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July Monthly Update Now Live – Patch Notes v0.6.4.125535

[h2]New Gameplay Mechanics[/h2]
  • [p]Emote System - Part One[/p]
    • [p]We’ve added an emote system for quick communication among teammates in multiplayer[/p]
      • [p]Players can either:[/p]
        • [p]Emote during action[/p]
          • [p]Select your desired emote which will then populate next to your name plate on the left side of the HUD on your teammates screens, as well as above your head[/p]
        • [p]Use an emote as a map marker[/p]
          • [p]By doing this, you can communicate what action you want to take in a specific area of the map[/p]
    • [p]Current Emotes include:[/p]
      • [p]Extract![/p]
      • [p]Fight![/p]
      • [p]Injured![/p]
      • [p]Need This![/p]
      • [p]Yes![/p]
      • [p]No![/p]
    • [p]Expect this feature to become more robust over time. We’ll continue to make improvements in future updates![/p]
  • [p]Gear Upgrade Machines[/p]
    • [p]Find these machines out in The Overgrowth — There will always be one or two per map. Pay Bright Blood to get an upgrade drop, this will randomly upgrade one piece of gear by +1, one time[/p]
      • [p]The gear upgrade drop will be un-interactable if the player has no upgradeable gear[/p]
      • [p]In multiplayer, any player can use the Upgrade Machine, but each player will need to collect the drop from it independently[/p]
  • [p]Obelisks[/p]
    • [p]Find obelisks out in The Overgrowth[/p]
      • [p]Bloodletter Protocol Obelisk[/p]
        • [p]Pay to activate these Bloodletter Protocol Obelisks which will summon a wave of enemies. Gain hp for each enemy you kill[/p]
          • [p]In multiplayer, players within radius of activation are given the buff, and the Obelisk is disabled for all players after activation[/p]
      • [p]Armor Obelisk[/p]
        • [p]Pay Bright Blood to interact with the Armor Obelisks to drop an item that will recover all Armor shards and add +1 to players max armor[/p]
          • [p]In multiplayer, any player can use the Armor Obelisk, but each player will need to collect the drop independently[/p]
  • [p]Updated Amp Rulesets[/p]
    • [p]Players will still have their two level 0 "default" amps that they can purchase via loadout. But now there is a wider pool of amps that can drop in the world instead of it always just being the player's equipped amp[/p]
[p]New Mods[/p]
  • [p]Staggering Bloom Amp Affix[/p]
    • [p]Amps that have an area of effect deal 20% more Stagger damage[/p]
  • [p]Mini Drone Amp Affix[/p]
    • [p]Summons a Mini Drone Ally that deals 5 DMG per shot[/p]
  • [p]Nano Drain Holobyte[/p]
    • [p]Apply 1 armor shard to the player temporarily for 3 seconds after executing an enemy[/p]
  • [p]Shatter Armor Holobyte[/p]
    • [p]When an armor shard is broken, inflict all nearby enemies with Crystal[/p]
  • [p]Threaded Edge Holobyte[/p]
    • [p]Blade attacks that hit 3 or more enemies have an 15% chance to heal 5 health. This includes Blade Specials[/p]
  • [p]Ally Bolster Amp Affix[/p]
    • [p]Ally max HP and duration is increased when another ally times out or is killed[/p]
  • [p]Laced Bitwire Holobyte[/p]
    • [p]When HP falls below 45%, gain armor shards. Cannot gain more than max armor shards[/p]
  • [p]Kinetic Converter Holobyte[/p]
    • [p]Perfect parries have a 40% chance to reset Blade Special cooldown[/p]
  • [p]Lofi Tape Holobyte[/p]
    • [p]When your Blade Special is on cooldown, gain 35% more melee damage[/p]
  • [p]Impact Rivets Holobyte[/p]
    • [p]Deal 30% of Strike damage to an enemy when they are knocked back[/p]
  • [p]Reflective Neuropathy Holobyte[/p]
    • [p]Enemy takes 50% of Strike damage when hitting the player[/p]
  • [p]Danger Focus Holobyte[/p]
    • [p]At 50% HP, gain 30% damage. Damage scales with less HP[/p]
  • [p]Drifter’s Locket Holobyte[/p]
    • [p]100% damage inflicted on enemies, 100% damage taken[/p]
  • [p]Syphon Amplifier Holobyte[/p]
    • [p]Blade Special cooldown reduced 10% on kills[/p]
[p]Balance Updates[/p]
  • [p]Note - expect additional balance changes with our August update![/p]
    • [p]Vendors:[/p]
      • [p]In-Run Vendors that sell gear now take Materials as currency instead of Bright Blood[/p]
      • [p]Hub Vendors now have increased Gear Level upgrade Material costs[/p]
        • [p]Level +3 - 8 > 20[/p]
        • [p]Level +4 - 15 > 30[/p]
        • [p]Level +5 - 20 > 50[/p]
      • [p]Re-rolling gear affixes with a Hub Vendor now increases material cost by +10 per level up to 50 materials[/p]
    • [p]Characters:[/p]
      • [p]Characters can no longer find gear outside of their preferred gear set as drops.[/p]
      • [p]Buffed Soldier Perk’s Light wave projectile DMG from 25% -> 150% of Blast DMG.[/p]
