HYPERCHARGE: Unboxed - [DCC] Joe


Action Heroes,

We're pleased to announce the arrival of Major Update 9, which sees massive improvements to PvP and many fixes to waves-mode. While PvP is not the primary game mode in Hypercharge, we intend to enhance the core experience of all player vs player modes - and we believe this update is the first step towards doing just that. Major Update 9 may not seem as hefty as previous updates, but there are many significant gameplay changes. As always, we are doing our best to listen to player feedback and improve the game.

If you'd like to share ideas and suggestions, please let us know on our feedback or Discord server.



https://store.steampowered.com/app/523660/HYPERCHARGE_Unboxed/
Tell your friends because Hypercharge is now -20% OFF in Steam's Midweek Madness!


The sky is your limit... Well, the top shelf is! Find a Jetpack and rain down plastic bb-pellets from above!

By default in PvP, weapons will now spawn as unique complete sets. Tip: The Golden Minigun is deadly!

A new enemy type that's out of this world, the Alien Queen. Don't get too close to the mothership.
PATCH NOTES
ADDED
  • Added new Mothership Boss (Fort Jeep)
  • Added new Alien Queen & Alien Queenlet Enemies (Fort Jeep)
  • Added new Weapon-Set system for PvP (Full groups of weapons and attachments as one pickup)
  • Added new Voice Announcer for PvP
  • Added new crosshair event icons for when you kill or break a shield in PvP
  • Added screen FX when picking up health.
  • Added kill multiplier detection for PvP (Double Kill, Triple Kill etc.)
  • Added kill streak detection for PvP
  • Added many new awards for PvP (Assist, Headshots etc)
  • Added StreamerMode option to allow hiding of Lobby Join Codes and Steam User Names of all players.
  • Added new sound feedback for kills and deaths in PvP
  • Added new pickup ammo sound for PvP
  • Added new music tracks to PvP
  • Added new rank and score HUD for PvP modes

FIXED
  • Fixed Bosses getting stuck outside the map when given a forced enemy
  • Fixed LAN mode option not saving in the options menu
  • Fixed AI cleaned up behaviour node memory crash bug
  • Fixed late-shader loading crash bug
  • Fixed Tracker being called a Battery when trying to pick up
  • Fixed late spawn glitch causing blueprint FX to lock on the screen
  • Fixed invalid networked pickup class crash bug
  • Fixed batteries dropping from the prize machine in PvP - more weapon drops instead!
  • Fixed contstainted particles spam performance issue
  • Fixed some unlocks not being obtainable in the UI
  • Fixed Bosses and UFO code to stop them getting stuck outside of levels trying to hit enemies
  • Fixed late loading crosshair widgets causing frame drop when first using a weapon
  • Fixed non-poolable particles being spawned by the emitter instance system
  • Fixed incorrect pickup delay in PvP resulting in picking up items too fast
  • Fixed missing lobby UI inclusion crash error
  • Fixed crash when joining lobby from external connect code upon game launch
  • Fixed death camera not showing player who killed you in dedicated servers
  • Fixed short bullet distance of a few weapons
  • Fixed a hole that players could use to get into an enemy spawn area on the top shelf in ToyPalace
  • Fixed invite code not being copied to clipboard when opening the invite code dialog
  • Fixed incorrect battery spawn from Operation Alley
  • Fixed incorrect pickup sounds and FX on powerups, weapons and ammo

IMPROVED
  • Improved performance with a LOD pass on all maps
  • Improved taking damage UI outline and colours for better on-damage feedback.
  • Improved networked damage feedback for PvP to ensure network messages are priorities for when taking damage.
  • Improved damage feedback when killing enemies, improved ragdolls and FX.
  • Improved balance and spawn rate of pickups in PvP
  • Improved detailing on various levels (cobwebs in attic etc.)
  • Improved lighting performance on many levels

That's it for now, small soldiers!

Have a wonderful rest of your day. - Joe
- Digital Cybercherries

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HYPERCHARGE: Unboxed - [DCC] Joe
https://store.steampowered.com/recommended/recommendgame/523660[/quote]



Small Soldiers,

We’re incredibly proud to show off our upcoming story campaign, which will be implemented into the adventure wave-based mode. This means players will finally understand the lore of Hypercharge, why they must defend the Hypercore, and why Major Evil must be stopped.

What can players expect?
At the start of each wave, players will be presented with a '90s-inspired visual comic, and an epic narrator will describe the story as you progress through each level. But that's not all... If you manage to reach the last level, it's on you to stop Major Evil once and for all. We believe the story campaign will tie the entire game together and give it more depth and an emotional connection to the player. You will finally feel you are working towards something.

Optional Objectives
When in build/exploration mode, players can complete optional objectives that focus on platforming and searching for secrets. Again, very '90s inspired! More info about that soon.

When will the Story Campaign update launch?
No ETA just yet, but we are already far ahead with the campaign - however, we want to make sure it's fully polished and properly working. As you know, we like to take our time and not rush out content.

Please note:
The story campaign will not be a standalone mode. We intend to add it to the waves-based mode.




Lastly, we're extremely honoured to become finalists in the TIGA Games Industry Awards 2022 for Best Casual Game! We're up there with some big names, and the final results will come on 10 November 2022


Thanks for your continued support! - Joe
- Digital Cybercherries

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HYPERCHARGE: Unboxed - [DCC] Joe
We apologise for the network issues and multiple updates. We've experienced some issues with our multi-build system that was not keeping platforms properly in sync. We should have solved the checksum mismatch issues and performance regression issues now.

