
An ancient evil has awoken in the depths of a remote mining asteroid, stirred from its slumber by man's lust for power. Unaware, you answer a distress call and become stranded, surrounded by monstrous foes. Unravel the mystery of this madness and stop its spread in this horror retro shooter!
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Languages: English*, French, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
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Reviews
[h1][b] TLDR: A bug-riddled identity crisis that can't decide if it's horror or action and does neither well enough to recommend over the classics it's desperately imitating. [/b] [/h1] [h1]PROS: [/h1] ➕Dual wielding offers some nice potential [h1]NEUTRALS: [/h1] 🔹Bugged achievements: getting ones I definitely didn’t earn [h1]CONS: [/h1] ➖Can’t bind buttons to mouse ➖Performance issues/stuttering, which is wild in a game that looks like this ➖Confusing level design ➖ Contains areas that require limited items to progress and can hard block you if you run out ➖Narrative ➖Severe issues with health restoration scarcity ➖Has an identity crisis - horror or action? [h1] [b] Content (Game world/Narrative) – [4/10] [/b] [/h1] The game world is similar to old school DOOM games. It takes place what looks like in outer space on a space station. Unfortunately, the levels suffer from being more of a maze than a logically built structure, which leads to getting lost much of the time. There doesn’t seem to be any secrets (or they are hidden well), which is a shame considering the levels are big enough to have a lot of paths. The narrative is also similar to DOOM, at least the new ones, where someone is corrupted by a newly discovered mineral, which then causes everyone to be transformed into zombie-like creatures. Aside from the opening sequence, there’s not much more to the narrative, its mostly in the background and doesn’t serve as the focus. [h1][b] Gameplay (Mechanics/Difficulty) – [5/10] [/b] [/h1] The loop here is similar again to DOOM and consists of finding key cards or passwords to access new areas of the levels to eventually make it to the next level. While doing this, you pick up items like weapons, ammo, upgrades, and recovery items from enemy corpses and strewn about. There’s not much novelty here. I found a gun that takes control over a target, and then you control the zombie to attack others, which is cool, but doesn’t seem to be used for anything noteworthy. There’s also dual wielding, which has some nice potential to use a shield in your offhand. Otherwise, it’s a pretty typical FPS. [h1] [b] Graphics (Quality/Technical) – [2/10] [/b] [/h1] The graphics are not great, but perhaps intentional as a throwback to old school DOOM. I’d say its around the 90’s-era pixel graphics. One thing of note is the excessive amounts of bloom, which cause any light source to be way too bright. There doesn’t seem to be any option for adjusting this other than turning it off. On the technical side, this only ran okay, which is not great considering how poor it looks. The most noticeable issue was massive stuttering at the start of every level, my guess is to loading assets. This would persist for maybe a minute and then everything would be fine. This game has a ton of bugs. I’ve noticed a different bug constantly. I’ve seen enemies clip through walls, looting corpses being a pain to get the right one, text on guns being incorrect, achievements were given to me that I didn’t earn (beat level in under 1 minute? lol). Even booting the game itself feels like a cumbersome ordeal as it minimizes itself and opens and minimizes. It’s a big mess. 1440p @ 240hz | installed on SSD [h1] [b] Audio – [3/10] [/b] [/h1] Straight-up weird. This is when the game starts to lose its identity. There are sections that sound like a horror, then you enter the next area and its be-boppin techno tunes. I was more confused than anything on what the audio was attempting to convey as a type of feeling to the player. Another thing here is the spacial audio seems to be very off. I would often kill an enemy and then it sounded like the death sound game from my left or right which caused me to constantly look around for another enemy. There are some small voice acting areas, but nothing worth mentioning. [h1] [b] Replay Factor (Longevity) – [2/10] [/b] [/h1] Not good. I can’t see any reason to replay this other than for achievements. This seems like a linear game and a mostly on-rails experience. I did not finish, but completed around 4 levels before I had enough. [h1] [b] Final Verdict – [3/10] [/b] [/h1] HYPERVIOLENT (HV) is an FPS game that I’d say