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HYPERCHARGE: Unboxed News

The Plague - New gamemode lots of fixes!

[previewyoutube][/previewyoutube]
Small Soldiers,

The Plague has players jumping, climbing and shooting their way through a bunch of ultra-realistic, home environments. The levels may have a friendly home-appeal, but you’re just a pint-sized action figure. You must time your jumps and use your weapon wisely. Ammo is randomly spread throughout the map in the form of plastic BB-pellets, forcing players to move should they be trigger happy.

Players who start with the plague must use their abilities to their advantage. Such as extra speed and special vision which grants sight on the whereabouts of each living player.

http://store.steampowered.com/app/523660/HYPERCHARGE_Unboxed/

New Content & Improvements:
New Plague Mode!
Added new Loading Screens!
Improved intro video keyframe timing to prevent "choppy" video
Added improved tooltip system to menu
Improved new Options > Multiplayer screen
Added plague button and halloween unboxed logo
Added new Map description/preview tool tips
Added map subtext descriptions
Added force feedback and recoil for the missing weapons (Flamethrower, GrenadeLauncher, Laser, Minigun, Shotgun, Sniper)
Added name of person who killed you in PvP
Added consistent menu buttons to missing places in the UI
Blueprint fade effect is quicker in PvP
Disabled destroying buildables until they're repaired
Added claw to plague mode survivors
Adjusted claw attachment materials
Added nightmode option to display mode for playing at night
Improved tool tip performance
New Plague Mode music track
Improved menu map preview cubemaps
Text unlock improvements for customization menu
Improved FP weapons to have higher quality Mips and LODs
Chungus FX optimizations
Gliderplane idle time adjustment
Disabled ability to glitch and stand upon world boundary actors
AntiAir Turret Damage + Power adjustment, Sense range increase
Adjusted net issues for health and shield state

Various Fixes:
Fixed spectator gamepad controls
Fixed invalidation panel errors causing "frozen" menu
Fixed UI scale not working in options
Fix for loading screen not lasting during level change
Fixed blueprint fx issues when travelling between worlds when player and world has not loaded yet on clients.
Fixed multiplayer lobby brightness issue on low settings quality
Fixed texture streaming in airhockey shuffle.
Fixed toypalace prop fade distances
Fixed inability to unlock rocket turret x3
Fixed HUD displaying of Axis binds instead of just Actions
Fixed meanbot and spinner damage sometimes not occurring
Fixed loadout menu navigation for players
Fixed cheats menu not receiving input sometimes
Fixed broken and/or missing unlocks, added new chrome material unlock
Fixed not being able to select locked character types
Fixed XP not being shown on scoreboard
Fixed explosion damage and FX inconsistencies
Fixed local players team icon missing in lobby
Fixed formatting on options UI's so they no longer go off-
Fixed Advanced Settings button name on ingame menu
Fixed issue in which actors could spawn with zero health
Fixed pickups not colliding with players
Fixed loadout sub menu lists when res scale
Fixed jets aiming system
Fixed quick controls wasted space
Fixed soldier random heads and body parts not working properly
Fixed end of round stats menu for PvP
Fixed collision on cabinets and cardboard box props
Fix for incorrect weapon impact physics and particles
Fixed Lobby lighting issues resulting in dull players
Fixed some server updates repeatedly happening until values have been changed
Fixed calculating player ranks before game-end to prevent strange "player draw" issue
Fixed enemy AI using outdated "safety" system instead of new system
Fixed Attic_Daytime PVP props, collision fixes
Fixed Weapons not triggering stop-sound on detatch
Minor fixes to garden nav paths, jet balancing and physical mat for cardboard boxes

PvP Update – Out Now!

[previewyoutube]https://www.youtube.com/watch?v=sGzG77M0_UI[/previewyoutube]

Attention Soldiers,

Player versus Player, or rather; Plastic versus Plastic is now available! Don’t fear, although this major update revolves around PvP, we’ve still pushed out multiple changes to PvE. I would also like to emphasise; we haven’t forgotten about PvE. PvP was hugely requested by the community. It didn’t take a huge amount of development time. We agree with most of our players that PvP is a fantastic addition to Unboxed. It gives you a break from PvE and overall opens the game to more players.

As always, please let us know what you think of PvP, and the changes to PvE. Discord is the best place to get in touch. Thank you so much for continuing to support us. We truly appreciate it. The game keeps getting better and better, thanks to you amazing lot! Early 2020 is when we'll leave Early Access, and when that time comes, I'm confident HC:U will be something of a masterpiece.



