Thanks to the YouTube channel Slice of Kris, I was finally able to track down the missing graphic bug for Ellessidel.
Bug Fixes
- I do believe the long-elusive missing graphic bug for Ellessidel has finally been fixed. Ellessidel should no longer turn invisible when she loses her temper.
- The worgs Bawz and Koda were displaying the wrong portrait in battle. This has been fixed.
- Ogin's battle portrait has been fixed as well.
- The boss rage bar was showing in regular fights during Natasha's escape. This has been fixed.
- Some enemies had their elemental weaknesses offset by 1 in the database. This was causing odd vulnerabilities like earth-type enemies being weak against Lightning when it should be Air. These enemies have been updated.
- Several Light Armor items were displaying General Armor tooltips. These items have been updated.
- All Shield tooltips have been updated and the Light Shield tooltips have been rewritten to better communicate their function.
- For some reason Marrick's face graphic as a kid got overwritten. This also happened with an old character emote file that cause Natasha's kid character to display a graphical bug during the scene just before she wakes up at the campfire. These have been repaired.
- The Energy Drain state was not supposed to persist after battle. This has been fixed.
- The Rotwood Giant battle had a typo and was playing the wrong battle music. This fight has been corrected.
- Vanessa was present in the party when Marrick starts his solo part. This has been fixed.
- The northern entrance to the Norfolk Caves was mislabeled. It now says the correct zone name.
- There were magic fishtanks floating around randomly during a scene for some reason. They have been re-installed properly.
- There was a rock that looked out-of-place in the Old Logging Road. It has been removed to avoid the understandable confusion that it was important.
- Characters that are removed from the party permanently due to the story are automatically unequipped so that the player does not lose items. This was not working for one particular character but it has been fixed.
- Some debug events that were not supposed to be active have been removed.
Content Update
- I thought it was going to take longer to post my next update but thanks to Mr. Slice of Kris I was able to finally fix the Ellessidel bug that had been eluding me for a while. It really messes up the impact of a scene and makes a certain ability no fun to use so it was important enough to get out a hotfix.
- I am in the midst of some exciting upgrades. Players may notice some slight graphical changes in battle. This was done in preparation for the first round of artwork updates. I realized I am going to have to "git gud" at pixel art if I want to continue as a solo dev with a low budget. Cultivating these skills will also expand my game dev abilities and give me full control over the quality of the next game (as well as expand my options for future projects).
- Enemies and battle backgrounds have been processed in preparation for the new character battlers I am working on.
- The Misty Marshes has been changed so that players can return to the inner marshes if they so choose.
- Still actively working on remaining bug reports. Can't stop, won't stop :)
More to come. I just wanted to get the big ones out of the way as quickly as possible.
+ Multiple basic attacks can be cast at the same time.
+ Basic attacks provide a button relief for the player, allowing them to simply walk, fly, and cast active abilities when needed.
Boss Balancing
+ Bosses have been adjusted and balanced to match the player's strength level, ensuring that the fight always lasts the same amount of time, regardless of the wave's strength.
Ahead of our large June update that will introduce the first two "difficulty levels" above the base game, we've cleaned up some issues and optimised some controller inputs. If you have a controller (Steam Deck included) that you play with, please let us know any issues you find!
Due to how we've built the game to handle swapping between imports like mouse/touch/gamepad, you may have to tap A to set your focus to the Dice occasionally on Controller.
Bug FIxes:
- Rebuilt how Bronze Pickaxe works on the backend generally, which has cleaned up a few bugs related to it
- Controller input glyphs will now correctly show/hide consistently when input swaps
- Tooltip display is more consistent across resolutions and inputs
- The bowl's invisible bounds have been refactored, meaning it's now even more impressive if you manage to get a Dice to land on the table outside the bowl, we haven't managed in testing yet!
- Some people weren't always getting newly added Dice saved to their game, this should not happen anymore.
As always thank you for your help in developing the game! Please let us know any issues that arise in the bug reports forum.
For this first Hyperlog I just wanted to give you an update on how the development is going.
The game is still in development and will be released when it's ready!