most closely resembles DOOM with a bit of Dead Space. There’s some violence….but not much that I’d call “Hyper”. The problem is that those games are often on opposite ends of the FPS spectrum and HV often doesn’t know what it wants to be. It starts out creepy and dark with a zombie jump scare that got me good, but then constantly shifts tones to an odd middle ground between DOOM’s demon-killing mayhem and Dead Space’s slower gameplay focused on survival. HV is tough to recommend. Aside from it being riddled with bugs and issues, it doesn’t really do anything better than the games that came before it. I’d rather play classic DOOM than muddle around in HV’s world. The narrative takes a complete back seat after the initial opening cutscene. The gunplay isn’t revolutionary in any way, and in fact with resources so scarce, you’re often forced to melee (which also isn’t special). I just simply cannot think of anything this game does good, it’s all just so average. I would say that if there weren’t so many bugs, this would be a 5/10. But due to the numerous issue I had, which becomes more and more numerous as you play, I would have to give it a lower rating, and I cannot recommend this at all. [h1] [b] Recommend? (Price) [Y/N] [/b] [/h1] [h1]No[/h1] $15 is too steep for the issues I had, I would say it should be $10 base price and a sale of $5-7 would be a good purchase range. You can find my curator page here: https://steamcommunity.com/groups/Synik_GR
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Hours played at review time, across 55 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
GARBAGE with identity issues. the game seems to not know what it wants to be; a boomer shooter with survival horror elements or a survival horror game with the fundamental gameplay of a boomer shooter. does it want to be action packed with enemies around every corner? or does it want you to hang in suspense with every encounter? i don't know either, since no enemies have no sound prompts when attacking or activated. are the enemies like zombies? why are zombies hitting with 100% accuracy down hallways? also i hope you are playing on normal, brutal makes it for a VASTLY different experience that might as well be for melee/neuteter-99 mode, as they made the enemies tankier and vastly limit your ammo in, what i would like to reiterate, a game that doesn't know what it wants to be. -the jumping is stiffer than concrete, you basically jump 3 meters straight up with no directional control, makes for the tight corridors far more frustrating to maneuver around when you're jumped in multiple directions. -the bugs can be downright egregious, quite a few times i fell beneath the map, ESPECIALLY after that boss fight involving a robot (and with no quicksaves in between that fight and that bug? a recipe for frustration) also many times where i would have to douse a fire with a valve...only to not have that happen and need to run through it and burn a plentiful amount of hp needlessly. costed me about an hour of that altogether -UI is way too clunky to deal with. you have to right click literally everything to unload ammo out of every gun, scrap every weapon, and need to put weapons in your inventory to even interact with them meaningfully. this game would benefit greatly from a quickbar or at least a setting for hotkeys to scrap, unload, or discard. honestly, the inventory system feels pointless, as entering into it is the only way to use items, which could have been regulated by just putting it in a separate item wheel instead. -the last part with the platforming section lays claim to the absolute WORST part of the entire game, however. nothing that sours me more than not only an endgame that isn't fun, but one that doesn't know how to end. mix in the stiff jumping with the platforms-in-the-floating-void along with agile security drones sucking up your ammo on the way to a final boss that has more bugs than a fallout shelter, and you get the cherry atop this incomplete shambles of a game. it starts out interesting but all of the little flaws add up to where i realized i didn't enjoy this game at all despite my best efforts. honestly, the neurete-99 is the best gimmick it had going for it that had me wondering where it was going, but the further you go on into the game, the more enemies you encountered where it didn't even work on them so even that had its shelf life. get it on sale if you're curious enough. honestly, it'd serve the game far better for it to be more like a boomer shooter than whatever it tried pulling with these horror elements. 5/10 EDIT: Sitting on it, 2/10. it really isn't worth a purchase.
