HYPERCHARGE: Unboxed - [DCC] Joe
Action Heroes,

We'd like to thank our community for helping us track down these bugs. Seriously, they were pretty nasty! Hopefully, we fixed a lot of crashing many of you were experiencing.

Thanks for your patience and please let us know on the Steam Forums or Discord should you experience further crashes.

FIXES
  • Fixed a Null Texture crash involving the Ice Gun.
  • Fixed a rare crash relating to some UI components.
  • Fixed Pony stats - they should now be properly tracked by their diorama.
  • Removed an errant staticly spawned battery from Operation Alley.
  • Improved Attic and Toy Palace lighting.
  • Improved Airhockey Shuffle and Shed of the Dead should now have more time between waves.
Have an awesome 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
Small Soldiers,

Major Update #5 is here, bringing a wealth of improvements, fixes and new content, all based on player feedback. It’s been an extremely tough year and a half for everyone, but we’re incredibly proud of how far we’ve come with Hypercharge. Thank you for your support and for sticking with us. It truly means a lot. I may sound like a broken record, but you, the fans, are an integral part of the development-process. Developing a game is a team effort, and we most definitely make a great team!

With all that said, we are a tad behind schedule on certain features/updates, such as, Survival, and although we’re working as hard as we can, there’s only so much we can reasonably achieve, especially given our team size of five indie devs. The key thing is that we’re all well and healthy. We want to make sure we polish development and avoid rushing out content for the sake of it.

As always, we're constantly monitoring your feedback and ideas. If you'd like to help us further improve Hypercharge, feel free to share your thoughts on our Discord server or Steam Forums.

Honestly, there are a ton of fixes that we’ve likely forgotten to include, and probably some improvements. Anyway, have a look what’s in store for you below:

