June Monthly Update Now Live – Patch Notes v0.6.2.120584
Features and Gameplay Updates
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Game Flow Updates
[p]Quitting/Crashing Mid-Run
[p]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).[/p]
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[p]AI updates around Shrines
[p]Enemies will not prioritize players who are near/interacting with a shrine.[/p]
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[p]Resurrecting Breakers from their corpse returns!
[p]Use one of your own med kits to revive a fallen teammate where they stand.
[p]You can also still spend Bright Blood at a nearby shrine to resurrect them.[/p]
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[p]Skeksis has returned!
[p]Check out Skeksis, the mod vendor in the hub, for the ability to upgrade your amps, similar to your blades and rails.[/p]
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[p]Map Revealers now found around The Overgrowth
[p]Activate these to clear Fog of War more quickly and reveal previously hidden items on the map.[/p]
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[p]Amp System Rework
[p]Each Breaker now has two Amps available to them.
[p]The second one will need to be unlocked by spending a Core.[/p]
[p]Select your amp on the loadout screen - only the chosen amp will drop during your run.[/p]
[p]Expect additional updates and improvements to Amps and Loadouts in future updates![/p]
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[p]Improved post extraction flow so that players now go straight to the Abyss screen and then are loaded back into the hub.[/p]
New Mods and Updates
[p]Exploding Shot - Rail Affix
[p]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.[/p]
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[p]Splinter Blades - Blade Affix
[p]Grants ability for any Blade Skill to cause an explosion of blades on impact, dealing damage.[/p]
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[p]Cluster Bomb Impact - Amp Affix
[p]Explosions triggered by your Blade Special creates mini-bombs which explode nearby, dealing a percent of your Blast DMG.[/p]
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[p]Overload Trigger - Amp Affix
[p]Using your Blade Special triggers an explosion around you.[/p]
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[p]Ally Siphon - Amp Affix
[p]Chance to refill some player ammo when a summoned Ally inflicts damage.[/p]
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[p]Ally Spike - Amp Affix (Ally Corpse Hazard)
[p]On death, summoned Allies leave a Spike Hazard behind.[/p]
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[p]Ally Tribute - Amp Affix
[p]Gain Armor shard(s) when one of your summoned Allies dies.[/p]
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[p]Cronotized Chip - Amp Affix
[p]Amp duration is increased.[/p]
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[p]Status Effect Updates
[p]Status Effects now work differently between Breakers and enemies.
[p]Previously, enemies would apply status effects to Breakers on every hit.[/p]
[p]Now, enemy attacks build up a status effect meter before applying status effects.
[p]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.[/p]
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[p]Holobytes no longer have rarity tiers.
[p]Expect additional updates to Holobyte synergies and acquisition methods in future updates![/p]
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New Enemies
[p]Burst Beetle Variant
[p]This blue and pink beetle will dash at you and create an explosion. Found at later world ranks in the Forest biome.[/p]
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[p]Grey Dirk Variant
[p]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.[/p]
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Enemy Improvements
[p]New Hack, Rot and Acrid ground hazards left by the Elite Leaper![/p]
[p]Behavior improvements for the Dirk Missile Spread have been implemented. They now properly perform their melee attack and execute their retreat behavior correctly.[/p]
[p]Grenadier Dirk now has new SFX.[/p]
[p]Leaper Elite Character Model now in game![/p]
Other Polish Items, Updates and Improvements
[p]Blade Specials now inherit the blade's assigned status effect.[/p]
[p]Upped the minimum requested elites from 1 to 2 per biome.[/p]
[p]Added verticality to warning ring vfx to make it more visible when spawned on uneven terrain.[/p]
[p]Amps now have their own custom aiming reticle.[/p]
[p]Added new VFXs to use as icons when allies are set to inflict status effect damage.[/p]
[p]Added adaptive SFX for player healing.
[p]SFX reflects your current HP with pitch and the strength of the heal with intensity.[/p]
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[p]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.[/p]
[p]Improved collision on some Ruined Outskirts rubble piles.[/p]
[p]Players now have the option to use Steam Icons in Multiplayer - this is enabled by default.
[p]Option to toggle this off and use Breaker icons instead located in the ‘Gameplay’ tab of the settings menu.[/p]
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[p]New VFX implemented to indicate unparryable attacks.[/p]
[p]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.[/p]
[p]Audio improvements made to the Explosive Hilt affix.[/p]
[p]Made improvements to various enemies tethering and tracking behaviors.