      • [p]Rondo was a bit too tanky for their intended playstyle - Reduced starting armor of Crow B from 2 to 0.[/p]
    • [p]Enemies:[/p]
      • [p]Rebalanced Elite enemies HP[/p]
      • [p]Complete rework of exterior enemy compositions. Trimmed a lot of enemy complexity down and tried to retain size to around 3 medium units and fewer variants. This is to avoid enemies merging into interior more complex comps[/p]
    • [p]Mods:[/p]
      • [p]NOTE: We wanted to try pushing some weaker Holobytes and Affixes to be more punchy and rewarding, especially if they required the player to perform a skill challenge like parrying or employing successful charged attacks in this update.[/p]
      • [p]Holobytes:[/p]
        • [p]Riposte Flare: +20% DMG -> +40% DMG from successful parries.[/p]
        • [p]Curved Grip: +30% Attack Speed -> +50% Attack Speed from successful parries.[/p]
        • [p]Strikestone: +15% -> 25% to Amp charge from successful parries.[/p]
        • [p]Impact Implosion: 25% Strike DMG -> 50% Strike DMG dealt from explosion when performing a charged attack.[/p]
        • [p]Stun Charger: +25 -> +75 increased battery.[/p]
        • [p]Ally Duration: Re-enabled Ally duration as a Holobyte to support Ally builds. Increased duration increase from 10% -> 50%[/p]
        • [p]Trigger Spring: 30% -> 50% increased Firerate.[/p]
        • [p]Doppler String: 25% -> 50% chance to duplicate a summoned Ally.[/p]
        • [p]Battery Caps: +20% -> +40% to Battery.[/p]
        • [p]Grip Glove: 15% -> 100% increased amp charge from attacks.[/p]
        • [p]Cluster Bomb Impact - 8% -> 35% of Blast DMG dealt from each projectile.[/p]
        • [p]Burst Capsule - 1 -> 2 increased Stamina pips.[/p]
      • [p]Affixes:[/p]
        • [p]Steady Shot: Increased DMG from 100% per sec to 300% per sec and reduced charge time to 1 sec from 2 sec[/p]
        • [p]Buffed Ally Spike mod radius and damage scaling. (Base damage stayed the same)[/p]
          • [p]0% -> 2.5% of Blast DMG per level.[/p]
          • [p]Radius scale 1.0 -> 4.0[/p]
        • [p]Re-enabled the Corundum synergy mod to function with the new Armor system. When the player has more than one Crystal affixed Gear, they will gain +1 armor shard.[/p]
      • [p]Status Effects:[/p]
        • [p]Player-side Status Effect Buffs to:[/p]
          • [p]Bleed - Increased Ticks triggered per sec and damage scaling per level.[/p]
          • [p]Burn - Increased Ticks triggered per sec and damage scaling per level.[/p]
        • [p]Adjusted enemy inflicted status effect build up.[/p]
          • [p]Hack[/p]
            • [p]Hits to Build Ups - 3 -> 2[/p]
            • [p]Lifetime of Build Up - 5 -> 8[/p]
          • [p]Burn[/p]
            • [p]Lifetime of Build Up - 5 -> 7[/p]
          • [p]Bleed[/p]
            • [p]Lifetime of Build Up - 5 -> 7[/p]
          • [p]Rot[/p]
            • [p]Hits to Build Up - 3 -> 1[/p]
          • [p]Crystal[/p]
            • [p]Lifetime of Build Up - 5 -> 7[/p]
    • [p]Gear[/p]
      • [p]Root Hash Hack - Previously, Root Hash Hack Ally duration was tied to the same duration as the aura radius. Now Allies will stick around up to 60 seconds so you can catch an army of them and lead them to battle![/p]
        • [p]Increased duration of Root Hash Hack from 10 sec to 60 sec (+5 per level)[/p]
      • [p]Increased Gear Level upgrade costs:[/p]
        • [p]+2 - 5 > 5[/p]
        • [p]+3 - 8 > 20[/p]
        • [p]+4 - 15 > 30[/p]
        • [p]+5 - 20 > 50[/p]
      • [p]Weapon Buffs:[/p]
        • [p]Dual Knives[/p]
          • [p]Increased Dual Knives base multiplier from 0.07 to 0.1[/p]
        • [p]Heavy Axe[/p]
          • [p]Increased Heavy Axe base multiplier from 0.22 to 0.3[/p]
        • [p]Increased combo multiplier on a few hits for both weapons[/p]
    • [p]World Tier Pacing[/p]
      • [p]Changed World Tier accrual awarded for Multiplayer to match Single Player, instead of the XP awarded being less the more players were in the run.[/p]
      • [p]Increased World Tier accrual gain from: Prism pickup, Miniboss kills, Boss kills, Drop Down Lab unlock.[/p]
[p]Other Polish Items, Updates and Improvements[/p]
  • [p]Polished the Hatchling minions tethering functionality[/p]
  • [p]Leaper combat improvements: Sped up melee moves and shortened the delay between leaps[/p]
  • [p]Improved Shrine Menu UI: Now if you can’t afford a medkit or to revive a teammate, the option will be greyed out and display how much you need. Rather than having to click the button before being told you don’t have enough currency[/p]
  • [p]Players will no longer get the “upgrade at the shrine” prompt if all the bosses have been defeated[/p]
  • [p]Improved Crystal Croc Brute projectile SFX[/p]
