Hyper Light Breaker
by Heart Machine · 14 Jan, 2025
6 downloads
About the Game
A brand-new entry in the Hyper Light franchise, Hyper Light Breaker is an open world rogue-like with a unique world fully realized in 3D for the first time.
Enter the Overgrowth alone or with friends to explore open worlds, create new builds, rip through hordes and overcome the Crowns and the Abyss King.

Choose your Breaker and SyCom loadout for distinct builds and playstyles.
Battle through the Overgrowth alone or as a team in online co-operative play.
Face hordes of enemies and brutal bosses in frenetic third-person combat.
Put your Breaker’s skills to the test by increasing the difficulty of the Overgrowth – the greater the challenge, the better the rewards.

A world in disarray, with mysteries to solve, vicious enemies to fight, and fully 3D environments to explore.
A vast, ever-changing world awaits with large scale open biomes and deep labyrinths.
Traverse landscapes with incredible freedom with a variety of abilities; wall-dashing, hoverboard, glider and more.
Experience a unique playthrough in every run, with one life to spare, the Overgrowth and the worlds within reset after death – bringing a new world to explore.

Learn more about the Overgrowth from the fragmented memories of its mysterious defenders, the Crowns.
Discover and unlock a wide arsenal of weapons, items and upgrades – take on quests to unlock even more rewards to evolve your Breaker and the Overgrowth further.
Bring back resources back to the Settlement to unlock permanent upgrades that will persist across your playthroughs.
Get a better understanding of the game mechanics – from the basics to advanced combat techniques – in an in-depth tutorial.
Screenshots
18 images
Version Information
Steam Patch Notes
Official update history
We've just released our September update! As always, we’ll continue to keep you all in the loop of what future updates will be like, but for now, here's our patch notes for today's update.
Features and Gameplay Updates
Gameplay Updates
Breakers can now join their friends who are mid-cycle!
If you're mid-cycle, friends can join your lobby without you having to reset your current cycle
Whomever joins the in progress cycle will have to reset their own cycle before entering their friends lobby
Players are only able to join in progress games when the host is in the hub, not out in the Overgrowth
When joining a mid cycle game the new player will connect with some bright blood, a blade and a rail at the appropriate level relative to the host players world tier
New Mods
Flash Knuckle Blade Holobyte
Flashstep strike adds 20% strike damage to next melee attack and resets on damage taken
Burst Flash Blade Holobyte
Flashsteps cause an explosion on impact dealing 50% strike damage to surrounding enemies
Unstable Particle Amp Affix
Enemies that take explosion damage will cause another explosion dealing additional blast damage
Light Accelerator Rail Affix
Fire rate is faster for 5 seconds after player reloads their weapon
Ally Booster Amp Affix
All allies (both summons and other players) receive a 3% damage buff
Bursting Allies Amp Affix
Ally projectiles have a 5% chance to explode
High Pass Filter Amp Affix
Increase Amp damage by 15% for 3 seconds after using a Blade Special
Kinetic Flow Blade Affix
Blade range and strike damage increases with every consecutive hit
Polish Items, Updates and Improvements
Mod Updates
Holobytes turned into Affixes:
Vendors:
Critical Ring (Armor, Accessory)
Clean Capacitor (Armor, Accessory)
Dusty Scanner (Accessory)
Neuro Shock (Rails)
Devouring Bracers (Blades)
Recursive Bind (Armor)
Affixes turned into Holobytes
Unstable Particle
Ally Synchronicity
Ally Corpse Hazard
Barrel Vents
Burst Flash
Concussive Weight
Chaining Shot
Dormant Hilt
Exploding Shot
Explosive Hilt
Momentum Transference
Syphon Amplifier
Plasma Edge
Made the Dormant Hilt blade special recharge UI more obvious for better readability
Removed Ranger Flair from Scatter Weapons
Player Character Updates
Established individual dash properties and ground speed curves per Breaker
Unique dash ground speed curves per Breaker
Introduced per Breaker race acceleration speeds
Sycom’s now teleport out with the player instead of staying behind
UI Updates
Caves can now be discovered & show up on the map after approaching the entrance
Added an icon for the Armor Obelisk buff
All players can now cancel the “Ready Up” regardless of who initiated it
Added an icon next to the host players name to better identify who’s the session host
Weapon Updates
Rebalanced charged attacks for all blades
Increased charged attack speed significantly across the board
Added a window of super armor during charge
Enemy Updates
Infiltrator tweaks in response to community feedback
Inserted more pauses after attacks
Increased cooldown on dash n' shotgun attack
Added a default single zaliska shot at close range so there is an alternative to the diamond shot at close range
Removed predictive aiming on slide tackle
Grey Dirk Updates
Removed Grey Dirks from the final extraction sequence entirely
Removed their dodge state behavior and re-balanced them
Animation Polish
Polished the Twins Intro Cinematic
Polished Twins single swipe melee attack
Polished the Twins mid-fight transition
Soup Master now has idle animations
The Machinist vendor now has more idle fidgets
Polished Adept’s death animation, previously it looked too similar to his stun animation
Audio Polish
Added new SFX for player gaining and losing armor
Added new SFX for Shatter Armor holobyte
Added SFX for battery gain
Added new SFX for teleporting to and from Skylabs
Enviro Polish
Made improvements to some terrains that had long stretches of cliff sides with no way to scale them
Updated art on the Skylabs to better reflect their origins
White capsules and material chests now have an “opened state” for better readability
Obelisks and Upgrade Machines can now be found inside POI’s rather than out in the Overgrowth
Other Polish and Improvements
Added option to adjust camera following behavior during combat. Will aggressively correct during attacks or not correct at all based on settings
Added option to disable target magnetism. With this toggled Off attacks and Flash Steps should go where the camera is aimed instead of to the nearest target
Disabled Explosive Barrels bounty because explosive barrels don't spawn in all biomes
Boss Arena doors now lower more quickly upon successful defeat of a Crown. Players can now jump over the pink barrier when it’s low enough and the timer does not start counting down until the door is fully open
Fixed up the gold bat slow projectile to initialize the damage area correctly on detonate
Reduced the interaction charge time on loot corpses
Bug Fixes
Fixed more foliage popping in the hub
Fixed issue with the World Tier 20 progress bar not filling all the way
Fixed some collision issues with foliage in certain Arid Wastes wrecked vehicle POI’s
Fixed misplaced negative water volumes in some caves
Fixed issue with interact VFX being placed on items that are not interactable
Fixed issue where formatting tags would display in Glitch Bar strings when viewed by Clients during a run
Fixed an issue where grass could intersect with the crystal ground hazards
Fixed an issue where an in a certain instances, the starting bunker would be lacking a loot corpse
Fixed an issue where the Glitch Bar menu on Steam Deck was formatted incorrectly in the mission menu at the telepad
Fixed issue with a loot corpse pushed underground on a Shattered Fortress broken fortress piece POI
Fixed issue with a missing jump pad in the Shattered Fortress Fallen Tree POI which prevented players from reaching the top level
Fixed a bug where the Explosive Hilt Holobyte didn't inflict any damage to enemies
Fixed issue where the Soup Vender, Mylus, was off center in the Affinity menu
Fixed an issue where if a host or single player user activates the Sky Lab teleporter, instead of going to the Sky Lab the user is brought back to the hub. Which was then followed by a black screen
Fixed an issue where in some instances Map Revealers were decking into crystal structures
Fixed an issue where in some instances Shrines would be pushed down into the ground
Fixed issues with cave entrances being misaligned with the terrain
Fixed an issue where the Crystal Leaper attack failed to produce any crystals on POI surfaces
Fixed an issue with the Wolf Mother’s flame attack not applying lasting damage to players
Fixed various issues with POI’s and environmental assets decking into each other
Fixed an issue with a placeholder cube being present in some caves
Fixed an issue where sometimes the starting bunker elevator shaft could be tilted inside the terrain
Fixed a bug where the Perfect Cleave Affix wasn't working with the Zero Edge Blade
Fixed an issue where the cave darkening volume extended onto beach and other terrain outside the cave
Fixed an issue with the Elite Slime’s elemental attacks not hurting players
Fixed an issue where the White Dirk Explosions weren’t dealing damage
Fixed various issues with crevices forming in certain terrains creating holes the player could get trapped in
Fixed issue with snow banks popping in the Twins Boss arena
Fixed an issue where the Shattered Fortress Titan Weapon POI had a ramp where prisms would clip into the POI geo and get stuck
Fixed an issue with the Ruined Outskirts Subway Entrance POI where certain areas lacked player collision
Fixed a collision trap in the Ruined Outskirts Overgrown Building POI
