new in the horror genre, but we try to bring a truly hand-crafted touch to it.  The entries span routine maintenance notes, personal diary fragments, and last-minute distress calls, creating a layered timeline of station life before everything went wrong. Many characters have unique plots that intertwine with each other, and with the game map's pathing and obstacles.[/p][p][/p][p][/p][p]All of the game's text is saved in multi-language json format, possibly even allowing for players to mod the game in the future. We hope the many logs sprawled throughout the game world will fully immerse the player, as well as reward them with easter eggs, video game, and literary references---- and maybe even a Steam Achievement for finding them all ;)

The next part of telling a story is creating a convincing visual world. The style HYPERVIOLENT lives in is a sharp 90s aesthetic, somewhere between the pulsing pixels of the immersive sim genre, and a PS1-esque rough polygonal jitter. That deliberate visual middle-ground lets us celebrate two eras of retro tech at once.  Grungy, visceral, outline-less pixel art is used as much as possible, for textures, weapons, pickups, enemies, and all of the player's roto-scoped hand animations. This gives HYPERVIOLENT its own visual language.[/p][p][/p][p]For the environments, as well as for doo-dads and machinery aboard the COMMODUS station, we employ low-poly true 3D. Moving parts, gears, valves, and flickering monitors all reinforce the sense of a once working facility. Our maps are brush based, created in Trenchbroom, and then run through a custom visibility bake in blender, which removes any polygons outside the gameplay area, leaving only the visible faces.[/p][p]
All of our textures are point filtered, which gives a crisp pixelly look, over the blurry look of traditionally mipmapped or bileanar filtered textures. Lowering polygon count is also very important, as HYPERVIOLENT was built in a scripting language primarily intended for 2D. A bold choice on our part, but we believe limitation sometimes creates the most interesting art.

Take a look below at some behind-the-scenes footage of crafting models, map-wireframes, and implementing game lore.[/p][p][/p][previewyoutube][/previewyoutube]

Content Update 3 is Now Live for Everyone!

Greetings, everyone!

A few days back, we launched a surprise Content Update #3 into public beta testing for you to try out and the results have been promising so far! That means there's no reason to wait any longer and we're pushing the update to the main branch now as well.

We'd like to thank everyone who participated in the beta testing, your feedback and support have been invaluable!

The whole Change Log can be found below this article - the only difference compared to the previous article is that we have corrected additional audio issues.

And if you have not seen the trailer that we've released on the occasion of releasing the update, it's time do so now:

[previewyoutube][/previewyoutube]

It's also important to say that we're getting closer and closer to the full launch! It may come sooner than you think - we will have more info for you in the near future, make sure you wishlist and follow the game here on Steam so you don't miss it!

If you have any questions regarding HYPERVIOLENT, don't hesitate to ask them here on Steam or on the Fulqrum Publishing's Discord server where you can ask the lead developer, Daniel, directly.


[h3]Change Log:[/h3]
New Features:
  • Added a new eldritch horror enemy, the 'XRG', to Biodeck level
  • Added support for 3840x2160 resolution
  • Added bindable controller support
  • Added deeper lore, datapads and terminals to the first 3 levels
  • Players can now save logs from terminals to their data-pad, useful for saving password and pertinent information
  • Datalogs can now be looted from corpses
  • Added Kicking melee attack (default keybind is 'F'), the player can kick while performing other attacks and using weapons. The player can also kick the Surgeons' to force them to open their helmets.
  • The Player can now look down, and see their legs at all times.
  • Weapons now have a durability stat that decreases with combat usage
  • Two new items: REPKIT, MTI Cruncher
  • Weapons can now be repaired with the REPKIT, using materials the player's has stripped from excess items, using the MTI Cruncher
  • Added seven achievements:
    • Fullauto
      • Fire 1,000 rounds total.
    • Precision I
      • Get 25 headshots.
    • Precision II
      • Get 100 headshots.
    • Unyielding
      • Finish the early access game on Survival difficulty
    • Clean Sweep
      • Eliminate every enemy in a level.
    • Balboa
      • Eliminate 50 enemies bare-handed.
    • Hardline
      • Complete a level without dying.
Improvements & Bug Fixes:
  • Improved performance and playability on Steam Deck
  • Improved grenades
  • Reworked most Enemy AI
  • Fixed bugs some users were having with models / textures not loading / missing
  • Discarded items now look more realistic as they fall, and also spin / float in zero gravity
  • If the player gibs an enemy, that enemy's loot will now be thrown out into the world to be collected, instead of being vaporized.
  • Improved performance on some machines, specifically machines with on board GPU AND a dedicated GPU
  • Fixed crashes when loading a save on the Viscera Of Commodus level
  • Fixed issues with GAMMA settings, the user can now properly darken their screen
  • Fixed falling through the map in multiple instances

Surprise Content Update 3 + Development Update!

Hello everyone!

It is with great excitement that as a part of the Lovecraftian Days event, we bring you a surprise Content Update #3 for HYPERVIOLENT. We know that you have waited patiently, through our rocky development roadmap, and we'd like to thank you with this bonus content.

[previewyoutube][/previewyoutube]

This update to the game addresses numerous bugs, performance issues, community suggestions (such as controller support, higher resolutions), and provides more depth to the game's immersive-sim mechanics.

