Hyper Light Breaker cover
Hyper Light Breaker screenshot
Genre: Adventure, Indie

Hyper Light Breaker

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!

For more information on the experimental build, check out Monthly Update 1’s patch
notes
.

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.
    • Improved Outpost performance.
  • Announcing this Month’s Monthly Update

    Breakers!

    We’re thrilled to reveal our next Monthly Update will launch next Tuesday, March 25! As we’ve shared in our Spring Edition roadmap, this update is our second monthly update before our first major content drop, Buried Below, releasing next month. Soon, we’ll have details to share about the first major content drop and what you can expect from it, but for now, we’d like to cover what you’ll find in next week’s update.

    March – Monthly Update Details

    This month's update, like the previous update, will bring a slew of new content to Hyper Light Breaker in Early Access. This update will bring a new Assassin, the Sword Master, a new weapon, Death Wheel, and with it a new special attack, multiple new enemies, new Holobytes, new Affixes, and last but certainly not least a new gameplay feature we like to call “Fog of War” that was inspired by community feedback!


    • We’re thrilled to bring both the Assassin and weapon into this update – it's been a lot of work getting them ready, and we know they've been heavily requested for a while now, but now we feel that they’re finally ready! Expect to check out a mini video clip on our social channels of the Assassin and the weapon in action before the update launches.
    • Let's explain the "Fog of War" gameplay feature a bit! "Fog of War" means that initially, your map will be obscured except for a few key locations. As you (and your friends) explore, more of the map will be revealed. While we were experimenting with this internally, we saw player feedback indicating that they were having a better experience ignoring the map - in fact, one player - Refractor - even modded it out entirely. While we will be continuing to expand the map's functionality in future updates, we wanted to get this into our player's hands quickly to get initial feedback to better shape those plans.

    Additional Updates from Heart Machine

    The Experimental Branch that we put out alongside February's update was a huge success! It fostered a lot of discussion both within the community and inside Heart Machine, and expect to see our takeaways manifest in future updates. Being able to experiment and engage with the community this way is one of the key reasons we wanted to release Hyper Light Breaker into Early Access, and our wonderful community has repeatedly proven that it was the right choice.

    As a final celebration of the benefits player and developer relationship - as a creator, your audience is there because they trust your tastes, even if they are eclectic or challenging. But sometimes, no matter how right or wrong it might be (no judgment!) - like pineapple on pizza, it isn't right for the majority. To everyone who enjoyed the "in-combat" state, we are sorry to disappoint all (three?) of you. For everyone else - the "in-combat" state system will be gone when we release next week's update!

    The Overgrowth is about to get a whole lot more exciting, and we can’t wait for you all to jump in next week once the update is live! Your feedback has already been invaluable in shaping the future of Hyper Light Breaker, so please keep it coming!

    - Heart Machine Team

    Hotfix Patch Notes - v0.5.2.110871

    We hope you all are enjoying our first-ever monthly content update! It's been great to see you all playing as the new Breaker, Ravona, and seeing you all tinkering with new builds.

    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-bugs-feedback channel on our Discord: www.discord.gg/heartmachine.

    - Heart Machine Team

    BUG FIXES:



    • Fixed an issue where Rails would not display properly in multiplayer until a new Rail was equipped
    • Fixed a crash in cloth sim that would rarely show up for users swapping between Ravona and other characters in the loadout select rapidly.
    • Fixed improperly scaled Drop Down Labs.
    • Updated Zero Edge Blade Special text to reflect actual function
    • Fixed an issue where the Spark Seeker was triggering 100% of the time instead of the stated 25% of the time.
    • COMMUNITY ASSIST: Fixed an issue where password input window focus could be lost when pressing gamepad buttons (most notably, this made it difficult to enter passwords on Steam Deck)
    • COMMUNITY ASSIST: Reduced the volume of the Hoverboard Boost from Elite Gyroscope
    • COMMUNITY ASSIST: Fixed an issue where materials chests looted in previous runs would display their “unlooted glow” on future runs within the same cycle, rather than appearing dark as intended.
    • COMMUNITY ASSIST: Fixed an issue where drowning on the edge of a beach could spawn the player on the sloped edge of the beach, dropping them back into the water until they died.
    • COMMUNITY ASSIST: Fixed an issue where consecutive perfect parries could cause the parry vfx player glow to stack until you became too awesome looking (and also could negatively affect performance).


    KNOWN ISSUES:



    • With the February monthly update, we received reports from folks that the holobyte replacement selector does not function when you have a full loadout of holobytes, instead replacing a random one. This error corrects itself if you restart the game - it only happens during the first play session on the new update. We will not be hotfixing this issue at this time - instead putting our efforts into a more robust effort at preventing future issues, which will be incorporated into our March update.