Fixed an issue where mines would stay stationary in the air when thrown at The Maw as she’s lifting her head
Fixed an issue where splash VFX weren’t triggering in caves and some POI’s
Fixed an issue where sometimes Narrative Monoliths could intersect with trees
Made improvements to alleviate bugs where sometimes things could be decked or placed under terrain or POI’s
Fixed an issue where in some instances the starting bunker had water in the elevator
Fixed an issue where sometimes the countdown wouldn’t reset to 5 seconds once the players leave the Boss Arena. Also fixed boss room timer starting at 00 then going to 59
Fixed an issue with some skylabs having invisible collision present
Fixed an issue with missing collision on rocks in the Ruined Outskirts Water Tower POI
Fixed an issue where the hoverboard VFX would persist after the player hopped off
Fixed an issue where eneFixed an issue where enemies would have a vocalization SFX trigger it on every hit from the Vulcan Drone amp
Fixed an issue where the Salt devil would trigger a grunt sfx every time it took damage
Fixed an issue where the interaction charge UI would persist after exiting interaction range for some objects
Fixed an issue where the heal SFX would play over itself
Fixed an issue where the hoverboard and gilder would disappear once someone cancels the Ready Up system
Fixed an issue where stitching lines would appear on ultra-wide screen monitors when returning to hub
Fixed an issue where other players could hear certain items entering and leaving someone’s inventory
Fixed an issue where visual settings couldn’t be changed while the game was in Fullscreen (Windowed) mode
Fixed issue where in some instances enemies could fall off the edge of a Skylab when interacting with the Blood Letting Protocol obelisk
Various fixes for loot corpses being pushed into geo
Fixed an issue where in some caves a false respawn would trigger if the player dipped into the bottomless pit but recovered
Fixed an issue where crystal hazards from elite enemies would appear through floor on the Ruined Outskirts Titan Sword POI
Fixed an issue where the Crystal leaper’s spikes would deck vertically up assets
Implemented fixes for various instances of holes in geo allowing the player to see out of bounds
Fixed an issue where Lapis’ lightweaver projectile was too quiet to hear
Fixed an issue with a stretch of water in the Tutorial missing player collision allowing the Player to jump into and through the water to the sandy bottom below
Fixed an issue with Root-Hash Hack ranged dirk mines getting triggered by the player and not enemies
Fixed an issue where often players would clip through the elevator when attacking against the walls while the elevator is going up
Fixed an issue where the Crystal Leaper’s spikes would stay in the world indefinitely
Fixed an issue where Vesia would jitter for clients
Fixed an issue where Ranged Dirk’s proxy mines lacked collision in the Shattered Fortress biome
Fixed an issue where elite death damage would apply to player allies
COMMUNITY REPORT: Fixed an issue where sound would mess up after some boss fights
Fixed an issue where the color and appearance from status effects would carry over to weapons without that status effect
Fixed an issue where The Infiltrator’s diamond shot would not reflect when perfect parried
Fixed an issue where map markers would fail to persist into the next run
Fixed an issue where some destructables would collide with the camera upon breaking
Minor Update
- Increased Gravenheart’s stamina to two pips by default.
Bug Fixes
- Community Report: Fixed a bug where all map items would become viewable from the menu while in the hub.
- Fixed issue with Vesia’s missing standing turns animation.
- Fixed an issue where damaging Dro during her mid fight animation at 50% health caused her to loop that animation.
- Improved issue where Dro would sometimes slide during combat.
- Fixed issue where the Infiltrator assassin was not spawning during assassin events.
- Fixed an issue where interacting with the soup vendor, then another vendor caused the wrong UI to display.
- Fixed an issue where the Salt Devil would continue to rotate to face the player during its death animation.
- Fixed an issue where frequently Dirk Rifle’s aiming beam would point toward the ground.
- Fixed an issue where during the extraction cutscene you would see your player character zip across the screen.
- Fixed an issue with the Wholesale License Perk not reducing the cost of in-run vendors while “Inflation” is at 100%.
- Fixed an issue where spamming parry over an asset that is lacking player collision resulted in the player falling through, or into, the asset.
- Fixed issue where clients would occasionally see Goro A-pose instead of aim.
- Fixed an exploit where in multiplayer games clients could receive 100% off items in shops.
- Fixed an issue where the Training Plateau modifier would persist during subsequent runs for clients.
- Community Report: Fixed an issue where the Glitch Bar was not saving that players completed a certain tier.
We are excited to announce that our second major update for Hyper Light Breaker, “Double Down”, is now live! Since Hyper Light Breaker launched in Early Access in January of this year, the title has been improving and expanding thanks to YOUR feedback. Today’s update evolves the Hyper Light adventure like never before, bringing a slew of new content and developments for you to jump into.
Check out all the new features, gameplay updates, and bug fixes below!
Features and Gameplay Updates:
New Crowns
The Twins: Bersia & Vesia
Intro Cinematic (not final, expect improvements in the future)
New Breaker: Gravenheart
[img src="{STEAM_CLAN_IMAGE}/42194569/7e63a89c978733a996c8d9fb5ca4e4941d60616a.jpg"]
Gravenheart can be unlocked from the loadout menu, like all other Breakers.
Preferred Blades: Soldier’s Light, Bloody Pillar, Vector Hammer, Breaker’s Buster, Zero Edge
Preferred Rails: Grind 42R, Blunderbuss, and Burst Launcher
Preferred Amps: Shatter Gauntlet, Berserker’s Exoskeleton
Brawler Perk: Every Armor Shard increases your melee DMG.
Tank Perk: Parrying has a chance to refill an Armor Shard.
Game Flow Updates
Bounties There are now bounties available to collect out in The Overgrowth! See the Deputy by the telepad to choose from a list of available bounties. Bounties are repeatable with rewards that will aid you in your current cycle.
Choose carefully, you’re only allowed to complete two bounties per cycle!
New Currency Rewards: Byte Shifters - Universal Re-rollers Completing Bounties can net you a Byte Shifter artifact that allows you to universally re-roll the following multiple choice offers:
Holobytes
Affixes
Vendor stock
Gear drops with multiple choices
Soup Vouchers - Free lunch!
Completing Bounties can get you a free lunch at the Soup Bar. Bring your voucher to get a free Soup Buff!
Glitch Bar Once you’ve successfully reached the Abyss, you will then have access to the Glitch Bar. This allows you to customize your runs through a list of difficulty modifiers!
Increase the difficulty to earn more Abyss Stones and Golden Rations.
The Soup Master is open for business! Go visit the new vendor, Mylus, who offers a variety of delicious soups — after you bring him your ingredients! Ingredients are found all around The Overgrowth, bring them back to the Soup Master and he’ll whip up a soup bowl which will provide a temporary buff. A Buff lasts until one of the following things happens:
The player extracts to the Hub.
The player finishes the run.
The player overwrites a buff with another buff.
New Mods
Rot Efficiency - Rail, Blade, Amp Affix
Increase rot duration by 2 seconds
Bleed Efficiency - Rail, Blade, Amp Affix
Increase how often Bleed triggers during movement
Mark Efficiency - Rail, Blade, Amp Affix
Increase mark duration by 2 seconds
Crystal Efficiency - Rail, Blade, Amp Affix
Increase crystal burst speed by 0.5 seconds
Hack Efficiency - Rail, Blade, Amp Affix
Increase Hack duration by 3 seconds.
Shock Efficiency - Rail, Blade, Amp Affix
Increase shock bounces by +1
Concussive Weight
Charged Finisher deals stagger damage equal to 5% of the target’s total stagger meter.
Symbiotic Virus
When applying maximum stacks of Rot to an enemy, all damage dealt to that enemy will be shared with nearby enemies afflicted with Rot.
Chaos Injectors
Hitting an enemy inflicts a random status effect every 5 hits.
Ion Surge - Rail, Blade, Amp Affix
Shock gets additional bounces and deals 10% more damage.
Perfect Cleave
Hitting an enemy with a charged attack deals max damage in Blade’s damage range.
New Enemies
Salt Devil
[img src="{STEAM_CLAN_IMAGE}/42194569/92f3eb421378f1667591d4e147fa87c76b5c1c5a.jpg"]
Encounter this robo menace in the Arid Wastes. While the Salt Devil may be slow, he’s multi-faceted with several hefty attacks to keep you on your toes.
Wolf Elite
[img src="{STEAM_CLAN_IMAGE}/42194569/ada58c93a9a951e62f89058a5fa82091bc199912.jpg"]
A new Elite has entered the chat… The Wolf Elite can be found in all corners of The Overgrowth. With all the wolf minions powers combined (plus seriously dangerous speed) they’re sure to give you a run for your Bright Blood.
New Assassin
Infiltrator
[img src="{STEAM_CLAN_IMAGE}/42194569/d8e88d86c63738741fa1e801d3ceb0bda72b1dd1.jpg"]
A new Assassin has emerged! Infiltrator, a hard-as-nails wanderer who shoots first and asks questions later. Light on her feet and stunningly quick, she has a barrage of attacks that will catch you by surprise.