ADDED
  • Added NinjaJoe enemy
  • Added Tiny Trotters enemy
  • Added new Freeze Ray weapon.
  • Added new Radar weapon attachment to help get a sense of incoming danger.
  • Added menu option for players who only want the Radar on the HUD and not physical
  • Added Namepack icons and unlock page to better represent what packs are collected.
  • Added Boss’ health bar to the top of the screen when fighting a particular boss enemy.
  • Added new icons to the Play menu that better represent their function.
  • Added new VFX to weapons and enemies.
  • Added new VFX to the enemy-breaking system. Springs, screws and sounds are emitted when enemies (even destroyed ones) break apart when damaged.
  • Added crosshair-scale option to the menu for players who wish to change the scale of the crosshair elements for different resolutions.
  • Added icon for bonus maps in map selection.
  • Added many improved footstep SFX materials to the environments.
    (Keyboard in the first level, for example)
  • Added new name stickers end of round UI element to replace text version.
IMPROVEMENTS
  • Improved gameplay for KidsBedroom, Bathroom, Hallway, Garage, Kitchen
  • Improved gameplay for Plague game mode to now be zone-based instead of ‘who can find the best camp spot’
  • Improved pathfinding and navigation jump areas in many levels to improve bots and new enemies.
  • Improved ArmyMen enemies with fun new character identifier sound.
  • Improved performance of many background tasks that the game runs, to help reduce stutters.
  • Improved performance of many VFX in the game without affecting visual quality.
  • Improved performance of the VFX system by doing more aggressive pre-culling of quick-offscreen particles.
  • Improved performance of animations of off-screen players and NPCs.
  • Improved Chopper SFX when idle and fixed the bomb trail cleanup.
  • Improved Lightmap optimization in multiple levels to decrease load times.
  • Improved Bot pathfinding and decision making in some areas.
  • Improved UI flow by moving the Max Bots option to the Game Rules menu.
  • Improved Difficulty icons.
  • Improved animation system by using better animation compression settings for more complex animations.
FIXES
  • Fixes for BroBot and Ninja pathfinding.
  • Fixed memory leak related to UFO pathfinding
    (fixes crash on level load for people with <=8GB RAM)
  • Fixed motion blur not enabling on some levels.
  • Fixed some game stats not being cleared out for bots when changing levels.
  • Fixed lots of reported player-stuck areas in many levels.
  • Fixed lots of pathfinding issues and areas where bots became trapped.
  • Fixed bots disappearing in Plague mode.
  • Fixed soldiers missing weapons and/or improperly firing.
  • Fixed break particles and breaking system bugs for experiments and Meanbots.
  • Fixed glitch with players first person weapon sometimes being invisible.
  • Fixed dead cores sometimes counting incorrectly for stat tracking.
  • Fixed missing footstep sounds on Soldiers and Experiments.
  • Fixed muzzle-flash angle on Grenade launcher and Minigun.
  • Fixed missing Point of Interest locations on maps so bots want to travel to new areas more often.
  • Fixed missing move-target points so that some AI can better navigate some areas.
  • Fixed camera shake and animations happening to Spectators or EndOfRound cameras.
  • Fixed falling radial blur FX affecting the Weapon and Player.
  • Fixed broken tutorial achievement.
  • Fixed certain sounds happening after enemies are dissolved or frozen.
  • Fixed crash related to small tanks falling out of the world and being destroyed.
  • Fixed power node particles not clearing up properly after battery insert.
  • Fixed Radar, Build Cards and FirstPerson weapon offset when playing in different split-screen modes.
  • Fixed TryMe button being able to be activated on locked stat pages when using a controller.
  • Fixed bots stealing certain pickups if players are too nearby.
  • Fixed bots teleporting randomly back to the spawn area in Airhockey Shuffle.
  • Fixed potential crash in Garden with bots trying to pick up collectibles.
  • Fixed potential crash related to generating a suitable spawn point in PvP.
  • Fixed chopper getting too many perfect headshots on players.
  • Fixed matchmaking errors dialogs not returning focus for players using controllers.
  • Fixed it so that when a Boss enemy is killed, the kill-stat is given to all players in the game.
  • Fixed SimpleAI controllers binding to expensive pathfinding event calls with the potential to crash on cleanup of enemies like Tanks.
  • Fixed Shed not having Bonus Map text in its description.
    (No buildables allowed, similar to AirHockey Shuffle)
  • Fixed missing physical material FX on certain meshes in the world.
  • Fixed hard Meanbots spawning on levels in lower difficulties.
  • Fixed issues with plague timers and logic when lots of network players join at once.
  • Fixed Lawnmower collision and associated nav proxies on Garden, Garage, and Shed
  • Fixed collision issues with experiments.
  • Fixed decals and VFX being created after the game has ended.
  • Fixed HUD indicators being on-screen during death and scoreboard.

Ninja Joe
Their home world destroyed by Hypercore tech, the elite Ninja Assassins, the Joe’s, have joined forces with Major Evil to rid every planet of the untameable power that obliterated their people.




Tiny Trotters
Healing their friends with love! In his efforts to keep army morale alive, Major Evil picked up the trade of stableman, and raised his cute and adorable Trotters. Fed on an endless supply of AA batteries, they love their master’s creations with their whole hearts and will do anything necessary to keep them alive.




bRobot
After the first Hyper-War, Max Ammo feared the eventual return of Major Evil. Max created a trainer to keep his Defence Corps sharp and ready for combat, the bRobot! Skilled in Rugby and multi-purpose armament, the bRobot was an agile companion amongst Max and his squad. The bRobots have recently disappeared from their barracks and are now attacking their former allies!




Freeze Ray
A deadly weapon if used in the right hands. It's able to freeze and shatter multiple enemies, helping you stop them in their tracks before they can reach the HYPERC-CORE!