[p]Beetles, Melee Dirks and Ranged Dirks[/p]
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[p]Added a Discord button to the Multiplayer menu.[/p]
[p]Fixed issue where Cobra Balta’s (Hub rail vendor) intro text still uses ‘Bright Blood’ as the currency.[/p]
[p]Improved boss hill pathing in certain terrains for more optimal traversal.[/p]
[p]Improved the target room in the Tutorial:
[p]Updated the room so the targets on the wall are more easily found.[/p]
[p]Updated the UI prompt to be more clear.[/p]
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[p]Improved the Starting Bunker and Drop Down Lab elevator collision so the player can smoothly walk over all four sides.[/p]
[p]Made audio improvements to the short sword blade special SFX.[/p]
[p]Added SFX to the Dash Bash mod.[/p]
[p]Added dripping water VFX to Jeweled Spire Temple POI’s.[/p]
[p]Made improvements to assassin movement tasks to prevent sliding while stunned.[/p]
[p]Updated the short sword dash attack so that it no longer knocks enemies up into the air.[/p]
[p]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.[/p]
[p]Affected gear: [/p]
[p]Glaive[/p]
[p]Short Sword[/p]
[p]Balanced Sword[/p]
[p]Heavy Axe[/p]
[p]Heavy Blade[/p]
[p]Force Hammer[/p]
Bug Fixes:
[p]Fixed issue with missing jump pads at Arid Wastes cliffside bases.[/p]
[p]Fixed issue where Jeweled Spire sightline blockers would deck in pathways.[/p]
[p]Fixed issue where Ruined Outskirts sightline blockers would deck in the middle of pathways.[/p]
[p]Fixed issue where cave water VFX wasn’t triggering properly.[/p]
[p]Fixed issue where Shrines would deck tilted when on uneven terrain.[/p]
[p]Fixed issue where the "Core Shard Collected" UI could get stuck on the screen.[/p]
[p]Fixed issue where the "Shrine Discovery" UI could get stuck on the screen.[/p]
[p]Fixed an issue where the player would not receive a Holobyte if they closed the menu before the selection appears.[/p]
[p]Fixed an issue where sand piles around cave mouths didn’t match the beach sand.[/p]
[p]COMMUNITY ASSIST: Fix for Root Hash Hack causing enemies to have wrong mesh.[/p]
[p]Fixed an issue where some Ruined Outskirts boulders were decked with edges hovering above the terrain.[/p]
[p]Fixed some popping bushes and plants in the hub.[/p]
[p]Fixed an issue where defeating a Crown Boss causes the symbols on the Crown Boss Barriers to disappear.[/p]
[p]Fixed issue where the Shattered Fortress boss arena had an extra pink barrier when the camera is at certain angles.[/p]
[p]Fixed issue where the Croc Brute wouldn’t count towards the final extraction progression causing a soft lock.[/p]
[p]Fixed an issue where the Crystal Leaper SFX would play at the listeners position when added to the enemy pool.[/p]
[p]Fixed an issue where closing the Shrine menu while interacting with a Shrine action caused the audio to play without end.[/p]
[p]Fixed an issue where the mesh from status effects disappears when an assassin uses their dash animation.[/p]
[p]Fixed issue where status effect affix stacks were not being removed properly.[/p]
[p]Fixed issue where gear was not being properly reset at the start of a new cycle.[/p]
[p]Fixed issue where Shock SE bounces weren’t dealing damage consistently.[/p]
[p]Implemented fix for an issue where SyComs skins were displaying the same for all players (in multiplayer).[/p]
[p]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.[/p]
[p]Fixed issue where modifying stamina via Holobytes and Affixes was not calculating correctly.[/p]
[p]Fixed issue where sometimes the loot corpse in the tutorial would clip into the block behind it.[/p]
[p]Fixed issue where homing missiles from Holobytes were targeting allies.[/p]
[p]Fixed issue where the Sword Master freezes up after defeating an Elite within range of them.[/p]
[p]Fixed issue where multiple UI toasts pop up when collecting HP, Batteries, and Armor.[/p]
[p]Fixed an issue where reviving by entering crown arena was causing fatal error crashes.[/p]
[p]Fixed an issue where Charge Beetles would sometimes remain stuck in environmental assets while doing their attack animation.[/p]
[p]Fixed issue where keys were not a shared currency.