  • [p]Added ice flows to interior waterways in Shattered Fortress areas[/p]
  • [p]Made various UI improvements for better Steam Deck performance and readability[/p]
  • [p]Made improvements to the Elite Crocbrute’s Behavior:[/p]
    • [p]Cleaning up movement logic (should not attempt to move into spit range between attacks)[/p]
    • [p]Adjusting combat data to account for scale difference with default Crocbrute[/p]
    • [p]Added Line of Sight checks to close range spit attack[/p]
  • [p]Updated ally health bar colors so they’re easier to detect against regular enemies health bars[/p]
  • [p]Keys no longer drop from bosses and only local players will receive keys from chests they open[/p]
  • [p]The Roly Poly Grenade now follows the owning player when it doesn’t have a target[/p]
  • [p]Made adjustments to the Gold Bat’s slow projectile to improve telegraphing and damage radius readability[/p]
  • [p]Key icons now show up on the mini map once a key chest is discovered[/p]
  • [p][/p]
[h2]Bug Fixes:[/h2]
  • [p]Fixed issue where White Dirks claw drag VFX failed to trigger in drop down labs[/p]
  • [p]Fixed issue that was causing deadlock with the Elite Melee Dirk’s melee and ranged channels due to pathing and other restrictions if a POI has multiple levels of verticality[/p]
  • [p]Fixed issue where the “prism collected” stinger wasn’t playing in Drop Down Labs[/p]
  • [p]Fixed issue where players and enemies would get stuck in midair on the Arid Wastes tree trunks[/p]
  • [p]Fixed issue where Medigems were only healing the teammate that interacted with it[/p]
  • [p]Fixed issue where players weren’t shown the “death screen” before transitioning into spectator mode[/p]
  • [p]Fixed issue where Medigems were granting dead teammates HP[/p]
  • [p]Fixed issue where the player would sometimes get an empty prompt at the beginning of the tutorial level[/p]
  • [p]Fixed issue where in some instances the starting bunker shrine would deck inside socket blocks[/p]
  • [p]Fixed issue with the Arid Wastes Desert Society POI trapping enemies inside one of its pillars[/p]
  • [p]Fixed issue where in some instances Dro’s Boss Arena would be inaccessible to the player[/p]
  • [p]Fixed issue where the terrain between biomes wasn’t blending properly[/p]
  • [p]Fixed issue where invisible collision was present in some instances of the Shattered Fortress[/p]
  • [p]Fixed numerous issues where map revealers would deck inside geo[/p]
  • [p]Fixed an issue where the client would get charged for the telepad activation fee twice if they got disconnected from the host[/p]
  • [p]Fixed issue with the Jeweled Spire Bell Temple POI where the jump pads were oversized[/p]
  • [p]Fixed an issue with Ruined Outskirts Titan Sword POI having misplaced collision on the tree roots[/p]
  • [p]Fixed an issue with map revealers decking into hillsides in some instances[/p]
  • [p]Fixed an issue where sometimes socket blocks would protrude into caves[/p]
  • [p]Fixed an issue where player icons would take several seconds to load after exiting a boss arena[/p]
  • [p]Fixed an issue with loot corpses decking into the wall of the Shattered Fortress Ocean Ruins POI[/p]
  • [p]Fixed an issue where the Chemist vendor was misplaced on top of a stack of crates in the Arid Wastes Desert Society POI[/p]
  • [p]Fixed issue with loot corpses pushing into the side of the Shattered Fortress Bear Statue POI[/p]
  • [p]Fixed issue with the Dash Bash holobyte VFX not being visible to all players in a multiplayer lobby[/p]
  • [p]Fixed issue so that Maw's hands are no longer pathing blockers. Hatchlings should now just path through the hands or stop, no longer doing a little dance when a hand is around[/p]
  • [p]Fixed issue where opening the player inventory before receiving the End of Cycle Report disabled the ‘Ready Up’ button[/p]
  • [p]Fixed an issue where in multiplayer, clients were able to see Bat enemies health bars drop below the terrain after death[/p]
  • [p]Fixed an issue where occasionally, the HUD would display overtop boss cutscenes[/p]
  • [p]Fixed a long standing issue with Dirk Rifle Beam enemies damage not applying correctly. Now the laser beam will apply looped damage if it stays on a target[/p]
  • [p]Fixed an issue where slimes aggroed to a player will move slower when that player moves[/p]
  • [p]Fixed an issue where the Wholesale License EXE functioned opposite of its intended effect[/p]
  • [p]Fixed an exploit where clients could kill Root Hack Hash allies during the duration of the amp to spawn a new version with full hp and timer[/p]
  • [p]Fixed an issue where the game would experience a fatal crash when exiting to desktop[/p]
  • [p]Fixed various environment bugs where there was misaligned geo in numerous places[/p]