New Points of Interest
Ruined Outskirts Overgrown Building
Arid Wastes Wrecked APC
Arid Wastes Academy Library
Jeweled Spire Clawed APC
Shattered Fortress Large Fallen Tree
New Skylab
New Cave
New Weapon
[img src="{STEAM_CLAN_IMAGE}/42194569/44cf96d97b71f02e3f1e7f8f6eac4f7f892d296b.jpg"] Burst Launcher
A grenade launcher that fires a large projectile which explodes on contact with an enemy or after bouncing off terrain once.
Other Polish Items, Updates and Improvements
Player Characters: Updated and balanced all player characters preferred loadouts.
The loadout menu now lists each player characters preferred weapons.
Economy Balancing:
Material cost adjustment for gear upgrading and higher returns on gear breakdown for higher rarity gear.
Mod Balancing and Updates:
Increased Ally Spike Hazard radius from 150 to 300.
Enemies:
New Missile Dirk Elite character model is now in game.
Made updates to the Ranged Dirk fixing the cooldown on it’s mine drop.
Updated the Grenade Dirk’s mortar projectile to, when deflected, bounce back to the original shooter at a low arc.
Adjusted the collision size of the Elite Leaper’s projectiles.
Made some improvements to the Flame Wizards Roly Poly Grenade to alleviate some desync between host and clients.
Weapons: Did a stagger damage pass for all weapons, rebalancing as needed.
All Charged attacks all do more stagger damage!
Environment:
Made slight updates to the layout of the Shattered Fortress Boss Arena to better accommodate the Twins Boss Encounter.
Offshore items now have ocean waves that splash around them.
Added far away “vista” objects to The Overgrowth.
Audio:
Acrid status effect projectiles now have unique SFX.
UI:
In multiplayer, each players map marker is now a different color for better readability.
Moved player name indicator up slightly to accommodate recent emote & icon changes.
Completed another font size pass for better text readability, specifically for Steam Deck.
There’s now a “last Breaker alive” warning that pops up in multiplayer if all your comrades are dead.
Bug Fixes:
Fixed an issue where the Rogue Perk for Ravona often didn’t affect Leapers and Croc Brutes.
Fixed an issue where Lapis’s Soldier perk was activated by pressing the attack button, even while aiming.
Fixed an issue where the Jeweled Spire Crashed Flyer POI was lacking collision in one section causing a collision trap for the player.
Fixed an issue with the Shattered Fortress Abandoned Hall POI had trapping collision behind some barrels that the player could not get unstuck from.
Fixed an issue with the Shattered Fortress Boss Arena where certain walls lacked collision allowing enemies to path through them.
Fixed an issue where some beaches were too small to accommodate POI’s and jump pads, causing POI’s to lockout jump pads.
Numerous environment fixes correcting either floating assets or assets partly pushed into terrain.
Fixed an issue where Bus Stop POI’s in the Ruined Outskirts would be placed too far away from paths.
Fixed an issue where the Shattered Fortress Abandoned Hall POI would be sunken into the ground.
Fixed an issue where in the Shattered Fortress trees would intersect with bridges / spanners.
Fixed an issue where invisible water could be found inland in some instances of the Shattered Fortress.
Fixed an issue where sometimes the jump pads on the outside of the Shattered Fortress Boss Arena would be pushed under the terrain.
Fixed an issue where enemies inflicted with a status effect would spam their pain VO.
Fixed an issue where rapidly changing languages in the options menu could cause the video settings text to disappear.
Fixed an issue where ocean could be found inland on some Ruined Outskirts beaches.
Fixed an issue where the multiplayer menu options wouldn’t update their sprite after being selected and deselected.
Fixed an issue where red health overlapping with HP numbers in HUD made HP hard to read.
Fixed an issue where rail colors were sometimes inconsistent between party members.
Fixed an issue where Lapis’ Soldier perk would activate without a melee weapon equipped.
Fixed an exploit where gear from MP cycles would carry over for clients when hosts disconnect a lobby from the hub.
Fixed an issue where very sporadically players blade special would erroneously charge on land after jumping.
Fixed an issue where sometimes all the Elites on the map would be Elite Slimes
Fixed an issue where the spiked fallout holobyte was not triggering off the cluster bomb impact holobyte's mini bombs.
Community Report: After beating a boss there is a possibility to be teleported out of bounds in the water in MP.
Fixed an issue where in multiplayer status effect meshes are not rendered for other players.
Fixed an issue where the bleed status effect wouldn’t function when applied to Maw.
Fixed an issue where locking onto enemies wouldn’t function when enemies were in a different elevation from the player.
Fixed an issue where often clients would load into runs looking inside their character's heads.
Fixed the issue where Obelisks would continue to display VFX after use.
Fixed an issue where Grey Dirks in an active ghost dodge state were immune to elite death damage.
Fixed an issue where often after a boss fight players would spawn back into the Overgrowth facing the boss arena door.
Fixed an issue where the Boost Shell Holobyte VFX would carry over between runs.
Fixed an issue where performance on Steam Deck would suffer while using Root Hash Hack.
Fixed an issue where players could get stuck between ribs in the Shattered Fortress Titan Ribcage POI.
Implemented some tweaks to alleviate some of the clipping that occurs when Goro uses the Grind 42R rail.
Fixed an issue with the Arid Wastes Boss Arena where players could fall through misaligned geometry on the roof.
Made improvements to fix the issue where sometimes the Host can deck into geo when returning to the hub and continuously drown in a black void.
Fixed an issue where Exus’ targeting reticle for his Fist Slam would get stuck on the ground.
Fixed an issue where the starting bunker could deck underwater.
Fixed various issues with POI’s in certain biomes colliding with other POI’s or Boss Arena’s.
Fixed various collision traps over various terrains.
Fixed an issue where narrative monoliths near boss hills would float in the air until approached by a player.
Fixed various instances of Map Revealer Objects and Obelisks colliding with POI’s and geo.
Fixed an issue where the Junker vendor was seen floating above Exus’s Boss Arena entryway.
Fixed an issue where sometimes players would play their resurrection sequence upon arriving back at the hub.
Fixed an issue where sometimes Dro and Exus would stop engaging the player after rapidly changing targets in a multiplayer game.
Turned down the wetness specular on rocks as the reflection would often make it look like there’s an item to collect.
Fixed an issue where unnaturally bright and harsh lighting can be seen reflecting off certain surfaces when it rains.
Fixed issues with popping foliage and shadows in various spots in the hub.
Fixed an issue where melee attacking during an auto reload will result in the rail needing to reload again.
Fixed an issue where Show/Hide Password couldn’t be highlighted after entering a password; UI creates lobby when exiting password entry line.
Fixed an issue where the Swordmaster attack telegraph VFX wouldn’t appear on the ground if the player is standing next to a tree, in a bush, or somewhere else where the terrain isn’t flat.
Fixed an issue where Lapis’s Soldier perk could be activated by pressing the attack button while in the hub.
Fixed an issue where the Swordmaster can fall into water and die after executing certain attacks.
Fixed an issue where clients wouldn’t get an Abyss stone from the first defeated boss.
Fixed an issue where the Giant’s Needle charged attack would leave a phantom blade behind.
Fixed issues with certain enemies spamming their pain SFX on every hit.
Fixed issues with the vehicle interactables on the Ruined Outskirts Skate Park not be interactable by the player.
Fixed an issue where when clients viewed another player using the shatter gauntlet, the animation would appear choppy.
Fixed an issue where after exiting a boss arena all medigem plants would despawn from the map.
Fixed various instances of POI’s and objects hanging off cliff sides.
Fixed issue where occasionally the Assassins would appear outside of the Drop Down Labs after spawning in and get stuck on the edge of the elevator.
Fixed an issue where the Force Wheel’s charged melee attack would hit enemies behind the player.
Fixed several instances of loot corpses being pushed into the walls of POI’s.
Fixed issue with floating boxes in the Shattered Fortress Titan Weapon POI.
Fixed an issue where sometimes a Leaper would spawn inside the floor of the Jeweled Spire Mining Rig POI.
Fixed bad collision on numerous POI’s across the Shattered Fortress, Jeweled Spire, and Arid Wastes.
Fixed an issue where often clients wouldn’t see the Hosts’ Blade or Rail when spectating.
Fixed an issue where often clients would view others A posing while in spectator mode.
Fixed an issue where sometimes, shortly after entering Maw’s arena the host players would crash.
Fixed an issue with the Jeweled Spire Temple POI puddles not triggering their splash VFX.
Fixed an issue with the Red Slime’s lacking trail VFX.
Fixed an issue where sometimes the Flame Wizard's projectiles would go in the opposite direction when there's a player both in front of and behind them.
Fixed an issue where in several instances the starting bunker elevator was pushed underground.
Fixed an issue where clients couldn’t see interactables VFX or prompts.
Fixed an issue where the Bullet Leaper’s rock throw would deal multiple instances of damage once reflected.
Fixed an issue where ally focused holobytes would drop for breakers who cannot summon allies.
Fixed an issue where Exus would get stuck and fail to enter his second phase.
Fixed an issue where missiles from the Dirk Missile wouldn’t reflect when the Reflector EXE was installed.
