Hyper Light Drifter cover
Hyper Light Drifter screenshot
Genre: Platform, Role-playing (RPG), Adventure, Indie

Hyper Light Drifter

Local CO-OP Beta Available NOW

Good news, everyone!

We just put up a NEW beta build with local co-op enabled in our “coop” channel (currently only for Windows. Mac build is in the works). This was a mode we had cut months before we shipped due to time constraints, but have since gone back to because it’s a lot of fun and felt worthwhile to take the time to complete.

This beta will run until Monday, May 2nd at 1 am EST, at which time we’ll shut down the build channel. Once we compile and implement all the feedback we’ll be back ASAP to officially release a new version of the game with co-op included!

To try it out for yourself right now:

- Right click on Hyper Light in your Steam Library, then navigate to Properties>BETAS tab, click the drop down and select “coop”
- You’ll need at least one controller - p1 can use KBM, p2 controller, or you can both use your own controllers.
- To turn on co-op on, enter the pause menu, select “settings”, and the first option will be “Co-Op” to switch on or off.
- You won’t earn achievements while playing in co-op.



We hope you have fun with this. Send any bugs or feedback to info@heart-machine.com. See you soon.

BETAS patch for 4.22.16

New patch is up in the “next_update” branch, under BETAS tab for everyone to try out. We’ll put it live in the default branch once we know it’s stable.

To try it out, right click on the game in your library, click on “Properties”, navigate to the “BETAS” tab, select “next_update” from the drop down. You can always revert back if any issues arise.


  • New Achievements for Challenge Mode completion, tablets, NG+ and some fun extras
  • Fix for infini-bouncing enemies
  • Fixed Menu Cancel button not being displayed right if Heal key reconfigured
  • Fixed stamina not saving across rooms bug
  • Fixed blinking Gearbit crates
  • Added check for saving health on death for specific cases causing death loops
  • Fixed (?!) East room that was causing a perma-black screen for some users.
  • Adjusted checkpoint in south for last challenge
  • Fixed some stray scenery/sprite issues in west and south

A new (small) patch is up now, plus some thoughts on difficulty and balance

We had a lot of feedback on our recent changes over the weekend. I'd like to expand on these decisions, why they were made, and ultimately what we're trying to achieve and what we will be doing moving forward, along with patch notes.

1) I deeply appreciate all of the feedback on this, whether positive or negative. It helps to know that the community cares and is passionate.

This is, in some manner of speaking, our biggest playtest. The community has helped us find bugs we otherwise would not have (again, big game, small team, several platforms), point out problem areas and ultimately make this a better experience. So, thank you, even for the harshest of comments.

Please know that we listen, that we read, and that we react to feedback. We have been diligent in patching problems as quickly as possible. I personally answer nearly every email that comes into the support and info address, read every tweet that comes my way. I care deeply about this game, about the experience that everyone has with it. We love what we have created, and being able to share this with everyone is incredible. Further, we care even more about you, our players, so we want to maintain openness and be responsive.

2) The most recent patch from Friday has been polarizing; many have expressed concern that particular tweaks make the experience less challenging, almost too easy. After a fair amount of consideration and consultation, we agree, and thus have readjusted:

- Health kits no longer recharge at warp pads
- Reduced number of invincibility frames in the dash
- Extended heal time slightly

When it comes to game play, our first priority throughout the 3 years of development has been - and remains - fairness in design while maintaining challenge.

Every decision we have made after release, for every patch, has required internal discussion, due consideration, and the collection of feedback from a wide array of players. The changes made on Friday were no different. We now have further insight from all of the posts and emails/tweets made about the nature of these changes, and how they effect the overall challenge of the game from both ends of the argument.

For the invincibility frames, we really like the options it opens up in combat, the more aggressive approach it offers to scenarios. It does make certain situations more manageable, less frustrating.

3) I realize we can't please everyone, and we don't aim to do so.

There has been suggestion of adding an "easy mode" for players. There is an ongoing and lengthy internal discussion about this. I won't rule it out as a possibility: being inclusive to more players who want to experience the world we have created seems to be a positive thing, while still maintaining the intended challenge for those who want the achievements. If it did happen, just like all of our other decisions, it's something we would implement with ample, careful consideration, particularity on its necessity and place in our game.