Originally posted by author
New Content / Improvements:
Added 8 player PVP (New Lobby, Game Mode Selection, Team Play, Random Music Selection, Spinning medal image for the participation award.)

Added adjustable Game Rules system for changing game options.

Added Voice lines for Characters + Radial Menu Voice command system.

Improved Gameplay flow waves for maps (Improved controller gameplay, difficulties, core balance and costs)
Added Footsteps SFX for all materials.

Added Physical Materials for All maps and physical material sounds and bullet impact particles.

Added temp Max Ammo overlay for introduction and tutorial in the future.

Added new customizable Avatar system.

Added new tool tip overlay system. (ability to see how to unlock things by hovering over them)

Added new music track for Lobby.

Added new music track "ChopperWolf" for Kitchen.

Added power node icon when holding batteries.

New controller binds system and "quick controls" preview UI. (Hold F1 or Down on DPAD)

Added double jump VFX.

Added Pausing when entering In-game menu when playing a Local Game!

Added proper gamepad UI navigation and interaction. (No more UI cursor)

Added previous and next keys to gamepad bumpers.

Added Scoreboard visible over EndOfRound by holding TAB or SELECT.

Added More hinges and hinge fixes on Bathroom, Garage, Kidsbedroom and Kitchen.

Added new Message & Point Feed system.

Added Kick & Ban players to In-Game Players List.

Added camera lean.

Added new weapons SFX for NPC soldiers.

Improved new audio mix for all SFX.

Added Hit & Critical Hit SFX.

Added gamepad acceleration & gamepad axis exponent.

Improved design for traps and turrets.

Added "Retry LeveL" button to End of Round menu.

Split-Screen now takes up full screen per play. (No black border)


Originally posted by author
New Fixes:
Fixed a couple of rare crash issues.

Many improvements to AI, pathfinding and decision making on all maps.

Improved networking on Traps and Turrets.

Optimized materials, shaders, textures and SFX for environment and NPCs.

Fixed Death screen not appearing for some clients on death.

Fixed UI scaling on End of Round when in Split Screen.

Improved death message system to support PvP.

Added player killed player messages.

Fixed AI sometimes being stuck in looping "death" state. (Chopper on kitchen)

Fixed Chopper AI issues.

Fixed strange vignette issues when shield is recharging.

Turret and Traps optimisation and fixes. (Power usage, aiming, behaviour)

Updated cards and visuals for traps .

Improved text prompt text system.

Fixed quick controls not being able to be bound.

Fixed gamepad acceleration slowdown when running in low FPS.

Fixed settings not being applied after being saved.

Improved flashlight shadows system.

Find game name fix.

Added game mode to server browser and find game system.

Added game mode filtering for Find game menu system.

Added glider plane to game scoring.

Fixed prop collision issues on a few maps.

Fixed jetpack counting as an attachment for weapon sounds.

Fixed playerstate on local clients not receiving net messages. (Fixes split screen names and character data)

Fixed scrolling map selection with gamepad.

Fixed radial menu action key.

Improved old Lobby UI.

Improved lobby flow and server travelling.

Adjusted networking of some music states.

Build tool is no longer dropped when giving weapons.

New game announcement system.

Fixed many "player stuck" areas on various maps.

Fixed weapon particles (muzzle, tracer, flame, laser) when in split-screen.

Fixed split screen floating lights when you've collected a collectible.

Fixed player missing avatars in lobby.

fixed game not ending when all active cores are dead.

Fixed lobby map selection not being full screen.

Removed camera shake FX when not controlling the player.

Added indicator, shotgun, damage improvements.

Fixed end of round input in split screen.

No longer required to use mouse for players to skip through menus.

Fixed game user settings not preloading resolution settings if you make a new version of the user settings system.

Don't drop current pickup if reload is pressed.

Fix for DPI scaling issues on HUD.

Fixed mines and rockets hurting players.

Many other fixes/optimisations and quality of live improvements!


Submit a Review:
https://store.steampowered.com/recommended/recommendgame/523660



If you enjoy playing Unboxed, would you mind writing a quick review about it? It takes literally less than a minute and every positive review helps further promote the game. (Which in the end encourages people to buy it and provides us with more funding to update it more frequently) If you have already submitted a review but have friends who play the game, it would be great if you could ask them to submit a review too. Thank you!

Have fun and thank you! - Joe

Digital Cybercherries Ltd.