[p]Now, when one player collects a key, it only goes to that player.[/p]
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[p]Fixed issues where caves would deck improperly in certain terrains.[/p]
[p]Fixed issue where the Elite Melee Dirk could get stuck on the roof of the Large Abandoned Hall POI.[/p]
[p]Fixed issue where Dro could jump through the ceiling of the Shattered Fortress boss arena.[/p]
[p]Fixed issue where the Giant Oak Tree POI would deck into the starting bunker elevator in some cases.[/p]
[p]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.[/p]
Performance Improvements:
[p]Disabled dynamic shadows on breakables in world and in Dro’s arena - previously some breakables were spawning large numbers of shadow casting fragments.[/p]
[p]Numerous environment asset optimizations, particularly for the Desert.[/p]
Known Issues
[p] 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. [/p]
[p] Medigems give dead teammates HP. [/p]
[p] Shrine states, armor, and battery aren’t saved through new Exit to Desktop / Crash handling. [/p]
[p] Players do not see Death Text when transitioning to Spectating. [/p]
[p] White leaper lags during its triple leap attack. [/p]
[p] Opening player inventory before receiving End of Cycle Report disables Ready Up button. [/p]
[p] Wolves continue pathing briefly when entering Stagger Break. [/p]
Announcing the June Monthly Update
Hello Breakers!
Time flies when you’re having fun, and we can already reveal that our June Monthly Update will launch next Monday, June 16! As we’ve shared in our Summer Edition Roadmap, this is the second monthly update before our next major content drop. Let's take a first look at what you can expect from next week’s update!
June Monthly Update Preview
Update for the Amp system: Similar to how Blades and Rails work, we’re adding rarity scaling and Affixes to Amps. The higher the rarity of your Amps, the more Affixes will be on the item, and Breakers will also have their own “preferred” Amps.
Change it up with new Affixes: Trigger an explosion around you with Explosive Ground, leave a spiky surprise when your summoned Allies fall with Ally Spike, stick an explosive on your enemies with Exploding Shot, and more!
Square off against the new Grey Dirk and Charge Beetle enemy variants!
Plus, more balancing changes and quality-of-life improvements!
Keep an eye on our social channels over the next few days where we will have a sneak peek of these new features coming to Hyper Light Breaker. And as usual, we’ll have all the details for you in our patch notes on Monday!
- Heart Machine Team
Early Access Roadmap - Summer Edition
Breakers!
With spring about to end, the moment we've all been eagerly awaiting is finally here: the Summer Edition of our Early Access roadmap! Since Early Access launch way back in January (time flies when you’re in The Overgrowth!), we've been working hard on going out with consistent updates each month filled with content, gameplay improvements, bug fixes and more, including our first major content update in April, Buried Below, which changed things up quite a bit (ICYMI: details here!) The Breaker team is pouring that same effort into our next Major update, as we continue to make Hyper Light Breaker in Early Access bigger and better than before and it's all thanks to your incredible feedback and support!
Summer Early Access Content Explained
Let’s dive into what’s to come next month and July. For starters and we mentioned this before, June will be a little on the lighter side. The reason for this is we wanted our next major update (name to be revealed when we’re ready!) to be even bigger than we initially planned, so we shuffled some content around to make sure that could happen. Our June update will still have cool content, including an awesome Amp rework that we can’t wait to share more details about it soon, but our July update will truly shine.
For the July update, it will bring a TON of new content and introduce plenty of new features we absolutely are thrilled to reveal when the time comes. From a new Crown to quests being added and a whole new Rail (ranged weapon) type (spoiler alert: it goes boom) and a highly anticipated new Breaker plus a new difficulty system, we’ve been cooking big time on this update. With all the new content in this update—alongside everything we've already introduced—we believe now is the perfect time to dive into Hyper Light Breaker, whether you're playing for the first time or returning for more!
What’s to Come
Some of you might be wondering what’s to come for August and September and beyond as those two months do technically fall under summer. The long story short of it is we’re gearing up for 1.0 launch! We’re currently locking in what the content should look like in the Early Access updates post-July – we have a lot of things in the works, and now it’s just a matter of figuring out where things should land. As always, we’ll continue to keep you all in the loop of what future updates will be like, but as you can tell from the roadmap, there’s a lot we have in the works!
