In this update4
Full notes
Full Hover Point update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Performance
- Gameplay
- Balance
Hover Point changes
We’ve been working hard behind the scenes, and the Multiplayer Feature for Hover Point is officially ready for a community test drive!
The core mechanics are in, the servers are live, and now we need the most important ingredient: Your Feedback. Whether you're dodging projectiles with friends or testing the limits of the "no-button" movement in a group, we want to know how it feels.
What We’re Looking For
We are specifically collecting data and impressions on:
Connection Stability: How does the game handle different regions?
Gameplay Flow: Does the minimalist movement still feel snappy in a multiplayer environment?
Sync Accuracy: Are the projectiles and grace period windows appearing correctly for everyone?
The "Fun Factor": What’s missing? What should we add next?
How to Join
Jump into the Game: Open the latest build of Hover Point Demo.
Select Multiplayer: Host a lobby or join an existing one.
Break Things: Play a few rounds and see how the systems hold up!
Where to Leave Feedback
Please share your thoughts, bug reports, or clips in our Discord [https://discord.gg/2YGHZMHKna] or right here in the Steam Forum [https://steamcommunity.com/app/4074780/]. Every bit of info helps us polish the experience before the next major update.
Developer Note: As a solo dev project, your feedback is the primary way this game grows. If you encounter a lag spike or a weird physics glitch, don't be shy, let us know so we can squash it!
Let’s see who can survive the longest. See you in the lobby!
Source
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