    February Monthly Update – Patch Notes - v0.5.2.110690

    Gameplay Updates:


    COMMUNITY DEMAND: Added Player Character “Ravona”

    • Ravona can be unlocked from the character selection in the loadout screen.
    • Ravona’s Reaper SyCom

      • A high risk, high reward SyCom that has high damage potential for both Rails and Blades and high mobility but low health and armor. Synergizes well with holobytes that increase invincibility frames on dashes like (Flicker Burst and Flicker Shadow) and damage.
      • Perk: 25% higher crit chance on low-health enemies.
    • Ravona’s Ranger SyCom

      • For Breakers who want to shoot fast and shoot a lot with their Rails. This perk synergizes well with Rails with high fire rate and ammo capacity like the SR2 Radiant and the Magrex.
      • Perk: Rails gain 5% fire rate for every 10 points of Battery.
    • Community member Eska spent 133 days of requesting Crow Gameplay in our discord!
  • Added new Holobytes:

    • Hunter’s Mark - Shooting an enemy with a Rail Marks it. Marked enemies take +20% Melee DMG.
    • Spark Seeker - 25% chance to fire a heat-seeking bullet any time you shoot your Rail.
    • Impact Implosion - Charged Attacks release an energy pulse around the player dealing 25 DMG and afflicts your Blade’s Status Effect on enemies.
  • Added new Weapon Affixes:

    • Necrotic Cutter

      • Rare Blade Affix
      • Increases DMG to Rot afflicted targets by 10%/15%/20%/25%/30%.
    • Plasma Heater

      • Rare Blade Affix
      • Increases DMG to Burn afflicted targets by 5%/10%/15%/20%/25%.
    • Anemic Edge

      • Uncommon Blade Affix
      • Increases Stagger DMG to targets afflicted with Bleed by 5%/10%/15%/20%/25%.

  • Added New Enemies:

    • Bullet Leaper variant.
    • Croc Brute Elite.
  • Rebalanced the Danger Meter:

    • The Danger Meter now triggers less regularly but drops more powerful compositions with more waves.
  • Added New Crystal Beach Research Pods POI.
  • Improved VFX for Shrines, Jump Pads, interactables and breakables.
  • Improved VFXs on executions to make it more rewarding.
  • Tuned Attack Magnetism to more often choose enemies in front of you, rather than enemies that are much closer but behind you.
  • Executes are now input-buffered to improve combat flow.
  • Updated the Parry

    • New VFX to make it clearer that the parry is omni-directional (it will parry attacks coming from all directions).
    • Fixed wrong rotation on successful parry VFXs to match where the hit happened.
    • Parrying an enemy will now flinch/interrupt the other nearby enemies.

      • Perfect parries will flinch/interrupt nearby enemies harder.
    • Adjusting parry timing windows and cancel-into-parry timing windows.
  • In-Combat Status

    • Looting, using keys, and using your hoverboard are now disabled if you are in active combat.
  • Changed the Golden Rations calculations at the end of Cycle.

    • Golden Ration meter progress will now carry over to the next Cycle.
    • Added diminishing returns to meter progress after earning the first three Rations in a Cycle.
  • Gear economy overhaul:
    • Reduced the chance for rare items in Outpost (Hub) vendors.
    • Increased the chance for rare items in Overgrowth (Run) vendors.
    • Increased the chance for rare items in Overgrowth chests and corpses.
    • Added ability to unequip gear in loadout.
  • Gear balance overhaul:
    • Nerfed the Breaker Buster’s Blade Special.
    • Buffed the Radiant SG2 Rail to have longer range and more damage.
    • Buffed the Magrex Rail to have longer range.
    • Increased the charge time for the Solar Bolter’s charge attack.
    • Warrior SyCom perk changed to “Deal 25% more DMG when your HP is above 75%.”
    • Warrior SyCom stats re-balanced.

      • Note - if you had previously maxed out the Warrior SyCom, you will still have it maxed out, but you will not be refunded any “over-spend”.
    • Nerfed Blitz Blade’s bonus damage to 150% from 200%.
    • Critical Cuffs now are a chance to heal on crit, rather than always healing.

      • Note - due to localization deadlines, the in-game text does not mention the 25% chance. This text will be updated in our March monthly update.
    • Maximum armor capped at 150, from 200.
    • Capped bonus damage for Materials Processor, Plasma Edge and Plasma Powered to 40%.
    • Nerfed the Corundum Holobyte armor bonus.
    • Nerfed the Crude Whetstone Affix’s crit chance bonus.
    • Nerfed Barrel Vents Affix’s crit chance bonus.
    • Nerfed Tracker Shot Affix’s chance to trigger.
    • Reduced the cooldown on all shot triggers from 3 seconds to one second.
    • Nerfed the Charged Ammo Affix’s crit chance bonus.
    • Nerfed the Overvoltage Affix’s damage bonus.
    • Rebalanced the Thrombosis Injector Affix.
    • Buffed Executions for most Blades.
  • Enemy balance overhaul:

    • Changed AI Choreographer to reduce enemy collaboration/coordination at the beginning of a Cycle.
    • Melee Dirks taunt less.
    • Wheel Snail dash attacks are shorter, no longer re-orient to the player midway through the dash, and have a longer cooldown between attacks.
    • Albino Wolf projectiles move slower but now have modest homing ability.
    • Reduced AI sensing range.
    • Improved Croc Brute’s hitboxes.
    • Wolves now have a taunt / alert animation and sound when aggro’d by the player.
    • Improved Adept’s hitboxes.
    • Leapers no longer attempt to intercept aerial players.
    • Added an arming delay to the Rifle Dirk’s mines.
  • Players now always face Dro upon the start of battle when fighting her in Arenas where her cutscene does not play.
  • Changed Dro’s leap target VFX to make it more distinct from Leaper’s one.
  • Replaced all wolf boss minions with melee dirk boss minions.
  • Reduced attack types for melee dirk boss minions (Dirks elsewhere retain their full attack set).
  • Improved hoverboard VFX while hoverboarding over water.
  • The collision trap failsafe now accelerates over time to push players out of world geometry more quickly.
  • Sped up the equipment loss portion of the Death/Rez screen.
  • Cutscenes can now be skipped.
  • Expanded Key bindings - All keyboard keys EXCEPT Print Screen and Menu can be bound.
  • Updated text localization.
  • Regional pricing updated in some regions to better match current markets.

