I have added in four new unlockable weapons to help you defeat the enemy, as well as new texturing for the main ship and bug fixes. Thanks to everyone who has supported the game and I very much hope you enjoy playing!
Updated Hyper-5 ship visuals - retextured - added Gravity Whip and Shield Tech Bay models
Weapon Update - added Gamma Sweep, Electro Trace, Pod and Swarm weapons, and associated challenges - one less extremity destruction needed to defeat Level 5 boss
Bug fixes: - vulkan rendering path (linux native build) - menu text. "Use Cannon" -> "Use Tech Bay" - environment distance fog in level 2 - fixed possible state machine error during Dendrite enemy death - fixed terrain collision failing in some circumstances - fixed issue with level 5 boss tail initialisation when skipping cut scene
Many thanks, especially to players who left reviews and feedback 😊 Jamie, Developer of Hyper-5
Hyper-5 V8 update
Hi all! V8 is a “maintenance” style update. The big change “under the hood” is a migration of the game to a more recent version of Unity. This allows better optimisation of the game which should now be more CPU efficient. I have also taken the opportunity to make a few gameplay tweaks based on player feedback, and to fix some minor bugs.
Quality-of-life / Gameplay improvements: - Downgrading weapons now recovers all spent UP (previously only 66%) - Reduced firepower of Sawtooth-P in Level 2 ravine section - Added additional checkpoint to assist progress in Level 5
Bug fixes: - Fixed Level 3 boss cutscene on repeated play - Halo-Bomb mini-missile deployment fixed in Time Trial missions - Fixed minor menu UI rendering issue on level select images
As always, many thanks to everyone for your support, and especially to those who left reviews and feedback! Jamie, Developer of Hyper-5
Hyper-5 V8 update
Hyper-5 V8 update Hi all! V8 is a “maintenance” style update. The big change “under the hood” is a migration of the game to a more recent version of Unity. This allows better optimisation of the game which should now be more CPU efficient. I have also taken the opportunity to make a few gameplay tweaks based on player feedback, and to fix some minor bugs.
Quality-of-life / Gameplay improvements: - Downgrading weapons now recovers all spent UP (previously only 66%) - Reduced firepower of Sawtooth-P in Level 2 ravine section - Added additional checkpoint to assist progress in Level 5
Bug fixes: - Fixed Level 3 boss cutscene on repeated play - Halo-Bomb mini-missile deployment fixed in Time Trial missions - Fixed minor menu UI rendering issue on level select images
As always, many thanks to everyone for your support, and especially to those who left reviews and feedback! Jamie, Developer of Hyper-5
Hyper-5 is released!
“THIS IS CALLSIGN HYPER-5!”
Hyper-5 released today and is now available to buy on steam. The game is a cinematic shmup inspired by classics from the “golden era” of the 90’s. Responding to a distress beacon, deep space scout ship Hyper-5 is drawn into a terrifying battle with an unknown enemy. Will Hyper-5 survive its encounter on planet 4GDT?
There is of course a free demo download and the full game purchase includes a high-quality audio soundtrack to enjoy as well.
I would like to thank all the asset makers, alpha testers, reviewers, streamers, curators, the wider shmup and indie gamedev communities around the world, and of course my loving family for their help and support throughout the development of my game.
Jamie, developer of Hyper-5
Hyper-5 V7 “release tweaks” update
Hyper-5 V7 “release tweaks” update
Thanks to everyone who played the V5 & V6 versions of Hyper-5 and left reviews and feedback. In advance of the full release on steam and itch.io on the 28th of January I have some small fixes / tweaks addressing some of the comments received on these builds of the game.
Quality-of-life / Gameplay improvements:
Improved visibility of turret projectiles
Added ability to modify Loadout between levels in arcade mode
Tweaked "start game" button assignment, added button overlay to load-out menu
Weapons now equippable in armoury using gamepad / keyboard select button for convenience
Experimental reduction of texture memory consumption for <4GB cards, e.g. 1060 3GB
Clarified arcade mode and time trial text
Support via Noto Font for symbols and JP character display, e.g. in leaderboard names
Added menu option to disable 3D tilting of UI
Bug fixes:
Fixed bug in options menu when selecting leaderboard to view
Tweaked terrain to reduce collision issues in level 2 end of ravine and level 3 boss fight
Fixed tutorial pop-ups to change to current controller + text changes
Fixed UI bug related to armoury upgrade modal
Fixed layout of leaderboard scores for stylised font
Leaderboard buttons in Options menu hidden for standalone build
Reduced enemy mine splash damage radius
Turrets on far side of level 1 boss no longer fire when player is alongside them
As always, many thanks to everyone for your interest and support of my game. Jamie, Developer of Hyper-5
Next after Nextfest: Hyper-5 demo V5 update
Many thanks to everyone who tried out the demo of Hyper-5 during steam NextFest and especially those who took the time to provide feedback. As a result, I have made some improvements which I am pleased to announce are available now in the V5 update of the demo. This will be the last demo update before release. The most significant changes are:
Faster ship movement speed Although speed upgrades are available, the player ship movement was too slow by default. This has been increased by +25%.
Selectable font for menus and on-screen display Choose between original “stylised” and new “readable”:
High visibility display mode This disables “cluttering” visual effects such as particles, trails etc and also enables a new “terrain collision guide”. Damage rate from terrain collision has also been reduced significantly.
Support for mouse button input for firing controls Mouse buttons can now be used to trigger weapons, movement remains via keyboard / gamepad only.
Improved post-processing Depth-of-field has been implemented which as well as looking nice in cut scenes helps separate foreground from background in certain sections of the game.
New and improved options to reduce GPU load Raymarching effects e.g. clouds, fog, volumetric lighting can now be fully toggled off, significantly reducing GPU burden. AMD Fidelity FX 1.0 has been implemented which can also reduce load for a minor decrease in fidelity. With Fidelity FX “Quality” mode enabled I can run in-game at 4k 60hz vSync on a RTX2070. Of course, YMMV, especially in cut-scenes. Yes, vSync is now an option 😊
I hope you like these improvements and look forward to your feedback. The full game is now content-complete including two bonus “top-down” time-trial stages and going through internal testing.
I am now intending to release end January 2022. Thanks again to everyone for your interest and support!