  • [p]Fixed various environment bugs that were causing gaps between the ocean and the shoreline[/p]
  • [p]Fixed issue where Assassins weapons would remain visible after death[/p]
  • [p]Fixed an issue where enemies would experience an increase of speed when pathing towards a character at a distance[/p]
  • [p]Fixed an issue where enemies would experience an increase of speed when pathing towards their spawn point[/p]
  • [p]Fixed a misplaced interact prompt inside an Arid Wastes Wrecked Vehicle POI[/p]
  • [p]Fixed an issue with wolves continuing to path when entering stagger break[/p]
  • [p]Fixed an issue where multiple invitations from the same sender appear in the list after being disconnected from a Lobby and reinvited[/p]
  • [p]Fixed an issue with the Dash Soles affix so that it no longer is able to spawn with multiple upgrades causing the effects to stack[/p]
  • [p]Fixed and issue where sometimes Charge Beetles would remain stuck in environmental assets while doing their attack animation[/p]
  • [p]Fixed an issue where the training dummy was not being spawned at the beginning of the combat training tutorial causing a soft lock[/p]
  • [p]Fixed an issue where sometimes the Battleship POI would be pushed into the beach cliffside[/p]
  • [p]Fixed an issue where the Desert Dirk Rifle's animation would stutter when looking at the player without aiming[/p]
  • [p]Fixed issue where movement canceling the Gamma Claws blade special was causing the player to lose the ability to full combo, accepting only the first two inputs before resetting[/p]
  • [p]Fixed an issue where the post process volume for Drop Down Labs was affecting surrounding areas[/p]
  • [p]Fixed issue where there was a significant delay between returning to the hub and the after action report[/p]
  • [p]Fixed issue where the Overload Trigger Affix didn’t function properly with the Amp Charger Holobyte[/p]
  • [p]Fixed issue where the Blitz Battery and Blitz Blade mods health reduction would stack when upgraded by clients[/p]
  • [p]Fixed an issue where allies spawned by using the Root Hack Amp would not engage in combat[/p]
  • [p]Fixed an issue with the Roly Poly Grenade amp attaching to vertical surfaces[/p]
  • [p]COMMUNITY ASSIST: Fixed issue where swapping between two Crystal Rails with Corundum refills armor[/p]
    • [p]Corundum now boosts max armor, but doesn't replenish. Also now need 2+ pieces of gear with Crystal to activate[/p]
  • [p]Fixed an issue where the line thick rails with Hack Status effect looked wrong / was causing the beam to disappear[/p]
  • [p]Fixed an issue where health kits were only healing a percentage of a player characters base health value. Now health kits will heal a flat 75 HP (+any modifiers) for every player character[/p]
  • [p]COMMUNITY ASSIST: Fixed an issue where important icons on the map can be hidden by extremely small amounts of Fog of War[/p]
  • [p]Fixed an issue where loot dropped from enemies could pool near the center of the map[/p]
  • [p]Fixed an issue where players were presented with the option to upgrade to Level 6 on gear even though 5 is the max[/p]
  • [p]Fixed an issue where hovering over steam friends in the multiplayer invite menu wouldn’t select the proper entry[/p]
  • [p]Fixed an issue where the world rank would stop at 19 instead of going all the way up to 20[/p]
  • [p]Fixed an issue with the Large Fortress POI’s jump pads were not carrying the player high enough[/p]
  • [p]Fixed an issue where sometimes trees would not replicate between host and client correctly[/p]
  • [p]Fixed an issue where sometimes clients would load into the Overgrowth outside of their proper location[/p]
  • [p]Fixed an issue where in some locked POI’s players could interact with items inside through the walls[/p]
  • [p]Fixed an issue where rapidly pressing the interact button would allow players to collect Medi-gems twice[/p]
  • [p]COMMUNITY ASSIST: Fixed an issue where starting and cancelling a run at the same time would leave players frozen in place[/p]
  • [p]Fixed an issue where hosts and clients were shown a different set of seed and variant after returning from a successful cycle[/p]
  • [p]Fixed an issue where sometimes enemies would spawn with their default mesh when summoned by Root Hash Hack[/p]
  • [p]Fixed an issue where Shattermouth’s would skate while moving on client machines[/p]
  • [p]Fixed an issue where the Threaded Edge holobyte was not functioning as described[/p]
[p][/p][h2]Performance Improvements:[/h2]
  • [p]Numerous optimizations which have drastically improved load times particularly loading into the Overgrowth[/p]
  • [p]Numerous optimizations which improved loading into the Hub from title and run, and loading into boss fight and back into the Overworld after a boss fight
    [/p]

