After a century in cryosleep you find yourself stranded amidst the ruins of mankind’s first interstellar colony. Explore derelict ships and stations and harvest raw resources in search of air, fuel and other equipment. Or loot and pillage what you need from other survivors. The choice is yours!
Recent Reviews:
Mixed (23) - 60% of the 23 user reviews in the last 30 days are positive.
All Reviews:
Mixed (1,773) - 66% of the 1,773 user reviews for this game are positive.
Release Date:
Feb 24, 2017
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is 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?

“Hellion is an ambitious game that has been in development for almost two years now. Having completed the core gameplay features, we believe it is time to share the game with players before proceeding further with the development. One of the main reasons behind this decision is feedback. We expect that involving community this early in the development can only benefit the project. It is our opinion that Early Access provides an amazing opportunity for the community to contribute to the game that they like and want to play. Gameplay improvements, new mechanics and evolution of core features are only possible through open and honest discussion between players and the developers.”

Approximately how long will this game be in Early Access?

“Early Access will last for at least a year. At this time it is hard to estimate how long exactly. It will depend a lot on feedback as the scope of the development may change based on that. One thing is certain, early adopters will have a unique opportunity to watch as an entire solar system evolves before their eyes.”

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

“Full version of the game will have all the features found in our roadmap that can be seen here.
Three corporations to choose from, large fleet of functionally different ships, more planets and other celestial objects, detailed crafting system and a huge number of items – these are all planned for the full release. These will be implemented through regular updates over the course of EA. Also, we will constantly work on optimization and bug fixes in order to offer our players an exceptional gaming experience.”

What is the current state of the Early Access version?

“Hellion is in a state that clearly represents the idea behind it- an immersive gameplay with realistic physics and complex ship and station systems that require regular maintenance in order for players to stay alive. We believe one multipurpose industrial ship and the station building feature are enough for players to kick off their space adventure, while hundred players per server will guarantee a fun and interesting multiplayer experience. A lot of content has yet to be added, followed by polishing and more optimization. Also, we plan localization of the game to various languages in the near future.”

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

“As the amount of content increases the price will probably change.”

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

“Our goal is to work together with the members of Hellion’s community. We will keep our players informed of our plans and progress through our communication channels: Steam forum, our website, Facebook page, Twitter and Reddit. We will be listening to the voice of the community and are looking forward to constructive discussions aimed at creating the gameplay experience that we will all enjoy.
Here are the links for our communication channels and you are all invited to leave a comment because it is much appreciated:

Blog: https://www.playhellion.com/blog/
Facebook: https://www.facebook.com/playhellion/
Twitter: https://twitter.com/playhellion
Reddit: https://www.reddit.com/r/Hellion/
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Recent updates View all (93)

August 16

Devblog #37 - Optimization

Hello everyone,

Every time we publish a devblog players reach out to us asking about the roadmap updates, while others criticize us for adding new features without care for optimization or existing content. So, this time we’ll try to explain the logic behind Hellion’s development process.



When we initially envisioned Hellion as a game, we had this grand idea of a game we always wanted to make. As we began putting ideas and concepts together it became obvious that an ambitious multiplayer open-world game like that might just be beyond what a small team like Zero Gravity could deliver. So we gradually began toning down the scope of Hellion. That’s when we decided to go with Early Access model after we thought of all the benefits it would include. First one was feedback directly from the player base, since we believe that players should be the ones to decide if something is suitable for the game or not since they are the ones who will be playing it for hours. This model also helped us iron out some of the major flaws in our development process, as some features did look great on paper and seemed to fit perfectly into the game world, when in actual gameplay they felt totally out of place.
So we’ve learned to adapt and listen to each other and most importantly to our players. We have also decided not to plan every single thing from start to finish and always leave room for changes based on feedback. After all we are not making a universe, but rather a game that is fun to play. So if there is a feature that we believe would be great for Hellion, we now first consider player submitted suggestions to try and see how well it would fit in with the current level of gameplay and existing mechanics. This often leads us to a conclusion that other features need changes or improvements before the new options can actually add to the player experience rather than take away from it.

