Lean and tilt your head to surf neon hyperlanes in this VR roguelike. Navigate gravity tunnels while dual wielding blasters for the cameras. Stack 40 plus mods to build synergies and survive the broadcast. Every death is monetized. Ride, die, and reclaim the hyperlanes for the fans.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“EARLY ACCESS INFORMATION

Why Early Access?

I believe I've build a functional fun core game loop with good expandable systems but im a solo dev and as I add more content the complexity grows and I want to have the communities feedback to shape the content and systems in the right direction for the final game.

Early Access lets me:

Add and balance all of the upgrade cards based on real player data

Add environments and enemy types based on what players enjoy most

Refine difficulty scaling and speed mechanics

Find what does and doesn't work for game feel

Build the game WITH the VR community, not just FOR them

— Ryan

Approximately how long will this game be in Early Access?

“6 Months”

How is the full version planned to differ from the Early Access version?

“Planned for Full Release (1.0):

Content Additions:

📋 6+ Unique planet environments each with multiple biomes

📋 Boss encounters at stage ends

📋 60+ more enhancement cards (targeting 100+ total)

📋 2+ additional classes

📋 Expanded sponsor dialogue and faction storylines

📋 Unlock challenges and goals

📋 Narrative elements

📋 Custom run modifiers

📋 More environmental hazards and interactions

📋 Expanded character and loadout customization

📋 Global leaderboards”

What is the current state of the Early Access version?


Current State (Demo):

Playable Content:

✅ 2 core environments (Neon City, Wasteland, Canyons)

✅ 30+ enemy types with varied AI behaviors

✅ 40+ unlockable enhancement cards

✅ 1 playable class

✅ Card unlock meta-progression system

✅ Pitstop interactions with sponsor factions

✅ Combo based speed mechanics

✅ Tutorial with AI companion "Byte"

✅ 30 Min run scaled progression and difficulty scaling

✅ End of stage boss fights

✅ Adaptive feedback through audio and haptics”

Will the game be priced differently during and after Early Access?

“Yes. Early Access price will be 20% lower than price at full release (1.0)

Early access launch: (10% more off early access price - Launch Week Only)

Early supporters directly support development, save money and shape the game.”

How are you planning on involving the Community in your development process?

“Direct feedback and questionnaires about features and development with players in the community as well as demos and playtests.”
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This game is not yet available on Steam

Planned Release Date: 2026

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About This Game

CLEAR THE HYPERLANES

The galaxy's faster than light transit network has been taken over. Rogue AI constructs have overrun the hyperlanes, the neon hex tunnels of controlled gravity where velocity is everything.

You are a Way Rider. A sponsored operative on a personal hoverboard, clearing routes so civilisation can flow again. Every run you make is broadcast. Every death is monetized. Every upgrade makes you a legend.

The corporations backing you are not rooting for survival. They're rooting for content.

LEAN TO STEER

You do not need thumbsticks for movement in Hyperlane Highway. Your head movement is the steering.

Lean left and right to shift horizontally through the lane. Lean forward and back to tilt your board up or down. Crouch to push your throttle for high risk plays or stand tall to slow things down and pick your targets.

The hexfields control the density of the black hole portals keeping everything moving forward. Physical reactive movement gives you total spatial control without the nausea. Speed effects use shader distortion rather than FOV changes so the acceleration reads hard without making you sick.

This isn't a comfort setting. It's the foundation of the game. Enemy placement, vehicle positions, weapon spread are all designed around the assumption that you are physically moving to play.

Not a fan of leaning? You can adjust inputs to tilt, height, controller gesture surfing, thumbstick, or blend multiple styles until it clicks.

YOUR RUN

Your ship locks on to a hostile hyperlane. You drop in.

The Cybernetic Soldier comes with:

a Grav Board (your foundation and your strongest tool on the lane), dual wielded Bolt Blasters with independent aim per hand, a Hex Field Shield to block incoming fire from any angle, Board Launched Rockets for heavy damage or clearing large groups, Bullet Time for those pulse racing moments, and a Dash Ability for fast repositioning. Manage your cooldowns and stack synergies to make the most of what you have.

Your kill rate drives board speed. The heat combo system rewards aggression and punishes hesitation. The highway is not empty either. Living crews stopped running the lanes a long time ago so what's left is cargo haulers and autonomous vehicles on their routes. When they drift into your gravity field they slow down, becoming cover or obstacles depending on what's bearing down on you from behind. Powerups attach to some vehicles or appear scattered through the lane, quick grabs for temporary boosts or enhancement bursts when you need them.

Survive the wave. Face the end of stage boss. Choose your next route from available exits. Repeat into faster, stranger, more hostile territory.

Between runs you return to your hub ship. Spend Sponsorship Credits earned across runs on permanent upgrades, starting stats, new enhancement cards, permanent passives. Early runs feed into later ones. The hub is also where the longer threads of the world live between stages.

