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HYPERCHARGE: Unboxed News

Major Update #7 – New Character Packaging System & Huge Improvements!



Small Soldiers,

We’re very proud to announce the launch of Major Update #7. While it may not appear to be much at first glance, there are a ton of fixes and improvements that have gone into this update. The most notable additions being the new character packaging system and vastly overhauled sounds. To give you an idea about the work involved here, every single action figure type now has its own unique sounds. This includes voices, footsteps, movement, and more. Alongside this, your action figure now comes with its very own toy packaging! We want your action figure to feel special, and we think this is one step closer to that. And of course, we’re still working on the story campaign and other neat stuff.

We’ve also spent the last few months doing some serious digging. What type of digging you ask? Well, we’re finding out what you, the player, like and dislike the most about Hypercharge. We’re looking into every review, suggestion, and pieces of constructive feedback. Our aim is to find out where we can further improve the core experience of Hypercharge. Keep your eyes peeled, big things are happening! To those who continue to support us on our journey, thank you!

If you'd like to help us improve the game, please let us know on our Steam forums or Discord server.



PATCH NOTES
[h3]ADDED[/h3]
  • Added new Character Packaging system - Customise your packaging to match your Action Figure!
  • Added new Character Packaging unlocks and Packaging name generation system.
  • Added new unique Footstep, Jump, Land, Melee, Reload and Foley sounds for each Character Type.
  • Added new unique voice acting for MANY new Characters. (Over 40 new voice types)
  • Added new unique voice acting for Supporter Pack DLC character pack.
  • Added new unique voice acting for Breaker & Mightus DLC characters pack.
  • Added Invite Code system to all public and private servers. Can now have friends easily join public official servers from the In-game Menu > Invite Players > Copy Invite Code.
  • Added new Crosshairs for weapons that didn't have unique crosshair designs (Shotgun, Ice Gun, etc)
  • Added new Crash Reporter with proper networked destination - DCC now can automatically collect Anonymous Crash Dump files.
  • Added Platform specific icon per Player and per Server. Now can see what platform/storefront other players are on.
  • Added FriendsOnly server option for Private servers to the Lobby Widget.
  • Added new unlock notification to the main menu buttons.
  • Added Customisation Packaging Mode as default - New Unboxed button in top right can toggle back to unboxed state.
  • Added Cross Platform Save system - Transfer saved between different versions of the game. (once they also contain this feature)
  • Added current ranked position to the HUD in Plague mode.
  • Added message on-screen when touching plague zone for the first time.
  • Added SAV files from saved folder to crash report client saved files to upload.
  • Added timeout to lobby to prevent idle servers.
  • Added Gamepad Icons to improved Key Rebinding Menu.

[h3]IMPROVED[/h3]
  • Adjusted bot health value showing by default.
  • Adjusted health of BroBot enemy.
  • Adjusted health of PowerNodes - Batteries almost never fall out on easier difficulties, harder on Expert difficulty.
  • Adjusted presence information to include proper translatesd map names.
  • Adjusted default FreeRoam music state.
  • Moved In-game text chat to top right corner of HUD.
  • Moved Party Modes to Extras Menu.
  • Improved soundmix for weapons and some other critical areas - especially fitting for small sized speakers
  • Improved Enemy Safety component, checks distance from spawnpoint optional extra safety.
  • Improved Audio engine memory and voice counts.
  • Improved Core flash animation in top left of HUD.
  • Improved design of Host Type widget to better reflect the current type of Server.
  • Improved Death Screen animations and style.
  • Improved location of on-screen messages related to game events.
  • Improved names of default weapon abilities so they make more sense.
  • Improved UI button feedback for general UI and customisation dialog.
  • Improved on-screen message grouping to lower message spam.
  • Improved Key Rebinding Menu with a better UI/UX and many bug fixes.
  • Removed assets from dedicated server package.
  • Removed DLSS from dedicated servers.
  • Removed footstep and other animation notify FX from dedicated server.
  • Removed frozen meshes on dedicated servers as they are not replicated anyway.