Radar Attachment
This high-tech gadget attaches to your weapon and helps display which angles enemies will attack from. It spawns in the environment and is purchasable via the shop. (Be sure to take a look at the bottom right of the second image to see what the radar looks like when you want it to show only in the HUD)




Improved Plague-mode.
We've listened to your feedback and realised the main problem with the previous version of Plague was 'campers'. It became very difficult for the first infected to track down and infect others players. Now, players must earn points by carefully making their way towards randomly activated zones and firmly hold their ground. The player who evades the enemy and accumulates the most points wins! What this means for the Infected, is that players can't camp in ridiculously hard to reach spots.(Please let us know your thoughts about this change)




Thanks again and and have a lovely weekend ahead! - Joe

Discord
www.twitter.com/HYPERCHARGEGAME

- Digital Cybercherries
HYPERCHARGE: Unboxed - [DCC] Joe
Action Heroes,

We’re incredibly proud to announce that Hypercharge won Best Multiplayer at Brazil’s Independent Games (BIG) Festival, the largest independent games festival in Latin America! We could not have won this award without the continued support of our amazing fans. From the bottom of our hearts, thank you!

And as always, we're listening to your ideas and suggestions, so please keep them coming! We've noticed a lot of you have been requesting a... Freeze Ray, 👀

Have a wonderful weekend ahead. - Joe
-Digita Cybercherries
HYPERCHARGE: Unboxed - [DCC] Joe


Welcome, Small Soldiers!

Live Stream (We're handing out keys every hour when live!)
https://steamcommunity.com/broadcast/watch/76561197989243780

Wow. What a year it has been! Honestly, it’s been tough. And not just for us, but for everyone. I truly hope you’re all coping well. It’s likely there are a lot of new eyeballs on this announcement, so I'd like to start by posting a previous message about Mental Health. It’s something that’s very important to us. You can read more about that here.

Right. So, there’s a second ‘wow’. IGN Full Exclusive! Can you believe it? We can’t…. This next bit gets a bit wordy, so bear with me. From a failed Early Access Launch in 2017, to rebuilding the game from scratch with the community which we dubbed ‘Early Access 2.0 in 2018, to then leaving Early Access in 2020 and becoming a Top Seller on Steam. And now look where we are. The front page of Steam with an IGN Full Exclusive. For those of you who do not know, we’re a team of five indie devs. Anything is possible with hard work and determination. We have huge plans for the future of Hypercharge, including a Survival mode coming later this year.

Please note: If you encounter any bugs when playing, please let us know on our Steam Forums or Discord. We will do our very best to iron them out, ASAP.

Available now, past and current players of Hypercharge will be able to enjoy the following:

Notable changes:
  • Player Bots to Cooperative Waves mode and Deathmatch
  • Third-Person Camera Modes
  • New PvP Game Mode
  • Two New Maps (Shed of the Dead and The Missing Isile)
  • New Weapon (Plasma Cannon)
  • New Play Menu UI
  • New Unlockable Action Figures
  • Vastly improved player movement and animations
  • New DLC Pack (Two Action Figure Sets)
  • And so much more!
New Content & Improvements
  • Added unlockable Nebulon character from Shed map.
  • Added new Stat-Based unlocks for new Nebulon character skins.
  • Added new secret Bobble heads in various maps for Nebulon heads.
  • Adjusted player movement responsiveness slightly to try reduce motion sickness for some players. Adjusted Air Control to match and feel a bit less sluggish.
  • Disabled some expensive animation blending and tracing if they're not onscreen.
  • Fixes for navigation meshes for Bots and AI in lots of maps.
  • Optimised dust particles on a few maps to improve performance.
  • Fixed bots using Prize Machine too much in some levels.
  • Fixed flashlight attachment not updating if socket has changed.
  • Fixed some animations events triggering after enemies and players had died.
  • Added interpolated movement to Tanks, Big Tanks and UFOs to fix networking snappiness in dedicated servers.
  • Localization fixes and updates.








As always, thank you so much for your support! - Joe

- Digital Cybercherries
HYPERCHARGE: Unboxed - [DCC] Joe
Small Soldiers,

I know, I know... This is quite a beefy Hotfix. Nonetheless, it contains a lot of well welcomed improvements! The major highlight being the new Play Menu Layout. It's now way more intuitive and easier to navigate. We still have further tweaks and visual improvements to apply, but thanks to your feedback, we're heading in the right direction. Oh, and we fixed that pesky Tutorial bug that was preventing players from accessing certain secret areas. Right, that's it for now. As always, thanks for your support and patience.