    Bug Fixes:



    • COMMUNITY ASSIST: Fixed several loot spawns in various POIs that were inaccessible.
    • COMMUNITY ASSIST: Fixed an issue where getting interrupted while hitting enemies with the Force Gauntlet Amp could cause you to continuously drag them along with the gauntlet.
    • COMMUNITY ASSIST: Fixed a Multiplayer sync issue that caused a variety of subsequent multiplayer issues.

      • This bug had a large number of symptoms within runs, but in the Outpost, you would see a player count mismatch (i.e., votes would show only requiring 2 players when 3 players were in, etc.).
      • Most community reports of abnormal gameplay in multiplayer are tied to this global fix.
    • Enemies now always wait to attack the player until the enemy has fully spawned in.
    • Fixed a bug where the player could shift through extraction walls when attacking enemies outside / nearby.
    • Fixed some prism spawns that could be acquired without unlocking their door first.
    • Fixed several issues with the Radiant SG2 Rail not displaying the correct animation or VFX for clients in multiplayer.
    • Fixed an issue where swapping Holobytes with a full vault would cause them to be destroyed instead.
    • Fixed an issue where the Leaper’s ground slam attack could damage players outside of the VFX indicator.
    • Fixed an issue where switching characters using a combination of keyboard controls and mouse hover could cause weapons to become unequipped.
    • Fixed an issue where the HUD wouldn’t fade out correctly when transitioning to the death screen.
    • Fixed a number of crystal and tree clipping issues in the Jeweled Spire (purple/crystal) biome.
    • Fixed explosion VFX not working on some projectiles for clients in multiplayer.
    • Fixed the loading screen background for ultrawide resolutions.
    • Other players are now hidden in the loadout menu to avoid blocking your view of your character.
    • Minor updates to terrain generation to fix irregularities that could trap players.
    • Fixed mouse controls being impacted by framerate.
    • Fixed an issue where the Stun Recharger holobyte would not restore battery if you staggered an enemy in a single hit.
    • Low health screen effects now play when spectating a player at low health.
    • Improved Point of Interest detection for the Point of Interest highlight function.
    • Disabled the resolution setting when running the game in fullscreen-windowed (your windows resolution overrides this setting).
    • Fixed an issue with the background blur on the loadout screen.
    • Fixed an issue where the map preview at the beginning of a Cycle would not show for subsequent cycles in the same session.
    • Stat adjusting gear now properly displays adjusted stats in the Outpost.
    • Fixed an issue where sometimes Elites could die in/over water and drop their Prisms into the water rather than spawning the prism at the nearest shore location.
    • Fixed a potential item duplication exploit.
    • Fixed an issue with Marathon Pin’s stacking buff that was causing it to not stack properly.
    • Fixed an issue where radiation meteors could land on the extraction pad.
    • Improved aim assist, particularly when aiming down towards enemies.
    • Mouse Wheel now works in Shrine menus (previously only controller or keyboard could control this menu).
    • Fixed an issue where sometimes locked POIs would not have any loot behind the locked door.
    • Improved Elite Bat behavior when grounded (attacking flying enemies will ground them briefly).
    • Improved a variety of music transitions for our dynamic music system.
    • Fixed an issue where the Elite Ranged Dirk couldn’t hit players that were pressing up against it consistently.
    • Fixed an issue where your hoverboard jump would not be counted against your number of jumps, allowing you to triple jump.
    • Fixed an issue where dying would apply your Blade’s status effect to your character.
    • Fixed an issue where Lapis’ Warrior SyCom Blast stat could not be maxed.
    • Fixed an issue where Lapis’ Lightweaver SyCom Armor stat could not be maxed.
    • Fixed an issue where resurrections would not always play the resurrection VFX or animation.
    • Fixed an issue where resetting controls to default could cause you to lose mouse input.
    • Fixed an issue where meteor warning audio would not play.
    • Fixed an issue where swapping characters in the loadout would not refresh all panels correctly.
    • Fixed an issue where Blood Battery was not providing the correct amount of Battery.
    • Fixed an issue where the Chrome Golem would walk in place instead of idling.
    • Updated collision across a large number of environmental assets.
    • Fixed shell meshes not working properly on skeletal meshes with physics on them.
    • Fixed an issue where Dro’s slam attack was placing the AoE VFXs wrongly (if spawned on debris placed around the map).
    • Fixed status effect shells on Slimes. These have translucent material, and it caused sorting issue with translucent shell meshes.
    • COMMUNITY ASSIST: Fixed many crashes reported by our community members.
    • COMMUNITY ASSIST: Fixed the “Error: Line 729” Crash and added additional safeguards to save data protection and corrupt save data handling.
    • Flash Step’s magnetism no longer locks onto Engineer mines.
    • Flash Step’s magnetism no longer locks onto enemies that are actively teleporting.
    • Player icons should now correctly show in the Overgrowth.
    • Fixed a multiplayer issue where multiple players using the same SyCom would be missing the Blade Special on their default Blade.
    • Blade Specials no longer trigger their cool down if they’re interrupted during charge.
    • Blade Specials no longer trigger their cooldown if the player attempts to use them in the air.
    • COMMUNITY ASSIST: Elite Bat no longer gets stuck moving backwards if hit by a specific sequence (2 basic combo hits cancelled into Flash Step).
    • When selling gear, ALL equipped gear, not just equipped gear for the current character, is marked as equipped.
    • Fixed a multiplayer issue where the first client’s health bar would stick around after they disconnected.
    • Fixed a multiplayer issue where in-run vendors would not be synced between players.
    • Fixed a multiplayer issue where being revived would cause your SyCom to vanish.
    • Fixed an issue with the Flaming Cascade Affix not functioning correctly.
    • Fixed an issue where sometimes slimes would not appear on the minimap/radar.