Fixed an issue where sometimes the Wolf Elite’s bite attack would cause it to fall into water.
Fixed the issue with Shrine states resetting when upon crash or exit to desktop.
Fixed an issue where black bars would appear on the sides of the screen after Maw dies.
Fixed an issue where too many enemies would spawn at a single POI.
Fixed an issue where occasionally, enemies would spawn inside the walls of the Jeweled Spire Lighthouse POI.
Fixed various instances of Boss Arenas floating above the ground, out of reach of the player.
Fixed issue where Teleporters would have no grass around them.
Fixed an issue where jumppads could get pushed under the surface of bridges rendering them unusable.
Fixed instances of Z fighting on some skylabs.
Fixed issue with the grass in the Arid Wastes Arch Encampment POI having collision.
Known Issues:
Multiplayer: Bersia and Vesia might jitter a little for clients during the fight.
Quests that require breaking things don't account for breaking things of a higher rarity than indicated.
Vesia is missing a turning Animation.
Infiltrator losses all pathing when there is an object between them and the player.
The Soup Master Vendor, Mylus, doesn’t have idle animation.
Salt Devil continues to rotate to face the player during its death animations.
Infiltrator’s diamond shot attack does not reflect when perfect parried.
The Infiltrator’s big HP bar will sometimes disappear.
Interacting with the soup vendor then another vendor displays the wrong UI.
Animation of the player characters rising up from the ground is missing from all revivals.
Damaging Dro during her mid fight animation at 50% health causes her to loop that animation.
Engi - Occasionally, Dirk Ranged enemies will fail to chase the player properly around environmental assets.
Sometimes, the Assassin’s health bar disappears for all players.
Sometimes, client’s spawn at an underground location when loading into the Overgrowth from a Boss.
Player revival animation is cut off prematurely.
Rarely, in multiplayer, players may freeze when players are exploring caves. We are still investigating this issue but have not been able to reproduce it consistently. If you run into this issue and have screenshots or video of the issue, please share them in our discord (https://discord.gg/BpJYzY6k) - we believe it is only affecting certain seeds in multiplayer.
New Gameplay Mechanics
Emote System - Part One
We’ve added an emote system for quick communication among teammates in multiplayer
Players can either:
Emote during action
Select your desired emote which will then populate next to your name plate on the left side of the HUD on your teammates screens, as well as above your head
Use an emote as a map marker
By doing this, you can communicate what action you want to take in a specific area of the map
Current Emotes include:
Extract!
Fight!
Injured!
Need This!
Yes!
No!
Expect this feature to become more robust over time. We’ll continue to make improvements in future updates!
Gear Upgrade Machines
Find these machines out in The Overgrowth — There will always be one or two per map. Pay Bright Blood to get an upgrade drop, this will randomly upgrade one piece of gear by +1, one time
The gear upgrade drop will be un-interactable if the player has no upgradeable gear
In multiplayer, any player can use the Upgrade Machine, but each player will need to collect the drop from it independently
Obelisks
Find obelisks out in The Overgrowth
Bloodletter Protocol Obelisk
Pay to activate these Bloodletter Protocol Obelisks which will summon a wave of enemies. Gain hp for each enemy you kill
In multiplayer, players within radius of activation are given the buff, and the Obelisk is disabled for all players after activation
Armor Obelisk
Pay Bright Blood to interact with the Armor Obelisks to drop an item that will recover all Armor shards and add +1 to players max armor
In multiplayer, any player can use the Armor Obelisk, but each player will need to collect the drop independently
Updated Amp Rulesets
Players will still have their two level 0 "default" amps that they can purchase via loadout. But now there is a wider pool of amps that can drop in the world instead of it always just being the player's equipped amp
New Mods
Staggering Bloom Amp Affix
Amps that have an area of effect deal 20% more Stagger damage
Mini Drone Amp Affix
Summons a Mini Drone Ally that deals 5 DMG per shot
Nano Drain Holobyte
Apply 1 armor shard to the player temporarily for 3 seconds after executing an enemy
Shatter Armor Holobyte
When an armor shard is broken, inflict all nearby enemies with Crystal
Threaded Edge Holobyte
Blade attacks that hit 3 or more enemies have an 15% chance to heal 5 health. This includes Blade Specials
Ally Bolster Amp Affix
Ally max HP and duration is increased when another ally times out or is killed
Laced Bitwire Holobyte
When HP falls below 45%, gain armor shards. Cannot gain more than max armor shards
Kinetic Converter Holobyte
Perfect parries have a 40% chance to reset Blade Special cooldown
Lofi Tape Holobyte
When your Blade Special is on cooldown, gain 35% more melee damage
Impact Rivets Holobyte
Deal 30% of Strike damage to an enemy when they are knocked back
Reflective Neuropathy Holobyte
Enemy takes 50% of Strike damage when hitting the player
Danger Focus Holobyte
At 50% HP, gain 30% damage. Damage scales with less HP
Drifter’s Locket Holobyte
100% damage inflicted on enemies, 100% damage taken
Syphon Amplifier Holobyte
Blade Special cooldown reduced 10% on kills
Balance Updates
Note - expect additional balance changes with our August update!
Vendors:
In-Run Vendors that sell gear now take Materials as currency instead of Bright Blood
Hub Vendors now have increased Gear Level upgrade Material costs
Level +3 - 8 > 20
Level +4 - 15 > 30
Level +5 - 20 > 50
Re-rolling gear affixes with a Hub Vendor now increases material cost by +10 per level up to 50 materials
Characters:
Characters can no longer find gear outside of their preferred gear set as drops.
Buffed Soldier Perk’s Light wave projectile DMG from 25% -> 150% of Blast DMG.
Rondo was a bit too tanky for their intended playstyle - Reduced starting armor of Crow B from 2 to 0.
Enemies:
Rebalanced Elite enemies HP
Complete rework of exterior enemy compositions. Trimmed a lot of enemy complexity down and tried to retain size to around 3 medium units and fewer variants. This is to avoid enemies merging into interior more complex comps
Mods:
NOTE: We wanted to try pushing some weaker Holobytes and Affixes to be more punchy and rewarding, especially if they required the player to perform a skill challenge like parrying or employing successful charged attacks in this update.
Holobytes:
Riposte Flare: +20% DMG -> +40% DMG from successful parries.
Curved Grip: +30% Attack Speed -> +50% Attack Speed from successful parries.
Strikestone: +15% -> 25% to Amp charge from successful parries.
Impact Implosion: 25% Strike DMG -> 50% Strike DMG dealt from explosion when performing a charged attack.
Stun Charger: +25 -> +75 increased battery.
Ally Duration: Re-enabled Ally duration as a Holobyte to support Ally builds. Increased duration increase from 10% -> 50%
Trigger Spring: 30% -> 50% increased Firerate.
Doppler String: 25% -> 50% chance to duplicate a summoned Ally.
Battery Caps: +20% -> +40% to Battery.
Grip Glove: 15% -> 100% increased amp charge from attacks.
Cluster Bomb Impact - 8% -> 35% of Blast DMG dealt from each projectile.
Burst Capsule - 1 -> 2 increased Stamina pips.
Affixes:
Steady Shot: Increased DMG from 100% per sec to 300% per sec and reduced charge time to 1 sec from 2 sec
Buffed Ally Spike mod radius and damage scaling. (Base damage stayed the same)
0% -> 2.5% of Blast DMG per level.
Radius scale 1.0 -> 4.0
Re-enabled the Corundum synergy mod to function with the new Armor system. When the player has more than one Crystal affixed Gear, they will gain +1 armor shard.
Status Effects:
Player-side Status Effect Buffs to:
Bleed - Increased Ticks triggered per sec and damage scaling per level.
Burn - Increased Ticks triggered per sec and damage scaling per level.
Adjusted enemy inflicted status effect build up.
Hack
Hits to Build Ups - 3 -> 2
Lifetime of Build Up - 5 -> 8
Burn
Lifetime of Build Up - 5 -> 7
Bleed
Lifetime of Build Up - 5 -> 7
Rot
Hits to Build Up - 3 -> 1
Crystal
Lifetime of Build Up - 5 -> 7
Gear
Root Hash Hack - Previously, Root Hash Hack Ally duration was tied to the same duration as the aura radius. Now Allies will stick around up to 60 seconds so you can catch an army of them and lead them to battle!
Increased duration of Root Hash Hack from 10 sec to 60 sec (+5 per level)
Increased Gear Level upgrade costs:
+2 - 5 > 5
+3 - 8 > 20
+4 - 15 > 30
+5 - 20 > 50
Weapon Buffs:
Dual Knives
Increased Dual Knives base multiplier from 0.07 to 0.1
Heavy Axe
Increased Heavy Axe base multiplier from 0.22 to 0.3
Increased combo multiplier on a few hits for both weapons
World Tier Pacing
Changed World Tier accrual awarded for Multiplayer to match Single Player, instead of the XP awarded being less the more players were in the run.