Please let us know your feedback either on Discord or Steam Forums.



Added
  • Added new Play menu layout to improve game functionality and consistency between game modes.
  • Added new menu garden map.
  • Added change Camera prompt to Tutorial - automatically changes camera to demonstrate.
  • Added listing the number of bots in a server.
  • Added menu background darkness to help readability on sub-menus.
  • Added new menu game-mode sound FX to seporate each game mode.
  • Added missing Shed powernode cable.
  • Added HUD message if the player has not sprinted in a while.

    FIXES
  • Fixed common crash bug related to pickup cleanup.
  • Fixed crash issue related to enemy ragdolls.
  • Fixed tutorial, missing props and broken lighting.
  • Fixed tutorial localization issues.
  • Fixed Map Selection screen showing incorrect text/icons for Charger and Slot machine.
  • Fixed incorrect UI bind button when being told how to build.
  • Fixed collectable and secret power node location in Tutorial.
  • Fixed 'A' Key being displayed for Walk Forward in tutorial.
  • Fixed missing pickup event function that could result in a double-battery pickup.
  • Fixed server List not listing servers by player count.
  • Fixed server list not filtering servers from the wrong Game Type (Cooperative vs PvP filtering)
  • Fixed lobby showing incorrect server player counts.
  • Fixed cargo plane diorama missing frame holder meshes.
  • Fixed stuck spots in shed and broken collision boundaries.
  • Changed Singleplayer to Offline in non-coop modes.
  • Disabled weapon choice in online Plague servers.

    IMPROVEMENTS
  • Improved server browser layout to show more servers.
  • Improved menu focus functionality and snappiness of animations.
  • Improved Thirdperson to Firstperson camera change, keeps rotation relative to last aiming target.
Thanks again and hold on a little longer, it's nearly Friday! - Joe

- Digital Cybercherries
HYPERCHARGE: Unboxed - [DCC] Joe
Please Note: This is not the Survival update. We originally planned to launch it as Major Update #4. However, we shifted it back to give us more time to focus on it. (Date TBA) This also means you get to enjoy some new content whilst you wait. For those who are unfamiliar with our plans for the Survival update, you can find more information here.


Attention, Small Soldiers!

We are excited to bring you Major Update 4. With it, comes a wealth of content and improvements. This includes a music track, maps, skins, weapons, and enemies.

As always, we're eternally grateful for your support. Hypercharge keeps on getting better and better. The overall gameplay feels much more balanced, especially with the addition of Bots in our last major update. Our focus is now on Major Update #5, so please keep sharing your ideas and suggestions. You can reach us on our Steam forums or Discord Server.

Have you followed us on Steam? It’s a great way to stay up to date on anything new we’re working on.


The Shed is a small map with lots of jumping, tons of verticality and many shelves to use as cover.

Drones are quick and deadly. Be careful not to get cornered and watch out for when their cage breaks.

“Max, we have a problem”. Space Men have entered the atmosphere! Keep your eyes up, soldier.

Sometimes, a rifle doesn’t cut it. Atomize your foe with the Plasma Cannon! (Gameplay balance pending)

With great power comes great responsibility. Be warned, the Plasma Beam can bounce back and hit you!