Please make sure your game version (in the bottom right of the Main Menu) is set to 0.2.4261.560 or above.

We have a new Crash detection system that has also allowed us to fix MANY crash bugs and glitches and found many more new ones due to the influx of new players. Thank you everyone who submitted a bug and reported what they could. This hotfix now contains a few more deep-engine crash issues.
Dear Small Soldiers,

Wow… Who would have thought that action figures would be the new trend?! We had no idea that our indie game would suddenly explode into such popularity, literally overnight. And not to make excuses, but we're a small team of five indie devs - so you can imagine how many things we currently must juggle, haha! (that's us below, hello!) If you are experiencing any issues, please let us know on our Steam Forums and we'll do our best to help.



TL;DR
- We're working on a story campaign for the waves-mode.
- We're vastly overhauling all PvP modes.
- We're improving and balancing waves-mode (this includes buildables, enemies, etc).
- Were listening to your feedback, thank you for the support!
- This is our Discord.

So, for those who are new, we put together an extensive FAQ:

- Is Hypercharge: Unboxed for me?
Hypercharge is designed for young and young-at-heart people. If you love action figures, wave-based shooters, basic defense building, co-op, and classic ‘90s inspired gameplay, then Hypercharge may just be your cup of tea. It’s easy to jump in and out of allowing you to progress at your own pace. It’s a classic shooter that focuses on light-hearted battles.

- What is Hypercharge Unboxed?
Hypercharge: Unboxed is a Solo and Co-op Wave-based First/Third-Person Shooter that has the player fighting to defend the Hypercore; it’s a dangerous world when you’re a pint-sized Action Figure.

- What game modes are there?
PvE (Changing to Story Campaign soon)
This is the main game mode. Your primary aim is to protect the Hypercore while surviving each wave. If the enemy destroys each Hypercore, it’s game over. You spawn in your toy packaging, break out of it (literally), and must search each environment for weapons, attachments, coins, batteries, and even hidden secrets. Once you’ve collected enough resources, it’s time to power and build up your basic defenses. If you feel you’re ready to battle the first wave, you can skip build/exploration mode.

PvP
Our Player vs Player modes are not as detailed/in depth as the main PvE mode, yet. However, they provide some great classic deathmatch fun!

Deathmatch: Includes server rules and player bots.
Team deathmatch: Includes server rules and player bots.
Plague: Includes player bots.

- Can I play solo?
Yes, you can play offline on your own.

- Is there a story mode?
Not yet, but we're working on one!

- Is there a survival mode?
Not right now, but we're working on one!

- Can I play with bots?
Yes, you can choose to play with or without player bots in PvP and PvE.

- How many friends can I play co-op with?
Up to 4 players. The game's difficulty scales based on the number of players.

- How many friends can I play PvP with?
Up to 8 players.

- Are there difficulty modes?
Yes, there are four difficulty modes for PvE and PvP, each offering a different challenge. This includes: Casual, Regular, Expert, and Nightmare.

- Is there a tutorial?
Yes

- Are there microtransactions?
No. We believe you should unlock everything in-game with hard work, just like the '90s!

- Can I play in split screen?
You bet! Hypercharge has full Split Screen support.

- Can I play locally?
Yes.

- Can I play with a controller?
Definitely. Hypercharge has full controller support.

- Is there matchmaking?
Hypercharge has basic matchmaking that pairs you with players that meet your search criteria.

- Can I create an online lobby?
Yes, Hypercharge has Online Lobby support. Simply create a lobby and invite your by giving them your Friend Code (bottom right of the lobby).

- Is there a server browser?
Yes.

- Can I use aim down sights?
Hypercharge uses classic hip fire aiming. However, you can unlock "ADS" via the in-game cheats menu. It's not fully functional, as it's more of a fun gimmick. We may consider adding some form of ADS attachments for some weapons.

- What perspective can I play Hypercharge from?
Hypercharge supports first and third-person camera modes (with multiple camera options).

- Is there progression?
Yes, the more levels you complete, the more you unlock. This includes new action figures/skins, weapon skins, medals, and much more.

- Is there cross-platform support?
Not right now, but we're hoping to implement it.

- What is the age rating?
PEGI 7

- Is Hypercharge suitable for kids?
If they meet the age rating above, yes! It’s action figures vs toys. There is no gore or profanity. In fact, even the weapons you fire are plastic BB pellets.

- Is Hypercharge suitable for Mom and Dad?
We designed Hypercharge for young and young-at-heart people, especially Mom and Dad. Parents get to share their gaming childhood nostalgia with their kids, and their kids get to take on the role of an action figure, just like in classic movies such as Toy Story or Small Soldiers. The whole family get to share a special nostalgic experience when playing.

- What engine is the game made in?
Unreal Engine 4.

- Does it support Windows?
Yes. (Windows 7 and 10)

- Does it support Linux?
Yes, Hypercharge has native Linux support.

- Can it run on the Steam Deck?
Yes, Hypercharge is Steam Deck Verified.

- Can I purchase a four pack?
Unfortunately, Steam no longer supports four packs.