June Monthly Update Now Live – Patch Notes v0.6.2.120584 & Hotfix v0.6.3.121033

[h3]Post-Update Hotfix - v0.6.3.121033[/h3]
  • ​Fixed an issue that caused Breaker Perks to become locked after they were purchased.
     
[h2]June Monthly Update - Features and Gameplay Updates[/h2]

[h3]Features and Gameplay Updates[/h3]

[h3]Game Flow Updates[/h3]
  • Quitting/Crashing Mid-Run
    • If a player quits or crashes mid-run, we no longer treat it as death. Instead, on the next play session, the player will skip the Hub and start in-run at the last shrine (unless in multiplayer).
  • AI updates around Shrines
    • Enemies will not prioritize players who are near/interacting with a shrine.
  • Resurrecting Breakers from their corpse returns!
    • Use one of your own med kits to revive a fallen teammate where they stand.
      • You can also still spend Bright Blood at a nearby shrine to resurrect them.
  • Skeksis has returned!
    • Check out Skeksis, the mod vendor in the hub, for the ability to upgrade your amps, similar to your blades and rails.
  • Map Revealers now found around The Overgrowth
    • Activate these to clear Fog of War more quickly and reveal previously hidden items on the map.
  • Amp System Rework
    • Each Breaker now has two Amps available to them.
      • The second one will need to be unlocked by spending a Core.
      • Select your amp on the loadout screen - only the chosen amp will drop during your run.
      • Expect additional updates and improvements to Amps and Loadouts in future updates!
  • Improved post extraction flow so that players now go straight to the Abyss screen and then are loaded back into the hub.
     
