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Buried Below Update Now Live - Patch Notes

[h3]A Note from Heart Machine[/h3]
Hello Breakers! Welcome to our first major update - Buried Below.

Since launch, one of the most consistent pieces of feedback we’ve received is that the game is difficult to learn. With that in mind, we adjusted our development schedule to bring a robust tutorial to the game. Expect that this tutorial and other training features will continue to evolve over the course of Early Access.

If you’ve been playing since Launch, you may be aware that in February we put out a public, experimental beta branch with some radical changes to the way the game plays. Dubbed “the evil build” by our community on discord, even in its rough state, players were enjoying the changes - built around the core of shifting to a more traditional, one-life, one-run roguelite experience.

For a more detailed version of today's patch notes, or to look back through the Early Access evolution of Breaker, check out this new site we've spun up intended to consolidate patch notes and more: https://www.notion.so/1bc3d53d664c805d8c7ff6eda77e79a5?v=1bc3d53d664c80029339000cdb9f4bd4

*Today’s update introduces this radical shift in gameplay. You’ll find a variety of major changes detailed below, but it’s important to note that these changes will automatically update your save data when you launch for the first time. *****

If you have an existing save game, you will see your Player EXEs and SyComs reset, and your vault will be melted down into materials. You will receive meta progression currencies (Cores, Golden Rations, Abyss Stones) alongside the reset, so take the opportunity to check out the new Player EXEs and SyCom rework and upgrade your Breaker before playing!

For our veteran players, we wanted to let you know that the resources you get via the Vault conversion process may not be enough to get back to where you were at before this update. To ensure that all players were rewarded equally and due to technical limitations, we decided for the process to give a flat amount of Golden Rations, Cores and Abyss Stones per player. We apologize for the inconvenience, but know for a fact that you all will be able to get where you were at quickly!


[h3]TODAY’S PATCH NOTES[/h3]
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]Features:[/h3]
  • Save File Conversion
    • If you have a save file from a previous version when you launch this update, your save data will be converted to support the major changes in this patch.
    • Your progress for SyComs and EXEs will be reset, and your vault will be melted down.
    • You will receive meta progression currencies (Cores, Golden Rations, Abyss Stones) and can immediately use these to upgrade your characters.
    • Note - some previous features, including Enemy Executions are now gated behind Player EXEs.
  • New In-Game Tutorial System, including:
    • Intro Cinematic
      • This is work in progress, expect it to improve in future updates!
    • Tutorial Level
      • Learn the basics of how to play Hyper Light Breaker - including some of the new features in this update!
    • VR Room
      • Learn advanced combat maneuvers in this tutorial space.
      • Expect to see this expanded in future updates, including an area to test out new weapons and builds!
    • Skippable Tutorials
    • Existing tutorial cards have been updated to reflect changes to currencies, pickups/resources, and run flow.
       
[h3]A New Crown Battle:[/h3]
  • Fight The Maw - our largest Crown yet!
    • Found in the Jeweled Spire, she lurks deep below the surface.
    • Fight new enemies - the Hatchlings - in this crown fight.
      • Hatchlings are adorable, and deadly. Watch out for their self-destructive attacks.
    • Note - Maw memory fragments will appear in future updates.
  • Maw Intro Cinematic
    • COMMUNITY REQUEST: Clients can now also skip Crown cutscenes.
       
[h3]New Player Character: Rondo[/h3]
  • Rondo can be unlocked from the loadout menu, like all other Breakers.
  • Rondo prefers Dual and Balanced Blades.
  • Rondo’s Bladedancer Perk will Mark enemies when you Flash Step into them, causing subsequent attacks to inflict more damage.
  • Rondo’s Reaper Perk will inflict Bleed on nearby enemies whenever they Parry an attack.
     
[h3]New Environmental Points of Interest:[/h3]
  • Tundra Training Ground
  • Ruined Outskirts (Forest) Corner Store
  • Jeweled Spire (Crystal) Lighthouse
     
[h3]New Blades:[/h3]
  • Gloom Shiv (Skill Glaive)
    • A whirling polearm meant for closing gaps, flash steps deal additional damage and stagger damage, and the Shiv’s blade special dashes into enemies for fast multi-hit finishes.
  • Dreamblade (Balanced Saber)
    • A curved sword focusing on strong, rapid attacks. Charge it to deal multi-hit bursts and use its blade special to slice every enemy near you.
       
[h3]Enemy Improvements[/h3]
  • Reduced leashing distance and improving leashing behavior - enemies will aggro players at shorter ranges than before.
  • Enemies can now have multiple attack targets and better coordinate in multiplayer.
  • White Dirk explosions now damage surrounding enemies.
     
