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Genre: Sport, Indie

Energy Hook

Major Update Is Here: Run!

To quote @vidgames_bible:

"Holy crap this update did wonders... Framerate, performance, game looks better...The new build is awesome."

Like I've said before, the way I see it, running on walls is to Energy Hook as grinding a rail is to Tony Hawk - I imagine players mixing the swinging and wall-running and I play with the wall-run button held down a lot of the time much as I used to hold the grind button in TH. But I've noticed most of my players and youtubers weren't doing that.

So, this update: easier wall running, more walls to run on, race challenges that *require* wall running, and I've made running on the ground better too. You don't drive like a truck so much anymore.

Also, Unity 5: Better framerate! More solid physics! Fewer crashes! Different lighting model!

I think y'all are going to like this one.

Sorry, Windows is the only one up now; Linux and OSX coming next.

And I've done some other stuff too:


  • Swinging over water is safer and easier (props to @gamegrin and others)
  • Fixed it so a second controller (such as a steering wheel) doesn't mess it up (props to @bluecat16475 & hardsoftco)
  • Put in new energy hook detach sound effect
  • All challenges can be cancelled now (props to MDF)
  • Increased geocache collection radius (props to Buffalo_Ruthless) and added sound
  • Made sure jump-jet effect turns off after you land (props to Buffalo_Ruthless)
  • Backer rewards for my Kickstarter supporters
  • Stopped cutting your line when you're too close to a structure
  • Increase the vertical boost when you let go of a line
  • Fixed the order of the race-the-island hoops
  • Fixed the hoops in the New Atlantis jumping-and-boosting race
  • Fixed bug where you could swing on light columns
  • Fixed problems activating challenges

Good-sized Update Coming Mid-October: Run!

It's been a while since I've posted an announcement. Sorry for going dark! Working on the Steam, Playstation Vita, and Playstation 4 versions at the same time has an obvious effect: it slows me down. Looking at my handy schedule it looks like my next update will be done mid-October, and will mostly involve better running, both on the ground and on walls.

The way I see it, running on walls is to Energy Hook as grinding a rail is to Tony Hawk - I imagine players mixing the swinging and wall-running and I often play with the wallrun button held down most of the time much as I used to hold the grind button in TH. But I've noticed most of my players and youtubers aren't doing that.

So, next update: easier wallrunning, more walls to wallrun on, race challenges that *require* wallrunning, and ... hey, while I'm at it, I'm making running on the ground better too. You won't drive like a truck so much anymore.

Also, because of the Playstation versions, I've been dragged kicking-and-screaming into supporting Unity 5. On the bright side, this means better framerate! More solid physics! And hopefully less crashing. (Those crash bugs are them, not me, I swear.)

See you in mid-October with the goodies!

Minor Update - Swinging Tweaks

I wanted to get an update out fairly quickly that improves the swinging animation and the way Delilah orients while on the line and thrusting with her jetpack. I also tweaked the way finding a point to swing from works - it defaults to being more generous about finding a point, and it's less likely to suck you face-first into a wall now. :)