Also, come July, we’re going to start going through the console development process! Now we know the big question for this and the question we’ve gotten before is: “What consoles will Breaker be available on?” We wish we could answer this, but we’re not quite ready just yet and don’t want to spoil the fun. Trust us that we will let you all know the consoles Breaker will be available on, and when we do, it’ll be a very exciting moment for all of us – so continue to stay tuned for updates.
To wrap things up, thank you all again for your continued support and feedback as we continue forward with our Early Access journey! As we approach the half year mark since Hyper Light Breaker’s launched in Early Access, it’s been incredible to see the game evolve and improve in so many ways thanks to you all.
- The Heart Machine Team
Hotfix Patch Notes - v0.6.2.118084
Hello Breakers!
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.
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.
New Monthly Update Out Now – Patch Notes
Breakers!
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.
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.
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.
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.
20 Hours Left for the Hyper Light Drifter Companion Plushie!
SyComs, or “Synthesizing Computers”, are robot companions that accompany the player everywhere they go in the world of Hyper Light. Each character has their own unique SyCom companion, which serves as their interface with the technology of the world, allowing them access objects like doors, hatches, and computer terminals. Facing odds in a hazardous and often lonely world, having these stalwart companions around is both a practical necessity and a comfort.
We're partnering with Makeship to create a plushie of the OG SyCom - the Companion from Hyper Light Drifter!
We hope you all are enjoying our first major content update, Buried Below! It's been great to see you all playing as the new Breaker, Rondo, get a good feel for the new run structure changes and we really appreciate all of your feedback and support for this update.
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
Buried Below Update Now Live - Patch Notes
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.
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.
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.
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
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.
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!
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.
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.
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
Balanced Sword
Balanced Saber
Force Hammer
Heavy Blade
Preferred Rails
Line Range
Compact Standard
Scatter Diamond
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.
Vermillion:
Preferred Blades
Balanced Sword
Balanced Saber
Skill Spear
Preferred Rails
Compact Blast
Compact Standard
Scatter Double
Contractor SyCom Perk
Charged attacks restore battery
Gunslinger Ricochet
Your next shot after a critical hit will ricochet to a nearby enemy
Goro:
Preferred Blades
Skill Glaive
Skill Spear
Heavy Axe
Preferred Rails
Line Range
Scatter Diamond
Joker SyCom Perk
+10% more DMG per 1 OPS
Scavenger SyCom Perk
Free Holobyte at the start of a Cycle
Ravona:
Preferred Blades
Dual Knives
Balance Sword
Dual Claws
Preferred Rails
Compact Rapid
Line Range
Assassin SyCom Perk
Bonus Crit Chance when fighting isolated enemies
Rogue SyCom Perk
Executions spread enemy’s status afflictions to nearby enemies.
Rondo:
Preferred Blades
Dual Knives
Dual Claws
Balanced Saber
Preferred Rails
Compact Rapid
Compact Standard
Scatter Diamond
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.
EXE Updates
EXE’s are persistent player mods that can be purchased from Protobreaker in the Hub.
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!
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
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.
First Major Early Access Update, Buried Below, Launches April 29
We're thrilled to finally reveal the Buried Below update, the first major content update for Hyper Light Breaker in Early Access, will launch next Tuesday, April 29!
This content update will be a game changer, as it’ll bring a slew of new content along with major quality of life changes, including run structure changes inspired by your all’s feedback that will change up the game in Early Access in multiple ways. In a new trailer that debuted today (check it out above!), Michael Clark, Hyper Light Breaker’s Lead Producer, covers everything you need to know about this major update and how it evolves the game in a whole new way.
New Content
On the content front, Buried Below will bring a new Breaker, “Rondo” – a Breaker who comes from the same region as the recently-debuted Breaker, Ravona, and has a new SyCom with two SyCom perks – a new Crown, “Maw” – the biggest and most menacing Crown yet, two new melee weapons and new areas to explore, including caves. For the new Crown, you all have seen glimpses of her in a couple of ways-- as she’s shown as a Crown that’s possible to fight when readying up to enter the Overgrowth and you have even entered her arena in the hostile crystalscape of the Jeweled Spire. We've been working hard on getting Maw ready, and we’re thrilled the time has come for players to face her in just a few days!