[h3]Major Run Structure Changes[/h3]
  • There is now only 1 life per Cycle
    • When you die, you will lose all of your loadout. Extract or buy medkits to stay alive!
  • Players now are locked to a single Sycom/Character per run
    • Players can still browse other characters while mid-run but cannot select them.
  • At the start of a cycle players will always begin in either the Ruined Outskirts or Arid Wastes.
  • Health & Healing Updates
    • Players start with 1 health kit
      • Health kits now trigger automatically once you reach 0 HP (players can still manually heal).
      • Players can no longer revive teammates with health kits .
        • Teammates can be revived in the following ways:
          • Paying BB at a Shrine
          • Entering a Crown Arena
          • Defeating a Crown
          • Extracting
      • Medigems now heal +10 HP.
      • One of the In-Run Vendors will sell health refills.
      • Players can refill their medkits at Shrines for Bright Blood.
  • Brightblood is now only an in-run currency .
    • Brightblood no longer comes back to the hub with the player. It resets to zero when they extract or die. Spend it before you leave The Overgrowth!
  • Shrine Updates
    • You can now level up your Sycom at Shrines.
      • These stat upgrades will only last the duration of a cycle, resets upon new world seed.
    • Players now extract at shrines, they no longer travel to extraction pads and complete a wave encounter.
      • Extraction is instantaneous.
      • Players can only extract from each shrine once!
  • Holobyte Updates
    • Players can now equip up to 9 Holobytes (10 with Goro’s Scavenger Perk).
    • Holobytes are now acquired at Shrines after leveling up your Sycom.
    • Holobytes no longer drop from enemies or chests.
    • Holobytes are no longer available for purchase in the hub.
  • Successful Cycle Updates
    • Once all bosses are defeated, players must find the extraction pad and complete an extraction wave encounter.
      • Completing the extraction pad waves is now the only way to successfully complete a Cycle.
  • Multiplayer Updates
    • Now when starting a Multiplayer run, the host will need to be on a new cycle for players to be able to join their lobby.
      • The Multiplayer robot will ask if you’d like to end your current run and complete the cycle, breaking down everything as per normal before starting a new world cycle.
        • Once the new world cycle has been set, friends can join your lobby.
           
[h3]Game Balance Updates[/h3]
  • The changes to the game structure required a full re-balance of all game systems. These balance updates are made with the following goals in mind:
    • Provide a consistent “zero to hero” experience in each cycle, which means giving players better gear, more often, better paced against the increasing difficulty of the world.
    • Keep the game difficult while reducing unfairness.
    • Provide more meaningful choice and less broad-range randomness.
  • All gameplay systems have had balance and tuning passes, including but not limited to:
    • Enemy Stats (damage, health, sp/mp scaling, etc)
    • Enemy Encounter Compositions
    • Player Character / SyCom Stats
    • Player Gear
      • Note - Blades and Rails now show their final damage value. Previously, weapons would show their bonus damage values only.
    • Holobytes
    • Gear Affixes
    • Boss Stats
    • Player EXEs
    • Currencies
    • Vendors
    • Loot Drop Tables for enemies, containers, etc.
       
[h3]World Rank, Danger Meter, Events:[/h3]
  • The danger meter has been removed.
    • Previously, this would tick up as players accumulated World Rank, triggering Events, and resetting when players Extracted.
  • World Rank is now displayed in the HUD
    • As players perform game actions (killing, looting, etc) this meter will fill. As World Rank increases, enemies and bosses grow in power - but so does the available loot.
    • Previously this was only visible on the end-of-cycle screen.
  • Radiation Meteor Events have been removed.
  • Enemy Meteor and Assassin events will happen periodically as players explore the world.
     
[h3]Gear Pickup Updates[/h3]
  • Players can now compare their currently equipped gear with gear drops.
  • Gear no longer has durability.
  • All Gear is broken down into Materials on both successful and failed cycles.
  • Gear drops now offer an “Equip” or “Break” option .
    • Breaking down gear gives players materials and bright blood.
    • "Break" functionality is not available for gear drops if you have nothing equipped in that slot.
  • Removed Vault and Cache functionality.
  • You must now interact with loot on the ground to open the loot picker (previously this popped up automatically when you got near the gear drop.
     
[h3]Vendor Updates[/h3]
  • Overgrowth (In-Run) Vendors
    • In Run Vendors now only require Brightblood for purchase.
    • In Run Vendors now have a refresh inventory option.
    • New vendor affinity rewards added.
  • Cursed Outpost (Hub) Vendors:
    • No longer sell gear.
    • They sell upgrades and now allow you to re-roll affixes on specific gear.
    • Skesis has stepped out for now - they’ll be back in a future update!
       
