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Hyper Light Breaker News

Struggling Hyper Light Breaker reveals impressive roadmap packed with updates

Hyper Light Breaker has had a rocky start after entering Steam Early Access last month, but developer Heart Machine has announced an ongoing roadmap of updates, new content, and fixes for the spring season, starting next week.


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Hyper Light Breaker early access review - extraction roguelike needs more time

Hyper Light Breaker dev promises to fix gameplay and performance issues

Hugely anticipated new RPG Hyper Light Breaker is struggling on Steam

First Early Access Roadmap & New Content Update

Breakers!

The moment we've all been eagerly awaiting is finally here! Today, we're thrilled to lift the veil on the Hyper Light Breaker Development Roadmap! We've been working hard behind the scenes to ensure that your journey through the Overgrowth becomes even more thrilling, and now you can get a sneak peek at what's on the horizon. From new Breakers to play as, unique Crowns to defeat, and tons of secrets and story content to uncover, an exciting future awaits us in Hyper Light Breaker.


And that's not all! Mark your calendars for the February Monthly Update set to release on February 18th. This update will bring a fresh wave of content, including new gameplay mechanics, balance tweaks, and some surprises we can't wait for you to discover.

So gear up, get your hoverboards ready, and stay tuned. The Overgrowth is about to get a whole lot more exciting. Your feedback has already been invaluable in shaping the future of Hyper Light Breaker, so please keep it coming!

- Heart Machine Team

Hyper Light Breaker gets a community-driven update that makes 'some pretty big changes' to the game's enemies and medkit system, following its debut to mixed reviews on Steam




Hyper Light Breaker, Heart Machine's 3D follow-up to moody action-adventure Hyper Light Drifter, smashed into Steam early access earlier this month. But the initial response to it has been less than stellar, with players complaining about specific issues like frame rate drops, lack of keybinding, and problems with the parry system, while generally being divided over its unforgiving combat and lack of in-game direction...
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Hyper Light Breaker early access review - extraction roguelike needs more time

2016 was an exceptional year for indies. In just a few short months, the world was introduced to instant classics like Stardew Valley, Inside, Cuphead, Darkest Dungeon, and Firewatch, to name but a few. Amid this barrage of critical darlings, Alx Preston's Heart Machine made a strong debut with Hyper Light Drifter. A dark fantasy homage to 16-bit RPGs, Hyper Light Drifter was the definition of a Kickstarter success story, propelled to cult status by tens of thousands of backers. Eight years later, it's clear that Heart Machine is not content to be a one-hit wonder. Thus we come to Hyper Light Breaker, the studio's third title and a very different beast.


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RELATED LINKS:

Hyper Light Breaker dev promises to fix gameplay and performance issues

Hugely anticipated new RPG Hyper Light Breaker is struggling on Steam

Vibrant co-op roguelike Hyper Light Breaker finally hits Steam early access

Medkit Rework & Player Suggestions Hotfix v0.51c.108329



[h2]A QUICK NOTE FROM HEART MACHINE[/h2]

Thank you all SO much again for your continued support and feedback after a very exciting Early Access launch week for us! Last week was a big week for us -- it was incredible to see you all jump into the Overgrowth for the very first time and share your feedback with us along the way. We’ve received a ton of incredible feedback, and on our end, we’re already heads down in development as we’re jumping into making and planning changes to the game based on your all’s suggestions.

As a studio, this has been our most ambitious project yet – making an open world roguelite (which there aren’t that many out there!) -- and so, we’re beyond thrilled to make our vision for Hyper Light Breaker a reality alongside you all throughout the course of Early Access. We made Hyper Light Breaker with Early Access in mind to have it grow and evolve with our community, and today’s patch represents that as we made some pretty big changes, including a rework on Medkits, thanks to your feedback.

Today’s patch (and the one before it) is just the beginning of us using your feedback to shape the game – so you can expect even more community-driven patches and updates (see our first hotfix blog for more details on update cadence) We will be shifting the full team onto our first planned Minor Update so expect this to be the last hotfix for the time being. We are working on an Early Access content roadmap and planned to release it this week, but we need just a little more time to flesh it out and incorporate changes to it based on player suggestions. What we can say for now is there’s SO much more to come, so stay tuned!

Just a friendly reminder, the best way to ensure we see your feedback and concerns is to post it in the #hlb-support channel on our Discord: www.discord.gg/heartmachine.

That all said, let’s dive into patch notes for today’s hotfix v0.51c.108329!

~ Michael Clark, Lead Producer, and the Heart Machine team

[h2]TODAY’S PATCH NOTES[/h2]

Note: Anything listed as a “COMMUNITY ASSIST” and “COMMUNITY SUGGESTION” are fixes made thanks to our awesome community of players! We really appreciate all of your support and feedback – so please keep it coming!

[h3]Gameplay Changes[/h3]

COMMUNITY SUGGESTION: Medkit rework
  • Players now start with a Medkit.
  • The first Medkit upgrade available via Pherus Bit now improves Medkits.
  • Medkits now auto-refill on launch of run, up to max capacity (default 1, upgradeable to 2).
  • Medkit refills at Shrines are now paid for with Bright Blood, not Medigems.
  • Medigems still provide a small amount of health still when harvested, but are no longer used for Medikits or used in the end-of-cycle screen.

Enemy updates
  • COMMUNITY SUGGESTION: Removed the tech croc brute and white dirks from the extraction spawn table.
  • COMMUNITY SUGGESTION: Increased time between waves of additional enemies in Crown fights.
  • Projectiles from weak enemies no longer hit-stun the player.
  • Flinch animations will play, but the player will have full control. Previously they played a hit impact that momentarily interrupted them.
  • Fixed an issue where damage trails would cause hit-stun on contact.
  • Enemy aggro distance reduced.
  • Removed some enemies from the Drop Down Lab spawns that weren't supposed to be spawning there (or at all).

[h3]Bug Fixes[/h3]
  • COMMUNITY ASSIST: Fixed a bug where some players would get stuck on a black screen when launched.
  • COMMUNITY ASSIST: Fixed a memory leak causing degrading performance over time.