Change in Run Structure
Since Early Access launch, we’ve taken to heart all of the feedback we’ve received from the community across the board. Inspired by your feedback, the upcoming update will introduce the most significant feature overhaul yet with a complete rework of the game's run structure, as you will now have one life for each run and when you die, you will lose items in your inventory, and the Overgrowth will reset. This change was made to balance the game around a more traditional roguelike experience, turning each run into a more consistent and rewarding “zero to hero” adventure than before. This change also allows us to better adjust difficulty and make the game easier to get into, but harder to master, and addresses much of the feedback we’ve received from players since Early Access launch.
This shift in run structure will introduce a few gameplay loops and progression changes to make runs easier, better and ultimately more enjoyable for everyone, including veterans and newcomers alike, than before.
Extraction - More Options for Players: Instead of only having one way to leave the Overgrowth (via the Telepad), players will be able to extract at any Shrine in the Overgrowth and there’ll be no waves of enemies to defeat like before. This change will make it so players can extract more often, making the game easier as a result, which was one of the main requests from players to change the game’s difficulty.
SyComs - Follows a Class-Like System, More Loadout Potential: Character customization has been redesigned giving each Breaker one assigned SyCom with fixed stats, and players have the option to equip a perk to the SyCom that gives the Breaker a new passive ability. For instance, Rondo’s SyCom has an equippable perk called “Bladedancer” that increases Rondo’s damage and attack speed. You can upgrade your SyCom stats further at Shrines in the Overgrowth. This change, inspired by player feedback, will make it so each Breaker is similar to a “class” making each Breaker feel different from one another, and make it so you can come up with distinct builds per Breaker.
Inventory & Vendors - More Streamlined: The Vault system will be changed as when you die, the inventory in your Vault will no longer carry over between runs except for Golden Rations, the main meta progression currency in the game. This will allow you to focus solely on acquiring new gear during your runs instead of having to focus on managing their inventory so often like before. Additionally, vendors in the Overgrowth and Cursed Outpost will also have new roles, with Bright Blood and Materials now used for purchases and upgrades. While gear sales have been removed from hub vendors, players can still use them to enhance equipped items.
Improved Onboarding
The second major addition in the upcoming update is a brand-new onboarding tutorial that launches automatically the first-time players start the game after the update, regardless of save status. This guided experience introduces core mechanics through a structured level that leads to the Cursed Outpost hub. From there, you will gain access to a dedicated space for learning and practicing advanced combat techniques such as dash attacks and parries. Designed to align with the game’s reworked structure and expanded mechanics, this revamped introduction provides a smooth and informative entry point for both new and returning players.
Future of Breaker – Your Feedback Matters!
Since Early Access launch, we’ve been working hard on evolving Breaker across the board every month, including but not limited to making performance updates and gameplay improvements, releasing a slew of new content, and implementing so many other changes based on your all’s feedback! As we continue our Early Access journey and set our sights for 1.0 launch, we want to thank all of you for feedback and support – you’re helping us make Breaker bigger and better every step of the way.
There’s still so much more to come for Breaker in Early Access, including our next major content update this summer that will be our biggest content update yet! Expect to fight double the trouble, embark on quests and go where no Breaker has gone before in our next major content drop.
For now, we can’t wait for you all to jump into the Buried Below update in just a few days and see how it evolves Breaker in a whole new way!
- The Heart Machine team
March Monthly Update - Patch Notes - v0.5.3.113087
Hello Breakers!
Welcome to our second monthly update! This update is a bit smaller than our last as much of the team is working on our April release - ‘Buried Below’ - which promises a whole new tutorial level and systems to better onboard new players, a new Crown to fight, big gameplay updates built on feedback from last month’s Experimental build, and more!
This March update focuses on adding a new Blade, new enemies, new mods, and a new Assassin.
Features
New Affixes:
Crystal Pommel - Increases damage to targets afflicted with Crystal.
ICE Breaker - Increases damage to targets afflicted with Hack.
Threaded Strands - Nearby status effect afflicted enemies take additional damage when attacked.
Charge Sync - Reduces charge time for the weapon.
New Holobytes:
Spiral Muzzle - Rails have a chance to fire a projectile that bursts into mini-bullets.
Tremor Repeater - Knocking enemies into each other via knockback effects makes them explode.