[h3]Player Character / Sycom Updates[/h3]
  • [h3]Each Character now has one SyCom with multiple Perks.[/h3]
    • Previously they had unique SyComs with one Perk.
  • Each Character now has preferred Blades and Rails.
    • All Blade/Rail drops for a character will only be these weapons - with a rare chance of dropping something outside of their preferred pool.
  • Character Changes include:
    • Lapis:
      • Preferred Blades
        • Soldier's Light
        • Dreamblade
        • Vector Hammer
        • Zero Edge
      • Preferred Rails
        • DZR
        • Soldier's Sidearm
        • Diamond Shot
      • Soldier SyCom Perk
        • Emptying your Rail’s magazine causes your next melee attack to shoot a lightwave projectile.
      • Rifler SyCom Perk
        • Rails increase their fire rate when you have more battery.
    • Vermillion:
      • Preferred Blades
        • Soldier's Light
        • Dreamblade
        • Giant's Needle
      • Preferred Rails
        • Zaliska
        • Soldier's Sidearm
        • Shredder
      • Contractor SyCom Perk
        • Charged attacks restore battery
      • Gunslinger Ricochet
        • Your next shot after a critical hit will ricochet to a nearby enemy
    • Goro:
      • Preferred Blades
        • Gloom Shiv
        • Giant's Needle
        • Breaker's Buster
      • Preferred Rails
        • DZR
        • Diamond Shot
      • Joker SyCom Perk
        • +10% more DMG per 1 OPS
      • Scavenger SyCom Perk
        • Free Holobyte at the start of a Cycle
    • Ravona:
      • Preferred Blades
        • Solar Bolters
        • Soldier's Light
        • Gamma Claws
      • Preferred Rails
        • Magrex
        • DZR
      • Assassin SyCom Perk
        • Bonus Crit Chance when fighting isolated enemies
      • Rogue SyCom Perk
        • Executions spread enemy’s status afflictions to nearby enemies.
    • Rondo:
      • Preferred Blades
        • Solar Bolters
        • Gamma Claws
        • Dreamblade
      • Preferred Rails
        • Magrex
        • Soldier's Sidearm
        • Diamond Shot
      • Bladedancer SyCom Perk
        • Flash Step Marks enemies, causing them to take more damage.
      • Reaper SyCom Perk
        • Perfect Parry inflicts Bleed on nearby enemies and refills more red HP.
           
[h3]EXE Updates[/h3]
EXE’s are persistent player mods that can be purchased from Protobreaker in the Hub.
  • Added or modified the following EXEs:
    • Lvl 1 - Shrine HP, Bright Blood Bank, Executive Function, Flashstep Boost
    • Lvl 2 - Reflector, Board Energy, Rail Extension
    • Lvl 3 - Synergy
    • Lvl 4 - Prism Health, Skeleton Key
    • Lvl 5 - Healthkit Capacity
  • 3 max upgrades per EXE structure
  • Note: Executions are now gated behind an EXE upgrade (Executive Function).
     
[h3]Caves[/h3]
  • Caves are now discoverable in Pangaea!
    • Find these elusive areas to get rare loot like Golden Rations, Abyss Stones and Fragmented Memories.
      • Currently there is one cave per map.
      • Expect more caves in future updates!
         
[h3]Other Polish Items, Updates and Improvements[/h3]
  • Enemies can now jump down from most structures and ledges.
  • Enemy stagger bar is now more visible.
  • Traversability Polish: Some landing stability for slopes when walking.
  • Optimized most text boxes for Steam Deck in preparation for future Verified status.
    • We are currently Playable on Steam Deck - some in-game text may be difficult to read. All other requirements for Verified have been met, including:
      • Full controller support
      • Performance optimization and settings
      • On-screen keyboard support for text entry
  • Improved Acid Pool hazard behavior and effects.
  • VFX polish for Crystal and Fire ground hazards.
  • Implemented a new Character Voice System.
    • Added new fields for controlling pain voice cooldowns so enemies will no longer spam their pain SFX in combat.
  • New “Materials” mesh pick up now in game.
  • Various menus have been updated to show relevant currencies needed for purchase (For ex. Abyss Stones and Cores now display in the loadout menu).
  • Improved the loot feed on the right side of the HUD to better stack and consolidate picking up multiples of the same item at once.
     