[h3]New Mods and Updates[/h3]
  • Exploding Shot - Rail Affix
    • Landing 3 consecutive shots creates a sticky explosive on target on that last shot, flash enemy then detonates creating an AoE that hits for 40% of Blast DMG.
  • Splinter Blades - Blade Affix
    • Grants ability for any Blade Skill to cause an explosion of blades on impact, dealing damage.
  • Cluster Bomb Impact - Amp Affix
    • Explosions triggered by your Blade Special creates mini-bombs which explode nearby, dealing a percent of your Blast DMG.
  • Overload Trigger - Amp Affix
    • Using your Blade Special triggers an explosion around you.
  • Ally Siphon - Amp Affix
    • Chance to refill some player ammo when a summoned Ally inflicts damage.
  • Ally Spike - Amp Affix (Ally Corpse Hazard)
    • On death, summoned Allies leave a Spike Hazard behind.
  • Ally Tribute - Amp Affix
    • Gain Armor shard(s) when one of your summoned Allies dies.
  • Cronotized Chip - Amp Affix
    • Amp duration is increased.
  • Status Effect Updates
    • Status Effects now work differently between Breakers and enemies.
      • Previously, enemies would apply status effects to Breakers on every hit.
      • Now, enemy attacks build up a status effect meter before applying status effects.
        • This has made most status-applying enemies easier to battle, but be aware that rapid attacks like the Bat Elite and Dirk Elite can fill the meter before the full attack combo has finished.
  • Holobytes no longer have rarity tiers.
    • Expect additional updates to Holobyte synergies and acquisition methods in future updates!
       
[h3]New Enemies[/h3]
 
  • Burst Beetle Variant
    • This blue and pink beetle will dash at you and create an explosion. Found at later world ranks in the Forest biome.
  • Grey Dirk Variant
    • This dark grey Dirk can power up to gain the ability to phase through incoming attacks. Parry them to break them out of this state! Found at very high world ranks in all biomes.
       
[h3]Enemy Improvements[/h3]
 
  • New Hack, Rot and Acrid ground hazards left by the Elite Leaper!
  • Behavior improvements for the Dirk Missile Spread have been implemented. They now properly perform their melee attack and execute their retreat behavior correctly.
  • Grenadier Dirk now has new SFX.
  • Leaper Elite Character Model now in game!
     
[h3]Other Polish Items, Updates and Improvements[/h3]
 
  • Blade Specials now inherit the blade's assigned status effect.
  • Upped the minimum requested elites from 1 to 2 per biome.
  • Added verticality to warning ring vfx to make it more visible when spawned on uneven terrain.
  • Amps now have their own custom aiming reticle.
  • Added new VFXs to use as icons when allies are set to inflict status effect damage.
  • Added adaptive SFX for player healing.
    • SFX reflects your current HP with pitch and the strength of the heal with intensity.
  • Shrine icons now appear on the map if the Fog of War has been lifted, even if the player has not discovered the shrine yet.
  • Improved collision on some Ruined Outskirts rubble piles.
  • Players now have the option to use Steam Icons in Multiplayer - this is enabled by default.
    • Option to toggle this off and use Breaker icons instead located in the ‘Gameplay’ tab of the settings menu.
  • New VFX implemented to indicate unparryable attacks.
  • Updated the ‘battery collected’ toast to make it more clear how much battery the player has actually collected - now it will show how many shots of your currently equipped weapon were gained.
  • Audio improvements made to the Explosive Hilt affix.
  • Made improvements to various enemies tethering and tracking behaviors.
    • Beetles, Melee Dirks and Ranged Dirks
  • Added a Discord button to the Multiplayer menu.
  • Fixed issue where Cobra Balta’s (Hub rail vendor) intro text still uses ‘Bright Blood’ as the currency.
  • Improved boss hill pathing in certain terrains for more optimal traversal.
  • Improved the target room in the Tutorial:
    • Updated the room so the targets on the wall are more easily found.
    • Updated the UI prompt to be more clear.
  • Improved the Starting Bunker and Drop Down Lab elevator collision so the player can smoothly walk over all four sides.
  • Made audio improvements to the short sword blade special SFX.
  • Added SFX to the Dash Bash mod.
  • Added dripping water VFX to Jeweled Spire Temple POI’s.
  • Made improvements to assassin movement tasks to prevent sliding while stunned.
  • Updated the short sword dash attack so that it no longer knocks enemies up into the air.
  • Fixed missing invincibility frames on blade specials. For looping specials like the hammer or glaive, only the final "out" attack has the invincibility frames on hit.
     