Increased World Tier accrual gain from: Prism pickup, Miniboss kills, Boss kills, Drop Down Lab unlock.
Other Polish Items, Updates and Improvements
Polished the Hatchling minions tethering functionality
Leaper combat improvements: Sped up melee moves and shortened the delay between leaps
Improved Shrine Menu UI: Now if you can’t afford a medkit or to revive a teammate, the option will be greyed out and display how much you need. Rather than having to click the button before being told you don’t have enough currency
Players will no longer get the “upgrade at the shrine” prompt if all the bosses have been defeated
Improved Crystal Croc Brute projectile SFX
Added ice flows to interior waterways in Shattered Fortress areas
Made various UI improvements for better Steam Deck performance and readability
Made improvements to the Elite Crocbrute’s Behavior:
Cleaning up movement logic (should not attempt to move into spit range between attacks)
Adjusting combat data to account for scale difference with default Crocbrute
Added Line of Sight checks to close range spit attack
Updated ally health bar colors so they’re easier to detect against regular enemies health bars
Keys no longer drop from bosses and only local players will receive keys from chests they open
The Roly Poly Grenade now follows the owning player when it doesn’t have a target
Made adjustments to the Gold Bat’s slow projectile to improve telegraphing and damage radius readability
Key icons now show up on the mini map once a key chest is discovered
Bug Fixes:
Fixed issue where White Dirks claw drag VFX failed to trigger in drop down labs
Fixed issue that was causing deadlock with the Elite Melee Dirk’s melee and ranged channels due to pathing and other restrictions if a POI has multiple levels of verticality
Fixed issue where the “prism collected” stinger wasn’t playing in Drop Down Labs
Fixed issue where players and enemies would get stuck in midair on the Arid Wastes tree trunks
Fixed issue where Medigems were only healing the teammate that interacted with it
Fixed issue where players weren’t shown the “death screen” before transitioning into spectator mode
Fixed issue where Medigems were granting dead teammates HP
Fixed issue where the player would sometimes get an empty prompt at the beginning of the tutorial level
Fixed issue where in some instances the starting bunker shrine would deck inside socket blocks
Fixed issue with the Arid Wastes Desert Society POI trapping enemies inside one of its pillars
Fixed issue where in some instances Dro’s Boss Arena would be inaccessible to the player
Fixed issue where the terrain between biomes wasn’t blending properly
Fixed issue where invisible collision was present in some instances of the Shattered Fortress
Fixed numerous issues where map revealers would deck inside geo
Fixed an issue where the client would get charged for the telepad activation fee twice if they got disconnected from the host
Fixed issue with the Jeweled Spire Bell Temple POI where the jump pads were oversized
Fixed an issue with Ruined Outskirts Titan Sword POI having misplaced collision on the tree roots
Fixed an issue with map revealers decking into hillsides in some instances
Fixed an issue where sometimes socket blocks would protrude into caves
Fixed an issue where player icons would take several seconds to load after exiting a boss arena
Fixed an issue with loot corpses decking into the wall of the Shattered Fortress Ocean Ruins POI
Fixed an issue where the Chemist vendor was misplaced on top of a stack of crates in the Arid Wastes Desert Society POI
Fixed issue with loot corpses pushing into the side of the Shattered Fortress Bear Statue POI
Fixed issue with the Dash Bash holobyte VFX not being visible to all players in a multiplayer lobby
Fixed issue so that Maw's hands are no longer pathing blockers. Hatchlings should now just path through the hands or stop, no longer doing a little dance when a hand is around
Fixed issue where opening the player inventory before receiving the End of Cycle Report disabled the ‘Ready Up’ button
Fixed an issue where in multiplayer, clients were able to see Bat enemies health bars drop below the terrain after death
Fixed an issue where occasionally, the HUD would display overtop boss cutscenes
Fixed a long standing issue with Dirk Rifle Beam enemies damage not applying correctly. Now the laser beam will apply looped damage if it stays on a target
Fixed an issue where slimes aggroed to a player will move slower when that player moves
Fixed an issue where the Wholesale License EXE functioned opposite of its intended effect
Fixed an exploit where clients could kill Root Hack Hash allies during the duration of the amp to spawn a new version with full hp and timer
Fixed an issue where the game would experience a fatal crash when exiting to desktop
Fixed various environment bugs where there was misaligned geo in numerous places
Fixed various environment bugs that were causing gaps between the ocean and the shoreline
Fixed issue where Assassins weapons would remain visible after death
Fixed an issue where enemies would experience an increase of speed when pathing towards a character at a distance
Fixed an issue where enemies would experience an increase of speed when pathing towards their spawn point
Fixed a misplaced interact prompt inside an Arid Wastes Wrecked Vehicle POI
Fixed an issue with wolves continuing to path when entering stagger break
Fixed an issue where multiple invitations from the same sender appear in the list after being disconnected from a Lobby and reinvited
Fixed an issue with the Dash Soles affix so that it no longer is able to spawn with multiple upgrades causing the effects to stack
Fixed and issue where sometimes Charge Beetles would remain stuck in environmental assets while doing their attack animation
Fixed an issue where the training dummy was not being spawned at the beginning of the combat training tutorial causing a soft lock
Fixed an issue where sometimes the Battleship POI would be pushed into the beach cliffside
Fixed an issue where the Desert Dirk Rifle's animation would stutter when looking at the player without aiming
Fixed issue where movement canceling the Gamma Claws blade special was causing the player to lose the ability to full combo, accepting only the first two inputs before resetting
Fixed an issue where the post process volume for Drop Down Labs was affecting surrounding areas
Fixed issue where there was a significant delay between returning to the hub and the after action report
Fixed issue where the Overload Trigger Affix didn’t function properly with the Amp Charger Holobyte
Fixed issue where the Blitz Battery and Blitz Blade mods health reduction would stack when upgraded by clients
Fixed an issue where allies spawned by using the Root Hack Amp would not engage in combat
Fixed an issue with the Roly Poly Grenade amp attaching to vertical surfaces
COMMUNITY ASSIST: Fixed issue where swapping between two Crystal Rails with Corundum refills armor
Corundum now boosts max armor, but doesn't replenish. Also now need 2+ pieces of gear with Crystal to activate
Fixed an issue where the line thick rails with Hack Status effect looked wrong / was causing the beam to disappear
Fixed an issue where health kits were only healing a percentage of a player characters base health value. Now health kits will heal a flat 75 HP (+any modifiers) for every player character
COMMUNITY ASSIST: Fixed an issue where important icons on the map can be hidden by extremely small amounts of Fog of War
Fixed an issue where loot dropped from enemies could pool near the center of the map
Fixed an issue where players were presented with the option to upgrade to Level 6 on gear even though 5 is the max
Fixed an issue where hovering over steam friends in the multiplayer invite menu wouldn’t select the proper entry
Fixed an issue where the world rank would stop at 19 instead of going all the way up to 20
Fixed an issue with the Large Fortress POI’s jump pads were not carrying the player high enough
Fixed an issue where sometimes trees would not replicate between host and client correctly
Fixed an issue where sometimes clients would load into the Overgrowth outside of their proper location
Fixed an issue where in some locked POI’s players could interact with items inside through the walls
Fixed an issue where rapidly pressing the interact button would allow players to collect Medi-gems twice
COMMUNITY ASSIST: Fixed an issue where starting and cancelling a run at the same time would leave players frozen in place
Fixed an issue where hosts and clients were shown a different set of seed and variant after returning from a successful cycle
Fixed an issue where sometimes enemies would spawn with their default mesh when summoned by Root Hash Hack
Fixed an issue where Shattermouth’s would skate while moving on client machines
Fixed an issue where the Threaded Edge holobyte was not functioning as described
Performance Improvements:
Numerous optimizations which have drastically improved load times particularly loading into the Overgrowth
Numerous optimizations which improved loading into the Hub from title and run, and loading into boss fight and back into the Overworld after a boss fight
Post-Update Hotfix - v0.6.3.121033
- Fixed an issue that caused Breaker Perks to become locked after they were purchased.
June Monthly Update - Features and Gameplay Updates
Features and Gameplay Updates
Game Flow Updates
- Quitting/Crashing Mid-Run
- If a player quits or crashes mid-run, we no longer treat it as death. Instead, on the next play session, the player will skip the Hub and start in-run at the last shrine (unless in multiplayer).
- AI updates around Shrines
- Enemies will not prioritize players who are near/interacting with a shrine.
- Resurrecting Breakers from their corpse returns!
- Use one of your own med kits to revive a fallen teammate where they stand.
- You can also still spend Bright Blood at a nearby shrine to resurrect them.
- Use one of your own med kits to revive a fallen teammate where they stand.
- Skeksis has returned!
- Check out Skeksis, the mod vendor in the hub, for the ability to upgrade your amps, similar to your blades and rails.
- Map Revealers now found around The Overgrowth
- Activate these to clear Fog of War more quickly and reveal previously hidden items on the map.