Before we fully launch the content update to the public, though, we will open a beta branch on Steam where the update will be available to play for anyone who owns HYPERVIOLENT. The reason we're doing this is to make sure the build with the current update is stable and contains no major issues. After we're sure it's good to go, we'll update the public branch with the current update too.

To access the beta branch, head to your Steam Library, right-click HYPERVIOLENT, left-click Properties, left-click Betas and from the drop-down menu select the option "update_beta". Your game will then update to the desired version. We can't wait to hear what you think!

The whole list of changes and additional content can be found below the article.

The lead developer has also prepared a personal statement regarding the game's upcoming full release that he'd like to share with you.

"Greetings, HYPERVIOLENT fans and critics alike. I wanted to take a few moments to thank each and every one of you for your continued support, feedback, and interest in this passion project of mine. What started as a small billboard sprite experiment in 2018, has taken on a life of its own, with now thousands of people exploring its haunted corridors in search of answers for what really happened on Commodus Asteroid 27-C. Firstly, let's address the roadmap. The game has now been in Early Access for a little less than two years, which is behind schedule, and in that time, I've learned alot about what the community expects, and exactly how difficult it can be to develop a full-blown indie game. As we leave Early Access in the coming months, I will be a lot more active in the Fulqrum Discord, and in the Steam Discussion forums, answering questions and taking feedback.

Some people have pointed out apparent development inactivity in the year of 2024, and while we never stopped developing, there were definitely reasons for the slowdown. I experienced the sudden loss of both of my parents, as well as the death of a close-friend and frequent collaborator on the game itself at the end of the year. During this time we also restructured our studio, resulting in HYPERVIOLENT now being finished under the nfoPRINCE banner, one formed especially for this game.

All this to say, I know it's been a journey, but my unwavering mission is to deliver a truly unique video game, sincerely developed through trial-and-error. This game is unapologetically retro to its core, its design choices are deliberate, and sometimes divisive, and dare I say: it is not like other games of our time. If those are things you can get behind, then please follow us on the remainder of this HYPERVIOLENT adventure.

Stay tuned.”


- Daniel K


[h3]Change Log:[/h3]
New Features:
  • Added a new eldritch horror enemy, the 'XRG', to Biodeck level
  • Added support for 3840x2160 resolution
  • Added bindable controller support
  • Added deeper lore, datapads and terminals to the first 3 levels
  • Players can now save logs from terminals to their data-pad, useful for saving password and pertinent information
  • Datalogs can now be looted from corpses
  • Added Kicking melee attack (default keybind is 'F'), the player can kick while performing other attacks and using weapons. The player can also kick the Surgeons' to force them to open their helmets.
  • The Player can now look down, and see their legs at all times.
  • Weapons now have a durability stat that decreases with combat usage
  • Two new items: REPKIT, MTI Cruncher
  • Weapons can now be repaired with the REPKIT, using materials the player's has stripped from excess items, using the MTI Cruncher
  • Added seven achievements:
    • Fullauto
      • Fire 1,000 rounds total.
    • Precision I
      • Get 25 headshots.
    • Precision II
      • Get 100 headshots.
    • Unyielding
      • Finish the early access game on Survival difficulty
    • Clean Sweep
      • Eliminate every enemy in a level.
    • Balboa
      • Eliminate 50 enemies bare-handed.
    • Hardline
      • Complete a level without dying.
Improvements & Bug Fixes:
  • Improved performance and playability on Steam Deck
  • Improved grenades
  • Reworked most Enemy AI
  • Fixed bugs some users were having with models / textures not loading / missing
  • Discarded items now look more realistic as they fall, and also spin / float in zero gravity
  • If the player gibs an enemy, that enemy's loot will now be thrown out into the world to be collected, instead of being vaporized.
  • Improved performance on some machines, specifically machines with on board GPU AND a dedicated GPU
  • Fixed crashes when loading a save on the Viscera Of Commodus level
  • Fixed issues with GAMMA settings, the user can now properly darken their screen
  • Fixed falling through the map in multiple instances



HYPERVIOLENT is leaving Early Access soon :eyes:




Viscera of Commodus Update Feedback & Trailer

Hello everyone,

It's been a little over a week since we have released the long-awaited second Content Update, with a new level, whole new spaceship flying and combat mechanic and more. What do you think about it, are you enjoying the brand-new way to experience the horrific atmosphere of HYPERVIOLENT? Please let us know either here in the comments, Steam Discussions, or on the Fulqrum Publishing Discord server!

And for those who have not yet had a chance to play the new content, we have prepared a gameplay trailer for the new level, Viscera of Commodus:

[previewyoutube][/previewyoutube]

We are now working on finalizing the content for the full launch of the game - new levels, new weapons, more story/lore elements, full localization to German, Simplified Chinese and Russian languages, and more! But in the meantime, we are of course on the lookout for any bug reports and feedback on balancing and other aspects of the game - if needed, we will produce patches before the full launch.

We truly appreciate all your support, and humbly ask for a little more patience - while we do not expect finalizing the upcoming content will take as long as preparing the new mechanics did, we are committed to bringing you an engaging and balanced gameplay experience as well as gripping story with the full launch of HYPERVIOLENT.

And we have heard you - we will do our best to provide you with more information about the progress of development moving forward.

https://store.steampowered.com/app/1409200/HYPERVIOLENT/