
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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About
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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 803 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The Good First things first, the visual design of this game is pretty amazing and follows suit from Hyper Light Drifter which was also a very beautiful game. Character designs are awesome, and the world is very pretty. Enemy designs are so and so, a few of them are pretty cool, others feel a bit whatever. The music that goes along with it is also very nice, and I've actually listened to the OST stand-alone already, which is a good sign. I am afraid this is where the outright Good part is over. The Bad (I Wish They Were Good) Movement - I'll just start by saying that the hoverboard does not feel very good to use. I've drowned a few times because of it, and the moment you hit a terrain it can't scale on its own it just breaks down. Jumping on the hoverboard is also very janky, and the transition between combat and hoverboarding is basically non-existent as you can't really attack while on it, not even use the guns, which would have been cool. Dashing is snappy, and feels very forgiving to use at times, especially when spamming it. If you don't spam it however, it is very likely you'll get caught in an AoE at the very end of its animation and end up getting damaged for it. The transition between being airborne and on-land also doesn't feel good at all. Also please just remove fall damage, it serves absolutely no purpose in a game like this imo. Exes - The various characters are very pretty like I mentioned above, but their only real difference lies in what weapons they can use, which is the main differentiator in gameplay. Exe perks feel extremely lackluster, and the fact you can only use one at a time isn't a great choice in my opinion, especially when one of them might be +5% crit chance when no more than 3 enemies are near you, and the other being your execution spreads a negative affliction to other enemies. They just don't feel powerful whatsoever and each character really lacks an identity because of this IMO. Not sure if this is unlocked later on, but it would feel really nice if you could choose your starting weapon from the ones available to your EXE because some weapons I really hate using, while others I can get behind such as the claws. Weapons - This is basically the bread and butter of the game, and although I haven't used all of them yet, of the ones I have used their Specials feel, once again, lackluster. This seems to be the theme of the game for me at this point. I really don't care about a 20% crit chance boost on my special. Games like Monster Hunter World or Wayfinder (which feels very similar) have way better weapon systems that actually differentiate the weapons between them and provide meaningful boosts/mechanics to interact with. For example, the spear has a single "piercing" attack at its Special, and doesn't really utilize additional range or anything like that which you'd expect from a spear. The "fantasy" of using claws, daggers, or a spear just doesn't feel fulfilled from their gameplay IMO. Thus far my favourite move is the dash attack, and I very rarely find a use for a weapon's Heavy Attack as it locks me in a long animation that allows the enemies to kick my teeth in, and it doesn't feel like it does that much damage anyway. I really don't enjoy ranged weapons and find myself forgetting I even have them, as when I do use them they barely scratch enemies before battery runs out. I wouldn't expect to kill elites with it, but the smaller ones should be more receptive to them. Progress / Grinding - This is by far the worst offender in Hyper Light Breaker for me. You have like 4 different resources to collect right from the get-go, and then you also have the ingredients to make your soups, but even though you have so many resources to "collect", the progression is such a drag. You have to play for hours and hours to get a single upgrade which ends up being something akin to +5% to X stat. The upgrades in higher Tiers seem more impactful, but I ain't playing 50 hours for that, y'know? During your run, leveling up gets you a new "perk", but again, they don't really do anything special, or feel clanky at best - such as the perk that lets your dash attack reflect projectiles, you have to position yourself perfectly on some weapons as only the last ticks of the animation (at least from what Ive observed) are considered a "strike" and you end up eating projectiles to your face. Combat - Last but not least, combat in general feels either like a mindless button mash or a straight up punishment considering how many enemies come at you at the same time and how much damage they deal. One misplay during your first encounter and you might end up losing like half your HP. Enemy attacks are not telegraphed very clearly which makes parrying a bit of a pain (I acknowledge this can be attributed to "skill issue"). When I do lock in and play perfectly, I will still end up getting hit during my own attacks which I cannot