[h3]FIXES[/h3]
  • Fixed split-screen using Keyboard + Gamepad sometimes changing key prompt style of Keyboard player.
  • Fixed incorrect HUD issue on Arena game modes.
  • Fixed blurry/out of focus Unlock previews at the end of a round.
  • Fixed LAN P2P Multiplayer.
  • Fixed timeout for failed server connection taking too long.
  • Fixed issues with HUD disappearing for some players on some levels.
  • Fixed newly unlocked levels not adding to the map rotation in the correct order.
  • Fixed bots and players Index when choosing a box to spawn in on round start - Fixes players not spawning in correct packaging.
  • Fixed broken footstep and land SFX.
  • Fixed default video settings for SteamDeck carrying over from other platforms issue.
  • Fixed check on actors that track scoring events in Plague are actually of DefaultPawnClass, rejecting Infected pawns
  • Fixed Copy Invite Code to clipboard on Linux platform.
  • Fixed crosshairs values not respecting larger than 1080p screen resolutions.
  • Fixed custom keybinds for controller not working in unison with the template system for gamepads.
  • Fixed damage flashing on-screen after death.
  • Fixed dedicated server particle crash.
  • Fixed Diaramas pages feeling sluggish when turning the camera.
  • Fixed DLC detection on Linux platform.
  • Fixed end of round focus issues in split-screen.
  • Fixed Gyro rotation issues on the menu with Steam Deck.
  • Fixed error message dialogs closing too early.
  • Fixed ordering of newly unlocked maps to ensure the order of levels is preserved.
  • Fixed haptics not clearing on player death and level load.
  • Fixed HostState not being updated enough when server details changed.
  • Fixed HotRocks material being listed in DefaultUnlocks by mistake.
  • Fixed hypercharge battery icon colour in UI.
  • Fixed Jump markers being too dark due to fresnel.
  • Fixed Kitchen missing blocker planes, improved shadows and lightmap optimisation. Fixed duplicate pickup spawn locations.
  • Fixed laser detaching from the weapon when moving fast.
  • Fixed map menu showing charger and prize machine for unused levels.
  • Fixed missing internal functions in shipping build for some special FX systems.
  • Fixed old error messages lingering for too long after leaving a server.
  • Fixed Plague rounds to be limited by the number of player and bots currently in the server.
  • Fixed plebs appearing in certain smaller levels like airhockey and shed arena.
  • Fixed Radar not being recreated Cleaned up render targets between server travel.
  • Fixed Rygar Head not being unlocked properly on Shed.
  • Fixed some dialogs not displaying different messages when reused.
  • Fixed split-screen players have access to menu controls.
  • Fixed SteamDeck text input not showing Gamepad Input box.
  • Fixed some split-screen input issues by restoring old functionality on Desktop platforms.
  • Fixed turret names being the wrong way around.
  • Fixed tutorial Gold Credits not having pickup message.
  • Fixed Key Rebinding not working properly in combination with split-screen.


Look at that shiny packaging. You can smell its newness! It would be a shame to break out of it, right?
I don't think it was a shame to break out of it! Now you get to show off your packaging to your friends!
Now you look the part! Every single action figure type and skin comes with its own unique packaging.
Hold "Q" to bring up the voice command wheel. Each action figure now has their own unique voice!
You can now easily join your friends online lobby via their invite code found at the bottom right.
Just click "Join Friend" via the Play Menu and enter their invite code. Happy gaming, small soldier!
We've updated our Bug Reporter tool making it easier to report bugs should your game crash.


That's it for this update. Thanks again for your support, we truly appreciate it!

Have a fantastic weekend ahead! - Joe
- Digital Cybercherries

Socials
Twitter | Discord | TikTok

HYPERCHARGE: Unboxed gets a fix for Linux to play on Windows Servers

HYPERCHARGE: Unboxed recently released their Native Linux version and talked up their Steam Deck support, with a small update being rolled out to fix up online play.

Read the full article here: https://www.gamingonlinux.com/2022/04/hypercharge-unboxed-gets-a-fix-for-linux-to-play-on-windows-servers

Now Steam Deck Verified with Native Linux Support! Hypercharge -20% OFF!

Small Soldiers,

We are extremely proud to announce that Hypercharge is now Steam Deck Verified. This means the game is fully functional on Steam Deck, and works great with the built-in controls and display. But the good news doesn’t end here. “Clears throat” Ahem. Linux users. Hypercharge now has Native Linux support!

To celebrate this news, you can grab Hypercharge for -20% OFF! http://store.steampowered.com/app/523660/HYPERCHARGE_Unboxed/

If you have questions about the game, please let us know on our Steam forums or Discord server.



    If you're new to Hypercharge and already own a Steam Deck, here’s what Hypercharge offers, and what’s coming:

  • [h3]What is Hypercharge: Unboxed?[/h3]
  • To better answer this question, we've put together an extensive FAQ. You can read that here.