- System Requirements | Windows
MINIMUM: Requires a 64-bit processor and operating system OS: Windows 10 Processor: Intel Core 2 Quad Q9550 Memory: 8 GB RAM Graphics: NVIDIA GeForce GT 640 DirectX: Version 11 Storage: 13 GB available space
RECOMMENDED: Requires a 64-bit processor and operating system OS: Windows 10 Processor: Intel i7-4770 Memory: 16 GB RAM Graphics: NVIDIA GeForce GTX 1050 DirectX: Version 11 Storage: 15 GB available space

- System Requirements | SteamOS + Linux
MINIMUM: Requires a 64-bit processor and operating system Processor: Intel Core 2 Quad Q9550 Memory: 4 GB RAM Graphics: NVIDIA GeForce GT 640 Storage: 13 GB available space
RECOMMENDED: Requires a 64-bit processor and operating system Processor: Intel i7-4770 Memory: 16 GB RAM Graphics: NVIDIA GeForce GTX 1050 Storage: 15 GB available space
- How big is your team?
We’re just five dudes who love Action Figures.

- What inspired you to make Hypercharge: Unboxed?
We're big fans of Small Soldiers the movie and games such as Sarge's Heroes, Toy Commander, and of course, Counter-Strike 1.6 de_rats! There's just something special about action figures, and something more special when playing as one.

- Is the game still receiving updates?
Oh yes. Since 2020 we’ve launched over 8 major content updates based on player feedback, for free! We’re actively developing the game with our community.

- Is the game out on Nintendo Switch?
Yes

- Is the game out on Xbox?
Not yet, but soon!

- Is the game out on PlayStation?
It will be!

See you on the toyfield, recruits! - Joe
- Digital Cybercherries

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HYPERCHARGE: Unboxed - [DCC] Joe
Small soldiers,

Thank you so much for your patience. We've squashed some pretty pesky bugs, thanks to your reports! We're keeping a keen eye out for any more, so please continue to let us know if you experience further problems.



PATCH NOTES
FIXES
  • Fixed GPU particle crash issues when loading large levels.
  • Fixed Achievements not triggering on Steam properly for some users.
  • Fixed Server list showing Plague matches under the PvP game mode.
  • Fixed Lobby Title not changing to FRIENDS ONLY LOBBY when started from the main menu.
  • Fixed returning to Play menu from Find Server list going to Matchmaking menu instead.
  • Fixed Collectors Box (Neon Packaging) being crazy rainbow colours for non-special characters.
  • Fixed Free Roam showing in the Cooperative server list. If you want to play Free Roam you can start host a private lobby with friends.
  • Fixed some English localization issues - Other languages recieving bulk updates in near future update!
  • Fixed some issues with new Icons (Lobby Team select and Music Player)
  • Fixed BlueprintFX screen not going away after travelling between rounds in PvP.
  • Fixed Frame Rate Limit not applying at runtime when changing it on the menu.
ADDED
  • Added a tooltip for how to unlock the Free Roam game mode.
  • Added a tip to the new unlock screen for heads and skins that shows when what character is needed to be unlocked to use the item.
  • Added Identifer to server list for Team Deathmatch servers.
Have a brilliant weekend! - Joe
- Digital Cybercherries

Socials
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HYPERCHARGE: Unboxed - [DCC] Joe

Note: The servers are restarting so you may be on an older version of the game. Make sure to update.

Hello Small soldiers,

You might have seen Hypercharge flooding the internet this past week. Everybody is currently talking about it, even calling it a hidden gem. But before we dive into the patch notes, I would like to address what ignited the game to go so viral.

In a bad turn of events that I (Joe) experienced/have been going through turned into something incredibly positive; the good side of the internet came to my aid.

I made a statement on twitter about the abuse and toxicity that I have been receiving online regarding Hypercharge, and how toxic gamers can affect the mental health of developers. You can read that here.



Overwhelmed by the positivity and support, I followed up with this video. I also went into more detail about how it all has affected my mental and physical health.

Over the weekend, I had a breakdown. To be honest, I felt it coming for a long time, but didn’t talk about it to anyone. The reason for this post is that I hope it will make those who are suffering from mental health working in game dev, speak out.

If you receive constant abuse from toxic gamers about your game(s), please, please talk to your friends, family, partner, just someone about it. Do not hold it in.

For the past few years, I have suffered from panic attacks, sleepless nights, and just a lack of confidence. In fact, my anxiety got so bad that the doctor sent me to the local hospital to have a 48 hour ECG, blood tests, and I’m going for a visit to the cardiology centre to check things over soon. Stress is no joke.

My biggest regret is not talking to my team, friends, family, and partner about it. We as game devs receive so much abuse online that it’s basically the norm. Hell, I thought it was normal to feel like this!

And it’s not just toxic gamers demanding release dates, it goes way deeper than that. I’ve been threatened, made fun of how I look, the sound of my voice. It gets so personal… It wears you down.

So, the moral of this post? Game devs, community managers, marketers… You are awesome people. Keep working on what you love and try to stay positive. Focus on the positive fans. Do what makes you happy!
In response to that video, many developers from AAA's to indies reached out, and many true Hypercharge fans did too. I am incredibly grateful for all the kind and thoughtful messages.

After feeling much more positive, I felt encouraged to keep talking about Hypercharge and not let the negativity keep me down. I decided to submit this video on twitter, which unintentionally went hugely viral. It surpassed over 14 million views, and even Cory Barlog saw the video and played Hypercharge. Tons of media outlets published articles about it, talking about how Hypercharge went under the radar, and the mental health side of things. So yeah. I wanted to be honest with you all. Myself and we as a team, feel it's an incredibly important topic to be open and speak about. If you are suffering from mental health issues, you are not lone. You are loved. And please reach out to someone!