Since our plans frequently change as the result of what is often called emergent development (concept borrowed from creators of ARK), we plan to start sharing mostly things that are planned for the next update. One of the things we most certainly do not want to do is over promise and then face backlash for not being able to deliver. This does not mean that we have given up on our “vision”. That vague but nevertheless grand outline is always with us and we believe that we are slowly moving towards it, one update at a time.
So, here’s the updated Roadmap containing mostly things that were already announced. For more, you’ll have to come back and check it regularly.

Optimization

Most optimization techniques that are frequently used in games like Occlusion Culling, Light Baking, Static Batching, etc. require that the scenes that make up the game world be static. Since in Hellion everything is in the state of constant motion and each module is a scene in the engine, most of those techniques were simply inapplicable. In order to optimize Hellion we had to write our own solutions from scratch.

Dynamic lights (along with dynamic shadows) had the most impact on the GPU and we always knew we would have to do something about that. Baking light onto the textures of the level is the most efficient way of making the scene look good while reducing the number of dynamic lights. Unfortunately for us, Unity only supports light baking for static scenes, so we had to modify our shaders as well as our pipeline (not an easy task by any account) to support pre-baked lightmap load in runtime. However, once we were done, it allowed us to drastically reduce the number of dynamic lights per module. And since lightmaps retain shadow information and apply it properly, they also remove the need for lights to cast realtime shadows.
Just for reference, a command module before the light bake had more than 20 dynamic lights with most of them casting shadows and after the light bake the same module has less than 10 lights with only 2 of them casting shadows. The final look is more or less the same. The only downside is that in some specific parts of the module you might notice that your character is not casting a shadow, if you look closely. On the upside, the light looks more realistic with calculated global illumination and even illumination from emissive surfaces. But the most important thing is the huge performance boost.

Another thing that we kept putting off and finally found time to mess with is the Texture Density. Texture density is the relation between the size of the pixels in the texture and the pixels on the screen. The object that most of the time occupies a very small portion of the screen needs to have its texture resolution reduced to correspond with the size on the screen. So we had to go through all the models that exist in Hellion and set the appropriate texture resolution for each of them, and there was no way in doing that automatically. In the end it also brought us an additional few frames per second, something that Hellion always needs.

The last thing that we have yet to do is the implementation of a custom Level of Detail and Occlusion Culling system. While we know that it can never be as efficient as it would be in a static environment we believe that it will also bring better performance especially for larger stations.

That’s all for today, folks. We’ll be at Gamescom next week, so if you want to meet us, be sure to ping us on Discord.

Fly safe,
Zero Gravity
9 comments Read more

August 9

Devblog #36 - Update 0.3 and Inventory 2.0

What’s up space survivors how’s the vacuum these days? We know that some of you probably wonder why the silent treatment over the past weeks? Well, we have decided to leave this plane of existence and transcend, leaving our mortal…Wait, wrong script! Ok jokes aside, there was a good reason for the silence as all of us have been rather busy working on the next update, aptly tagged 0.3. Why do we say aptly? Because it represents a substantial step towards the idea of Hellion that was in our minds when we started this project.



Major improvements are on their way and we are about to start revealing them one by one in this and future devblogs. Due to the sheer amount of work that is going into the 0.3 features (old and new) it might be some time before the update arrives at Hellion, but it will be worth it!

Inventory 2.0

As mentioned in our last blog we had decided to take the old inventory system apart. We kept the good parts, threw away the trash and introduced fresh concepts and ideas, many of which have been suggested and requested by the Hellion community for a long time. We analyzed the feedback, mixed in some of our own ideas and the result was the Inventory 2.0, a complete visual and functional overhaul of the original system.

“Redesigning the inventory did not include just simple interface changes, but rather a complete re-work of both item functionality and the way character interacts with them.
Looking back to 2016 when we designed the first version, we weren’t aware of the full scope of requirements a game like Hellion would put on the inventory system. So when we started working on the overhaul, we realized that the entire system was so hard coded that it forced us to go back to the beginning. We had to start thinking about how the interface in a survival game should function and then added Hellion’s unique requirements. If I had to say which game mostly inspired this rework, it would be Rust, due to its simplicity and the amount of information it provides, Stefan Lolic said, Hellion’s UX developer.
Abandoning the old radial menu gave us a lot of space and allowed us to use inventory not only as a tool for transferring items, but to also help players understand the systems and items around them in a simple and easy way.
Probably the hardest part of refactoring was adding new features onto an old base and avoiding mishaps that could have compromised entire base functionality. So we had to tread very carefully.
But as we started writing the code from scratch, we began finding new options and solutions that would have been impossible with the old code. And that’s how we got to transportable crates, proximity item slots…”, Stefan concluded.


