Have an awesome weekend ahead - JoeFIXES
- 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.
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.
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.
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!
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.
Development RecapBots & 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.