Right now onto the patch notes. As I’ve stated before, there are some big changes coming to Hypercharge. We are constantly listening to your feedback and doing our best to implement your ideas and suggestions. We are so thankful for your support, truly! The most notable addition being a brand new lobby/play menu system. So much hard work has gone into this new system. We want to make navigating through each menu intuitive and clear. So, give the new system a go, and let us know your thoughts! It still needs some tweaks, but it’s certainly a step in the right direction.


New version


Old version


New verison


Old version

PATCH NOTES
ADDED
  • Added new Play Menu System - We’ve watched enough people struggle on Twitch to realise that a new design is in order to ensure that people are able to find their way to the right game mode and setting that they want to play. With a fancy new design and much more improvements to come in the future, this is a big update and change to how everyone will interact with the game and find the content they want to play.
  • Added new Lobby Menu System - We’ve also overhauled the lobby to cleanup all the multiple options, moving some of them inside the Game Rules instead of cluttering the overall screen. More updates also to come to the lobby design in the near future.
  • Added new Join Friend and Friend Code invite system to the lobby. More information is given when trying to join a friend or when hosting a lobby.
  • Added Team Deatchmatch as separate game mode instead of a hidden game rule option.
  • Added it so Collectibles are given to all players when one player picks them up.
  • Added improved balanced aiming locations for bots in PvP.
  • Added Player Team override option to force players on a specific Team vs. Bots in custom servers.
  • Added Power Node Power icons in build mode to help with knowing when power nodes need power.
  • Added new Main Menu icons that better represent what the function of the button does.
  • Added Spinner enemies to the tutorial.
  • Added 8 MORE voice-sets for different character heads! (including Horseman and Shark)
  • Added ReturnToMenu button to play menu.
  • Added it so Free Roam is unlocked by default until players have played a bit of the game first.
  • Added bot difficulty option to game rules.
  • Added new logo to main menu and other places in the UI.
  • Added more FPS and FOV values to UI adjustments.
  • Added it so Plague players are now experiments.

IMPROVED
  • Improved play menu functionality - will return to the last menu you used when returning to the menu from a session via disconnect, kick, leave or complete.
  • Improved overall music system transitions and fades between sections to improve overall mix and playback behavior of new tracks & sections (less repetitive)
  • Improved power node and core health display to better represent the current state of power on Cores and Nodes.
  • Improved text size and scaling in multiple areas of the UI to help with readability and importance.
  • Improved Primal footstep sounds based on community feedback.
  • Improved design of some of the basic Turrets. More new improved designs coming soon.

FIXES
  • Fix for LAN servers - Testing a work in progress fix for LAN servers. LAN can now be enabled from the Options > Gameplay menu.
  • Fix for networked pickup related crash issue.
  • Fix for failing rare transparent shader crash issue.
  • Fix for rare late-loading texture related crash issues.
  • Fix for missing safety checked particle destruction crash issues.
  • Fix for MANY other generic crash related issues in the engine taken from future UE4 versions.
  • Fix for game log being spammed with unnecessary information, making it easier for everyone to debug issues.
  • Fix for some achievements not being able to be referenced correctly in order in the lookup table.
  • Fix for dedicated server sessions, not shutting down properly after running idle too long with no active server or session connection.
  • Fix for dedicated servers not pinging the master server for very long running servers.
  • Fix for damage flashing after respawn.
  • Fix for death text being too small to read.
  • Fixed PlayerStartBoxes in Airhockey being incorrect for one player or bot in the team.
  • Fixed broken tutorial NPC spawnpoints.
  • Fix for multiple error message dialogs of the same type appearing after certain networking errors.
  • Fixed unlock ordering of new maps to ensure the order of levels is preserved when unlocking maps for the first time.
  • Fixed focus issue with quiet dialog because of menu intro.
  • Fixed dialog focus issues on play menu.
  • Fixed radar ability text reference.
  • Fixed broken nav connection in Garden pool
  • Fixed MissileTruck decals diorama setup.
  • Fixed strange wire collision issues in Kitchen causing instant respawn glitches.
  • Fixed dialog box focus issues on various error dialogs.
  • Fixed diorama and in-game weapon packaging spawn locations not using the right mesh attachments.
  • Fixed packaging decal material showing through walls.
  • Fixed packaging decal name text on in-game and dioramas.
  • Fixed packaging plastic collisions getting stuck in walls.
  • Fixed notices not being re-enabled when unlocking a head from the Credits menu.
  • Fixed NameText decals showing on default hypercharge packages.
  • Fixed wrong plastic meshes spawning with certain packaging in-game.
  • Fixed dedicated server sessions generating a host code and setting themselves to be Public or not.
  • Fixed incorrect check of which maps can have a charger and prize machine in the maplist or the dioramas map list.
  • Fixed server laser particle crash.
  • Fixed packaging widgets texture crash on dedicated servers.
  • Fixed duplicated HUD in party modes.
  • Fixed other gamemodes HUD and spectator classes not being overwritten properly in child classes.
  • Fixed camera shake having infinite range for meanbots and other enemies.
  • Fixes in core engine - AActor, GetVectorValue, ProxyCrash, DecalInitCrash, LightProxyCrash from Sentry.
  • Removed footstep and other animation notify FX from dedicated server.
  • Removed assets from dedicated server package.
  • Removed DLSS from dedicated servers.
  • Removed frozen meshes on dedicated servers as they are not replicated.
  • Removedsound fx from bots joining and leaving a server.
  • Restored old plague mode scoring system.
Well, that's it for now! Again, to our fans, thank you!