Affected gear:
 
  • Glaive
  • Short Sword
  • Balanced Sword
  • Heavy Axe
  • Heavy Blade
  • Force Hammer
     
[h3]Bug Fixes:[/h3]
 
  • Fixed issue with missing jump pads at Arid Wastes cliffside bases.
  • Fixed issue where Jeweled Spire sightline blockers would deck in pathways.
  • Fixed issue where Ruined Outskirts sightline blockers would deck in the middle of pathways.
  • Fixed issue where cave water VFX wasn’t triggering properly.
  • Fixed issue where Shrines would deck tilted when on uneven terrain.
  • Fixed issue where the "Core Shard Collected" UI could get stuck on the screen.
  • Fixed issue where the "Shrine Discovery" UI could get stuck on the screen.
  • Fixed an issue where the player would not receive a Holobyte if they closed the menu before the selection appears.
  • Fixed an issue where sand piles around cave mouths didn’t match the beach sand.
  • COMMUNITY ASSIST: Fix for Root Hash Hack causing enemies to have wrong mesh.
  • Fixed an issue where some Ruined Outskirts boulders were decked with edges hovering above the terrain.
  • Fixed some popping bushes and plants in the hub.
  • Fixed an issue where defeating a Crown Boss causes the symbols on the Crown Boss Barriers to disappear.
  • Fixed issue where the Shattered Fortress boss arena had an extra pink barrier when the camera is at certain angles.
  • Fixed issue where the Croc Brute wouldn’t count towards the final extraction progression causing a soft lock.
  • Fixed an issue where the Crystal Leaper SFX would play at the listeners position when added to the enemy pool.
  • Fixed an issue where closing the Shrine menu while interacting with a Shrine action caused the audio to play without end.
  • Fixed an issue where the mesh from status effects disappears when an assassin uses their dash animation.
  • Fixed issue where status effect affix stacks were not being removed properly.
  • Fixed issue where gear was not being properly reset at the start of a new cycle.
  • Fixed issue where Shock SE bounces weren’t dealing damage consistently.
  • Implemented fix for an issue where SyComs skins were displaying the same for all players (in multiplayer).
  • Fixed issue where a Shrine was decking into a slope of dirt next to the sewer pipe POI in the Ruined Outskirts - World Seed 344336640/9.
  • Fixed issue where modifying stamina via Holobytes and Affixes was not calculating correctly.
  • Fixed issue where sometimes the loot corpse in the tutorial would clip into the block behind it.
  • Fixed issue where homing missiles from Holobytes were targeting allies.
  • Fixed issue where the Sword Master freezes up after defeating an Elite within range of them.
  • Fixed issue where multiple UI toasts pop up when collecting HP, Batteries, and Armor.
  • Fixed an issue where reviving by entering crown arena was causing fatal error crashes.
  • Fixed an issue where Charge Beetles would sometimes remain stuck in environmental assets while doing their attack animation.
  • Fixed issue where keys were not a shared currency.
    • Now, when one player collects a key, it only goes to that player.
  • Fixed issues where caves would deck improperly in certain terrains.
  • Fixed issue where the Elite Melee Dirk could get stuck on the roof of the Large Abandoned Hall POI.
  • Fixed issue where Dro could jump through the ceiling of the Shattered Fortress boss arena.
  • Fixed issue where the Giant Oak Tree POI would deck into the starting bunker elevator in some cases.
  • Fixed an issue where there would sometimes be a cleared out dot in the middle of the Fog of War on a brand new map.
     
[h3]Performance Improvements:[/h3]
 
  • Disabled dynamic shadows on breakables in world and in Dro’s arena - previously some breakables were spawning large numbers of shadow casting fragments.
  • Numerous environment asset optimizations, particularly for the Desert.
     
[h3]Known Issues[/h3]
 
  • Host Gear drops from defeated Bosses appear as a pink Key model for Client players. IE, Clients will see a key on the ground that they can’t interact with after a boss is defeated. Item vanishes once the Host collects their Gear drop.
  • Medigems give dead teammates HP
  • Shrine states, armor, and battery aren’t saved through new Exit to Desktop / Crash handling.
  • Players do not see Death Text when transitioning to Spectating.
  • White leaper lags during its triple leap attack.
  • Opening player inventory before receiving End of Cycle Report disables Ready Up button.
  • Wolves continue pathing briefly when entering Stagger Break.
     

Announcing the June Monthly Update

Hello Breakers!

Time flies when you’re having fun, and we can already reveal that our June Monthly Update will launch next Monday, June 16! As we’ve shared in our Summer Edition Roadmap, this is the second monthly update before our next major content drop. Let's take a first look at what you can expect from next week’s update!

[h3]June Monthly Update Preview[/h3]
  • Update for the Amp system: Similar to how Blades and Rails work, we’re adding rarity scaling and Affixes to Amps. The higher the rarity of your Amps, the more Affixes will be on the item, and Breakers will also have their own “preferred” Amps.
  • Change it up with new Affixes: Trigger an explosion around you with Explosive Ground, leave a spiky surprise when your summoned Allies fall with Ally Spike, stick an explosive on your enemies with Exploding Shot, and more!
  • Square off against the new Grey Dirk and Charge Beetle enemy variants!
  • Plus, more balancing changes and quality-of-life improvements!