YOUR CHOICES

Impress sponsors to get powerful enhancement mods in pitstop lanes. Sponsor mods come in rarity tiers from common to legendary, with more being added as development continues. At a pitstop you can buy random upgrades with scrap, sell unwanted enhancements for currency, recycle cards into new random draws, or interact with sponsor reps for unique deals.

Each of the major corporations shape which upgrades appear in your pool:

Offense Operation: Explosive damage, critical strikes, raw firepower.
Deal Defenders: Armor, shields, survivability builds.
Ability Angels: Cooldown reduction, ability synergies.
Helping Hands Robotics: Automated turrets, drone companions.
Fame and Fans: Increased popularity brings new opportunities.
Reforge Brothers: Resource conversion, enhancement rerolls.

Lane choice matters here. Different lanes mean different faction pools and different conditions going in. Every planet and environment has different possible enemy variants. Each enemy already has distinct behaviours, movement types, aim types, and stats that change how encounters feel and factor in to your positioning. These all result in evolving difficulty as you progress through environments, meaning the same biome can play very differently run to run. Picking a route is a decision about build direction and what conditions you're willing to fight through, not just a difficulty setting.

THE WORLD

The environments span multiple biomes with distinct visual identity and environment objects. Procedural generation varies layout within biomes and combined with the enemy protocol system means the same environment does not play the same twice. More biomes are in development.

Your AI companion Byte is protective, sarcastic, and carrying information about whoever rode this board before you that she is not sharing in easily. The world builds itself without cutscenes. Corporate news networks broadcast wayrider runs from the lane. Learn more about the world as you surf through the hyperlanes across planets and through interactions.

Your ranking in the network runs across six public tiers. People are watching, Your death is a media event. This is the business model.

KEY FEATURES

 

  • Head lean locomotion with multiple input options for all comfort levels

  • Dual wielded combat with independent aim per hand

  • Combo driven speed system: kill rate drives board speed

  • Shader distortion speed effects, not FOV

  • Autonomous vehicles as live shifting arena elements

  • 30+ enemies with distinct movement types, aim types, and spawn configurations

  • Enemy protocols rolled per stage adding behavioral modifiers on top of base enemy types

  • Roguelite mod system with rarity tiers and growing card pool

  • Seven corporate factions shaping your upgrade supply

  • Branching stage exits affecting faction pools and enemy conditions

  • Pitstop economy: buy, sell, recycle, sponsor deals

  • Mid run powerups on vehicles and through the lane

  • Status effects: stun, corrosion, overload, system siphon

  • Diegetic UI with physical holograms on your board, no screen overlay

  • Byte AI companion with in world layered lore delivery

  • Way Rider Career public ranking

  • Meta progression via hub ship credits

  • Multiple biomes with procedural layout variation

  • Full VR haptics and LIV mixed reality support

  • Free demo available

ABOUT THE DEVELOPER

Hey, I'm a solo developer from Dublin, Ireland. Hyperlane Highway started as a small experiment in head tilt locomotion. When I paired it with a modular roguelike stat system I realised how well the movement worked with build variety and it grew from there. It has been a long road learning every discipline at once but I have something I'm proud of and ready to share.

My approach: VR first design where interactions are diegetic and immersive. Movement that becomes second nature. Careful intensity scaling to keep the flow state alive. Every run feeling fresh while still letting players learn and master enemy behaviours. Comfort options throughout.

This is a one person passion project. It isn't perfect yet but it is built to grow with the community. Feedback goes directly to the person making it.

Follow the Development

If this sounds like your kind of game please consider adding it to your Wishlist!

Links:

  • @RyalityStudio on most socials or you can find my links on linkree:

  • Join the discord! (will be hosting some playtests during development): 

  • Newsletter:

A free demo is available with some sample environments and a decent selection of upgrades so you can feel the combat before buying.

Aiming for compatibility with: Meta Quest 2, 3, 3S, Pro, Valve Index, HTC Vive, Pico 4, PC VR via SteamVR.

System Requirements

    Minimum:
    • OS: Windows 10/10
    • Processor: Intel i5-4590 / AMD Ryzen 5 1500X or greater
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GTX 1060 / AMD Radeon RX 480 or greater
    • Storage: 3 GB available space
    • VR Support: OpenXR - Oculus Quest 2 or better. Requires head lean and controllers
    Recommended:
    • OS: Windows 10/11
    • Processor: Intel i7-9700K / AMD Ryzen 7 3700X or greater
    • Memory: 16 GB RAM
    • Graphics: NVIDIA RTX 2070 / AMD Radeon RX 5700 XT or greater
    • Storage: 3 GB available space
    • VR Support: OpenXR - Oculus Quest 2 or better. Requires head lean and controllers
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