    Known Issues:



    • In multiplayer, clients may see hosts A-posing when aiming a rail if the host has not equipped a new rail during that session. Hosts may see clients aiming an invisible rail until the client equips a new rail in that session. This is a visual issue only.
    • In few random seeds, Drop Down Labs may be incorrectly scaled.
    • In multiplayer, sometimes glider or hoverboard vfx will not display correctly for players.
    • We expect to hotfix these later this week, but wanted to get this major update in front of players today to start collecting feedback on this update and the Experimental Beta mentioned below.

    Performance Improvements:



    • Capped the global number of enemy spawns.
    • Fixed a number of camera and character hitches, pops, etc. that could feel like low framerate gameplay even when framerate was high.
    • Fixed a major hitch when the Engineer would use its mine attack.
    • Fixed a large number of hitches related to the spawning/streaming of assets.
    • Improved LODs for a large number of environmental assets, to improve performance and reduce pop-in.
    • COMMUNITY ASSIST: Fixed an issue where some players were experiencing extreme hitching when picking up Bright Blood.

      • COMMUNITY CHAMPION: This bug could not be reproduced internally, even after receiving detailed information from our community. Thank you to everyone who provided detailed information, and special thanks to community member Starbos for working with one of our engineers and even testing a special build to confirm we fixed the issue.

    Experimental Branch Instructions:


    Read everything below carefully to receive the Steam beta branch password to our public experimental build. Please do not share the beta branch password with others - instead direct them to this page and have them read these instructions for themselves.

    The Hyper Light Breaker team is looking for your feedback on an early potential change to the core game loop. This experimental build is extremely rough - it was forked from the live version of the game and does not contain any of the bug fixes, features, or content available in the February branch. It does not represent the full scope of changes we want to make - rather it is the very beginning of prototyping out that change.

    Instructions for accessing this beta will also be available in our discord - https://discord.com/channels/900489750224466081/1340848981181206538 - and we ask that you keep all feedback related to the experimental branch in the #f33dback and #d15cu551on channels only.

    Do not use other channels outside the 13R34K3R channel category to discuss or provide feedback!!! Please do not report bugs from this beta in any location in discord - we will not be addressing bugs in this one-time experimental build. We ask that you keep discussion isolated to this discord channel category so that we can avoid causing false bug reports or confusion, and appreciate your assistance.
    This build is experimenting with changes to our core loop.

    • Players have a single life. Death will result in failing a Cycle and having your loadout melted down into materials.
    • Players have two medkits. These will automatically trigger on reaching 0 health. They can be refilled by extracting to the Outpost.
    • You can extract from any Shrine on the map. Extraction points do not exist. Extraction at Shrines is immediate after confirmation - it does not require you to fight enemies.
    • Gear cannot be vaulted - when picking up gear, you can either equip it or break it down into materials.
    • Bright Blood is only usable in the Overgrowth. It is wiped upon returning to the Outpost.
    • Materials are used to purchase items in the Outpost.
    • After defeating all of the Crowns, a teleporter (extraction pad) to the Abyss King will become available.

      • Use this to Win the Cycle.

    This build does not change up our gear economy, has no enemy or gear balance changes, etc. However, the intention behind this experiment is to shift into a more traditional roguelite looting loop, which in turn allows us to radically change the gear economy and gear balance.

    To access the Experimental Beta, right click Hyper Light Breaker in your Steam Library, select “Properties…”, then choose the “Betas” tab, and enter the Experimental Beta password into the “Private Betas” text box, then press “Check Code.” Afterwards, select the “experimental” beta and wait for it to download. The Experimental Beta password is the first word of the first three paragraphs in these instructions, together in order, without spaces, so that it LooksLikeThis.

    This experimental beta will save and load its own unique save file, it will not touch your regular save data. To switch back to the regular version of the game, simply select “none” from the betas tab in steam.
  • First Early Access Roadmap & New Content Update

    Breakers!

    The moment we've all been eagerly awaiting is finally here! Today, we're thrilled to lift the veil on the Hyper Light Breaker Development Roadmap! We've been working hard behind the scenes to ensure that your journey through the Overgrowth becomes even more thrilling, and now you can get a sneak peek at what's on the horizon. From new Breakers to play as, unique Crowns to defeat, and tons of secrets and story content to uncover, an exciting future awaits us in Hyper Light Breaker.


    And that's not all! Mark your calendars for the February Monthly Update set to release on February 18th. This update will bring a fresh wave of content, including new gameplay mechanics, balance tweaks, and some surprises we can't wait for you to discover.

    So gear up, get your hoverboards ready, and stay tuned. The Overgrowth is about to get a whole lot more exciting. Your feedback has already been invaluable in shaping the future of Hyper Light Breaker, so please keep it coming!

    - Heart Machine Team

    Medkit Rework & Player Suggestions Hotfix v0.51c.108329



    A QUICK NOTE FROM HEART MACHINE



    Thank you all SO much again for your continued support and feedback after a very exciting Early Access launch week for us! Last week was a big week for us -- it was incredible to see you all jump into the Overgrowth for the very first time and share your feedback with us along the way. We’ve received a ton of incredible feedback, and on our end, we’re already heads down in development as we’re jumping into making and planning changes to the game based on your all’s suggestions.

