- Players whose items disappeared from their inventories now can return them. Previously lost keys, omnicubes, programs, blueprints and healing items are returned to your inventory when you visit the level they were previously looted in.
Example: you found a key at Sohn District and it disappeared from your inventory. When you enter Sohn District again, this key is automatically added to your backpack.
Unfortunately, weapons, armor and consumables (like upgrade chips) cannot be recovered. Accept our apologies for this.
- Fixed firearms and catalysts in the online multiplayer - Fixed omnicube replication in the online multiplayer - Fixed a crash happening when two attacks were being executed at the same time while in online co-op - Fixed a potential lock up when attacking with a melee weapon and a firearm at nearly the same time
Please, update your game.
Have fun!
Online Multiplayer is Live!
Hellpoint online multiplayer is now live!
After the weekend of hard work, we managed to get rid of our backend's nastiest bottlenecks. Happy to report that our servers look stable, the online multiplayer is functional once again, and everyone is welcome to try it out!
How to join a multiplayer match:
For the host: 1. Press T (Options button if you play with controller) while in-game. In the menu that appears, select the Online tab (Z, X to navigate). 2. Find the 8-digit match code. 3. Share it with another player.
For the second player: 1. Press T (Options button if you play with controller) while in-game. In the menu that appears, select the Online tab (Z, X to navigate). 2. Select Enter match. 3. Enter the 8-digit match code (Up, Down to navigate). 4. State your intentions (co-op or PvP).
In Hellpoint, online multiplayer is P2P and as of now it may be getting blocked by firewalls and VPNs. Also, naturally it does not go well long distances (USA - EU connection attempts, for instance). If issues occur (e.g. unability to connect to other people via a match code or a wall "hand" invite), please report them to us and they will be dealt with. The next hotfix is already on its way.
Possible temporary solutions would be:
Disable your firewall
Try turning your VPN off (in some cases connections establish with VPN on)
Thank you everyone so much for your patience! We plan on rolling out a fix shortly.
Enjoy the game!
Patch: Rad healing, Ghost bugs fixed
Hello, community!
Hellpoint patch is live on Steam:
- Fixed the player not holding heavy weapons on his shoulder - Fixed the outro cinematic of the hard-mode Sentient - Fixed the Radiation healing item so it would remove the damage over time effect - Potential fix for the Ghost that keeps walking back into a wall - Removed and changed the timing of servers requests
Please, update your game.
Have fun!
Patch: Disappearing items fixed
Hello, community!
Hellpoint patch is live on Steam:
- Items no longer disappear from the inventory - Fixed the numbers displayed in the Weapon Editor
Please, update your game.
Have fun!
Patch: Omnicube & weapons fix, main menu feedback, cloud optimizations
Hello, community!
Hellpoint patch is live on Steam:
- Automatically equip the omnicube for people who unequipped it and couldn't equip back - Fixed the damage cone of different shotguns' firing mode - Fixed the melee attack of the Daemon Cannon weapon - Tweaking of the Sentient - Added feedback to the main menu when the game is synchronizing with the cloud - Added timeout to the synchronization if the cloud is too heavy - Optimized a number of calls towards the cloud - Fixed the material stencil on the Artillery weapon
Please, update your game.
Have fun!
Patch: visual fixes, armor fix
Hello, community!
Hellpoint patch is live on Steam:
- Fixed a situation where armor would not work at its fullest if its minimum requirements are provided by a body or mind module (this includes a specific spacesuit not working in space) - Fixed a number of loot items being invisible - Fixed switches that link Alma Mater to the Building where they could be used only once - Fixed a display issue where dismantling items would show pretty bonkers values - Optimized server communication to lighten the load on them
Please, update your game.
Have fun!
Hellpoint Day 1 Hotfix: Omnicube, shield charge fixed
Hi, everyone! Here's a couple of quick fixes (all thanks to your bug reports)
Hellpoint v343 - 24465
Fixed an issue were the omnicube could be unequipped
Fixed the second swing of the Victim's Poker not doing any damage
Fixed the shield charge (to execute it, raise your shield and rush at an enemy while holding down the Sprint button)
Reduced the number of save interactions with the cloud
Multiplayer will be back on soon, please follow the announcements, and thanks for your patience.
The day has finally come! Hellpoint is finally out on Steam.