New Content & Tweaks
  • Added new enemy type "Drone"
  • Added new enemy type "Space Men"
  • Added 2 new Cyberfury heads "Samuri" and "PsyClone"
  • Added 2 new Insectoid heads "Charlotte" and "Squirm"
  • Added 2 new Cyberfury skins "Dungeons" and "The King"
  • Added 2 new Insectoid skins "Jacket" and "Ritual"
  • Added new Music Track for Shed map.
  • Added new Multiplayer Map "The Lost Isle" - The tutorial level has now been reworked and expanded for use in Deathmatch, Team Deathmatch and Plague.
  • Added new Cooperative and Multiplayer map "Shed of the Dead" - The claustrophobic level from part of the new level series we're building, this bonus map introduces some new enemies.
  • Added new weapon "Plasma Cannon" - Delete your foes from existence! (Multiplayer Balance Pending, Batteries Not Included)
  • Added HYPERCORE Shield Effect (Can now see if shield is active)
  • Added local multiplayer options to the singleplayer menu, so you can play PvP against bots.
  • Added missing GameRules for customising Weapons and Attachments in Multiplayer.
  • Added more feedback particles to enemies and varius game events.
  • Added improved tutorial loading screen image and map preview image.
Improvements
  • Improved overall loading system of the game, results in much faster load times, less stuttering and overall better memory usage.
  • Improved many NPCs' AI and Animation performance.
  • Improved gameplay on all levels, included new weapons and NPCs in base levels.
  • Improved bot navigation on all levels.
  • Improved PvP spawnpoints in a number of levels.
  • Improved reload and firing animations for players in thirdperson.
  • Improved lightmap resource usage on a few maps.
  • Improved Garden pond rocks for AI navigation.
  • Improved performance in a number of areas.
  • Improved performance of zombie blood FX and brick-break FX.
Fixes
  • Fixed crashing issue related to pickup cleanup.
  • Fixed gliderplanes being able to have their AI disabled on damage.
  • Fixed players getting hit markers for enemies that died later than their last damage.
  • Fixed impact particles blinding the players view.
  • Fixed server list using full players count to give incorrect server version.
  • Fixed missing materials in first level.
  • Fixed Demolisher getting stuck in the Garden and Kitchen levels.
  • Fixed stuck-spots in a few levels.
  • Fixed some formatting issues in the end of round UI.
  • Fixed PvP ranks going black at end of the round.
  • Fixed Meanbot pathing on Tutorial map.
  • Fixed Dust particle not being removed on Low/Med.
  • Fixed lighting issues when running the game on Low in Kitchen and Garden.
  • Fixed UFO blast and collision physics.
  • Fixed ArmyMan parachute issues.
  • Fixed Yanks not turning properly sometimes.
  • Fixed Chungus animations and missing morph targets.
  • Fixed UFO bullet impact damage events.
  • Fixed LODs for ArmyMen and Soldiers dioramas.
  • Fixed holes in the wall in Airhockey_Shuffle.
  • Fixed airhockey pathing to try help bots not fall off the edge as much.
  • Fixed turning wobble in low FPS situations.
  • Fixed not being able to build on Turret Bases when in a server.
  • Fixed ghost buildable outline bug after a turret is destroyed bu the build tool
  • Fixed invisible jump-vents on Kitchenn map when in a server.
  • Fixed DK mode cheat not working anymore.
Cheers for your support and have fun! - Joe
- Digital Cybercherries.
HYPERCHARGE: Unboxed - [DCC] Joe
This message is not about Hypercharge, or what it has achieved throughout this year. It’s aimed at you, our community, your friends and family.
https://twitter.com/HYPERCHARGEGAME/status/1344701830056599552


As we close in on 2020, I hope more game developers talk about this, rather than the success of their game. 2020 has been a hard year, especially for those not fortunate enough to work from home, or at all.

MentalHealth is very real and you are not alone.

The past year has been a devastating rollercoaster, full of heartache and pain. Many people have lost their loved ones, jobs and their sense of purpose. Depression, Suicide & Anxiety is at an all-time high, and we have faced a challenge that has tested our willpower in ways we have never experienced before.

Personally, for me, it has hugely affected my mental health, my energy, my mood and my motivation. There have been many highs and lows, but what I learned most is that you must talk about how you feel. It’s okay not to be okay. There is no shame in crying or being open about your feelings. The worst thing to do is bottle it all up inside.

Playing games can often act as a coping mechanism to let us temporarily forget about our mental health problems, and just escape into another reality. Although this can be a good thing, please remember it’s not a long-term solution or strategy.