Just to wrap, once again, thank you for the feedback, for playing our game, and for being passionate enough to express an opinion and help us make the experience better for everyone. Know that we are still working hard, and that we have plans for potentially larger future updates we can talk about soon.

The Invincibility Patch

Hey Drifters, in this latest update we’ve made a significant amount of changes to make you feel like a more badass drifter than ever before.

New patch up in default for Windows. Mac and Linux coming ASAP.


  • Added frames of invincibility to dash
  • Warp pads now refill health kits
  • Achievements for Dash challenge + Soccer
  • for KB+M: can now choose option for KB direction dash
  • Sped up heal several frames
  • Adjusted various room scenery/hitches across the world
  • Fixed Alt Drifter dash catch
  • Fixed a credits crash
  • Can now go to full credits again after you beat the game through “credits” menu option

HLD Original Soundtrack now available!

Disasterpeace just spent the past couple of weeks mastering all the music from the game into one neat package of 28 tracks.

Please check out the DLC here: http://store.steampowered.com/app/453020/

Patch: Once More with Feeling

The new changes are new again! On 4/8 we patched in a bunch of snazzy updates, but had to revert over the weekend due to a nasty bug.

We have re-updated default for Windows (Mac/Linux coming soon) with all the fixes from the 4/8 patch (copied below), plus a fix for the more recent pink drifter crash and Eastern door mixup!


  • TEXTURE Page cleanup part 2! (trying to kill all stutters in the game)
  • Zaliska now does 3 damage instead of 2
  • NG+ gun bug
  • Fixed Televator bug - falling off if holding down
  • Save deadEnemies as sprite string names (no more enemy death sprites changing into odd things magically)
  • Various level tweaks to scenery
  • Two potential death loops fixed (north and east)
  • Fixed potential progression stoppers in North
  • Better support for more controllers
  • Fixed hitting a wall and sitting causes hitting anim loop
  • Fixed Gold DLC oddities
  • Fixed - LevelLoad - give pistol if Alt Drift or new game plus
  • Credits bug fixed?
  • Fixed Leaper not finding target bug
  • Maybe fixed west boss double corpse madness!??


Also, we now have a "last_build" section in BETAS in case this breaks things for anyone!

Mac build - last version option

We're working through some critical Mac bugs, ones that we have found are inherent within GameMaker on specific OSX versions/configs. This requires some deeper engine fixing, hence why it's taking longer on the Mac side to address these issues. We should have a new build up in the coming days for the platform fixing these errors.

In the meantime, if the newest build for Mac is causing you issues, please roll back to the previous version:

1. Right click HLD in your library
2. Click "Properties"
3. Navigate to "BETAS"
4. Click the drop down and select "last_version"

Then you can force an update to roll it back.

We'll post more in the coming days with Mac fixes. Apologies on the growing pains with this platform, everyone.

Reverting back to 4/6 due to bug!

We had an odd door/transition bug in the East, so we're going back to the 4/6 build. Please update so your progress isnt blocked!

Patch: The Texturing Part 2 + Zaliska boost

Hey everyone,

New patch is UP in default for Windows (Mac/Linux coming soon), so no need to get finicky with betas! Check it:


  • TEXTURE Page cleanup part 2! (trying to kill all stutters in the game)
  • Zaliska now does 3 damage instead of 2
  • NG+ gun bug
  • Fixed Televator bug - falling off if holding down
  • Save deadEnemies as sprite string names (no more enemy death sprites changing into odd things magically)
  • Various level tweaks to scenery
  • Two potential death loops fixed (north and east)
  • Fixed potential progression stoppers in North
  • Better support for more controllers
  • Fixed hitting a wall and sitting causes hitting anim loop
  • Fixed Gold DLC oddities
  • Fixed - LevelLoad - give pistol if Alt Drift or new game plus
  • Credits bug fixed?
  • Fixed Leaper not finding target bug
  • Maybe fixed west boss double corpse madness!??


Also, we now have a "last_build" section in BETAS in case this breaks things for anyone!

The Texture Surprise Patch is now default/live!

This patch has been pushed live and is now default: http://steamcommunity.com/games/257850/announcements/detail/598225299147871795

Please update you game if it doesn't automatically do so already!

Also, please warp back to any warp pad to clear out some old cached sprites, just in case.