Interface improvements

Time to show a few short clips of the new inventory in action. Let’s start with an old annoyance that has tormented many a space miner since their arrival in Hellion: Mining Drill and the infamous canister/battery swap.


Ahh, much better now, thank you!

As Stefan mentioned, the old radial menu is gone, replaced with a more intuitive breakdown of item slots and upgraded with a character view and a simple drag and drop system which allows for much easier item management.

Proximity slots

This was one of the much requested features. As many players noticed, looting items from shelves was far easier than putting them back in, making sorting your storage a rather time consuming process. With the proximity system in place, looting can now be done directly from the inventory and allows players to add or remove items from any nearby item slots. Of course, the old interaction system is still there and you do not have to open inventory to take or place items.


Let’s just take these…


...and put them where they belong.

Suits, helmets and corpses

Next on the list are suits and their inventory slots. As before players will still need to equip a suit in order to gain access to various item slots, like helmet and jetpack, however it is now possible to remove an entire suit along with all of its equipment at once, as well as equip it. This allows players to create “sets” with the equipment they want to use for specific tasks, like mining, repairs, etc. Or to use suits as portable item containers.

When looting a fallen enemy, you can choose to take only the items that you need, or take the entire suit with everything in it.


I need your clothes, your helmet and your motorcy… ehrr, ship.

Transportable crates

Finally lets talk about storing all those items. Shelves and lockers are great when you need to quickly gear up, but sometimes you just need a way to store items you come across without putting them on display. This is where transportable crates come in. These large storage containers can be taken on a salvage run to increase your carry capacity, or on a mining run, to hold all those extra canisters. They can also be placed in ships and modules for extra storage space.


That’s one heavy box, better put it down…

We know you are all waiting for some news and updates on development, and we appreciate your patience. Piece by piece, a big picture of what the new update is all about will be revealed.

Fly safe,
Zero Gravity team
7 comments Read more
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About This Game



Hellion is a first person multiplayer space survival game.

It is a fusion of survival and space simulation genres that pits players against the deadly environment and one another. Survive in the harsh conditions of space and scavenge for air, fuel and other items necessary for survival. But keep in mind, you are not the only one out there. There are others, but will they help, or will they throw you to the void without a second thought? Remember, no matter how brutal space may seem, it cannot hold a candle to man.



Hellion is a solar system several thousand lightyears from Earth. Despite its distance, it is the target of the first interstellar colonization mission during the 23rd century. Almost a million colonists, suspended in cryogenic hibernation, leave Sol on a journey that would take many decades.

However, when they wake up, almost a century later, they find themselves trapped inside a nightmare. Instead of living in a manmade paradise, they are forced to fight for survival surrounded by deserted stations, incomplete orbital habitats and derelict warships.

With the closest rescue operation decades away, orbital economy in disarray and no authorities in sight, many turn to scavenging, stealing and outright violence. Few others try to live more civilized and begin uncovering the truth behind the largest disaster in human history.



Hellion is an ambitious project. It is an immersive world set in a solar system many lightyears from the comforts of Earth and is entirely based on the laws of Newtonian physics.

Hellion will make its debut as an Early Access game. EA version represents the basics of the vision behind this dark world. As our community grows and the player base expands, the game will evolve beyond these confines and become a true space survival that we can all enjoy. Open and honest communication between developers and community is the cornerstone of this idea. We are always open for discussion with our players as we believe that each and every one of us can add something to this project. Join us in the dystopian future that is Hellion and let’s build this world together!

Below is a comprehensive list of features planned for Hellion’s early access. Most of these are already in the game, some of them will undergo modification and improvement while others will be implemented during the course of Early Access (features marked as completed are the ones that will be present from the start and possibly modified and improved upon, based on community feedback)…


Space based on real physics



Explore a persistent solar system where all in-game objects from planets and moons to ships and stations abide by Newtonian Physics and full Orbital Mechanics. A seamless world you can immerse yourself in without interruptions. No instances or loading screens.

  • Realistic scale solar system (completed)
  • Newtonian Physics (completed)
  • Orbital mechanics (completed)
  • Seamless transitions (completed)
  • Persistent universe (completed)

Immersive sound

(completed)


Experience sound that changes according to your environment, from the deathly silence of hard vacuum to the deafening roar of the ship’s engine room.