  • [h3]What FPS does it run at?[/h3]
  • 60fps. (We’re working on an option to run 30fps in battery saver mode.)

  • [h3]What Graphic settings can I play on?[/h3]
  • Graphic settings are automatically set for the Steam Deck. (Will be lowered automatically in optional battery saver mode.) Some advanced effects will remain optional (Motion Blur, Ambient Occlusion etc.)

  • [h3]Does it have full Controller support?[/h3]
  • Of course. (External Controllers supported, and Steam Deck touch screen is optional for Menu)

  • [h3]Does it have full Gyro support?[/h3]
  • You bet.

  • [h3]Is configuration required to run the game?[/h3]
  • No, it is optimized to run and look the best by default.

  • [h3]Does it have full Split screen support when connected to the dock?[/h3]
  • Definitely. (Valve has stated that it will sell separately the Steam Deck Docking Station, coming late Spring 2022)

    In closing, the Steam Deck is an amazing handheld gaming computer that lets you play Hypercharge on the go, wherever you go, in seamless 60 FPS action! If you have any further questions, please let us know. :)

    For more information about the Steam Deck, please check out the official page here.

Have a lovely rest of your day! - Joe
- Digital Cybercherries

Socials
Twitter | Discord | TikTok

Hotfix #6 - Many Bug Fixes!

Action Heroes,

A huge and sincere thank you to our fans for helping us track down these bugs. We’re very grateful for your support. As always, we are constantly listening to player feedback. If you stumble across other pesky bugs, please let us know on our Discord or Steam Forums.



[h3]FIXES[/h3]
  • Fixed game not loading on Linux with Proton.
  • Fixed end of Round screen stealing the wrong players' input when in Splitscreen using Keyboard/Mouse + Controller.
  • Fixed some broken LODs on a few characters.
  • Fixed Stat Dioramas pages having a lower framerate in the menu.
  • Fixed end of Round Unlock previews from having a lower framerate.
  • Fixed Matchmaking not finding servers on the first attempt.
  • Fixed Server Browser list not being sorted correctly.
  • Fixed Dedicated Servers not having proper Player ID's registered.
  • Fixed some issues with footstep and landing sound FX.
  • Fixed Radar being blank after changing or restarting a level.
  • Fixed Steam Name not being shown as primary for some players.
  • Fixed empty main menu background being shown during load-screens.
  • Fixed Demolisher taking too much damage from Turret Rockets.
  • Fixed PowerNode's having the wrong health value on some difficulties.
  • Fixed optimised lighting in Kitchen map (no more dark objects)

Have a brilliant weekend ahead - Joe
- Digital Cybercherries

Social Links
Twitter: http://twitter.com/HYPERCHARGEGAME
Discord: https://discord.gg/hyperchargeunboxed
TikTok: https://tiktok.com/@hypercharge_unboxed

Major Update #6 - Cyber T. Rex, Missile Truck, and Massive Improvements!



Action Figures,

To say we've been busy is an understatement. Honestly, the past few months have been non-stop. We've had our hands in many pots, doing our best to make Hypercharge be the best it can be. Remember, we're not a large team, we're five indie devs, so we sincerely appreciate your support and patience.

Right, let’s start first with what’s new in this update: We’re pleased to announce that major update 6 has arrived, and with it, an assortment of content, changes, fixes, and improvements. We’d also like to talk about a few other things we’ve been working on in the background, including moving over to a new version of the Unreal Engine, crossplay, and finally, the story campaign.



PATCH NOTES
[h3]ADDED[/h3]
  • Added new CyberRex Boss!
  • Added new DAMBUSTER Boss! (Missile Truck)
  • Added new map THE FUNDERDOME (Shed Arena)
  • Added new Head, Skin and Material unlocks for the new level!
  • Added new secret unlock.
  • Added 5 new Music Tracks!
  • Added Join Friend button to Play Menu.
  • Added Invite Code to lobby screen.
  • Added new Coin pickup Sounds.
  • Added CyberRex and DAMBUSTER to dioramas page.

[h3]MOVED[/h3]
  • Moved to Unreal Engine 4.26 to take advantage of new performance gains and platform stability improvements.
  • Moved to EOS for our multiplayer back-end. Servers are faster to load and instance. Dedicated server tool has also been updated to support private sessions.
  • Moved Party Modes to Extras menu.