    As a studio, this has been our most ambitious project yet – making an open world roguelite (which there aren’t that many out there!) -- and so, we’re beyond thrilled to make our vision for Hyper Light Breaker a reality alongside you all throughout the course of Early Access. We made Hyper Light Breaker with Early Access in mind to have it grow and evolve with our community, and today’s patch represents that as we made some pretty big changes, including a rework on Medkits, thanks to your feedback.

    Today’s patch (and the one before it) is just the beginning of us using your feedback to shape the game – so you can expect even more community-driven patches and updates (see our first hotfix blog for more details on update cadence) We will be shifting the full team onto our first planned Minor Update so expect this to be the last hotfix for the time being. We are working on an Early Access content roadmap and planned to release it this week, but we need just a little more time to flesh it out and incorporate changes to it based on player suggestions. What we can say for now is there’s SO much more to come, so stay tuned!

    Just a friendly reminder, the best way to ensure we see your feedback and concerns is to post it in the #hlb-support channel on our Discord: www.discord.gg/heartmachine.

    That all said, let’s dive into patch notes for today’s hotfix v0.51c.108329!

    ~ Michael Clark, Lead Producer, and the Heart Machine team

    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!

    Gameplay Changes



    COMMUNITY SUGGESTION: Medkit rework

    • Players now start with a Medkit.
    • The first Medkit upgrade available via Pherus Bit now improves Medkits.
    • Medkits now auto-refill on launch of run, up to max capacity (default 1, upgradeable to 2).
    • Medkit refills at Shrines are now paid for with Bright Blood, not Medigems.
    • Medigems still provide a small amount of health still when harvested, but are no longer used for Medikits or used in the end-of-cycle screen.

    Enemy updates

    • COMMUNITY SUGGESTION: Removed the tech croc brute and white dirks from the extraction spawn table.
    • COMMUNITY SUGGESTION: Increased time between waves of additional enemies in Crown fights.
    • Projectiles from weak enemies no longer hit-stun the player.
    • Flinch animations will play, but the player will have full control. Previously they played a hit impact that momentarily interrupted them.
    • Fixed an issue where damage trails would cause hit-stun on contact.
    • Enemy aggro distance reduced.
    • Removed some enemies from the Drop Down Lab spawns that weren't supposed to be spawning there (or at all).

    Bug Fixes



    • COMMUNITY ASSIST: Fixed a bug where some players would get stuck on a black screen when launched.
    • COMMUNITY ASSIST: Fixed a memory leak causing degrading performance over time.

    Patch Notes - v0.5.1b.107995

    Note: See our previous Hot Fix and Letter from Heart Machine here: PATCH NOTES v0.5.1.107947

    The best way to ensure we see your feedback and concerns is to post in the #hlb-support channel on our Discord: www.discord.gg/heartmachine.

    Thank you to all of our players who graciously sent us crash dumps when encountering this issue. They helped us address the issue while we continued to work to reproduce the issue internally, as it is affecting only a portion of users and configurations.
    We were able to do so, and have verified that this update addresses the crash we were seeing on those crash dumps.

    Bug Fixes:

    • COMMUNITY ASSIST: Fixed a crash on startup related to cloud save handling.

    A Note from Heart Machine & Patch Notes - v0.5.1.107947



    A NOTE FROM HEART MACHINE



    First and Foremost, Thank You!



    We’ve been delighted to see so many players joining us in The Overgrowth this launch week! Early Access launch marks just the beginning of Hyper Light Breaker and we’re excited to shape and evolve the game with you all throughout the course of Early Access. Our community is awesome and has been providing a ton of feedback and support already – this is what we want out of Early Access development. Your participation is what will make this game the best it can be. The best way to ensure we see your feedback and concerns is to post in the #hlb-support channel on our Discord: www.discord.gg/heartmachine. That said, let’s dive into the current top issues we’ve received from players and how we’re addressing them in today’s major Hotfix (patch notes below!) and future updates.

    Top Issues We’re Looking Into & Addressing



    Improving Overall Performance

    The strongest feedback we’ve received this week focuses on performance, particularly on lower-end machines and the Steam Deck. Today’s Hotfix includes a large number of performance improvements and improved Graphics Settings. Expect even more improvements in future planned updates as well.

    Improving Graphical Options & Control Settings

    In addition to performance improvements, we’ve added some additional visual effects toggles, so players can change graphic settings to their liking, as well as mouse and analog stick sensitivity options, and expanded our list of re-mappable controls. Games should be for everyone – that means being able to play on the hardware you want, where you want, with whom you want, and how you want. These additional settings are just a start towards those goals. Expect to see more control and settings options across our time in Early Access. Let us know in our Discord what is preventing you from playing where, how, and with whom you want!

    Confusion Surrounding Gameplay Loop & Game Mechanics, Concerns Regarding Difficulty

    As an Early Access game, the game will be evolving continuously and will evolve thanks to feedback from you all. With it being an evolving game, that makes it tricky for an indie team, like us, to have robust onboarding experiences for new players – but we clearly underestimated how opaque and complex the game can be. Expect better onboarding, tutorials, and in-game reference material in future updates. Your feedback here will help us add the “easy to learn” to “hard to master” elements and help us determine the best way to change-up the gameplay balance overall.

    What’s Next & Future Updates


    Thank you all again for joining us at the beginning of our Early Access journey with Hyper Light Breaker! Our team is hard at work responding to the feedback so far - expect to see a continual stream of updates to the game over the coming year. We will have three types of updates over the duration of Early Access.