Find a way to survive in the most hostile environment known to man and learn how to protect yourself from vacuum, decompression, extreme temperatures and radiation.

  • Vacuum and decompression (completed)
  • Temperature (work in progress)
  • Radiation (work in progress)

Salvaging



Find and repurpose abandoned station modules and ships for personal use, or strip them for parts to fix and upgrade your existing equipment.

  • Parts (completed)
  • Resources (completed)
  • Station modules (completed)
  • Ships (work in progress)

Resource gathering



Grab a suit and your mining gear and EVA over to the nearby asteroid or fly your ship into the upper layers of a gas giant in order to harvest raw resources that can be refined into fuel, air and crafting components.

  • Asteroid EVA mining (completed)
  • Refining (completed)
  • Asteroid Ship mining (work in progress)
  • Gas giant harvesting (work in progress)

Detailed crafting system



Stop relying on salvage and set up your own crafting facility. Create custom parts, weapons and other equipment to help you better survive in the hostile world of Hellion.

  • Parts (work in progress)
  • Weapons (work in progress)
  • Equipment (work in progress)


Piloting



Take command of your ship and explore the deserted system of Hellion using realistic navigation and scanning mechanics. Learn how to exploit orbital mechanics and balance using RCS, main thrusters and warp.

  • Piloting and Navigation (completed)
  • Scanning (completed)
  • Different propulsion systems (completed)

EVA

(completed)


Exchange the safety of your ship for a thrilling EVA experience as you explore the ruins of mankind’s first interstellar colony in search of intel, resources and equipment. Experience the unique feel of zero gravity movement without restrictions and master the use of inertia for maximum benefits.


Modular ships, stations and gear



Fully modular and customizable ships, stations and equipment. Build a base from salvaged modules and customize it to your liking. Refit a salvaged vessel with additional modules and equipment according to your playstyle.

  • Base building (completed)
  • Ship modification (work in progress)
  • Equipment (work in progress)

Complex ship to ship combat



Detailed space combat with subsystem targeting, complex damage propagation and last second repairs.

  • Ship to ship combat (work in progress)
  • Subsystem targeting and destruction (work in progress)
  • Damage propagation (work in progress)
  • Damage control mechanics (work in progress)
  • Electronic warfare (work in progress)

Complex maintenance



Learn to maintain and resupply your ship, station and equipment or watch as everything you’ve worked hard to build falls apart around you.

  • Complex resource management (completed)
  • Stations (completed)
  • Ships (completed)
  • Equipment (work in progress)


PvP



Engage in a thrilling close quarters combat with other survivors and use environment to your advantage. Team up with other players for protection or build a crew of cutthroats and lead a boarding party to raid others.

  • Close quarters combat (completed)
  • Boarding (completed)
  • Hacking and security (work in progress)
  • Realistic wound mechanics (work in progress)
  • Suite damage and degradation (work in progress)

Unrestricted multiplayer interaction

(completed)


Play as a lone wolf, team up with others or stab them in the back for personal gain. The choice is yours.

Multi-crew ships

(completed)


Bring your friends along for the ride, divide roles and form a competent crew.

Realistic communications



Proximity chat, short and long range radio transmissions and FTL communication mechanics. Hail other ships, broadcast distress calls and eavesdrop on unsecure channels.

  • Voice chat (work in progress)
  • Radio mechanics (work in progress)
  • FTL communications (work in progress)

System Requirements

    Minimum:
    • OS: 64-Bit Windows 7 Service Pack 1, or Windows 8, Windows 10
    • Processor: Intel® Core™ i3 or AMD Phenom
    • Memory: 6 GB RAM
    • Graphics: NVIDIA® GeForce® GTX 660 or AMD Radeon™ equivalent
    • DirectX: Version 11
    • Storage: 8 GB available space
    Recommended:
    • OS: 64-Bit Windows 7 Service Pack 1, or Windows 8, Windows 10
    • Processor: Intel® Core™ i5 or AMD FX-8350
    • Memory: 8 GB RAM
    • Graphics: NVIDIA® GeForce® GTX 970 or AMD Radeon™ equivalent
    • DirectX: Version 11
    • Storage: 8 GB available space

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