- Amp System Rework
- Each Breaker now has two Amps available to them.
- The second one will need to be unlocked by spending a Core.
- Select your amp on the loadout screen - only the chosen amp will drop during your run.
- Expect additional updates and improvements to Amps and Loadouts in future updates!
- Each Breaker now has two Amps available to them.
- Improved post extraction flow so that players now go straight to the Abyss screen and then are loaded back into the hub.
New Mods and Updates
- Exploding Shot - Rail Affix
- Landing 3 consecutive shots creates a sticky explosive on target on that last shot, flash enemy then detonates creating an AoE that hits for 40% of Blast DMG.
- Splinter Blades - Blade Affix
- Grants ability for any Blade Skill to cause an explosion of blades on impact, dealing damage.
- Cluster Bomb Impact - Amp Affix
- Explosions triggered by your Blade Special creates mini-bombs which explode nearby, dealing a percent of your Blast DMG.
- Overload Trigger - Amp Affix
- Using your Blade Special triggers an explosion around you.
- Ally Siphon - Amp Affix
- Chance to refill some player ammo when a summoned Ally inflicts damage.
- Ally Spike - Amp Affix (Ally Corpse Hazard)
- On death, summoned Allies leave a Spike Hazard behind.
- Ally Tribute - Amp Affix
- Gain Armor shard(s) when one of your summoned Allies dies.
- Cronotized Chip - Amp Affix
- Amp duration is increased.
- Status Effect Updates
- Status Effects now work differently between Breakers and enemies.
- Previously, enemies would apply status effects to Breakers on every hit.
- Now, enemy attacks build up a status effect meter before applying status effects.
- This has made most status-applying enemies easier to battle, but be aware that rapid attacks like the Bat Elite and Dirk Elite can fill the meter before the full attack combo has finished.
- Status Effects now work differently between Breakers and enemies.
- Holobytes no longer have rarity tiers.
- Expect additional updates to Holobyte synergies and acquisition methods in future updates!
- Expect additional updates to Holobyte synergies and acquisition methods in future updates!
New Enemies
- Burst Beetle Variant
- This blue and pink beetle will dash at you and create an explosion. Found at later world ranks in the Forest biome.
- Grey Dirk Variant
- This dark grey Dirk can power up to gain the ability to phase through incoming attacks. Parry them to break them out of this state! Found at very high world ranks in all biomes.
- This dark grey Dirk can power up to gain the ability to phase through incoming attacks. Parry them to break them out of this state! Found at very high world ranks in all biomes.
Enemy Improvements
- New Hack, Rot and Acrid ground hazards left by the Elite Leaper!
- Behavior improvements for the Dirk Missile Spread have been implemented. They now properly perform their melee attack and execute their retreat behavior correctly.
- Grenadier Dirk now has new SFX.
- Leaper Elite Character Model now in game!
Other Polish Items, Updates and Improvements
- Blade Specials now inherit the blade's assigned status effect.
- Upped the minimum requested elites from 1 to 2 per biome.
- Added verticality to warning ring vfx to make it more visible when spawned on uneven terrain.
- Amps now have their own custom aiming reticle.
- Added new VFXs to use as icons when allies are set to inflict status effect damage.
- Added adaptive SFX for player healing.
- SFX reflects your current HP with pitch and the strength of the heal with intensity.
- Shrine icons now appear on the map if the Fog of War has been lifted, even if the player has not discovered the shrine yet.
- Improved collision on some Ruined Outskirts rubble piles.
- Players now have the option to use Steam Icons in Multiplayer - this is enabled by default.
- Option to toggle this off and use Breaker icons instead located in the ‘Gameplay’ tab of the settings menu.
- New VFX implemented to indicate unparryable attacks.
- Updated the ‘battery collected’ toast to make it more clear how much battery the player has actually collected - now it will show how many shots of your currently equipped weapon were gained.
- Audio improvements made to the Explosive Hilt affix.
- Made improvements to various enemies tethering and tracking behaviors.
- Beetles, Melee Dirks and Ranged Dirks
- Added a Discord button to the Multiplayer menu.
- Fixed issue where Cobra Balta’s (Hub rail vendor) intro text still uses ‘Bright Blood’ as the currency.
- Improved boss hill pathing in certain terrains for more optimal traversal.
- Improved the target room in the Tutorial:
- Updated the room so the targets on the wall are more easily found.
- Updated the UI prompt to be more clear.
- Improved the Starting Bunker and Drop Down Lab elevator collision so the player can smoothly walk over all four sides.
- Made audio improvements to the short sword blade special SFX.
- Added SFX to the Dash Bash mod.
- Added dripping water VFX to Jeweled Spire Temple POI’s.
- Made improvements to assassin movement tasks to prevent sliding while stunned.
- Updated the short sword dash attack so that it no longer knocks enemies up into the air.
- Fixed missing invincibility frames on blade specials. For looping specials like the hammer or glaive, only the final "out" attack has the invincibility frames on hit.
Affected gear:
- Glaive
- Short Sword
- Balanced Sword
- Heavy Axe
- Heavy Blade
- Force Hammer
Bug Fixes:
- Fixed issue with missing jump pads at Arid Wastes cliffside bases.
- Fixed issue where Jeweled Spire sightline blockers would deck in pathways.
- Fixed issue where Ruined Outskirts sightline blockers would deck in the middle of pathways.
- Fixed issue where cave water VFX wasn’t triggering properly.
- Fixed issue where Shrines would deck tilted when on uneven terrain.
- Fixed issue where the "Core Shard Collected" UI could get stuck on the screen.
- Fixed issue where the "Shrine Discovery" UI could get stuck on the screen.
- Fixed an issue where the player would not receive a Holobyte if they closed the menu before the selection appears.
- Fixed an issue where sand piles around cave mouths didn’t match the beach sand.
- COMMUNITY ASSIST: Fix for Root Hash Hack causing enemies to have wrong mesh.
- Fixed an issue where some Ruined Outskirts boulders were decked with edges hovering above the terrain.
- Fixed some popping bushes and plants in the hub.
- Fixed an issue where defeating a Crown Boss causes the symbols on the Crown Boss Barriers to disappear.
- Fixed issue where the Shattered Fortress boss arena had an extra pink barrier when the camera is at certain angles.
- Fixed issue where the Croc Brute wouldn’t count towards the final extraction progression causing a soft lock.
- Fixed an issue where the Crystal Leaper SFX would play at the listeners position when added to the enemy pool.
- Fixed an issue where closing the Shrine menu while interacting with a Shrine action caused the audio to play without end.
- Fixed an issue where the mesh from status effects disappears when an assassin uses their dash animation.
- Fixed issue where status effect affix stacks were not being removed properly.
- Fixed issue where gear was not being properly reset at the start of a new cycle.
- Fixed issue where Shock SE bounces weren’t dealing damage consistently.
- Implemented fix for an issue where SyComs skins were displaying the same for all players (in multiplayer).
- Fixed issue where a Shrine was decking into a slope of dirt next to the sewer pipe POI in the Ruined Outskirts - World Seed 344336640/9.
- Fixed issue where modifying stamina via Holobytes and Affixes was not calculating correctly.
- Fixed issue where sometimes the loot corpse in the tutorial would clip into the block behind it.
- Fixed issue where homing missiles from Holobytes were targeting allies.
- Fixed issue where the Sword Master freezes up after defeating an Elite within range of them.
- Fixed issue where multiple UI toasts pop up when collecting HP, Batteries, and Armor.
- Fixed an issue where reviving by entering crown arena was causing fatal error crashes.
- Fixed an issue where Charge Beetles would sometimes remain stuck in environmental assets while doing their attack animation.
- Fixed issue where keys were not a shared currency.
- Now, when one player collects a key, it only goes to that player.
- Fixed issues where caves would deck improperly in certain terrains.
- Fixed issue where the Elite Melee Dirk could get stuck on the roof of the Large Abandoned Hall POI.
- Fixed issue where Dro could jump through the ceiling of the Shattered Fortress boss arena.
- Fixed issue where the Giant Oak Tree POI would deck into the starting bunker elevator in some cases.
- Fixed an issue where there would sometimes be a cleared out dot in the middle of the Fog of War on a brand new map.
Performance Improvements:
- Disabled dynamic shadows on breakables in world and in Dro’s arena - previously some breakables were spawning large numbers of shadow casting fragments.
- Numerous environment asset optimizations, particularly for the Desert.
Known Issues
- Host Gear drops from defeated Bosses appear as a pink Key model for Client players. IE, Clients will see a key on the ground that they can’t interact with after a boss is defeated. Item vanishes once the Host collects their Gear drop.
- Medigems give dead teammates HP
- Shrine states, armor, and battery aren’t saved through new Exit to Desktop / Crash handling.
- Players do not see Death Text when transitioning to Spectating.
- White leaper lags during its triple leap attack.
- Opening player inventory before receiving End of Cycle Report disables Ready Up button.