    • Hotfixes - like today’s patch, these respond quickly to serious issues raised by the community – mostly bug fixes or other improvements that address universal pain points.
    • Minor Updates – monthly updates that include additional responses to fan feedback, along with balance updates and bug fixes. Expect to see some smaller pieces of new content – enemies, gear, characters, and more – as they become available.
    • Major Content Drops – quarterly updates that include big changes to the game, new Bosses, Assassins, features, etc. – these major updates will change up the whole game.

    Now, it’s time to jump into our notes for today’s (and first-ever!) major patch!
    ~ Michael Clark, Lead Producer, and the Heart Machine team




    TODAY’S PATCH NOTES v0.5.1.107947



    Note: Anything listed as a “COMMUNITY ASSIST” and “COMMUNITY SUGGESTION” are fixes made thanks to our awesome community of players! We really appreciate your all’s support and feedback – so please keep it coming!

    Performance Optimization & Control Changes



  • COMMUNITY SUGGESTION: Performance Optimization
  • Updated Steam Deck Settings defaults
  • Added Low/Med/High/Maximum default settings
  • Fixed bugs causing Foliage slider to not affect all Foliage
  • Improved Foliage LODs (Level of Detail models)
  • Fixed Distance Culling issues
  • Fixed an issue with destructible objects not culling, and rendering their expensive destruction meshes while not destroyed.
  • Optimization pass on the Hub’s environment assets
  • Added new Performance and Quality Settings:
  • VSync Enable/Disable
  • Screen Render Percentage
  • Prop Detail
  • Ambient Occlusion
  • Film Effects
  • Film Grain
  • Chromatic Aberration
  • COMMUNITY SUGGESTION: Added Mouse Sensitivity and Analog Sensitivity Settings.
  • COMMUNITY SUGGESTION: Added additional Control Bindings for Keyboard+Mouse and Controller.
  • Note - you will need to rebind custom controls.

    Features and Changes


  • COMMUNITY SUGGESTION: Increased base health for all SyComs by 15, except for the Tank, which was buffed by 5 health.
  • COMMUNITY SUGGESTION: Added default Rails to all characters.
  • Added World Seed info below the version info in the HUD to aid in community reports of specific procedural generation issues.

    Bug Fixes


  • COMMUNITY ASSIST: Fixed an issue where the camera invert setting did not work for the Rail Aim camera.
  • COMMUNITY ASSIST: Fixed an issue where Holobytes would be lost if attempting to exchange holobytes with keyboard+mouse controls with a full loadout.
  • COMMUNITY ASSIST: Fixed an issue where a combination of character and EXE unlocks could cause equipped Blades to be lost on return to the Hub.
  • COMMUNITY ASSIST: Fixed an issue where steam cloud saves would not transfer from Steamdeck to PC and vice versa.
    Note - your save games have moved. The game should automatically relocate your save file.
    The old save file can by default be found in Users\\AppData\Local\Breaker\Saved\
    .bsf. In case of an error with automatically transferring the save data, this file can
    manually be moved to Users\\AppData\Local\\Breaker\steam\
    \savegames\.bsf. Note that the User folder can be different depending on
    settings.
  • COMMUNITY ASSIST: Fixed an issue where blade special bonuses would persist if you activated them and swapped weapons before the bonus expired.
  • COMMUNITY ASSIST: Fixed an issue where having the Refined Blades EXE equipped, with multiple characters unlocked, without each character having a weapon equipped, would cause players to lose their equipped blades on exiting a run.
  • COMMUNITY ASSIST: Fixed an issue where some points of Interest could overlap extraction pads, potentially trapping enemies.
  • Fixed an issue where spawned slimes would sometimes be invisible to clients in multiplayer.
  • Fixed Dirk Rifle Aim VFX not tracking verticality of client players.
  • COMMUNITY ASSIST: Fixed the Desert Biome Train loot spawns not always being collectable
  • Fixed locked doors on the Crystal Biome Research Hub
  • Fixed an issue that could cause Charge Beetles to not be targetable in multiplayer
  • Fixed an issue where you could deploy two sets of mines with the Dual Claws
  • COMMUNITY ASSIST: Fixed an issue that could cause UI issues if a player leaves and rejoins the same lobby
  • Fixed an issue that could cause a meteor to drop at the beginning of a run.
  • Fixed an issue with the Vault appearing blank when opened while having a locked character selected
  • Fixed an issue where Crown music could play twice upon entering an arena
  • Fixed an issue where exiting the loadout in certain configurations could cause input loss
  • Fixed an issue where the Telepad Loadout and Ready Up could share inputs
  • Fixed an issue where revive audio and UI could linger after reviving a player
  • Fixed an issue where White Melee Dirks would not use their default attack
  • Fixed an issue where multiplayer join confirmation was not displaying.
  • Fixed a large number of localization layout issues
  • Capped FPS on title screen to 240fps to prevent issues on very fast computers
  • Fixed an issue where the lobby list screen could steal focus from the lobby create screen, causing WASD to clear the password.
  • Fixed an issue where a disconnected Client’s hoverboard could be seen in the Host’s Hub.
  • Speculative Fixes for erroneous player count issues (more than 3 players in a lobby)
  • Note - we have been unable to reproduce issues relating to player count consistently internally, hence this is a speculative fix.
  • Speculative Fixes for rare issue where enemies could spawn under the extraction pad.
  • Note - we have been unable to reproduce this issue internally.
  • Fixed Incorrect Vendor Names.
  • Updated placeholder Abyss King image.
  • Hyper Light Breaker is Available Now in Steam Early Access!