Here is a list of things that are already finished:
8 different playable tanks with unique traits and abilities
12 different special weapons
6 Hyperstates (Powerups)
3 Skirmish/Multiplayer Game Modes
20+ Skirmish Arenas
Controls (remappable)
Camera System
Top down view + 3rd Person view
Complex CPU Players
Commands for AI companions
Sneak system for Singleplayer AI
UI: Main Menu, Options, Tank selection, various popups (e.g. game end screen)
Full Soundtrack
Models, particle effects and sounds for everything of the above
As you can see in this list, most things needed for a fun Skirmish / Multiplayer experience have been finished already. You will be able to play Skirmish offline with Bots and friends (couch coop), or online with friends via Steam Remote Play Together.
But I also want to develop a nice replayable Single Player campaign (which will also be playable in Coop), and that is what I am working on right now. It is also a quite complex and big task, which is why the game will still be in development for a while!
Here is a rundown of things that need to be finished:
Campaign Screen
Roguelike campaign structure + mission tree
Lots of different enemy types
Lots of different levels
Various logic for levels, e.g. random enemy spawners, different mission goals...
Tank upgrade system during a campaign run
Boss Battles
Steam integration
Performance Optimizations & polishing
Ingame Translations
There are also some optional points that I may work on, depending on the progress.
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I want to thank you for your interest and support! And for your patience while you wait for this game to come out. ːsteamhappyː
If you want to see more regular dev updates and additional gameplay material, come and join the Hyper Tanks Discord: https://discord.gg/pMUaEjYY2E
Lastly a want to share a gameplay recording with you: Me playing a match of Capture the Flag with Bots, enjoy!
The trucks have backed in, and the latest patch is here! We've introduced a brand-new Banking System, polished the tutorial experience, and made a whole bunch of UI and gameplay improvements based on your feedback. Here's what's new in this delivery:
💰 New: Bank System! - You can now access the Bank Area from your map. - Daily Bonus: Earn 1% interest on your deposited amount every day. - Functional Bank UI and templates are in place—deposit, withdraw, and watch your balance grow. - Updated Bank Area sprite + added cloud visuals to all map areas.
📌 Tutorial Improvements - Cleaner and shorter tutorial text for a smoother onboarding. - Tutorial Post-Its now appear pinned to the corkboard. - Added a clickable tutorial link in the settings menu. - Added a 2-second click delay to avoid accidental skips.
📦 Visual & UI Updates - Improved box visuals on the upgrade screen. - Box flap animations refined (no more floppy boxes). - Incoming box visual improvements. - New sliced warning panel with a rounded design. - Map area now shows/hides left/right navigation buttons based on your position. - Enhanced map top indicator for better orientation. - Better Japanese/Korean text fitting (adjusted sizes + overflow fixes). - Tablet UI now scrolls to top when opened. - New tablet hover text behavior for better UX. - Address entry now supports keyboard input.
🧹 Misc. Fixes & Enhancements - Excess item bug fixed (again!). - Fixed non-showing item issues in some orders. - Improved item box collider layers and interactions. - Softer red tone for house payment notices. - "Buy a Lucky Bubble Wrap Pop Game" & "Come back in the morning" mechanics added. - Drink hovering visuals on the desk improved. - OrderPages now maintain better image order. - "Post-it" index control cleanup. - Syncer improvements across UI configs.
As always, thank you for packing, stacking, and shipping with us. More polish and upgrades are coming soon! 💼📦
Don't forget to wishlist Ship, Inc. on Steam! and don't miss the 40% discount on release <3
Three centuries ago, twin sisters stood together on the Day of Skyfire—until one was devoured by a monstrous swarm, and the other cast into exile. Stranded and alone, Ladehlia heard a voice whisper from the shadows. It was then she met the devil.
To survive—and to search for the sister she lost—Ladehlia forged a pact with the archdevil known as the Lady of the Nightshade. In return, she was cursed to leave Increscent forever… and to hunt in her patron’s name.
Now a vessel of dark corruption, Ladehlia wields cold magic and unholy power, conjuring shadowspawn to annihilate her foes. Her vengeance is patient, and her summons—relentless.
🔥 As the cold-blooded enforcer of Reboot S1, Ladehlia rises from the gloom. Will you unleash the shadows at her command?