I hope you have a lovely weekend ahead! - Joe
- Digital Cybercherries

Socials
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HYPERCHARGE: Unboxed - [DCC] Joe
Dear Small Soldiers,

The last few days have been what we can only describe as… special. We’ve received an influx of new recruits, became a top seller on the front page of Steam, and not only that, became the 5th trending video on YouTube gaming. We’re honestly lost for words. It’s so lovely to see so many of you having fun playing our indie game.


Hypercharge truly is a labour of love, and over the past few years, we have worked effortlessly, with your help, to improve it. But we can’t stop here. There’s much more work to be done, soldier! So, without further ado, here’s what you need to know:

  • Big changes are coming to Hypercharge.
  • We are listening to your feedback.
  • We appreciate you.
[/h3]
[/list]
We realise updates take time, but please know we are listening and watching. We're not a large team. Five indie devs created Hypercharge. That’s us below. We’re literally five grown dudes who love action figures, just like you.



If you would like to help us better the game, please write your ideas either on our Discord or Steam Forums. We’d love to hear your thoughts!

Once again. Thank you so much!

Kindest regards,
Joe - Digital Cybercherries

Socials
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HYPERCHARGE: Unboxed - [DCC] Joe


Small Soldiers,

We’re very proud to announce the launch of Major Update #7. While it may not appear to be much at first glance, there are a ton of fixes and improvements that have gone into this update. The most notable additions being the new character packaging system and vastly overhauled sounds. To give you an idea about the work involved here, every single action figure type now has its own unique sounds. This includes voices, footsteps, movement, and more. Alongside this, your action figure now comes with its very own toy packaging! We want your action figure to feel special, and we think this is one step closer to that. And of course, we’re still working on the story campaign and other neat stuff.

We’ve also spent the last few months doing some serious digging. What type of digging you ask? Well, we’re finding out what you, the player, like and dislike the most about Hypercharge. We’re looking into every review, suggestion, and pieces of constructive feedback. Our aim is to find out where we can further improve the core experience of Hypercharge. Keep your eyes peeled, big things are happening! To those who continue to support us on our journey, thank you!

If you'd like to help us improve the game, please let us know on our Steam forums or Discord server.



PATCH NOTES
ADDED
  • Added new Character Packaging system - Customise your packaging to match your Action Figure!
  • Added new Character Packaging unlocks and Packaging name generation system.
  • Added new unique Footstep, Jump, Land, Melee, Reload and Foley sounds for each Character Type.
  • Added new unique voice acting for MANY new Characters. (Over 40 new voice types)
  • Added new unique voice acting for Supporter Pack DLC character pack.
  • Added new unique voice acting for Breaker & Mightus DLC characters pack.
  • Added Invite Code system to all public and private servers. Can now have friends easily join public official servers from the In-game Menu > Invite Players > Copy Invite Code.
  • Added new Crosshairs for weapons that didn't have unique crosshair designs (Shotgun, Ice Gun, etc)
  • Added new Crash Reporter with proper networked destination - DCC now can automatically collect Anonymous Crash Dump files.
  • Added Platform specific icon per Player and per Server. Now can see what platform/storefront other players are on.
  • Added FriendsOnly server option for Private servers to the Lobby Widget.
  • Added new unlock notification to the main menu buttons.
  • Added Customisation Packaging Mode as default - New Unboxed button in top right can toggle back to unboxed state.
  • Added Cross Platform Save system - Transfer saved between different versions of the game. (once they also contain this feature)
  • Added current ranked position to the HUD in Plague mode.
  • Added message on-screen when touching plague zone for the first time.
  • Added SAV files from saved folder to crash report client saved files to upload.
  • Added timeout to lobby to prevent idle servers.
  • Added Gamepad Icons to improved Key Rebinding Menu.

IMPROVED
  • Adjusted bot health value showing by default.
  • Adjusted health of BroBot enemy.
  • Adjusted health of PowerNodes - Batteries almost never fall out on easier difficulties, harder on Expert difficulty.
  • Adjusted presence information to include proper translatesd map names.
  • Adjusted default FreeRoam music state.
  • Moved In-game text chat to top right corner of HUD.
  • Moved Party Modes to Extras Menu.
  • Improved soundmix for weapons and some other critical areas - especially fitting for small sized speakers
  • Improved Enemy Safety component, checks distance from spawnpoint optional extra safety.
  • Improved Audio engine memory and voice counts.
  • Improved Core flash animation in top left of HUD.
  • Improved design of Host Type widget to better reflect the current type of Server.
  • Improved Death Screen animations and style.
  • Improved location of on-screen messages related to game events.
  • Improved names of default weapon abilities so they make more sense.
  • Improved UI button feedback for general UI and customisation dialog.
  • Improved on-screen message grouping to lower message spam.
  • Improved Key Rebinding Menu with a better UI/UX and many bug fixes.
  • Removed assets from dedicated server package.
  • Removed DLSS from dedicated servers.
  • Removed footstep and other animation notify FX from dedicated server.
  • Removed frozen meshes on dedicated servers as they are not replicated anyway.