As for tips that helped me, remember the following:
  1. A thought about yourself is an opinion, not a fact.
  2. Create a routine that you can follow throughout the day.
  3. You are good enough, and you deserve to be happy.
My heart goes out to anyone who has suffered throughout this year.

I’m sure I can speak on behalf of everyone at Digital Cybercherries, we wish you the very best as we prepare for 2021. If you are alone for this New Year’s Eve, please add me on Steam Friends. Let’s talk and play some games together!
https://steamcommunity.com/id/JoeH04/

Joe Henson
Head of PR, Hypercharge: Unboxed
HYPERCHARGE: Unboxed - [DCC] Joe
Toy Soldiers,

Major Update #3 was a huge success! We’re thrilled to hear how much enjoyment you’re having with the bots. We’ve also had a very positive reaction to the newly added Third-Person Camera Mode. Thank you for helping us iron out these bugs. Please keep your ideas and suggestions coming in, we are listening.:)

Added
Some official servers now have bots on by default.

FIXES
  • Fixed new cheat code not working on some difficulties.
  • Fixed meatbag physics crash issues when travelling to the lobby.
  • Fixed some UI spelling mistakes and escaped quotes.
  • Fixed lighting in Kitchen, Garden and Garage when shadow setting is on low (no more glowing actors)
  • Fixed pathfinding issues on Attic, Operation Alley, Garden and Tutorial.
  • Fixed jeeps getting stuck in the Garden bin.
  • Improved wave balance in earlier waves to have better pacing on all maps with Bots.
  • Bots navigate around cores and traps a bit better.
  • Fixed floating grass in Garden map.
  • Fixed flickering tree in Garden map.
  • Fixed bots being forcefully added to custom lobbies.
  • Removed a few local player effects that should not be emitting from Bots.
  • Fixed jump-pad paths and coins on a few levels.
  • Fixed it so Bots try not to build and repair at dead cores.
  • Fixed some attachments and particles not showing when in Third Person properly.
  • Fixed Claw attachment in Plague mode.
  • Fixed Bots not being able to take batteries from the Charger.
  • Fixed another crash bug related to Pickup spawning on the server.
  • Fixed bots sometimes not being removed from the game when a player joins. Now they leave behind their weapons and credits.
  • Fixed rare crash bug related to the UFO shield shader being invalid on some GPUs.
  • Fixed invincible chopper bug finally...
  • Fixed Bot scores not being transferred over rounds in Plague.
  • Fixed weapon sometimes swapping to the previous dropped weapon.
  • Improved bullet FX speed in Co-op to closer match PvP.
  • Improved lightmaps on a few maps to increase load times.
  • Fixed zombies sometimes being too far away to hit.
  • Fixed zombies not hitting some actor buildables types.
  • Improved footstep particle system to not create particles if the parent mesh is not visible.
  • Fixed bots sticking around in a server when a player leaves.
  • Fixed players using expensive camera checks when not the local player.
Thank you and have a wonderful festive season ahead! -Joe

- Digital Cybercherries
HYPERCHARGE: Unboxed - [DCC] Joe
Greetings, Small Soldiers!

We’re very proud to announce that Major Update 3 is now live! The bulk of this update focuses on Bots and a Third-Person Camera Mode. There are also a ton of changes, improvements and fixes. Thank you so much for your continued support. It truly means a lot to us.

Please note: If you encounter any bugs when playing, please let us know on our Steam Forums or Discord. We will do our very best to iron them out, ASAP. We can now look forward to Major Update #4: Survival!

If you think we deserve to win, please vote for HYPERCHARGE and help us secure 1st place in the Indie DB 2020 “Indie of the Year Awards”

It takes just 3 clicks:
1 - Click the banner below:
2 - Click VOTE FOR THIS GAME - TOP 100.
3 - Scroll down a little and click VOTE HYPERCHARGE: Unboxed.


Third-person camera mode now implemented! You can change the camera view via Option > Controls.