[h3]IMPROVEMENTS[/h3]
  • Improved handling of FX that cause motion sickness; lowered when adjusting Camera Shake or Weapon Sway scale.
  • Improved Pause/Unpause for all actor sounds in the world when toggling pause.
  • Improved multiplayer networking events.
  • Improved performance of many actors in the game by caching more sub-components.
  • Improved music track layout in certain maps/waves.
  • Improved Volume Slider to use more sensible and audible values.
  • Improved UI performance regarding text generation.
  • Improved balance of new bosses, waves on the garden map, shed waves difficulty.
  • Improved balance of game details related to health, weapons and enemies.
  • Improved performance of instance meshes for debris actors.
  • Improved prize machine (ATM) with new light animations and FX.
  • Improved many interaction animations and particle FX.
  • Improved nav and collisions around the sink in Bathroom.

[h3]FIXES[/h3]
  • Fixes DLC unlocks not triggering because of the ordering of engine Init.
  • Fixes crash issue when travelling between levels.
  • Fixes crash issue related to some commands being referenced on the render thread.
  • Fixes glitch allowing clients to repair or build on a dead turret.
  • Fixes options menu asking to save when nothing changed.
  • Fixes build previews casting a shadow.
  • Fixes game stalling and freezing issue related to camera shakes being stopped when not playing.
  • Fixes being able to pick up a weapon at the same time as a bot.
  • Fixes bots stealing a pickup that you are about to collect.
  • Fixes accidentally buying multiple weapons and attachments when holding the purchase key.
  • Fixes some sounds not stopping properly between levels.
  • Fixes FOV issues for FP camera.
  • Fixes some issues with pickups not being removed properly.
  • Fixes camera clipping through the grass in third person.
  • Fixes various muzzle flash location issues on NPC weapons.
  • Fixes Controllers on desktop not always falling back to custom controller binds unless overwritten by base-players binds.
  • Fixes many deprecation warnings and stability issues from the engine change.
  • Fixes breakable components ignoring damage to an already broken group of break slots.
  • Fixes emissive and lights being enabled on actors that die.
  • Fixes motion blur not working properly.
  • Fixes missing damage flashes in networking environments.
  • Fixes Disable Prize Machine and Disable Charger game options.
  • Fixes localisation issues in some areas.
  • Fixes HUD sometimes not appearing when restarting the round.
  • Fixes shield FX not reporting damage values to other FX related events.
  • Fixes missed network message for disconnecting from a lobby.
  • Fixes indicators being lagged by one frame when turning the camera quickly.
  • Fixes players not being given stats for boss kills.
  • Fixes offset on weapon and attachments pickups so they rotate correctly.
  • Fixes invisible wave hud text.
  • Fixes cancel find session not working properly.
  • Fixes Play Menu issues and Find Game menu missing dialogs.
  • Fixes Customisation menu not having focus when opening, fixed loadout menu random button causing buildables to random instead of just cosmetics.
  • Fixes wave not starting when the boss is the only enemy in the list.
  • Fixes in-game menu button being incorrect when in single player.
  • Fixes Wave ending early if only boss is remaining.
  • Fixes stages not being properly in the locked state.
  • Fixes player highlight on DLC characters not working properly.
  • Fixes LODs on Nebulon characters being stretched from far away.
  • Fixes keys being held down when entering/exiting pause menu.
  • Fixes for blurry end of round unlock previews.
  • Fixes input platform not applying when changed in the options menu.
  • Fixes stuck spot on Kitchen and closed the Super Secret Extractor Vent Clubhouse
  • Fixes Player Lobby missing physics on DLC characters.Fixed Turret rockets knocking out batteries.
  • Fixes Turrets targeting Missile Trucks and other enemies they can’t normally target.

[h3]Missile Truck[/h3]

This boss appears in Garden of Evil, replacing the T. Rex. We made this decision because the T. Rex would often find itself stuck on objects, which would take away the fun and danger that we initially intended. We did our best to improve its pathfinding, but overall, it became frustrating for players, and for us. In the end, that type of enemy just wasn’t suited for that type of environment. However, this lead on to the idea of the Missile Truck!