On behalf of Cradle and tinyBuild, we want to extend an enormous, soul-filled THANK YOU to all the Kickstarter backers, testers, fans and everyone who helped make this happen. It's been 5 hard years to get here, and we hope that the result of our hard work is satisfying. Also, let us express our gratitude for the incredible patience our community has been showing.
We are currently experiencing an issue with online multiplayer matchmaking. As with some multiplayer game launches, our servers decided to meltdown and reveal an issue with invite code sync. We are working on resolving this ASAP. The issues do not impact single player in any way.
We will keep you posted on the progress. Sincerely apologize for any inconvenience. --------------------
Hellpoint out tomorrow! | Update: online & performance improvements
Hello, Hellspawns!
Hellpoint comes out tomorrow at 4:00 pm UTC / 9 am PT on Steam and 1:00 pm UTC / 6:00 am PT on consoles, so we couldn't be more excited. Along with the release we are bringing you the launch trailer. Set reminders so that you don't miss it:
https://youtu.be/lmwwolrQmuE -------------------- With the review embargo lifted, impressions from the press started to come in earlier today. We are getting some great feedback!
Here are the notes for what probably is going to be our final update before the release. Lots of outstanding performance and online functionality issues have been addressed. We will make sure that your experience is as good as possible.
Online functionality fixes
- Made combat more fluid for the client by reverting the control of some events back to the client, instead of waiting for the host to process them - Improved input processing: previously input may fail because of possible state differences, now we force a state change, so the attacks would always be synchronized.
Performance fixes
- Performance during the Horde event with lots of spawning enemies is now stable - FPS drops in many locations have been fixed - Some crashes and freezes have been addressed
Also: - Added missing audio in 2 of the Interface cinematic - Fixed a number of movers not being replicated online in Palace and Alma - Fixed unlock door when coming out of the Building by the main entrance - Fixed 2 blueprint using raw resources instead of processed ones - Added message to the save game picking menu when it's empty (explaining to create a second save for split screen) - Fixed some "boxiness" on some fonts - Optimized weapon trails - Fixed Data counter being stuck on screen in some specific events - Optimized enemy damage calculation (enemy stats are always 1 internally) - Removed constant tenacity regeneration. Now only regen when it's not at max. - Boss breaches are now hidden when in the underworld (prevent teleporting around) - Healing station regen healing charges at a cost - Added choice of input icons when using unknown controller - Added choice of speaker modes (stereo, quad, surround, 5.1, 7.1) - Optimization in large scale FX, including the Artillery explosion - Optimization in turning on and off FX at a distance - Enemies no longer update their environmental status when "normal" - Boss can no longer "lose aggro" on a player. - Fixed a Twitch Websocket closure issue. - Fixed a PRB decal issue with the smoothness channel - Fixed an issue with room controller having both visual and enemy spawner in the same context - Fixed an issue where the Pet entry code would fail to reset - Added a "!what" command to Twitch chatbot - Fixed an issue where a client would spawn without air - Made the background of the message creation UI darker to see the icons better
Thank you for your support and patience, community!
See you tomorrow!
An announcement regarding the Nintendo Switch version
AN IMPORTANT ANNOUNCEMENT REGARDING THE RELEASE ON NINTENDO SWITCH
We at Cradle Games along with our partners at tinyBuild have to inform you that the release of Hellpoint on Nintendo Switch won’t happen on July 30 along with the other platforms - we are postponing it to some point later in the year.
Our goal is to make the Switch port as high quality as possible, and polishing it to the desired state will require more time. We do not want to take a risk of releasing a product that we and you, our players, might not be satisfied with. As you all know, adapting a game of Hellpoint's size and complexity for Nintendo Switch is pretty challenging, especially for a small team such as ours, and especially under the current circumstances. With the omission of split-screen multiplayer, the Switch version will be completely on par with Xbox One and PS4 versions. Our biggest remaining challenge right now is fully implementing the online multiplayer and making sure everything works as intended.
That said, Nintendo Switch release date of Hellpoint has been pushed from July 30, 2020 to some point later in 2020. Please follow us for future updates.
Windows, Linux, Mac, PS4 and Xbox One versions are to come out as planned on July 30, one week from now! We have been experiencing a great amount of interest from the gaming communities around the world, and that is truly amazing.
Thank you so much for your support and for your incredible patience!