    The highly-anticipated Hyper Light open world co-op rogue-lite Hyper Light Breaker is AVAILABLE NOW in Steam Early Access!

    To give those who want the full Hyper Light experience, you can grab the Hyper Light Breaker Bundle, which includes Hyper Light Breaker and grants a Steam code for Hyper Light Drifter* is available now until January 28. As a thank you to fans for their patience for the release of this new entry in the Hyper Light franchise, for this week (January 14 – 21), the bundle is available for 10% off its retail price of $29.99.
    *The bundle will give players a free digital Steam copy of Hyper Light Drifter if they don’t already own Hyper Light Drifter via Steam.

    Before you jump into Hyper Light Breaker in Early Access, we wanted to cover a few key things you should know!

    Make sure to tune into our livestream on our Twitch and YouTube channel today for a great walkthrough of the game, and to ask all of your Qs. If you can’t make the stream, we’ll have a VOD uploaded shortly after – but you can also check out our Early Access Release Date trailer for a nice high-level overview of the game. 😊

    ABOUT EARLY ACCESS


    Today’s Early Access launch is a very exciting moment for our team, but of course it marks just the beginning of Hyper Light Breaker! By joining us in Early Access, you will be able to experience first-hand the rogue-lite's evolution as you can share feedback directly with us to help shape and evolve the game throughout its Early Access period. We developed Hyper Light Breaker with Early Access in mind to get feedback from you and players around the world, and your feedback will be pivotal to shaping the game to its full potential before we’re ready to officially release it in 1.0. We’ve covered a good chunk of questions in the Early Access Q&A section on the game’s store page, but here’s just an additional Early Access FAQ.

    Where can I share Early Access feedback?
    Please share your feedback via our official Discord in the "hlb-support" channel, as we will be actively monitoring, collecting and responding to feedback that’s given there – and using the feedback to discover ways to shape Hyper Light Breaker during Early Access.

    What content is available at Early Access?
    By jumping into the game at Early Access launch from the very beginning, you’re able to choose from three unique Breakers (Lapis, Vermillion and Goro), experience multiple challenging playthroughs solo or with fellow Breakers via online co-op multiplayer, explore the vast, ever-changing worlds within the Overgrowth, get tons of gear and die and retry as you face hordes of deadly enemies, including Assassins, Elites, and two challenging Crowns (bosses).

    What content is planned during Early Access? Will you share a roadmap soon?
    Throughout Early Access, new content, including Breakers, Crowns, gear, story content, secrets, and more, along with gameplay improvements, such as new features, will be added via patches and periodic major updates. More content details will be shared in an Early Access content roadmap that will be revealed in the coming weeks which will reveal when the first major content update is expected to drop – along with when the release of a particular Breaker, codenamed “Crow”, who’s a highly-anticipated character amongst our community.

    When will the game leave Steam Early Access (i.e., when’s 1.0/full launch)?
    To be determined! Currently, we’re planning to have the game be in Early Access for about a year, but this can change depending on the community’s response and feedback.

    With the mini Early Access FAQ wrapped up, let’s go over tips you should know before jumping in!

    TIPS YOU SHOULD KNOW BEFORE GETTING STARTED


    Jump into a co-op multiplayer session – we highly recommend playing via co-op to get a good feel for the game

    Hyper Light Breaker was made with co-op multiplayer in mind, and we believe it’s the best way to experience the game – especially if you’re a newcomer. Try jumping into a co-op session or two (or more!) to get a better feel for the game, including the gameplay loop, in general. Playing with a friend or two is always helpful, and with Hyper Light Breaker that’s certainly the case.

    To start or join a multiplayer session, go to the robot next to Pherus Bit (green hooded character) in the Cursed Outpost and you’ll be good to go.

    If you’re looking for a co-op buddy or even just looking for advice, our community is extremely positive, friendly and open to helping out – so feel free to join our Discord for any help you might need.


    Make sure to get Medigems in the Overgrowth and get Medkits

    Medigems are arguably the most important resource you’ll need to get as they’ll get you Medkits. Make sure to pick up Medigems as much as possible as you’re exploring the Overgrowth. To get Medkits, you need to either collect enough Medigems to convert the gems into kits or buy kits via vendors within the Overgrowth. Below are more details on both methods.

    • Medigems Method: As mentioned below, they can be found throughout the Overgrowth. If you interact with a Shrine, you can convert Medigems into Medkits. Note: You can only do this once per Shrine. Additionally, you’ll automatically be able to convert Medigems into Medkits right after you ready up at the TelePad in the Cursed Outpost. Via Pherus Bit, there is an EXE ability that allows you to upgrade your Medkit capacity – for those looking to heal often, we highly recommend unlocking and equipping this ability.
    • Vendors in Overgrowth Method: You can find vendors throughout the Overgrowth that sell Medkits that you can buy with Bright Blood. The vendors are usually in areas that you need a Key to unlock. As mentioned below in the “Collect Resources” tip, you can get keys by defeating Crowns, you can find them in treasure chests and you can also buy them via vendors in the Overgrowth.


    When the going gets tough in the Overgrowth, head to the Extraction point to go back to the Cursed Outpost

    The Overgrowth can be challenging and sometimes it’s better to get out of it before it’s too late! When you’re really struggling or want to make sure you keep your gear, head to the Extraction point marked on the map and activate it so you can head back to base. But be warned...there’s no turning back once you start the extracting process – as once the process started, you have to fight waves of enemies to successfully teleport to base. By successfully teleporting to base, you don’t lose a Rez (life), you can keep all the resources you earned, and you don’t have to worry about losing durability for your hard-earned gear.