FIXES
  • Fixed split-screen using Keyboard + Gamepad sometimes changing key prompt style of Keyboard player.
  • Fixed incorrect HUD issue on Arena game modes.
  • Fixed blurry/out of focus Unlock previews at the end of a round.
  • Fixed LAN P2P Multiplayer.
  • Fixed timeout for failed server connection taking too long.
  • Fixed issues with HUD disappearing for some players on some levels.
  • Fixed newly unlocked levels not adding to the map rotation in the correct order.
  • Fixed bots and players Index when choosing a box to spawn in on round start - Fixes players not spawning in correct packaging.
  • Fixed broken footstep and land SFX.
  • Fixed default video settings for SteamDeck carrying over from other platforms issue.
  • Fixed check on actors that track scoring events in Plague are actually of DefaultPawnClass, rejecting Infected pawns
  • Fixed Copy Invite Code to clipboard on Linux platform.
  • Fixed crosshairs values not respecting larger than 1080p screen resolutions.
  • Fixed custom keybinds for controller not working in unison with the template system for gamepads.
  • Fixed damage flashing on-screen after death.
  • Fixed dedicated server particle crash.
  • Fixed Diaramas pages feeling sluggish when turning the camera.
  • Fixed DLC detection on Linux platform.
  • Fixed end of round focus issues in split-screen.
  • Fixed Gyro rotation issues on the menu with Steam Deck.
  • Fixed error message dialogs closing too early.
  • Fixed ordering of newly unlocked maps to ensure the order of levels is preserved.
  • Fixed haptics not clearing on player death and level load.
  • Fixed HostState not being updated enough when server details changed.
  • Fixed HotRocks material being listed in DefaultUnlocks by mistake.
  • Fixed hypercharge battery icon colour in UI.
  • Fixed Jump markers being too dark due to fresnel.
  • Fixed Kitchen missing blocker planes, improved shadows and lightmap optimisation. Fixed duplicate pickup spawn locations.
  • Fixed laser detaching from the weapon when moving fast.
  • Fixed map menu showing charger and prize machine for unused levels.
  • Fixed missing internal functions in shipping build for some special FX systems.
  • Fixed old error messages lingering for too long after leaving a server.
  • Fixed Plague rounds to be limited by the number of player and bots currently in the server.
  • Fixed plebs appearing in certain smaller levels like airhockey and shed arena.
  • Fixed Radar not being recreated Cleaned up render targets between server travel.
  • Fixed Rygar Head not being unlocked properly on Shed.
  • Fixed some dialogs not displaying different messages when reused.
  • Fixed split-screen players have access to menu controls.
  • Fixed SteamDeck text input not showing Gamepad Input box.
  • Fixed some split-screen input issues by restoring old functionality on Desktop platforms.
  • Fixed turret names being the wrong way around.
  • Fixed tutorial Gold Credits not having pickup message.
  • Fixed Key Rebinding not working properly in combination with split-screen.


Look at that shiny packaging. You can smell its newness! It would be a shame to break out of it, right?

I don't think it was a shame to break out of it! Now you get to show off your packaging to your friends!

Now you look the part! Every single action figure type and skin comes with its own unique packaging.

Hold "Q" to bring up the voice command wheel. Each action figure now has their own unique voice!

You can now easily join your friends online lobby via their invite code found at the bottom right.

Just click "Join Friend" via the Play Menu and enter their invite code. Happy gaming, small soldier!

We've updated our Bug Reporter tool making it easier to report bugs should your game crash.

That's it for this update. Thanks again for your support, we truly appreciate it!

Have a fantastic weekend ahead! - Joe
- Digital Cybercherries

Socials
Twitter | Discord | TikTok
HYPERCHARGE: Unboxed - [DCC] Joe
Small Soldiers,

We are extremely proud to announce that Hypercharge is now Steam Deck Verified. This means the game is fully functional on Steam Deck, and works great with the built-in controls and display. But the good news doesn’t end here. “Clears throat” Ahem. Linux users. Hypercharge now has Native Linux support!

To celebrate this news, you can grab Hypercharge for -20% OFF! http://store.steampowered.com/app/523660/HYPERCHARGE_Unboxed/

If you have questions about the game, please let us know on our Steam forums or Discord server.



    If you're new to Hypercharge and already own a Steam Deck, here’s what Hypercharge offers, and what’s coming:
  • What is Hypercharge: Unboxed?
  • To better answer this question, we've put together an extensive FAQ. You can read that here.

  • What FPS does it run at?
  • 60fps. (We’re working on an option to run 30fps in battery saver mode.)

  • What Graphic settings can I play on?
  • Graphic settings are automatically set for the Steam Deck. (Will be lowered automatically in optional battery saver mode.) Some advanced effects will remain optional (Motion Blur, Ambient Occlusion etc.)

  • Does it have full Controller support?
  • Of course. (External Controllers supported, and Steam Deck touch screen is optional for Menu)

  • Does it have full Gyro support?
  • You bet.

  • Is configuration required to run the game?
  • No, it is optimized to run and look the best by default.

  • Does it have full Split screen support when connected to the dock?
  • Definitely. (Valve has stated that it will sell separately the Steam Deck Docking Station, coming late Spring 2022)

    In closing, the Steam Deck is an amazing handheld gaming computer that lets you play Hypercharge on the go, wherever you go, in seamless 60 FPS action! If you have any further questions, please let us know. :)

    For more information about the Steam Deck, please check out the official page here.
Have a lovely rest of your day! - Joe
- Digital Cybercherries

Socials
Twitter | Discord | TikTok
HYPERCHARGE: Unboxed - [DCC] Joe
Action Heroes,

A huge and sincere thank you to our fans for helping us track down these bugs. We’re very grateful for your support. As always, we are constantly listening to player feedback. If you stumble across other pesky bugs, please let us know on our Discord or Steam Forums.