Keep an eye on our social channels over the next few days where we will have a sneak peek of these new features coming to Hyper Light Breaker. And as usual, we’ll have all the details for you in our patch notes on Monday!

- Heart Machine Team

Early Access Roadmap - Summer Edition

Breakers!

With spring about to end, the moment we've all been eagerly awaiting is finally here: the Summer Edition of our Early Access roadmap! Since Early Access launch way back in January (time flies when you’re in The Overgrowth!), we've been working hard on going out with consistent updates each month filled with content, gameplay improvements, bug fixes and more, including our first major content update in April, Buried Below, which changed things up quite a bit (ICYMI: details here!) The Breaker team is pouring that same effort into our next Major update, as we continue to make Hyper Light Breaker in Early Access bigger and better than before and it's all thanks to your incredible feedback and support!

NOTE: In order to provide you with the best content for our upcoming Major Update, we've decided to take a bit more time to work on it. This means that the next Major Update is moving from July to August. There will still be a smaller Monthly Update going live in July!



Summer Early Access Content Explained
Let’s dive into what’s to come next month and July. For starters and we mentioned this before, June will be a little on the lighter side. The reason for this is we wanted our next major update (name to be revealed when we’re ready!) to be even bigger than we initially planned, so we shuffled some content around to make sure that could happen. Our June update will still have cool content, including an awesome Amp rework that we can’t wait to share more details about it soon, but our July update will truly shine.

For the July update, it will bring a TON of new content and introduce plenty of new features we absolutely are thrilled to reveal when the time comes. From a new Crown to quests being added and a whole new Rail (ranged weapon) type (spoiler alert: it goes boom) and a highly anticipated new Breaker plus a new difficulty system, we’ve been cooking big time on this update. With all the new content in this update—alongside everything we've already introduced—we believe now is the perfect time to dive into Hyper Light Breaker, whether you're playing for the first time or returning for more!

What’s to Come
Some of you might be wondering what’s to come for August and September and beyond as those two months do technically fall under summer. The long story short of it is we’re gearing up for 1.0 launch! We’re currently locking in what the content should look like in the Early Access updates post-July – we have a lot of things in the works, and now it’s just a matter of figuring out where things should land. As always, we’ll continue to keep you all in the loop of what future updates will be like, but as you can tell from the roadmap, there’s a lot we have in the works!

Also, come July, we’re going to start going through the console development process! Now we know the big question for this and the question we’ve gotten before is: “What consoles will Breaker be available on?” We wish we could answer this, but we’re not quite ready just yet and don’t want to spoil the fun. Trust us that we will let you all know the consoles Breaker will be available on, and when we do, it’ll be a very exciting moment for all of us – so continue to stay tuned for updates.

To wrap things up, thank you all again for your continued support and feedback as we continue forward with our Early Access journey! As we approach the half year mark since Hyper Light Breaker’s launched in Early Access, it’s been incredible to see the game evolve and improve in so many ways thanks to you all.

- The Heart Machine Team

Hotfix Patch Notes - v0.6.2.118084

Hello Breakers!

We’ve got a small hotfix today, closing up a few issues that cropped up in our last release.

[h3] 🐛 Bug Fixes:[/h3]
  • Removed Corundum affix temporarily while it gets updated to function with the new armor system.
    • This had been removed, but Crystal is too strong both in-game and in-code and announced it could not be tamed by man nor beast.
  • Fixed an issue where the Shock Status Effect could combine with the impact implosion holobyte and allow you to damage yourself.
  • Fixed a few issues with Root Hash Hack.
    • White Dirk Allies no longer injure players when they die.
      • Enemy White Dirks will still explode and hurt you (and other enemies).
    • Ranged attacks from Allies should now properly target all enemies.
    • Note: there are some cosmetic issues with Root Hash Hack that will be addressed in our June update.
      • Allies do not always display the correct allied material.
      • Sometimes enemies will have the wrong color applied after using Root Hash Hack repeatedly.
  • Fixed an issue where Shrine icons would vanish from your map after exiting a Crown Arena (as mentioned in the May update Known Issues).
  • Temporarily removed some affixes from accessories that were causing issues with stamina and armor stats. These will be re-added in the June update.