[h3]Bug Fixes:[/h3]
  • Fixed an issue with Holobyte drop menus not populating correctly.
  • Force Hammer - Fixed an issue where the player could be able to left-stick cancel out of the charge attack too early.
  • Fix entities without a stagger animation not properly firing stagger events (yet still saying they're staggered).
  • Fixed issue with screen state when interacting with holobyte vendor.
  • Fixed issue where some procedural worlds could have a small hole in them.
  • Fixed issue where the Arid Wastes Observatory POI was not unlocking fully.
  • Fixed issue with the Engineer’s Mines persisting / getting stuck in the air.
  • Minor hitbox update / cleanup for Dro melee attacks.
  • Fixed issue with in-run vendor menus not properly displaying.
  • Fixed bad collision on Arid Wastes Bivouac Site POI.
  • Submitted a fix for telepad screen focus state & action button containers re-initializing.
  • Fixed an issue with in-run vendor (Chemist) menu displaying an extra empty slot.
  • Fixed issue where the cycle fails to be reset after successfully completing the game in multiplayer.
  • Fixed Burst Capsule referencing Efficient Sole's gameplay tag instead of Burst Capsule's, causing it to appear as "Dash Soles" in-game.
  • COMMUNITY ASSIST: Lowering enemy spawn max enemies from 90 to 60.
    • Potential fix for Community Report: Repeated "Fatal Error" Crashes persisting across versions.
  • COMMUNITY ASSIST: Fixed Outskirts Overgrown Building POI that contained a Jump Pad that did not function.
  • Fixed a floating SyCom near Skeksis’ shop when Skesis was not unlocked.
  • Fixed bug where players were still taking damage upon drowning.
  • Fixed bug where acid pools weren't inflicting damage consistently.
  • Fixed bug where jump pads fail to give enough height to reach the structure of one of the Fortresses in the Tundra.
  • Fixed issue with inputs when the map automatically opens for the first time in the bunker.
  • All status effect visuals for bosses have been turned off - They’re now visible on their health bar instead.
  • Fixed issue where projectiles were not chaining properly with ricochet effects.
  • Fix for bridges not properly decking into the procedural world.
  • Fixed an issue where Missile Dirks weren't playing their 'KnockUp' animation.
  • COMMUNITY ASSIST: Fixed an issue where sometimes when an enemy variant is hit while teleporting, it would change colors to its base version.
  • Improved clarity on UI for Boss Gates.
  • Fixed an issue where the loot picker window would stay open if players transitioned levels.
  • Procedural World Generation fixes, including
    • Numerous cosmetic fixes to specific POIs.
    • Numerous collision fixes to specific POIs.
    • Numerous fixes to procedural placement of terrain, foliage, and POIs.
    • Fixed several z-fighting (flickering) issues on specific POIs.
    • Fixed several collision instances that could trap players unwittingly.
  • Improved clarity of hit boxes for Dro’s wave attacks.
  • Fixed an issue where charge attacks would not combo out of Flash Steps.
  • COMMUNITY ASSIST: Fixed several crashes reported by our community.
     
[h3]Performance Improvements:[/h3]
  • Miscellaneous performance optimizations and changes to level loading.
     
[h3]Known Issues:[/h3]
  • Two multiplayer gear exploits are known to us at this time.
    • We expect to be able to hotfix these this week and will share the details of these issues with the hotfix.

After Hyper Light Breaker players loved a secret one run, one life mode sneakily included in an update, Heart Machine is completely overhauling the game to match




Hyper Light Breaker has been in a weird place since its early access launch in January: It's a great action game with a gorgeous neon sci-fi art style, but the hybrid roguelike/extraction shooter structure surrounding that core has been roundly criticized by players...
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Hyper Light Breaker's first major update is taking an axe to its structure, and it sounds better for it


It's been a few months since Hyper Light Breaker launched into early access, unfortunately arriving in a bit of a mess. The game just wasn't there, which obviously is what early access is for, but it was rough. Everything was just a bit too difficult, too unbalanced, and the loop wasn't strong enough to do over and over again, none of which you want in a roguelike. Developer Heart Machine have been tinkering away at it though, bringing in some much needed tweaks here and there, and now the game's first big update is coming next week.


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First Major Early Access Update, Buried Below, Launches April 29

[previewyoutube][/previewyoutube]

[h3]We're thrilled to finally reveal the Buried Below update, the first major content update for Hyper Light Breaker in Early Access, will launch next Tuesday, April 29! [/h3]

This content update will be a game changer, as it’ll bring a slew of new content along with major quality of life changes, including run structure changes inspired by your all’s feedback that will change up the game in Early Access in multiple ways. In a new trailer that debuted today (check it out above!), Michael Clark, Hyper Light Breaker’s Lead Producer, covers everything you need to know about this major update and how it evolves the game in a whole new way.

