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HYPERVIOLENT News

HYPERVIOLENT NEWS: Update on Steam Deck Support, Trading Cards and 20% Discount

[p]The Autumn Sale is here, and HYPERVIOLENT is now 20% off, the first discount since its full launch last week! If you’ve been waiting for the perfect moment to dive into the chaos, this is it – grab your weapons, steel your mind and face the horrors of the mining colony like never before.[/p][p]While the game is out of Early Access and fully released, that doesn’t mean we are no longer working on improving it, quite the contrary - case in point, HYPERVIOLENT is still listed as “unsupported” on Steam Deck, because of technical issues with the OLED model. We are working on a patch to be released soon, and can already share footage from that, so you can see that the progress is definitely being made:

[previewyoutube][/previewyoutube]

Owners of the original Steam Deck model should have a pleasant gaming experience with the current public version of the game; we completely understand if you wish to wait until we get the official “green checkmark” from Steam however, in which case we recommend you wishlist the game, so you don’t miss out announcement when that happens. And of course, we are working on further technical improvements in the upcoming patch, not just for Steam Deck - such as 1440p resolution support.[/p][p]Last, but not least, we’ve just rolled out the popular Steam community items: trading cards, badges, emoticons, and profile backgrounds. Now your battle for survival comes with a collectible twist – show off your dedication while slicing through the enemies.[/p][p]Here are some examples:[/p][p]BACKGROUNDS:[/p][p][/p][p]BADGES:[/p][p] [/p][p]EMOTICONS:[/p][p] [/p][p]TRADING CARDS:[/p][p] [/p][p]Thanks to everyone for the support! [/p]

HYPERVIOLENT is Out of Early Access! 

[p]The wait is over. After significant updates based on community feedback, and gallons of pixelated blood spilled during Early Access, HYPERVIOLENT is now fully launched![/p][previewyoutube][/previewyoutube][p]
What started as a brutal retro-inspired experiment has now become a fully realized boomer shooter nightmare with immersive sim elements – and it’s all thanks to YOU, the players who stuck with us through the chaos.

The full game features 14 detailed areas set inside the remote asteroid mining station, 19 unique enemy types and 5 terrifying bosses, which you’ll be able to fight back with weapons of your choice from an arsenal of 22 ranged and melee armaments. We’ve also added a number of general optimization improvements and quality of life updates to smooth out the gameplay experience, and you can look forward to a total of 29 Steam achievements ready to be unlocked.

The journey is not over yet, though! Now it’s up to you to carry the torch and let us know how you feel about HYPERVIOLENT. We are open to any feedback you might have, don’t hesitate to reach out here on Steam or on Fulqrum Publishing’s Discord server. A really good way to support the game is by writing a positive review on Steam, so keep those coming as well!

Based on the feedback we’ll get, we plan to deliver post-launch patches, fixes, and maybe even some surprises.

What’s more, we want to mention that the game is currently compatible with and fully playable on Steam Deck, and we’re moving toward getting it officially Verified by Steam as soon as possible. That said, we’ve run into an issue on OLED Steam Decks, where players may experience some minor stuttering during gameplay. We’re already working hard on a fix and will let you know as soon as it’s resolved.

From the entire dev team: thank you for blasting through Early Access with us. Your feedback, bug reports, and wild ideas shaped the game into what it is today.

And if you don’t have enough boomer-shooting, check out the Boomstock Steam event that HYPERVIOLENT’s a part of!
[/p][p][/p][p][/p][h3]Change Log:[/h3][p]New Content[/p]
  • [p]Added GUI resolution/scale settings[/p]
  • [p]New Areas: Surface Drill Site, Mine 9, The Eye[/p]
  • [p]New Crafting recipes: Nerveweld (Invulnerability), Stimulant Vial, Health Vial[/p]
  • [p]New Weapons & Shields: Gauntlet, Ballistic Shield, Pulse Shield[/p]
  • [p]New Enemies: Infected Miner, Wraith[/p]
  • [p]Final Boss: Davolt (Final Form)[/p]
  • [p]Item repair system finalized (Repkit, MTI-Cruncher)[/p]
  • [p]Language support added for DE, FR, ES, BR, RU, Simplified Chinese[/p]
  • [p]Expanded lore across most levels[/p]
  • [p]Swimming[/p]
  • [p]Terminals can now save entries (passwords, pins, etc.) to the datapad[/p]
  • [p]Added music info pane for all songs
     [/p]
[p]Improvements[/p]
  • [p]Two-handed weapons display correctly in inventory and auto-move when swapping[/p]
  • [p]Improved grenade feedback/physics[/p]
  • [p]Improved ship controls and tooltips[/p]
  • [p]Updated intro cutscene[/p]
  • [p]Overhauled voice overs (Paige, Valentine, Davolt)[/p]
  • [p]Overhauled Davolt’s visuals and cutscenes[/p]
  • [p]Added windowed/fullscreen toggle[/p]
  • [p]Full Xbox/PS5 controller support (with vibration)[/p]
  • [p]Expanded Steam Deck support (official rating pending)
     [/p]
[p]Fixes[/p]
  • [p]Fixed performance/FPS issues[/p]
  • [p]Fixed missing 3D object models (binary extraction issue)[/p]
  • [p]Fixed multiple inventory bugs[/p]
  • [p]Fixed various audio mixing issues[/p]
  • [p]Fixed crashes tied to saving and looting[/p]
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The 1.0 Release Is Near – HYPERVIOLENT Leaves Early Access on September 23

[p]Hello everyone!

The wait is over. Get your personal data-pads ready and mark your calendars for September 23rd – as that’s when version 1.0 of HYPERVIOLENT officially goes live, bringing the story of the lone survivor exploring the dark corridors of the evil-infested I.E.C. Commodus station to its conclusion.
[/p][previewyoutube][/previewyoutube][p]
As you'd expect from a full release, the game will be packed with a great amount of content – enough to keep you playing for 10+ hours. You'll explore 14 detailed areas set inside the remote asteroid mining station, face off against 19 unique enemy types and 5 terrifying bosses, and fight back with weapons of your choice from an arsenal of 22 ranged and melee armaments. We’ve also added a number of general optimization improvements and quality of life updates to smooth out the gameplay experience, and you can look forward to a total of 29 Steam achievements ready to be unlocked.


We want to sincerely thank all of you for supporting us throughout development with your comments, suggestions, and feedback that have been invaluable in shaping the game into what it is today. We truly appreciate it and can't wait for you to play HYPERVIOLENT in its complete form.

If you'd like to support the game's development further, the best thing you can do is leave us a review here on Steam – every positive review makes a big difference, especially for an indie game like HYPERVIOLENT. But if you'd rather wait for the full release, that's perfectly fine! In that case, don’t forget to Wishlist and Follow the game, and keep an eye on the News section for more updates on version 1.0.

You can also help by reporting bugs or sharing constructive feedback. The best places are the Steam Discussions or, even better, the Fulqrum Publishing Discord, where you can chat directly with the lead developer, Daniel.


To top it all off, the release of HYPERVIOLENT marks the start of our Steam event Boomstock 2025 – an annual digital festival of boomer shooters and retro-inspired FPS games. Expect a curated lineup of first-person shooters, bloody good discounts, and a showcase packed with announcements, new trailers, and updates, all kicking off on September 23.



Thanks for your attention and stay tuned![/p]

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]