We’ve improved movement/animations. This includes vaulting, reloading, turning, & surface based leaning!

Have a little help from a friend! Bots are now available in PvE and will help guide you to victory.

Bots will do their best to scavenge each environment for resources, weapons and attachments.

You can now play against Bots in PvP. Choose your difficulty mode. Casual, Regular, Expert or Nightmare.
New Content & Improvements
  • Added player Bots to Cooperative Waves mode and Deathmatch
  • Added Third-Person Camera Modes (with multiple configurations in Options > Controls)
  • All maps have an improved balance for Single-Player
  • Improved weapon sounds for all weapons - Better in PvP!
  • Improved overall player animations and movement to help the game feel better in Thirdperson.
  • Added option to set number of Bots and their Difficulty.
  • Added option to override the music in PvP.
  • Added option to override what team the Bots will join in PvP.
  • Added more game rules to allow choosing starting attachments and changing the weapons that spawn in the map in PvP!
  • Added many new particles FX to spice up telling apart game-actors from the world.
  • Improved performance in many areas from Particle FX to Nav Generation, Collision setup etc.
  • Improved visuals and added new FX on many enemies (Zombies, Jets, Choppers, CargoPlanes, Tanks and more)
  • Added player landing particles.
  • Added it so the Scope has a lens and scope-like crosshair.
  • Added new bullet impact sounds and FX for more materials.
  • Added default spawn weapon and attachment types for different weapon sets (Snipers Only = Gives Scope)
  • Added build tool particle FX.
  • Added AddBot and RemoveBot commands to game.
  • Added Shield Depleted and Recharge sounds.
  • Added Power node cable electricity.
  • Added brass ejection particle to weapons.
  • Added it so Max Ammo now says the word HYPERCORE and POWERNODE in the colour of the core or node being damaged.
  • Added crosshair to build mode.
  • Added new spectator mode for PvP - Track the player who killed you for a few seconds until respawn.
  • Improved lighting and atmospherics on a few maps (Garage, Kitchen and more)
  • Improved jump-pads timing and velocity calculations.
  • Improved the prompt highlight to now be context based. Will find and attach what you pointed at, and the player will comment on that actor. (Enemy, Pickup or Core etc)
  • Improved Spinners with colored explosions.
    Improved VFX for better gameplay experience (e.g. Powernodes show electricity & radar, Jumppads have indicator)
  • Improved VFX for all weapons (new BB bullet casings, muzzle flashes)
  • Improved damage indication for NPCs (e.g. damage stages for tanks etc.)
  • Improved VFX and feedback for NPCs (e.g. Experiments)
  • Improved gameplay for weapons
  • Improved VFX for weapons
  • Improved SFX attachment levels for weapons
Various Fixes and Changes
  • Added new optimised emitter system for impact particles.
  • Added proper fallback fonts for other languages.
  • Changed colour of Attachment Pickups to be different from Weapon Pickups.
  • Fixed Car collision in Garage map.
  • Fixed collision of turret base to allow walking inbetween turrets around a core.
  • Fixed many Navigation Mesh bugs for many maps (and created a few new ones)
  • Fixed crashing issue related to physics cleanup.
  • Fixed crashing issues during server travel back to lobby.
  • Fixed broken muzzle flashes on other players.
  • Fixed build spots in Garden.
  • Fixed Glider Planes dive-bombing the ground after spawn.
  • Fixed Chungus getting stuck in many areas.
  • Fixed missing PowerNode cables in maps.
  • Fixed text issues and spelling mistakes in a few places.
  • Fixed traps, not counting to the stats properly in some types of kills.
  • Fixed batteries and other pickups being able to fall through world boundaries.
  • Fixed broken lighting in some areas of some maps.
  • Fixed build tool showing in PvP on players.
  • Fixed dropped weapons and attachments, not being cleaned up in the world.
  • Fixed jump-pads affecting some enemies that it shouldn't.
  • Fixed turrets targeting some enemies that they shouldn't.
  • Fixed minigun holding angle in thirdperson.
  • Fixed a few sound distance issues in the world.
  • Fixed players able to spawn inside a newly placed Turret and getting stuck.
  • Fixed many navfixes and improvements for Tutorial map.
  • Fixed weapon 'beams' showing incorrectly when you can't pick up a dropped weapon.
  • Fixed PvP spawning non-PvP pickups sometimes.
  • Fixed for missing or broken materials in a few levels.
  • Fixed voice commands kicking players out of servers.
  • Fixed banner material in Hallway_Hard
  • Fixed bathroom ghost spinner.
  • Fixed grenade launcher particle offset.
  • Fixed missing zomibe animations.
  • Fixed enemies ignoring their target core if something minor interrupts their pathfinding.
  • Fixed microwave collision
  • Fixed issues with losing focus on main menu.
  • Fixed delay on credits page world hiding FX.
  • Fixed music track lists.
  • Fixed mouse click-focus issues for loadout menu.
  • Fixed AI issues regarding finding valid pathing and cores (meatbag and chungus fixes).
  • Fixed minigun muzzle particle spinning.
  • Fixed pickup highlighting when changing weapons and spawning.
  • Fixed strange finger pose that everyone keeps mentioning.
  • Fixed stuck zombies on attic in some areas.
  • Fixed a few stuck areas in KidsBedroom
  • Fix for impact particles copying the scale of what they are attached to.
  • Fixed build spot emitters colour not updating after spawn.
  • Improved time required holding USE to pick up a pickup (in PvP).
  • Fixed weapon pickup highlight beams showing for weapons you cant pick up.
  • Optimised Navigation Mesh generation time in all levels.
  • Optimised Collision Initialization time in all levels. (Removing skybox collisions)
  • Improved spectator input movement and rotation.
  • Fixed Menu crash in rare instance.
  • Improvements for bootstraper on Windows.
  • Build tool gives credits to player when destroying a Bots buildable.
  • Improved Game Rules system to cache values to improve lookup performance.
  • Many balance changes to weapons, enemies and wave-spawns.
Have a nice rest of your weekend. - Joe
- Digital Cybercherries.
HYPERCHARGE: Unboxed - [DCC] Joe
Small Soldiers,

