Full notes
Full HYPERVIOLENT update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello everyone!
What changed
- Events
- Compatibility
- Gameplay
- Performance
- Fixes
- Maps
It is with great excitement that as a part of the Lovecraftian Days event, we bring you a surprise Content Update #3 for HYPERVIOLENT. We know that you have waited patiently, through our rocky development roadmap, and we'd like to thank you with this bonus content.
This update to the game addresses numerous bugs, performance issues, community suggestions (such as controller support, higher resolutions), and provides more depth to the game's immersive-sim mechanics.
Before we fully launch the content update to the public, though, we will open a beta branch on Steam where the update will be available to play for anyone who owns HYPERVIOLENT. The reason we're doing this is to make sure the build with the current update is stable and contains no major issues. After we're sure it's good to go, we'll update the public branch with the current update too.
To access the beta branch, head to your Steam Library, right-click HYPERVIOLENT, left-click Properties, left-click Betas and from the drop-down menu select the option "update_beta". Your game will then update to the desired version. We can't wait to hear what you think!
The whole list of changes and additional content can be found below the article.
The lead developer has also prepared a personal statement regarding the game's upcoming full release that he'd like to share with you.
"Greetings, HYPERVIOLENT fans and critics alike. I wanted to take a few moments to thank each and every one of you for your continued support, feedback, and interest in this passion project of mine. What started as a small billboard sprite experiment in 2018, has taken on a life of its own, with now thousands of people exploring its haunted corridors in search of answers for what really happened on Commodus Asteroid 27-C. Firstly, let's address the roadmap. The game has now been in Early Access for a little less than two years, which is behind schedule, and in that time, I've learned alot about what the community expects, and exactly how difficult it can be to develop a full-blown indie game. As we leave Early Access in the coming months, I will be a lot more active in the Fulqrum Discord, and in the Steam Discussion forums, answering questions and taking feedback. Some people have pointed out apparent development inactivity in the year of 2024, and while we never stopped developing, there were definitely reasons for the slowdown. I experienced the sudden loss of both of my parents, as well as the death of a close-friend and frequent collaborator on the game itself at the end of the year. During this time we also restructured our studio, resulting in HYPERVIOLENT now being finished under the nfoPRINCE banner, one formed especially for this game. All this to say, I know it's been a journey, but my unwavering mission is to deliver a truly unique video game, sincerely developed through trial-and-error. This game is unapologetically retro to its core, its design choices are deliberate, and sometimes divisive, and dare I say: it is not like other games of our time. If those are things you can get behind, then please follow us on the remainder of this HYPERVIOLENT adventure. Stay tuned.”
Daniel K
Change Log:
New Features:
Added a new eldritch horror enemy, the 'XRG', to Biodeck level
Added support for 3840x2160 resolution
Added bindable controller support
Added deeper lore, datapads and terminals to the first 3 levels
Players can now save logs from terminals to their data-pad, useful for saving password and pertinent information
Datalogs can now be looted from corpses
Added Kicking melee attack (default keybind is 'F'), the player can kick while performing other attacks and using weapons. The player can also kick the Surgeons' to force them to open their helmets.
The Player can now look down, and see their legs at all times.
Weapons now have a durability stat that decreases with combat usage
Two new items: REPKIT, MTI Cruncher
Weapons can now be repaired with the REPKIT, using materials the player's has stripped from excess items, using the MTI Cruncher
Added seven achievements:
Fullauto
Fire 1,000 rounds total.
Precision I
Get 25 headshots.
Precision II
Get 100 headshots.
Unyielding
Finish the early access game on Survival difficulty
Clean Sweep
Eliminate every enemy in a level.
Balboa
Eliminate 50 enemies bare-handed.
Hardline
Complete a level without dying.
Improvements & Bug Fixes:
Improved performance and playability on Steam Deck
Improved grenades
Reworked most Enemy AI
Fixed bugs some users were having with models / textures not loading / missing
Discarded items now look more realistic as they fall, and also spin / float in zero gravity
If the player gibs an enemy, that enemy's loot will now be thrown out into the world to be collected, instead of being vaporized.
Improved performance on some machines, specifically machines with on board GPU AND a dedicated GPU
Fixed crashes when loading a save on the Viscera Of Commodus level
Fixed issues with GAMMA settings, the user can now properly darken their screen
Fixed falling through the map in multiple instances
HYPERVIOLENT is leaving Early Access soon :eyes:
Source
Changelog.gg summarizes and formats this update. How we read updates.