- Wolves continue pathing briefly when entering Stagger Break.
We’ve got a small hotfix today, closing up a few issues that cropped up in our last release.
🐛 Bug Fixes:
- Removed Corundum affix temporarily while it gets updated to function with the new armor system.
- This had been removed, but Crystal is too strong both in-game and in-code and announced it could not be tamed by man nor beast.
- Fixed an issue where the Shock Status Effect could combine with the impact implosion holobyte and allow you to damage yourself.
- Fixed a few issues with Root Hash Hack.
- White Dirk Allies no longer injure players when they die.
- Enemy White Dirks will still explode and hurt you (and other enemies).
- Ranged attacks from Allies should now properly target all enemies.
- Note: there are some cosmetic issues with Root Hash Hack that will be addressed in our June update.
- Allies do not always display the correct allied material.
- Sometimes enemies will have the wrong color applied after using Root Hash Hack repeatedly.
- White Dirk Allies no longer injure players when they die.
- Fixed an issue where Shrine icons would vanish from your map after exiting a Crown Arena (as mentioned in the May update Known Issues).
- Temporarily removed some affixes from accessories that were causing issues with stamina and armor stats. These will be re-added in the June update.
We’re thrilled to reveal our new Monthly Update is OUT NOW (surprise!) Like with our other Monthly Updates, this update brings a nice slice of content in-between the releases of Major Content Updates (ICYMI: we dropped our very first one, Buried Below, last month!) In the coming weeks, we’re planning to share a Summer Edition of our Early Access content roadmap that will include what we have planned for updates from this month until July, and what’s to come in the future.
May – Monthly Update Details
This month's update, like our previous Monthly Updates (separate from our Major Content Updates), brings a nice slice of content to Hyper Light Breaker in Early Access. This update brings a new Blade, Soulburn, a new Amp, Roly Poly Grenade, an Armor rework, a new Acessories system, new Holobytes, a new Status Effect, new enemies, bug fixes and improvements across the board and more.
- We know players have been patiently waiting for new Amps to be added and we’re thrilled to introduce a new one for this update! The Roly Poly Grenade’s name gives you a good idea of what the Amp is: it’s a powerful grenade that rolls across the ground to seek out foes. This new Amp is just the beginning, as we plan to introduce more Amps throughout Early Access and beyond!
- For the new Accessories system, we’re always looking for ways to give players even more options, especially when it comes to builds. The system is yet another way to give you more control of your build and how you want it to be!
Read the Patch Notes below for even more details on what this update brings.
Additional Updates from Heart Machine
Post-Buried Below Launch - Thank You!
We just want to take a moment to thank you all so much for your feedback and support for our first major content update, Buried Below! We poured a lot of heart and soul into every part of it. We went into knowing it’d be a game changer (quite literally!) as it’d change up how runs are structured and change up a few other systems in place, and the feedback we’ve received from you all has been nothing short of incredible. We’re thrilled that it seems the update is a step in the right direction for Breaker, and as we continue Breaker’s development in Early Access, we want to continue hearing from you on how you’d like to see the game evolve before it enters 1.0!
Summer Edition Roadmap Update
Mentioned earlier, we’re working on a Summer Edition of our Early Access content roadmap and plan to go out with it in the coming weeks, aiming for the end of this month. There’s still so much more to come for Hyper Light Breaker in Early Access, including our next major content update launching this summer! To make the major content update even more “major”, we’ve shuffled around our content pipeline a bit – so expect for our next Monthly Update next month to be a little on the lighter side (it’ll still have a nice slice of content, don’t worry!) We can’t wait to share what’s to come for Breaker.
And now, here’s today’s patch notes you’ve all been waiting for. Thanks again for the feedback and support!
- The Heart Machine Team
PATCH NOTES
Features:
New Status Effect
- Shock: Striking an enemy causes lightning to bounce between nearby foes dealing damage.
New Holobytes
- Doppler String: When summoning an ally, there is a 20% chance to create a double of that summon.
- Clean Capacitor: Use med kit to get an additional 20% of the base heal value as a bonus on top of the base heal value.
- Dire Dash: Dashing through enemies marks them. Marks increase melee DMG dealt to the enemy by 25% for 3 seconds.
- Dash Bash: After a kill, the next dash will damage the next enemy you collide with.
New Affix
- Dash Bullets: Dash Specials fire a projectile that seeks out enemies near the player.
New Amp
- Roly Poly Grenade: A powerful grenade that rolls across the ground seeking out foes. When the grenade finds an enemy, it inflicts pulsing damage the entire time it’s in radius.
New Accessories System
- Accessories are now found around the Overgrowth!
- Accessories act as an additional slot for affixes, allowing you more control over your build - these are sometimes sold by the Junker or occasionally dropped from loot corpses marked “Equipment”.
- “Equipment” corpses can also drop Armor.
- Accessories act as an additional slot for affixes, allowing you more control over your build - these are sometimes sold by the Junker or occasionally dropped from loot corpses marked “Equipment”.
New Enemies
- Dirk Missile Elite: This elite harnesses all the fire power of its missile comrades and then some. Watch out for its Fury Attack Missile; it’s slow but deadly.
- Grenadier: This bazooka wielding adversary packs a punch. At a distance he rapid fires arching projectiles and lobs lethal grenades, but get too close and you might get a bazooka to the face.
New Weapon
- Soulburn (Blade): A blade with shorter range but a faster attack combo that deals double stagger DMG. Perfect Parries are easier to perform with this Blade.
- Its Blade special causes an explosion around the player and knocks back surrounding enemies, and its short cooldown allows the player to make space around them when crowded but can be charged for more damage.
- This Blade is favored by Lapis, Vermillion, and Rondo.
Armor Rework
- Previously, the Armor stat would reduce incoming damage.
- Now, the Armor stat grants you an armor “pip” for each point of Armor.
- Each armor pip will absorb 15hp or 1 hit, whichever is smaller.
- i.e., this means you will lose 1 armor pip if you take 1-15 damage, and two armor pips if you take 16-30 damage in a single hit.
- When a player takes damage, armor pips are the first vector that absorbs that damage, before HP.
- Each armor pip will absorb 15hp or 1 hit, whichever is smaller.
- Armor Shards will drop from enemy groups, crates and capsules and auto-collect like bright blood and small batteries.
- New Armor Shard pickup added.
- SyComs rebalanced for Armor stat.
- SyCom Armor is not increased by leveling up at Shrines.
- Some Breakers have a SyCom Armor value of 0.
Enemy Updates
- New Plunge Attack added for the Sword Master Assassin.
- Frost Dirk Improvements - Adjusted attack timing to give the player more time to react as the telegraph time is small for the claw drag attack.
- Enemy Composition Improvements: Swapped out a couple Missile Dirk Spread variants for Missile Dirk Grenade variants.
- Enemy Composition Improvements: Reduced the spawn weight chance of the duo heavy (Leaper + Croc Brute) composition in the Jeweled Spire biome.
- Made code improvements to prevent melee deadlock on the Dirk Wretches and CrocBrutes that could trigger in certain rare edge cases.
- Improved Elite CrocBrute behaviors to reduce awkward behavior in certain locations and compositions.
- Increased Elite CrocBrute network precision to help with feet sliding on clients.
Other Polish Items, Updates and Improvements
- Added new Arid Wastes environment assets.
- Added new Ruined Outskirts environment assets.
- Added party member names to the Hub HUD creating better visibility for when players join your lobby.
- Hub cables optimization pass completed.
- Updated rail vendor podium added.
- Polished the Maw Intro Cinematic.
- Destroyed walls optimization pass completed.
- Made improvements to the Maw Boss Arena to prevent hatchlings from spawning on boundary rocks.
- Made terrain improvements to prevent holes from forming around boss hills.
- Added socket blocks to cliff sides to better indicate where jump pads are located.
- If you see grey blocks embedded in a cliff face, you will find jump pads below them!
- Drone Amp Improvements: Removed the 'In' animation from the Sync Group. This was causing the play rate to slow way down.
- Improved Hoverboard tutorial instructions for Keyboard and Mouse controls.
- Edited radar rotation preference player-facing name to better match the behavior.
- Disabled "extraction available" callout on danger notifications (legacy tip).
- New bleed and rot ground hazards now spawn from Elite Leapers leap attack.
- Improved the Leaper’s leap attack telegraph to better communicate new ground hazards.
- Updated homing missile “beep” SFX.
- Added Hunter’s Mark SFX.
- Death Wheel Improvements:
- Sped up the first attack in the attack combo.
- Polished hand placement on charge attack.
- Polished the swipe arc on the 'out' of the Dash Attack-- Made it more vertical/diagonal instead of horizontal.
Bug Fixes:
- Made an adjustment to the Maw Intro in an attempt to fix a bug where players can teleport underground at the start of the boss fight.
- Fixed a clipping issue on the Jeweled Spire Lighthouse POI.