Spiked Fallout - Explosions leave a hazard behind.
New Blade: Death Wheel
Thrash enemies with a whirling blade.
New Blade Special: Blooming Corpse Seed
Slain enemies grow an explosive bloom - Activate to detonate and damage nearby enemies.
New Assassin: Sword Master
A deadly duelist with a bevy of blades at her disposal.
New Player EXEs:
Wholesale License - Reduce prices on Vendors in the Overgrowth.
Bright Blood Attractor - Increase Bright Blood pickup range. Note - this upgrade does not require you to use a slot to equip it.
New Enemies:
Wolf Mother - Breathes a flame attack that leaves flames burning on the ground.
Crystal Leaper - Slams the ground, causing crystal traps to burst up through the ground.
New Elite: Leaper
A powerful Leaper that has multiple strong attacks.
COMMUNITY ASSIST: Fog of War!
By default, the map is now obscured sans some critical locations.
In multiplayer, all players share the same revealed area.
Inspired by player feedback and mods that highlighted that too much information on the map was reducing the need to pay attention to your environment, which was hurting the feeling of exploration.
Expect this feature to grow more in the future, including Player EXEs that modify how Fog of War works.
Updated Elite Slime hazard spawns on leap attack.
Improved Wolf AI behaviors.
Improved Elite Dirk AI behaviors.
Improved Engineer AI behaviors.
Improved Croc Brute AI behaviors.
Improved Snail AI behaviors.
Removed the flame trails from the basic Snails
Improved Dro AI behaviors when fighting her in the Crystal and Snow biomes.
Bleed Effect balance updates:
Decreased DMG dealt by enemy bleed to the player from 6 to 3 DMG.
Increased time between DMG ticks for players and enemy from 1 sec to 1.3 sec.
Increased bleed DMG per tick by player inflicted bleed from 2 -> 3 DMG.
Note: Bleed damage is triggered by movement and attacking - minimize movement and attacks while Bleed is active to minimize damage taken. Status Effects are also cleared immediately by using a medkit!
Reduced Auto Aim “stickiness”.
Rot status effect now lasts longer and increases the debuff when stacking.
Removed ‘Combat State’ behaviors (locking board and containers while in combat).
COMMUNITY REQUEST: Added “Invert Horizontal Axis" option to the controller settings menu.
In Multiplayer, each teammate can place a map marker, and map markers are now shared between all players in the session.
We know players are looking for more in-game communication support, and while this is a start, we plan to dive deeper into expanding this over the summer. In the interim, we recommend players looking for like-minded players to voicechat with to join our discord - www.discord.gg/heartmachine
Bugs
Fixed an issue where player HUD would stay on screen during crown intro cutscenes.
Fixed an issue where Missile Dirks would not properly pursue the player.
Fixed an issue where Dirk Ranged Elite would not play voice lines when attacking.
Rarity Chip now counts rarity correctly for clients in multiplayer.
Fixed an issue where Engineer mines would continue to trigger UI alerts even after detonation.
COMMUNITY ASSIST: Fixed loot container spawns in several POIs that could not be looted in some seeds.
Fixed an issue where ground enemies would appear to be falling for clients as they walked across the ground.
Fixed an issue where Prisms that drop from Elites might spawn under the ground.
Ghost Signal and Hollow Magazine Holobytes now show updated stats in the modify loadout screen.
COMMUNITY ASSIST: Enemy loot drops should no longer sometimes spawn up in trees / etc above the enemy.
COMMUNITY ASSIST: Fixed an issue with certain 3rd party controller brands that were causing input disruptions.
Overgrowth vendors should now spawn more consistently and replicate correctly for all players.
Explosive Hilt now correctly assigns explosions to all enemies affected.
COMMUNITY ASSIST: Fixed labs sometimes being generated under objects.
COMMUNITY ASSIST: Fixed several issues with locked POIs.
COMMUNITY ASSIST: Fixed several clipping issues with procedural generation.
Fixed several soft locks caused by using the “end run” function while transitioning zones or while an acceptance timer is counting down.
Fixed an issue where sometimes the Crush Block Amp would get caught on a tall enemy it was slamming down on, preventing it from hitting all enemies.
Fixed an issue where re-applying Crystal status to an enemy would reset the damage timer.
Performance
Improved performance of jump pad VFX.
Tuned LoD settings for better visuals/performance.