As many of you are aware, we are a team of just five indie developers. We’re working very hard to deliver each Major Update and are extremely proud of how well development is coming along. 

Hypercharge launched over 7 months ago, and since then we’ve already launched multiple Major Updates and Hot Fixes, all based on player feedback. As of now, we have received over 1,100 reviews with an overall score of 90% Very Positive. With your continued effort in helping us develop the game, we’re convinced we will continue to succeed. It truly is a team effort. We don’t see you as numbers; we see you as actual people with great ideas. It’s because of you that Hypercharge is continuously reaching its full potential. From the bottom of our hearts, thank you! Finally, here’s some content to enjoy!

Development Recap
Bots & Single-player Improvements
Survial Game mode & Community Concerns

After a high amount of requests, we’ve redesigned how the scope works. It now acts as a traditional Sniper Scope, and we have to say, it’s so much fun! We’re looking into adding more scope variants, too.

Again, after many requests, we implemented a third-person camera mode with 360° predictive jumping, meaning your Hypercharge figure can really strike an action pose in style.

We’ve also tweaked the overall flow of movement/animations. This includes vaulting, reloading, turning, and surface based leaning which have all been polished to perfection. Traversing should feel smoother!

We’ve made it so you can easily switch between your preferred camera angle with a touch of a button. This adds a new dynamic to the gameplay.

Sneak peek of the new UI. Currently, it’s not the easiest to navigate, which can often lead to a frustrating experience. Every aspect will change, and we’re sure it’ll be very user friendly.
Well, I hope you enjoyed Dev Blog #3. If you have any questions about the game, please let us know on the Steam forums or Discord.

Please note: All content above is WIP. We can’t promise that every single feature will make it into each Major Update. This announcement is a development blog aimed to shed light on what we are working on, and hope to add in the future.

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