[h3]New Content[/h3]

On the content front, Buried Below will bring a new Breaker, “Rondo” – a Breaker who comes from the same region as the recently-debuted Breaker, Ravona, and has a new SyCom with two SyCom perks – a new Crown, “Maw” – the biggest and most menacing Crown yet, two new melee weapons and new areas to explore, including caves. For the new Crown, you all have seen glimpses of her in a couple of ways-- as she’s shown as a Crown that’s possible to fight when readying up to enter the Overgrowth and you have even entered her arena in the hostile crystalscape of the Jeweled Spire. We've been working hard on getting Maw ready, and we’re thrilled the time has come for players to face her in just a few days!

[h3]Change in Run Structure [/h3]

Since Early Access launch, we’ve taken to heart all of the feedback we’ve received from the community across the board. Inspired by your feedback, the upcoming update will introduce the most significant feature overhaul yet with a complete rework of the game's run structure, as you will now have one life for each run and when you die, you will lose items in your inventory, and the Overgrowth will reset. This change was made to balance the game around a more traditional roguelike experience, turning each run into a more consistent and rewarding “zero to hero” adventure than before. This change also allows us to better adjust difficulty and make the game easier to get into, but harder to master, and addresses much of the feedback we’ve received from players since Early Access launch.

This shift in run structure will introduce a few gameplay loops and progression changes to make runs easier, better and ultimately more enjoyable for everyone, including veterans and newcomers alike, than before.

  • Extraction - More Options for Players: Instead of only having one way to leave the Overgrowth (via the Telepad), players will be able to extract at any Shrine in the Overgrowth and there’ll be no waves of enemies to defeat like before. This change will make it so players can extract more often, making the game easier as a result, which was one of the main requests from players to change the game’s difficulty.

  • SyComs - Follows a Class-Like System, More Loadout Potential: Character customization has been redesigned giving each Breaker one assigned SyCom with fixed stats, and players have the option to equip a perk to the SyCom that gives the Breaker a new passive ability. For instance, Rondo’s SyCom has an equippable perk called “Bladedancer” that increases Rondo’s damage and attack speed. You can upgrade your SyCom stats further at Shrines in the Overgrowth. This change, inspired by player feedback, will make it so each Breaker is similar to a “class” making each Breaker feel different from one another, and make it so you can come up with distinct builds per Breaker.

  • Inventory & Vendors - More Streamlined: The Vault system will be changed as when you die, the inventory in your Vault will no longer carry over between runs except for Golden Rations, the main meta progression currency in the game. This will allow you to focus solely on acquiring new gear during your runs instead of having to focus on managing their inventory so often like before. Additionally, vendors in the Overgrowth and Cursed Outpost will also have new roles, with Bright Blood and Materials now used for purchases and upgrades. While gear sales have been removed from hub vendors, players can still use them to enhance equipped items.

[h3]Improved Onboarding[/h3]

The second major addition in the upcoming update is a brand-new onboarding tutorial that launches automatically the first-time players start the game after the update, regardless of save status. This guided experience introduces core mechanics through a structured level that leads to the Cursed Outpost hub. From there, you will gain access to a dedicated space for learning and practicing advanced combat techniques such as dash attacks and parries. Designed to align with the game’s reworked structure and expanded mechanics, this revamped introduction provides a smooth and informative entry point for both new and returning players.

[h3]Future of Breaker – Your Feedback Matters! [/h3]

Since Early Access launch, we’ve been working hard on evolving Breaker across the board every month, including but not limited to making performance updates and gameplay improvements, releasing a slew of new content, and implementing so many other changes based on your all’s feedback! As we continue our Early Access journey and set our sights for 1.0 launch, we want to thank all of you for feedback and support – you’re helping us make Breaker bigger and better every step of the way.

There’s still so much more to come for Breaker in Early Access, including our next major content update this summer that will be our biggest content update yet! Expect to fight double the trouble, embark on quests and go where no Breaker has gone before in our next major content drop.

For now, we can’t wait for you all to jump into the Buried Below update in just a few days and see how it evolves Breaker in a whole new way!

- The Heart Machine team

As the games industry continues to be a mess, the devs behind Hyper Light Drifter share why they took to Patreon


It's not exactly much of a secret that a lot of indie devs are struggling to stay afloat these days given the economic *gestures vaguely at a world map.* No one has an exact solution either, but last December, just before the release of its latest game Hyper Light Breaker, noted indie developer Heart Machine announced that they were opening a Patreon. I won't act like this is exactly a novel concept, I've seen a few other devs, typically on the smaller or solo size, try the same thing. But it still felt like a sign that Heart Machine needed a bit of a boost to keep things going.


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