
A brand-new entry in the Hyper Light franchise, Hyper Light Breaker is an open world rogue-like with a unique world fully realized in 3D for the first time.
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A brand-new entry in the Hyper Light franchise, Hyper Light Breaker is an open world rogue-like with a unique world fully realized in 3D for the first time.
Enter the Overgrowth alone or with friends to explore open worlds, create new builds, rip through hordes and overcome the Crowns and the Abyss King.

Choose your Breaker and SyCom loadout for distinct builds and playstyles.
Battle through the Overgrowth alone or as a team in online co-operative play.
Face hordes of enemies and brutal bosses in frenetic third-person combat.
Put your Breaker’s skills to the test by increasing the difficulty of the Overgrowth – the greater the challenge, the better the rewards.

A world in disarray, with mysteries to solve, vicious enemies to fight, and fully 3D environments to explore.
A vast, ever-changing world awaits with large scale open biomes and deep labyrinths.
Traverse landscapes with incredible freedom with a variety of abilities; wall-dashing, hoverboard, glider and more.
Experience a unique playthrough in every run, with one life to spare, the Overgrowth and the worlds within reset after death – bringing a new world to explore.

Learn more about the Overgrowth from the fragmented memories of its mysterious defenders, the Crowns.
Discover and unlock a wide arsenal of weapons, items and upgrades – take on quests to unlock even more rewards to evolve your Breaker and the Overgrowth further.
Bring back resources back to the Settlement to unlock permanent upgrades that will persist across your playthroughs.
Get a better understanding of the game mechanics – from the basics to advanced combat techniques – in an in-depth tutorial.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Portuguese - Brazil, Traditional Chinese
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Ояень ждал игру и мне нравилась идея. но итог все видим
good game but development has been halted until further notice
this game is genuinely good. it didn't deserve majority of the hate it got and it honestly brings so much to the rouge like genre that most games can't. im really hoping this game sees some kinda development soon :c
abandonedddd
Edit: I'm coming back updating my review as i play my first few hours. My main gripe is the movement, feels slick yet clunky, having to hold two different buttons for the hoverboard and glider is annoying, I'd rather have a toggle option for those 2. The only option for fast movement is either dashing which that's already limited and the hoverboard, I'd rather have a sprinting option and boost the hoverboard's speed. As for the hoverboard and interaction with items, let us pick up resources while on the hoverboard! Climbing a wall being it's own seperate button is too much input, just have us repeatedly press jump against a wall to climb it, there's times where i try dashing away from an enemy while near a wall or tree and i end up going UP instead of away. Overall control of the character's movement needs tweaks and improvements. Not every interactable item box needs to have that hold to open mechanic, that was the first game's thing, maybe leave the hold to interact interactions with more prominent pov's like the shrine's. Savlaging/Equipping ground items could be more streamlined.
A disappointing entry in an otherwise great IP. This was certainly a promising concept, and had they decided on a direction and balanced things properly maybe it would have been. The campaign for the beta early-access release also felt huge for what a janky game it was at the beginning, especially. Hope for better things in Hyper lights future.
Still selling an EA game for $30 with almost no content after halting development for the game is scummy any way you cut it This game is extremely barebones and not worth $30, not even really worth $10
Honestly, a beautiful game with so many things missing. On paper, i enjoy the idea of a 3d rougelike risk of rain or isaac type game with a wonderful aesthetic and gameplay similar to the elden ring games. But the news of the games development completely haulting is a deep cut dissapointment, as for this game to be great, it just needs more. More areas, more weapons and abilities, more playable characters, more unlocks, more bosses...and it just wont get it, if you wnated to get this game. Dont, perhaps someday a fully released version will change that, but for now. Not worth it.
I have many things to say about this game, some good, some bad... Here's the review, undetailed for those who want a quick idea of what this game is : - Hyper light breaker is a roguelite that looks good, plays okay, and runs really bad. It's a game with many, MANY problems in terms of both gameplay and optimization. The game has, as it stands, no replay value once you've completed a run, as runs are not that different from one another. You would be better off playing Risk of Rain 2. Now here's the detailed review : I have played many roguelites and 3D adventure games and this game is trying to be both of them, which stems from a good idea... But the implementation is terrible. First of, the choice of your character does not matter in the slightest, aside from a few stat changes. That makes it so characters act more like skins. There are a lot of roguelites that change the gameplay a lot based on the character you pick and this isn't one of them, which is a strange choice considering characters exist in roguelites to add replay value. Now the exploration isn't interesting either. They tried many things, like adding point of interest with drops and keys to open boss doors to force the player to explore, except this does not add depth to the exploration as you have very few choices aside from "let's loot everything" In Star of Providence and Risk of Rain, looting everything means facing more danger, in one of them you don't know what's in a room until you entered it, and in the other you have time-sensitive difficulty scaling that makes you want to go faster and pick the places you want to go quickly. By removing the risk of the unknown, Star of Providence would be less interesting because you'd already know where to go to beat the run. By removing the risk of the difficulty scaling by time, Risk of Rain 2 would undoubtedly be very boring. HLB has no risk and reward options to spice up the game, that means your solution to everything is to just loot every corner of the map. The game lacks an element of momentum which could really make it better. If they really want to emphasize on the exploration, why even make a roguelite? Hyper Light Drifter was already dynamic enough by just being a zelda-like, if HLB was a multiplayer adventure game similar to Zelda it would've probably been a more fitting game. The combat is satisfying, with weapons having quite a lot of movesets. These weapons have passive (inherent) and active (special) abilities that make them more unique, but it's convoluted in such a way that you need to stop and learn what each weapon does to actually harness all of their potential. This in insight seems like a great idea, but really slows down the pace of the game when you're already in the heat of the action. The problem with the current passive abilities is that they are way less intuitive than the specials, and the specials having their own button for each weapon make that even more confusing because you'd expect those cool attacks to be on the charge button. In Dead Cells, weapons only have active abilities that makes you want to play aggressively to activate the crit condition of these weapons. By removing the convoluted way the weapons work in Hyper Light Breaker and making them simpler to learn and hard to master, the game would be way smoother for newcomer, and still interesting for experts. The music and sound design is very well made, the game looks good and the world feels like it has lived and is falling apart. Overall, it's a game with good ambience, a cool worldbuilding, but a gameplay design that really should have an overhaul. I am not asking for this game to be another game totally, it just needs to fix those pacing issues to feel like a smoother experience. I cannot recommend it in it's current state as it runs badly on top of everything else, I really tried to give a chance and I wanted to see if the updates would change it, but since development has stopped, there is probably no way it gets better.
好像走不出抢先体验了,最近更新在去年
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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