What it means to be in Early Access

TL;DR:

HYPERCHARGE: Unboxed is an Early Access game. We are focusing on developing it with you. I understand your biggest concern is currently the playerbase, and we understand that. However, at this moment in time, it’s not our biggest worry. Our main priority is to make sure the game is super polished for full release, ensuring your awesome ideas and suggestions have made it into the game. Once we’re closer to full release, we will then go full throttle with marketing, having a much greater focus on attempting to attract new players.

Hi everyone,


We apologise for the lack of updates recently, it's been one heck of a busy month for us! I'd like to talk a little bit about Early Access and the obstacles we face when balancing a live game. Right now, HC:U is very polished, and much of your feedback is already in-game. We take pride in listening to what you have to say, working together to ensure the end result of the game becomes something special, and something that you all will love to play. But we’re not quite yet at the finish line. What you are playing now, is not final. We understand the gameplay is not perfect, most of what you see is a work-in-progress. At this stage in development, the emphasis is on testing, tweaking and fine-tuning. We may add certain mechanics to the game that simply don’t work, but at the same time, we may add something that does work. The moral of the story is; we won’t know unless we try.

Essentially, it’s very likely you are going to experience the following:


Unbalanced updates.

Balanced updates.

New gameplay features.

Features that get removed.

But all the above leads to:


A game developed with the community in-mind.

Gameplay that is balanced in accordance to the majority of player feedback.

Features you want added to the game.

No Pay-to-Win or Loot-boxes.

Okay, but when is full release?

We still have a good few months ahead, but it's very likely we will officially leave Early Access, early 2020.

So... When is the next update?

We're aiming to release an update before the end of this month.

Cool, but what is in the next update?

A PvP gamemode and lots of PvE adjustments / improvements.

Console Release?

We are launching on the Nintendo Switch, hopefully before the end of this year. As for Xbox and PlayStation, this depends on how well the game is received on Switch and PC.
https://www.youtube.com/watch?v=ft4ujercvr0

Conclusion

HYPERCHARGE: Unboxed is an Early Access game. It's not yet finished. We will continue to develop the game with you, and then do our best to get the game into the hands of new players. The beauty of Early Access is that it has helped us allocate specific tasks / features. It's wonderful to read such awesome ideas and feedback that you submit. We cannot tell you how much we appreciate your support.

Gamescom

If you were at this years Gamescom and came to see us, thank you for visiting our booth!


Have a great start to your weekend! - Joe

Digital Cybercherries Ltd.

We've teamed up with CORSAIR and are giving away some goodies!



Small Soldiers,

Win a NIGHTSWORD RGB mouse & MM350 XL Extended mousepad + Steam key for HYPERCHARGE: UNBOXED.

5 runner up winners will win a Steam key!

(You'll need a twitter account to enter)

To win:
🔁 RT & ❤️ this
➡️ Follow @HYPERCHARGEGAME & @CORSAIR
🕑 By 10pm, August 18th(CEST)

https://twitter.com/HYPERCHARGEGAME/status/1162332045860900866

Winners will receive a DM from our official HYPERCHARGE: Unboxed twitter account.

Lastly, I would like to say the following; if you’re going to moan about not having a twitter account and how unfair this giveaway is, please don’t. We are very generous and considerate developers. In fact, we’ve given away 100’s of Unboxed Steam keys in giveaways so far. I’ve taken a lot of time to team up with CORSAIR so you, our awesome community have the chance to win some epic stuff.

Future giveaways are not always going to be dedicated to one social platform. But in this case, it is. Don't worry, there will be more giveaways soon.

I hope you understand and good luck!

Development Progress: PvP Game mode! - August 9th, 2019



Soldiers!

We have some exciting news, and as the title already states; PvP is on its way! We're currently balancing the gameplay, making sure spawn points for players, ammo and weapons are where they need to be. Don't worry, we haven't forgotten about PvE. You've provided us with so much feedback, it's been super helpful and we're doing our best to implement your ideas.

So, what's PvP like? Well, a ton of fun! It's nice to have a break from PvE and just battle it out with friends. Option-wise, we have Deathmatch, Team deathmatch and a bunch of server modifications so that you can tweak the gameplay to your liking. It's likely we'll add more game modes in the future, such as; Capture the flag and other classics.

Find more Small Soldiers:


As mentioned previously, we are working on balancing, tweaking and fixing bugs for PvE. Again, please keep sending in your ideas and suggestions, without you this game would not be possible. A big thank you to those who continue to support us. :)







Have a great start to your weekend! - Joe

Digital Cybercherries Ltd.