So, how does this enemy work? Well, it’s pretty neat. And.. uh… explosive! Once activated, it will begin its launch sequence. Soon after, you will notice a beacon deployed from the sky, which will navigate its way to a random HYPER-CORE. This is where the danger really begins. You must make your way to the beacon in a hasty fashion, pick it up, and depending on how good your arm is; throw it towards the Missile Truck. The missile will follow the tracker and… boom! But, if you cannot grab it in time, well… the HYPER-CORE is in trouble!

[h3]Cyber T. Rex[/h3]

Don’t worry, we didn’t remove the T. Rex from the game. Instead, we improved it! Remember when Thor fought The Hulk in Ragnarok? Well, it inspired us to create this arena (no more T. Rex getting stuck). Welcome to the Funderdome! Surrounded by Army Men who want nothing more than to witness a good chomping, it’s your job to outmaneuver and out damage the Cyber T. Rex.

But how exactly can you do that? Covered in highly durable armor designed by Major Evil himself, the Cyber T. Rex is a mighty adversary. You must destroy its armor, piece by piece, all whilst trying to evade not only its huge, plastic teeth, but also its missile launcher! As soon as you destroy its armor, rain fire and hope for the best. To earn the highest medal, you must avoid dying a specific number of times.

[h3]Unlock the latest Character Skins[/h3]

Includes Two New Character Heads and Two New Skins with matching Weapons!

[h3]Story Campaign[/h3]

The story is coming a long great! With that said, we’d like to clarify a few things. The story campaign is not a standalone story mode (we’re too small of a team to make that happen). We’re adding an actual story to the existing wave-based mode. For example, when you start a level, you'll be greeted with a ‘90s style visual comic with amazing narration and art. The story will be linear, meaning that with each level you complete (for example, Dawn of the Toys all the way to Garden of Evil and further), you will learn more and more about Major Evil and Max Ammo, as well as the lore of Hypercharge, and why exactly you’re defending the HYPER-CORE. Essentially, the further you progress, the more the story will fall into place. Oh, and you will eventually… face Major Evil, head to head!

We intend to add optional objectives to each level, which are completed when in the exploration/build phase. Such objectives will be simple yet rewarding, giving players another reason to further explore every nook and cranny in each level. This also means environments will feel more alive, in terms of what the player can interact with. To recap, the story/campaign is not a separate mode, it’s implemented into the current wave-based mode. We truly believe it’ll make that mode feel super polished, and be worthy of the title “story campaign”.

[h3]Major Evil In The Flesh Plastic[/h3]

Every toy is at his beck and call, and every action figure knows his name. Finally, Max Ammo’s arch nemesis, Major Evil, has revealed himself to all. Cunning, fearsome, and relentless, can you stop him from obliterating the HYPER-CORE’S and put an end to his reign of chaos? Perhaps you can. Sgt. Max Ammo is depending on you. We all are.

[h3]Unreal Engine Move Over[/h3]
I will give Dec the microphone and let him go through exactly why this engine move has been extremely time-consuming, and what it means for Hypercharge:

Dec Doyle (Lead Programmer)
Moving to a new version of the engine after thousands of our own custom changes to Unreal is a challenge. Hundreds of community fixes for the engine, strange merges between multiple versions of files from different engine versions is how we strung together everything we needed for Hypercharge. After enough time had passed since we started working on this game, so many new features, performance improvements, new platforms and new technology have been added to this engine that we need to take advantage of. Some of these are just general all-around improvements to performance or how the engine handles a certain job. Others are almost necessary for us to ensure Hypercharge can run efficiently on all other platforms.

This is not the flashiest list of improvements for the average viewer, but for the team and the hardcore fans of Hypercharge, this will be a very welcomed update and allows us to really take this game to wherever we want it to go.

So after months of hard work, we’ve moved our game to one of the latest versions of Unreal Engine, and brought with it plenty of new fixes and improvements (and some great new bugs). This all goes hand-in-hand with new content for the game, of course.

[h3]Crossplay[/h3]
Crossplay is something that's constantly requested by the community, and understandly so. Moving over to the latest version of Unreal Engine has allowed us to dive deeper into cross-platform support. What was once not possible for us now is. This means Switch and PC players can defend the HYPER-CORE, together, if we get it properly working. And who knows, maybe down the line, other consoles, too? Rest assured, we’ll do our very best to make it happen!

Thanks again for your support, it means a great deal to us!
- Digital Cybercherries

Social Links
Twitter: http://twitter.com/HYPERCHARGEGAME
Discord: https://discord.gg/hyperchargeunboxed
TikTok: https://tiktok.com/@hypercharge_unboxed