cancel, and that brings me to my other point - I really wish this game allowed me to cancel my animations so I can parry or dash or jump or whatever. A game this hectic with 15 projectiles coming your way that block the screen so you can't even see what melees are on your ass until it's too late has no business locking you in your animations. Airborne vs On-Land is very badly implemented. I noticed that land attacks will not hit airborne enemies even if the attack's animation goes right through them. It seems the more I play the more bad things I find unfortunately. Verdict - The game feels like it has potential, or rather, I really wish it does. Right now it feels like a badly designed roguelike with uneventful abilities and mechanics that wants to emulate a souls-like combat experience where panic is your worst enemy, and patience your best virtue. Perks, weapon specials and ranged weapons just don't feel great at this stage for me. Enemies are too spongy, and sometimes just way too many for what your capabilities are. I feel like I die just as easy as your regular run-of-the-mill monster, but those same monsters don't die as easily to my own attacks. At least in Elden Ring, I know I can mow them down just as easily as they can, and staggering them to block them from attacking can be a valuable defensive tool. Here, they have a stagger bar which seems to only fill by the time they are 1 hit away from death. My last gripe is that the devs state in their Early Access box that they are "essentially inventing this new genre of open world roguelike" which comes off as very arrogant, considering what they already have is just an average core. I don't think by full release my biggest concerns are going to be fixed, and it is very possible they chose to make it a roguelike just because they are a hot commodity right now, because it doesn't feel like they really know what makes roguelikes fun. Oh yay, I played for 2 hours and collected a ton of materials (even materials are scarce as hell btw, which I suspect they made it that way just to artifically extend your gametime, which I hate) Time to get my +5% damage boost, whoo! If I were the devs, I would play the ♥♥♥♥ out of Wayfinder to draw some inspiration from a game with a similar vibe/aesthetic that does combat way better and the different weapons actually feel special and have their own mechanics to play around. HLB as it stands reminds me more of a mobile game than anything, and I am very sad to say this because I was eagerly waiting for its release. This is the second shot I'm giving it after refunding it back when it was first released in EA and I don't think I'll be changing my mind any time soon. I'm not done yet, because I really want to like it, so who knows, maybe if I play it some more I'll get the gameplay loop down and it'll start being more fun. As of now, I just feel frustrated after a run, I don't feel like I make meaningful progress towards upgrades and even if I do, those upgrades are flat out bad.
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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
Hours played at review time, across 803 reviews with recorded playtime.
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I will never buy another game from these devs again. Paid $43.95aud for a garbage game that they just abandoned. Steam wont give a refund stating that there is no problem with the game. ♥♥♥♥ Heart machine, ♥♥♥♥♥♥♥ theives.
Is it likely this product might never be released as fully intentional? Yes, most likely due to circumstances. Do I still recommend this game? Yes, definitely. This game is a unique mix of a rogue-lite show with a dip into something else entirely. The potential of this game is immense, and I've actually had a blast playing both solo and with a friend of mine. Most negative reviews was from the state of the game at launch of early access. Devs really took good care of feedback and implemented great changes which altered the game entirely, from being harsh in the beginning of early access but being a really solid game by the end of it. It is SO sad that it might not survive the layoffs the developers has had to make... I love the Hyper Light universe, and wish the studio at Heart Machine my very best.
[b]本ゲームは[url=https://www.gamespark.jp/article/2025/12/23/160939.html]アーリーアクセス途中で開発中止になりました[/url]。[/b] セール時でも購入を推奨しません。 [hr][/hr] 発売日に購入しました。 「アーリーアクセスだから…」と長い間我慢していたのですが、おまじないが解けてしまったのでレビューします。 初期パッチはローグライクと銘打って売り出されたものの、実態はタルコフ系のExtraction Shooterで、加えて理不尽な難易度で物議を醸していました。しかし開発中止がアナウンスされた今思い返すと、[b]初期パッチのころが一番戦闘に味があり、楽しかったように感じます[/b]……。 [h2]アプデでどうなったのか[/h2] 全体的にプレイヤーが求めていたものと、ズレた方向性でアプデが入っているように感じました。 [h3]敵との戦闘[/h3] 初期は雑魚敵が異様に硬かったですが、柔らかくなって倒しやすくなりました。1グループの雑魚敵数が減ったことで囲まれることも少なくなりましたが、緊張感が大幅に薄れました。 なお[b]敵の突進攻撃の異常な誘導性能や、一部のアラートなしでの背後からの攻撃はそのまま[/b]なので、不愉快な点は特に改善されていません。 [h3]探索要素[/h3] アプデにより、[b]開始時に全体マップが隠されるようになりました[/b]。上方向の機動力に乏しいゲームなので、数少ないジャンプ台を探すために崖の周りをグルグルしたり、海岸の上陸地点を探す手間が増えたため、探索のテンポが劇的に悪化しました。 [h3]変なプレイヤーの挙動[/h3] 剣を振った際、プレイヤーが敵に吸い付く勢いで誘導され、被弾に結びつくことが多々ありました。これは改善されており、素直に前に向かって攻撃してくれるようになっています。目の前に敵がいるのに突然後ろの敵に攻撃が吸われることもなくなりました。 完全に無誘導になったため、弧を描いて誘導してくる突進攻撃に対処しづらくなり、剣の空振りが一気に増えました。 [h3]パフォーマンスの問題[/h3] 初期はそこそこのスペックのPC(3070Ti)を使って画質を落としても、フレームレートが45~55ぐらいで頭打ちになっていました。[b]今は65ぐらいは出ます。120は出ません[/b]。 なおフレーム落ち・判定抜けは初期のころに比べ、体感ですが悪化しました。パリィ・回避アクションが抜けるので、やはりHPリソースはギリギリです。 [h3]装備システム[/h3] 唯一純粋に改善された点が装備システムです。1ダウン終了制・引継ぎなしになったことで、純粋なローグライクの楽しみが増えました。フィールドのドロップ武器もレアリティが以前より高くなっており、ショップありきのゲームデザインではなくなっています。 パークに関しては初期と同様で補助的な要素が強く、[b]ローグライクの目玉ともいえるビルドの面白さは感じられませんでした[/b]。 [h2]アーリーアクセスのゲームを買うことのリスク[/h2] 9月ごろからアップデートが停滞したこと、開発会社のレイオフから嫌な雰囲気は漂っていたのですが、約束されていた1月のアップデートも無くなりそうです。 買った自分が悪いと言えばそうなのですが、途中で開発を投げ出されると流石に複雑な心境ですし、アーリーアクセスのゲームを買うことのリスクを改めて感じさせられました。 とはいえ、これまでのアプデの方向性を考えると、正式版になったとしても……という感じかもしれませんが。
