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HyperDot News

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.

HyperDot flexibility research



HyperDot features a high-contrast mode and full gameplay support with a range of traditional and alternate controllers including the Xbox Adaptive Controller and eye-tracking. Even though Charles has worked hard to make his game flexible and accessible, there's always more to be done. Enter #HyperDotA11y.

We're partnering with streamers in the accessibility (#a11y) space to play the game and discuss their experiences. How it works: Research participants stream their first impressions of the game. After playing, participants can answer a short series of questions on video or using a form.

This data will inform possible updates to HyperDot that will make it more accessible to more players.


Interested in lending your voice? Visit hyperdotgame.com/a11y for more information and to sign up. Note: research window is Monday, September 16 through Sunday, September 22.

Play HyperDot with eye tracking

Developer Charles McGregor designed HyperDot with a pillar of flexibility. One way this manifests is in the wide range controllers HyperDot supports — traditional controllers, mouse/keyboard, Xbox Adaptive Controller, tilt, touch, and eye tracking.



Eye tracking in particular provides a unique challenge. Instinctively, most players want to glance at the enemy dots as they enter the screen. Except when playing with eye tracking, this action directs the player straight to their death. The best strategy we've found is to zone out and focus on the white space.

Here's a clip of Sarah, friend of the team, testing the game with eye tracking.

[previewyoutube][/previewyoutube]

We're hitting 3 conventions in 3 states over the next 3 weekends

We're wrapping up August with events, road trips, and more events. Here's where you can play HyperDot now through Labor Day.


August 17–18
Chicago


August 23–25
Minneapolis


August 29
Redmond, WA

All donations of physical energy may be addressed to Charles McGregor.

It's the little things

Earlier in development, Charles made a small but meaningful tweak to the HyperDot logo. Spot the difference.

Before:




After:




That shade of red changed just a tad, and if you're red-green colorblind, it makes a world of difference. We got feedback that on certain backgrounds, half the title vanished and it looked like the game was just called "|dot." Add a little more blue to that red and ✨ ta-da! Red-green colorblind approved.

And while we're on the topic, HyperDot also features a color-blind mode. That's play without compromise.