- Fixed an issue with the spawn animation of the Chrome Golem when 2 Golems are spawned at the same time.
- Maw ending cutscene is no longer skippable — This is to prevent cases where players were fast and skipped the cutscene causing Maw to be visible after death.
- Fixed various tutorial collision bugs.
- Potential fix for an issue where opening the menu on Steam Deck and tabbing quickly causes the menu to stop working.
- Fixed issues with fading and letterboxing on the edges of ultra-wide monitor screens.
- Implemented a fix for being able to confirm resolution change when KBM binding is set to same input as submit.
- Fixed an issue and improved code for Dirk Rifle laser beam telegraph.
- Fixed an issue where the “Upgrade Sycom” option disappears after purchasing a sycom perk.
- Fixed an issue where the Arid Wastes Academy point of interest had floating pews.
- Fixed an issue where a Jeweled Spire Bell Temple point of interest decked over a cliff.
- COMMUNITY ASSIST: Fixed an issue where a Jeweled Spire cave entrance was blocked by a point of interest.
- Fixed issue where the “Proceed to Next Cycle” button lights up again for the Host after they have already held the button down to proceed.
- Fixed an issue where the hub vendor icons were clipping into the surrounding environment.
- Fixed double-focus state of the pause menu loadout screen on subsequent visits.
- Fixed the multiplayer menu issue where the lobby ping field always read “0 ms”.
- COMMUNITY ASSIST: Fixed issue where some users get a LowLevelFatalError when attempting to join a multiplayer game.
- Fixed issue where an Arid Wastes jump pad decked partially inside a cliff in an unreachable area.
- COMMUNITY ASSIST: Fixed issue where currencies were not being deducted when unlocking SyCom perks.
- Speculative fix submitted for an issue where a tiny white dot lingers on all players screens, likely vendor UI related.
- Fixed issues with various holobytes carrying over from successive runs.
- Fixed issue where the Critical Cuffs holobyte wasn’t functioning as described.
- Submitted a fix for the issue where a Client can have 2 SyCom perks active at once after joining Lobby.
- Fixed issue where skipping the combat training tutorial left the player unresponsive.
- Fixed issue where holobyte drops were including multiple high rarity holobytes.
- Submitted a fix to prevent SyComs from going into walls.
- Fixed issue where vendors were seen floating in several points of interest.
- Fixed issue where loot wasn’t spawning at the top of the Jeweled Spire Lighthouse.
- Fixed an issue where sometimes the tutorial shrine would stop functioning.
- Fixed UI bug where the extract prompt appears partially filled if you exit the menu early and reenter.
- COMMUNITY ASSIST: Fixed a bug where players couldn’t finish the cycle because a teammate died at end during extraction.
- Fixed UI issue where we were showing the Hub screen after pausing in the Tutorial/Combat Training.
- Possible fix (at least an improvement) for enemies spawning (and/or dropping) below, or inside objects during extraction.
- Fixed UI issue where controller input wasn’t working properly on the title screen.
- Fixed issue that was causing Dro to be invisible during part of her intro cutscene.
- Fixed UI issue where the assassins health bars were not synced properly.
- Fixed issue where, sometimes, the camera view fails to center on the player after closing the map while moving at the beginning of a run.
- Fixed an issue where the Shrine Healing EXE perk was not functioning in multiplayer.
- Fixed issue where loot dropped from Dro when defeated in the Ruined Outskirts biome would drop out of bounds.
- COMMUNITY ASSIST: Fixed an issue where Vermillion's Contractor perk wasn’t activating consistently.
- Fixed issue where Hunters Mark was affecting allies.
- COMMUNITY ASSIST: Fixed an issue where playing the tutorial repeatedly could prevent players from completing the tutorial as they could not level up at the Shrine after maxing out their level.
- Fixed issue where blade specials would fail to activate or charge when starting to hold the input during a jump/dash.
Performance Improvements:
- Small performance improvements in the Overgrowth, Hub, and Crown Arenas.
- Small performance improvements for Exus and Dro fights.
- Small performance / latency improvements for multiplayer.
- Improved projectile handling for singleplayer and multiplayer.
Known Issues
- Shrines will disappear from your in-game map when you return from a Crown fight.
- We are exploring a hotfix solution for this right now.
- Some POIs will show dark marking around them on the map texture. This will be removed in our June update.
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- Some features that did not make it into our May update, but will show up in our June Update are:
- Quitting/Crashing Mid-Run
- If a player quits mid-run, we no longer treat it as death. Instead, on next play session, the player will skip the Hub and start in-run at the last shrine (unless in multiplayer).
- Performance Updates
- We’ve identified a number of additional performance improvements but many of them require additional QA before we can include them in an update.
- Quitting/Crashing Mid-Run
We've released a Hotfix today to address a few bugs, and made some fixes based on community feedback. Below are the patch notes for today's Hotfix.
Reminder to keep the feedback coming as we set out to make Hyper Light Breaker the best it can be throughout the course of Early Access! The best way to ensure we see your feedback and concerns is to post in the #hlb-feedback-bugs channel on our Discord: www.discord.gg/heartmachine.
- Heart Machine Team
🐛 Bug Fixes:
- Fixed an issue where players could duplicate chest rewards with specific timing in poor network conditions
- Fixed an issue where gear acquired during multiplayer could be carried over into single player
- Fixed an issue where certain perks and PlayerEXEs would use the Host’s information for all players
- Goro’s Scavenger Perk, and both starting weapon upgrade EXEs (Refined Blades / Extended Rails) were affected by this issue
- COMMUNITY ASSIST: Fixed an issue where Vermillion could get stuck in a tutorial state, causing a variety of issues
- COMMUNITY ASSIST: Fixed an issue where leveling a SyCom to max capacity could lock a player out from changing perks for that SyCom
- Fixed an issue where tutorial controls would not display properly if you alternated between a controller and keyboard during the tutorial
- COMMUNITY ASSIST: Fixed an issue where locking onto enemies in the tutorial before the lock-on tutorial prompt could prevent the tutorial from unlocking the door to the next section, forcing players to skip the tutorial to continue
- COMMUNITY ASSIST: Fixed an issue where loot spawns at the Crystal Titan Corpse would sometimes not be accessible
- COMMUNITY ASSIST: Fixed an issue where the interact key prompt would not show at the Tutorial Shrine
- Fixed an issue where opening the menu on Steam Deck and tabbing quickly could break the menu
- COMMUNITY ASSIST: Fixed an issue where Multiplayer cycles could suddenly end after extraction
- Fixed a small gap between the tutorial elevator’s lift and shaft that could cause players to jitter in and out of their fall state, which could be confusing for new players
- Fixed an issue where shielded enemies would receive status effects through their shield
- COMMUNITY ASSIST: Fixed an issue where a Lab Elevator could be blocked by procedurally generated terrain
- COMMUNITY ASSIST: Fixed several crashes reported by the community with the assistance of the crash dumps they provided in our Discord server
⭐ Balance Updates:
- Reduced Goro’s Joker Perk to +5% DMG per OPS level, from +10%
- Elites now drop Hyper Rare armor
A Note from Heart Machine
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!
TODAY’S PATCH NOTES
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!
Features:
- 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.
- Intro Cinematic
A New Crown Battle:
- 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.
- COMMUNITY REQUEST: Clients can now also skip Crown cutscenes.
New Player Character: Rondo
- 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.
New Environmental Points of Interest:
- Tundra Training Ground
- Ruined Outskirts (Forest) Corner Store
- Jeweled Spire (Crystal) Lighthouse
New Blades:
- 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.
- 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.
Enemy Improvements
- 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.
Major Run Structure Changes
- 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
- Teammates can be revived in the following ways:
- 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.
- Players start with 1 health kit
- 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!
- You can now level up your Sycom at Shrines.
- 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.
- Once all bosses are defeated, players must find the extraction pad and complete an extraction wave encounter.
- 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.
- Once the new world cycle has been set, friends can join your 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.
- 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.
Game Balance Updates
- 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.
World Rank, Danger Meter, Events:
- 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.
Gear Pickup Updates
- 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.
Vendor Updates
- 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!
Player Character / Sycom Updates
Each Character now has one SyCom with multiple Perks.
- 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.
- Preferred Blades
- 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
- Preferred Blades
- 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
- Preferred Blades
- 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.
- Preferred Blades
- 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.
- Perfect Parry inflicts Bleed on nearby enemies and refills more red HP.
- Preferred Blades
- Lapis:
EXE Updates
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).
Caves
- 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!
- Find these elusive areas to get rare loot like Golden Rations, Abyss Stones and Fragmented Memories.
Other Polish Items, Updates and Improvements
- 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
- 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:
- 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.
Bug Fixes:
- 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.
Performance Improvements:
- Miscellaneous performance optimizations and changes to level loading.
Known Issues:
- 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.
Current Release
v0.5.107552
Uploaded Feb 03, 2025
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System Requirements
How to Install
Breaker.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
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4.8 GB
v0.5.107552
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