sad that the plug was pulled on this game. they released it prematurely, assumedly because they needed the money to continue development. unfortunately the reception was lukewarm on release and just kind of snowballed into a failure from there i really enjoyed the time i did spend on this game with the intention of keeping up with it as it updated. hopefully the next project is great
Los Devs han anunciado que no van a terminar el juego, no lo compreis
With the recent notice that proves that development has been halted, I went from "Ooh! This game is cool! I loved Hyper Light Drifter; the sequel must be just as awesome!" to wanting my money back. For shame.
Just wanna start by sayin I absolutely LOVE this game, the experience of playing for the first time when it first came out was genuinely unique. But over time it's lost that appeal, for a couple of reasons: One issue is of course the extraction/hub overhaul from a few weeks ago, I think it's unfair to say that no-one was asking for this, cos people were VOCAL about the issue of being over-geared (having so much good gear in your stash that it became basically impossible to lose a run), and i totally agreed with them, it was a huge issue. But i think there were other solutions: maybe you could be limited to only bringing in 2-3 items at a time (weapons and holobytes included), so you had some elements of the meta-progression: upgrading your weapons, getting stronger across runs - without being able to totally break things. I also really miss that mad dash to extraction, hell I even miss the radiation meteor bubbles: they were annoying sure, but they were *interesting* and all that randomness led to different experiences each run. Which brings me onto the 2nd issue: the game needs more depth, not more breadth. New weapons, holobytes etc are cool and absolutely essential... But imo the world needs more fundamental variation: obviously that means more varied world gen (nothing surprises you on the map because you've seen it all before, the same canyons, rivers, even the stone formations etc), but also more components that can fundamentally *change* things. This is what the random events were good for I think. But i think it should go even further, more chaos. In this current build, there's far less potential for new and memorable experiences. Will the map ever really be different? Will we lose a run in an awesome way, all stuck up at the bottom of a unique sinkhole or something, surrounded by enemies? Will a wacky combination/frequency of enemies provide a difficulty spike? No, because the world and enemies are mostly static. You end up fighting the same groups around the same tiles over and over. When I first started this game - that newness made it absolutely incredible, a fresh game with awesome mechanics. Now... it's very similar to other roguelites, just with far more lacking rng. In it's current state, I don't think it's worth the price sadly. But I'm leaving this review as a thumbs up in recognition of the game that it was and the game I think it could easily become - it just needs to be moving in the right direction. Thanks for reading:)
You want to buy this? Forget about it. Spend the 30 bucks on a steak dinner instead. You'll s### it tomorrow, but at least it tasted good. Hyper Light Drifter was a masterpiece, Solar Ash was solid. This had a good start, it implemented better mechanics with each update, and then it crashed. And oh boy did it crash...
Hyper Light Drifter is an amazing game, set in a world that immediately immerses you through a combination of beautiful artwork music, and rewarding gameplay. It rips out its heart, and shows it to you bare in it's rich atmospheric storytelling that bleeds passion into every bit of its work. Hyper Light Breaker is none of those things. Published my Arc Games, it feels like a fortnite-ifcation of H.L.D. initially, I had bought it to support the lovely devs behind one of my most favorite indie games there was, but this "game" is about as fun as bashing your head in with a hammer. Its laggy, buggy, unnecessarily hard with no reward. It feels like they saw how Risk Of Rain 2 switched from a small, stylized 2d game and made the amazing jump to 3d and went "Oh! Lets do that!" With none of the passion. I feel like i'd have more fun sticking my ♥♥♥♥ and balls in a meat grinder, and I'm not a particularl fan of meat grinding my family jewels into a meaty red pulp. All development for this game is done, everyone is laid off. Don't torture yourself.
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