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HyperDot is out now!



It's official, everybody. HyperDot is available now on Steam, Xbox, itch.io, and Microsoft Store. That feels…bizarre to say.

I want to thank everyone who has supported me throughout years of me making a game about a dot. This past year in particular has been childhood dream after dream being fulfilled. I couldn't have done this without you all — friends, family, players, business partners, and collaborators.

It would mean a lot if you helped spread the word online. You can share the news on Twitter, hit the 'like' button on the launch trailer, or leave a good review.

If you want to talk about the game, follow me, @DarkaysTG, or hop in the #hyperdot channel on Discord. Thanks again, and happy dodging.

— Charles McGregor, HyperDot developer

HyperDot enemy types and how to outsmart them

HyperDot is a fast-paced arcade game with one rule: dodge everything. The player avatar is a dot and the goal is to navigate safely through a sea of enemy shapes. There are only five enemy types, and these building blocks can be tweaked and layered with modifiers (e.g. “player slow” or “arena icy”) to create infinite challenges.

Charles McGregor, HyperDot’s solo developer, shares some origins, behaviors, and dodging tips for HyperDot’s five enemy types.



[h3]Squares[/h3]
Enemy behavior
“Squares go in a straight line. They’re the most basic enemy and easiest to understand,” Charles says. “They’re the first enemies I ever made in HyperDot and the backbone of the game.”

Dodger beware
Squares are underestimated. Once players get to know trickier enemy types, they put their focus on dodging them…and get caught by those simple, common squares.

How to use them
Squares are the best enemy type to form “structures” when creating your own levels — that is, solid lines of red that players need to navigate around.



[h3]Pentagons[/h3]
Enemy behavior
As Pentagons spawn, they point at the player dot, then move straight across the arena. Charles explains, “Under the hood, I basically just say hey, pentagon? Rotate once towards the player. Then that’s it.”

In the prototype, they were hexagons
“I changed the hexagons to pentagons because pentagons have a point that indicates the direction they’re heading in,” Charles says. Don’t say he never did anything for you.

Players don’t “get” them
Without the above info on hand, players can tell that pentagons are doing something different but they’re not sure what. Charles drops hints for these and other enemies in the names of the single player levels — keep that in mind.



[h3]Triangles[/h3]
Enemy behavior
Triangles act like homing missiles — they follow player dots around the arena, much to most players’ distress.

Under the hood
Like the pentagons, triangles are programmed to rotate. Unlike the pentagons, they keep rotating — they’ll follow the player around for five seconds until moving off the arena.

The enemy of your enemy
You can attract and pass triangles off to other players in multiplayer. Not condoning it, just saying it’s possible.



[h3]Stars[/h3]
Enemy behavior
Like triangles, stars follow player dots. But instead of swinging around in a wide circle, they spin in one spot and shoot straight at the player again. And again. And again.

GameCube roots
“Stars were actually inspired by Kirby Air Ride. There is a star in the game called the Swerve Star. Basically, you stop, adjust where you’re pointing, and then go. Then stop, adjust where you’re pointing, and then go. I thought, ‘oh, what if an enemy did that?’” Charles says.

You’ll see more of them later
Stars are tricky, and they crop up often in difficult late-game levels. By staggering their spawn times just so, just a handful of stars in an arena can feel like a constant barrage of attacks.



[h3]Crosses[/h3]
Enemy behavior
Crosses enter the arena, come to a stop, spin on their axes, then break into four small squares that shoot quickly across the arena.

Why, though
“I wanted to have a more random enemy, one that was based more off twitch reflexes than pattern recognition. Crosses get the most flak from a lot of like game designers.”

If you pay close attention
As they spawn, the crosses indicate which direction they’re going to split apart in. When they spin, they stop in the same orientation they were in before, then break apart.

We have a release date!



It's happening! HyperDot launches on January 31! Thank you all for your support throughout the development process. We can’t wait to see everyone trying the game out for the first time.

Show your support
It would mean a lot to us if you helped share the news on social media — you can share @heyglitch's announcement tweet if that's easiest.

Subscribe for updates
Get news as it happens and first looks at behind-the-scenes content by subscribing to the HyperDot newsletter.

Get in our Discord
Post in the #hyperdot channel at discord.gg/glitch to connect with HyperDot's creator Charles McGregor, chat with fellow HyperDot players, and direct questions at the GLITCH publishing team. Let's be pals.

These updates will increase HyperDot's flexibility and accessibility

A note from Charles:

Thanks to everyone who participated in #HyperDotA11y! It was surreal to see people streaming my game, and the response that I have gotten from the games accessibility community has nothing short of amazing. I really do appreciate all the kind words and encouragement.

To be honest, I was nervous about doing this research. I was hoping there wouldn’t be bugs or barriers that showed up and was worried that it could prevent people from playing. Fortunately, everything went well! Everyone was generous with their time and feedback, and in the end, HyperDot was even more accessible than we’d thought!

I worked with the GLITCH team and accessibility consultant Cherry Thompson to identify updates that I could make to HyperDot based on what we learned during #HyperDotA11y research. We chose updates based on what would have the highest impact for most players and what I could feasibly get in the game within the constraints of the project. Some of these updates will be made before release, and some will come after. Visit hyperdotgame.com/a11y to see the full changelog.

Thanks again to everyone who helped and supported this project! I’ve learned a lot from watching and listening to the community, stream team, and accessibility experts and advocates. Thanks so much!

Coming 2020

Hey, so, we're delaying HyperDot. Releasing in 2019 was a tight goal and our new release window is early 2020. By postponing HyperDot's launch, we can add a few final touches to the game while sustaining a healthy work/life balance for the developer, Charles McGregor, and the publishing team.

Follow along in the #HyperDot channel at discord.gg/glitch to hear about fresh updates as they happen, including:
  • More music (lo-fi chill beats to dodge to)
  • New settings to deepen HyperDot's accessibility (thanks, #a11y stream team)
  • Additional storefront supports and Play Anywhere options (because Charles takes that "anywhere" quite seriously)
  • In-depth, behind the scenes stories of HyperDot's creation (we've got some new Content™ coming your way)

This wasn’t an easy decision to make, and we're so thankful to have the support of our partners and players while we make sure HyperDot gets the launch it deserves. We can't wait to play with you in the new year.