FIXES
  • Fixed game not loading on Linux with Proton.
  • Fixed end of Round screen stealing the wrong players' input when in Splitscreen using Keyboard/Mouse + Controller.
  • Fixed some broken LODs on a few characters.
  • Fixed Stat Dioramas pages having a lower framerate in the menu.
  • Fixed end of Round Unlock previews from having a lower framerate.
  • Fixed Matchmaking not finding servers on the first attempt.
  • Fixed Server Browser list not being sorted correctly.
  • Fixed Dedicated Servers not having proper Player ID's registered.
  • Fixed some issues with footstep and landing sound FX.
  • Fixed Radar being blank after changing or restarting a level.
  • Fixed Steam Name not being shown as primary for some players.
  • Fixed empty main menu background being shown during load-screens.
  • Fixed Demolisher taking too much damage from Turret Rockets.
  • Fixed PowerNode's having the wrong health value on some difficulties.
  • Fixed optimised lighting in Kitchen map (no more dark objects)
Have a brilliant weekend ahead - Joe
- Digital Cybercherries

Social Links
Twitter: http://twitter.com/HYPERCHARGEGAME
Discord: https://discord.gg/hyperchargeunboxed
TikTok: https://tiktok.com/@hypercharge_unboxed
HYPERCHARGE: Unboxed - [DCC] Joe


Action Figures,

To say we've been busy is an understatement. Honestly, the past few months have been non-stop. We've had our hands in many pots, doing our best to make Hypercharge be the best it can be. Remember, we're not a large team, we're five indie devs, so we sincerely appreciate your support and patience.

Right, let’s start first with what’s new in this update: We’re pleased to announce that major update 6 has arrived, and with it, an assortment of content, changes, fixes, and improvements. We’d also like to talk about a few other things we’ve been working on in the background, including moving over to a new version of the Unreal Engine, crossplay, and finally, the story campaign.



PATCH NOTES
ADDED
  • Added new CyberRex Boss!
  • Added new DAMBUSTER Boss! (Missile Truck)
  • Added new map THE FUNDERDOME (Shed Arena)
  • Added new Head, Skin and Material unlocks for the new level!
  • Added new secret unlock.
  • Added 5 new Music Tracks!
  • Added Join Friend button to Play Menu.
  • Added Invite Code to lobby screen.
  • Added new Coin pickup Sounds.
  • Added CyberRex and DAMBUSTER to dioramas page.

MOVED
  • Moved to Unreal Engine 4.26 to take advantage of new performance gains and platform stability improvements.
  • Moved to EOS for our multiplayer back-end. Servers are faster to load and instance. Dedicated server tool has also been updated to support private sessions.
  • Moved Party Modes to Extras menu.

IMPROVEMENTS
  • Improved handling of FX that cause motion sickness; lowered when adjusting Camera Shake or Weapon Sway scale.
  • Improved Pause/Unpause for all actor sounds in the world when toggling pause.
  • Improved multiplayer networking events.
  • Improved performance of many actors in the game by caching more sub-components.
  • Improved music track layout in certain maps/waves.
  • Improved Volume Slider to use more sensible and audible values.
  • Improved UI performance regarding text generation.
  • Improved balance of new bosses, waves on the garden map, shed waves difficulty.
  • Improved balance of game details related to health, weapons and enemies.
  • Improved performance of instance meshes for debris actors.
  • Improved prize machine (ATM) with new light animations and FX.
  • Improved many interaction animations and particle FX.
  • Improved nav and collisions around the sink in Bathroom.

FIXES
  • Fixes DLC unlocks not triggering because of the ordering of engine Init.
  • Fixes crash issue when travelling between levels.
  • Fixes crash issue related to some commands being referenced on the render thread.
  • Fixes glitch allowing clients to repair or build on a dead turret.
  • Fixes options menu asking to save when nothing changed.
  • Fixes build previews casting a shadow.
  • Fixes game stalling and freezing issue related to camera shakes being stopped when not playing.
  • Fixes being able to pick up a weapon at the same time as a bot.
  • Fixes bots stealing a pickup that you are about to collect.
  • Fixes accidentally buying multiple weapons and attachments when holding the purchase key.
  • Fixes some sounds not stopping properly between levels.
  • Fixes FOV issues for FP camera.
  • Fixes some issues with pickups not being removed properly.
  • Fixes camera clipping through the grass in third person.
  • Fixes various muzzle flash location issues on NPC weapons.
  • Fixes Controllers on desktop not always falling back to custom controller binds unless overwritten by base-players binds.
  • Fixes many deprecation warnings and stability issues from the engine change.
  • Fixes breakable components ignoring damage to an already broken group of break slots.
  • Fixes emissive and lights being enabled on actors that die.
  • Fixes motion blur not working properly.
  • Fixes missing damage flashes in networking environments.
  • Fixes Disable Prize Machine and Disable Charger game options.
  • Fixes localisation issues in some areas.
  • Fixes HUD sometimes not appearing when restarting the round.
  • Fixes shield FX not reporting damage values to other FX related events.
  • Fixes missed network message for disconnecting from a lobby.
  • Fixes indicators being lagged by one frame when turning the camera quickly.
  • Fixes players not being given stats for boss kills.
  • Fixes offset on weapon and attachments pickups so they rotate correctly.
  • Fixes invisible wave hud text.
  • Fixes cancel find session not working properly.
  • Fixes Play Menu issues and Find Game menu missing dialogs.
  • Fixes Customisation menu not having focus when opening, fixed loadout menu random button causing buildables to random instead of just cosmetics.
  • Fixes wave not starting when the boss is the only enemy in the list.
  • Fixes in-game menu button being incorrect when in single player.
  • Fixes Wave ending early if only boss is remaining.
  • Fixes stages not being properly in the locked state.
  • Fixes player highlight on DLC characters not working properly.
  • Fixes LODs on Nebulon characters being stretched from far away.
  • Fixes keys being held down when entering/exiting pause menu.
  • Fixes for blurry end of round unlock previews.
  • Fixes input platform not applying when changed in the options menu.
  • Fixes stuck spot on Kitchen and closed the Super Secret Extractor Vent Clubhouse
  • Fixes Player Lobby missing physics on DLC characters.Fixed Turret rockets knocking out batteries.
  • Fixes Turrets targeting Missile Trucks and other enemies they can’t normally target.
Missile Truck