    Know the gameplay loop in a nutshell

    Prepare for run in Cursed Outpost > go into Overgrowth > explore and get Prisms to unlock Crown gates > Use the Extraction point / Telepad to evacuate the Overgrowth when things get tough > fight Crowns > End Cycle > repeat!

    Collect resources in the Overgrowth and learn about them in the Menu

    The Overgrowth is overflowing with resources (items) that are extremely helpful to have for unlocking and upgrading several elements – from gear to abilities to vendors and Breakers. As you’re exploring the Overgrowth, make sure to take time to collect resources in the Overgrowth by opening treasure chests, defeating enemies and even finding hidden areas.


    Ending a Cycle (either by losing all your Rezs or by beating all bosses) isn’t the end of your adventure... it's the beginning!

    No matter how you end a Cycle, you’ll always make progress after finishing one. All the progress you made in a Cycle will be used to give you a rare resource called “Golden Rations” that you can use to unlock AND upgrade abilities at Pherus Bit (“PB”).


    Keep an eye on the Death Meter below your mini map... it fills up when you make progress in the Overgrowth and causes a unique, challenging event to occur

    The more you do in the Overgrowth, the deadlier it will get! The Death Meter fills up whenever you kill enemies, get gear, find secrets and more. When it fills up at certain points, an event will occur that will present a new challenge. NOTE: After you defeat a Crown, the meter will fill up all the way, so we recommend evacuating/extracting out of the Overgrowth before it’s too late.


    This is a challenging rogue-lite: prepare to die and try again (and make progress along the way!)

    We set out to make a challenging roguelite where you’ll die and retry – and where death doesn't mark the end of your adventure. Instead, death is just the beginning, as you'll be able to make progress in multiple ways in between runs back at the Cursed Outpost. From improving your stats to getting new abilities and gear or decoding memories to piece together each Crown’s story. Dying and retrying will allow you to get stronger, help the Cursed Outpost flourish, and be one step closer to completing your mission. Along with this, the Overgrowth will completely reset, so you'll be able to explore a new version of it with biomes that have changed from the last cycle.


    Avoid taking damage by dashing, parrying or even hoverboarding away

    When in the thick of battle, you’ll need to know remember to be on the defensive at times. Dashing is one quick way to quickly get out of harm’s way, but there are benefits to parrying attacks. By parrying, you can do some stagger damage to the enemy and even stagger them immediately – but not only that, if you time your parry just right you can do a Perfect Parry that will allow you to regain health! When all else fails and you’re just not ready to fight (or you’re at low health!), there’s always the option to jump on your hoverboard and zoom right out of a battle.


    Read the tutorials & explore the game to the fullest

    We recommend reading the tutorials and looking over the different menus to get a better understanding of the game’s core mechanics and systems. Note that like in Hyper Light Drifter, Hyper Light Breaker encourages you to explore to discover and understand certain elements rather than explicitly tell you things from the get-go. We’ll share some key elements to be aware of below, however, but when playing, make sure to explore as much as possible to uncover secrets and find answers to questions you might be looking for.


    Make sure to be on the lookout for secrets... like Phantom Fragment monoliths, underground labs, and more

    There are many secrets to discover in the Overgrowth! Make sure to explore every nook and cranny of the Overgrowth to see what secrets you can uncover. We recommend being on the lookout for Phantom Fragment monoliths which get you pieces of Crown’s (bosses) memory (story/lore) -- and lookout for underground lab pads that let you drop down into special areas with rare gear to pick up!


    Don’t forget to piece together the narrative to uncover who the Crowns are

    Like in Hyper Light Drifter, Hyper Light Breaker’s narrative is told visually rather than via dialogue. By decoding memories, you can see beautiful storyboard manga-like panels showing the history behind each Crown. Collect and assemble the scattered memories of the Crowns of this world, and find out why you play as a Breaker, a warrior and explorer who helps to bring order to the world within Hyper Light Breaker.


    Learn enemy and boss attack patterns

    Whether it’s a small, feeble enemy or a main boss (Crown), every foe in Hyper Light Breaker has their own unique set of attacks you need to watch out for. When facing off against foes, make sure to take the time to learn how each one attacks, so when you come across them again, you’ll know exactly how to strike them down making each run attempt easier than the last. Once you get their attack patterns down, try to parry their attacks!

    Every run is different, take some time to get familiar with The Overgrowth and loadout possibilities

    You’ll start your first Cycle with one procedurally generated version of the Overgrowth, but after that, you’ll come to find that after each Cycle -- either from when you lose all your lives or you successfully defeat all Crowns -- you’ll discover the Overgrowth will completely reset from before thanks to the game’s procedurally generated biomes. In the beginning of your adventure, we recommend getting familiar with all of the game’s mechanics, including the various loadout options.

    Don’t forget to collect, buy and upgrade gear plus try out different loadouts/builds

    Like with resources, make sure as you’re exploring the Overgrowth to collect as much gear as you can! Even when you fail (die), you’ll still keep all the Bright Blood (game’s main currency) you’ve earned in your run. Make sure to use your hard-earned Bright Blood from each attempt to buy new gear if need be and take a moment to upgrade your gear as well. There’s a lot of different types of gear you can have in your loadout, so definitely take some time to find the best gear and loadout overall that suits your playstyle. Find out more details about loadouts in this dev blog.

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