This boss appears in Garden of Evil, replacing the T. Rex. We made this decision because the T. Rex would often find itself stuck on objects, which would take away the fun and danger that we initially intended. We did our best to improve its pathfinding, but overall, it became frustrating for players, and for us. In the end, that type of enemy just wasn’t suited for that type of environment. However, this lead on to the idea of the Missile Truck!

So, how does this enemy work? Well, it’s pretty neat. And.. uh… explosive! Once activated, it will begin its launch sequence. Soon after, you will notice a beacon deployed from the sky, which will navigate its way to a random HYPER-CORE. This is where the danger really begins. You must make your way to the beacon in a hasty fashion, pick it up, and depending on how good your arm is; throw it towards the Missile Truck. The missile will follow the tracker and… boom! But, if you cannot grab it in time, well… the HYPER-CORE is in trouble!

Cyber T. Rex


Don’t worry, we didn’t remove the T. Rex from the game. Instead, we improved it! Remember when Thor fought The Hulk in Ragnarok? Well, it inspired us to create this arena (no more T. Rex getting stuck). Welcome to the Funderdome! Surrounded by Army Men who want nothing more than to witness a good chomping, it’s your job to outmaneuver and out damage the Cyber T. Rex.

But how exactly can you do that? Covered in highly durable armor designed by Major Evil himself, the Cyber T. Rex is a mighty adversary. You must destroy its armor, piece by piece, all whilst trying to evade not only its huge, plastic teeth, but also its missile launcher! As soon as you destroy its armor, rain fire and hope for the best. To earn the highest medal, you must avoid dying a specific number of times.

Unlock the latest Character Skins

Includes Two New Character Heads and Two New Skins with matching Weapons!

Story Campaign

The story is coming a long great! With that said, we’d like to clarify a few things. The story campaign is not a standalone story mode (we’re too small of a team to make that happen). We’re adding an actual story to the existing wave-based mode. For example, when you start a level, you'll be greeted with a ‘90s style visual comic with amazing narration and art. The story will be linear, meaning that with each level you complete (for example, Dawn of the Toys all the way to Garden of Evil and further), you will learn more and more about Major Evil and Max Ammo, as well as the lore of Hypercharge, and why exactly you’re defending the HYPER-CORE. Essentially, the further you progress, the more the story will fall into place. Oh, and you will eventually… face Major Evil, head to head!

We intend to add optional objectives to each level, which are completed when in the exploration/build phase. Such objectives will be simple yet rewarding, giving players another reason to further explore every nook and cranny in each level. This also means environments will feel more alive, in terms of what the player can interact with. To recap, the story/campaign is not a separate mode, it’s implemented into the current wave-based mode. We truly believe it’ll make that mode feel super polished, and be worthy of the title “story campaign”.

Major Evil In The Flesh Plastic

Every toy is at his beck and call, and every action figure knows his name. Finally, Max Ammo’s arch nemesis, Major Evil, has revealed himself to all. Cunning, fearsome, and relentless, can you stop him from obliterating the HYPER-CORE’S and put an end to his reign of chaos? Perhaps you can. Sgt. Max Ammo is depending on you. We all are.

Unreal Engine Move Over
I will give Dec the microphone and let him go through exactly why this engine move has been extremely time-consuming, and what it means for Hypercharge:

Dec Doyle (Lead Programmer)
Moving to a new version of the engine after thousands of our own custom changes to Unreal is a challenge. Hundreds of community fixes for the engine, strange merges between multiple versions of files from different engine versions is how we strung together everything we needed for Hypercharge. After enough time had passed since we started working on this game, so many new features, performance improvements, new platforms and new technology have been added to this engine that we need to take advantage of. Some of these are just general all-around improvements to performance or how the engine handles a certain job. Others are almost necessary for us to ensure Hypercharge can run efficiently on all other platforms.

This is not the flashiest list of improvements for the average viewer, but for the team and the hardcore fans of Hypercharge, this will be a very welcomed update and allows us to really take this game to wherever we want it to go.

So after months of hard work, we’ve moved our game to one of the latest versions of Unreal Engine, and brought with it plenty of new fixes and improvements (and some great new bugs). This all goes hand-in-hand with new content for the game, of course.
Crossplay
Crossplay is something that's constantly requested by the community, and understandly so. Moving over to the latest version of Unreal Engine has allowed us to dive deeper into cross-platform support. What was once not possible for us now is. This means Switch and PC players can defend the HYPER-CORE, together, if we get it properly working. And who knows, maybe down the line, other consoles, too? Rest assured, we’ll do our very best to make it happen!

Thanks again for your support, it means a great deal to us!
- Digital Cybercherries

Social Links
Twitter: http://twitter.com/HYPERCHARGEGAME
Discord: https://discord.gg/hyperchargeunboxed
TikTok: https://tiktok.com/@hypercharge_unboxed
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