I just played through the whole game, all 7.5 hours and I have mixed feelings. Not really a great start. It's rare for me to dislike something. The beginning of the game got me hooked, the music hooked me, the vibes hooked me. I thought this is cool this is acidy. Sadly it never returned. The controls are weird, it took me quite some time to get used to it with the mouse. At some point in the game I got a sniper-like weapon and the area was open big but beautiful in its own way. I had these moments rarely, which is sad. I'm sure this could have been possible to focus more on vibes and art than whatever the game is now. I must admit, I found a simple dupe which gave me infinite plasma and slug ammo. And honestly, I may have never finished the game if I had not found this. I had quite fun to this point, despite everything. But the game lost me in the end.. I don't know what happened, maybe the game got rushed in the end. Bugs, glitches, and just empty soulless rooms with enemies.. room after room. There were quite a lot of enemies stuck or broken, the map had holes and even more stuff. It felt like I was trapped in limbo. I just wanted it to end. It just overstayed its stay as a game. No new weapons, no special new place, nothing visually, just rooms with enemies, room after room. And yes there is an end boss, and I thought finally! But again so many bugs and weird mechanics that sometimes don't work. In the end I skipped some parts because you can skip stuff through platforming on stuff that wasn't intended. I just wanted it to end. And then it did. In the most boring kinda way. Where was the magic from the beginning? The love?The Vibes?.. Lost in the far corners of the cosmos.
[h1] Crap and reminder of how old school FPS games were cool. [/h1]
wow, this game is complete ass. bugs, bugs, bugs. falling through the map, monsters spawning in the walls, broken achievements. low framerates, crashes, soft-locks, so. many. reloads. aside from all that, piss-poor level design. it feels like they were trying to rip off both doom and half-life, yet fell short on both counts. it started decent, i thought it was feeling a little like system shock, but it gets worse throughout the whole game up until you get teleported to a space level where you have to jump between floating platforms *cough* half-life *cough* then the boss "fight" is one of the worst i've ever seen. all you do is shoot crystals. and at like 15-20 fps. i wish i never chose to play this, i wish this never ended up in my library. my recommendation - avoid it!
Should you buy this game? No. Why shouldn't you buy it? It tries lots of different things and fails at them along with having lots of bugs and incredibly bad designs. Examples? Every weapon has durability like it's an rpg, which isn't something you want in a boomer shooter, so you will need to make sure you have material to repair your weapons. It might not sound too bad, but there is only two ways of getting materials: -Hope you find it on the map/enemies drop it (which is rare) -Salvage items you come across. If you want to salvage items, you need a specific tool that is only found twice throughout the entire game, so if you missed it you are ♥♥♥♥ out of luck. You are even more out of luck if you didn't find a repair kit in early levels which is required to repair items with on top of needing materials for repairing items, which is even more punishing if you didn't find it and have a weapon you put upgrades on which are found sporadically throughout levels. Invested upgrades into that shotgun you like? Well, too bad because it's durability is now 0 and unusable. Go grab a basic one off an enemy that deals way less damage and is far less accurate that'll take way more ammo to kill stuff with. Another example of bad design is having to manage your (very limited) inventory spaces, again, like an rpg in a boomer shooter. (noticing a trend yet?) Found some cool weapon you like? Well, now you better make sure you not only have the material needed to keep it repaired, you also need to make sure you have enough space for it when swapping items. The best weapons, aside from one specific weapon, are all 1x2 spaces, so if your inventory is full and you are holding a 1x2 and want to switch to a 1x1 and don't have the inventory space, you will have to stop to open your inventory, drop something on the ground, move items around and then pick your weapon back up. Which, needless to say, is incredibly tedious and quite the problem when you have enemies in your face. Speaking of, all the enemies in this game are brain dead. Sure, that is to be expected with boomer shooters, but every single enemy has the same A.I. that tells them to charge straight at you, even ones with guns still try to get up in your face. They also have zero path finding skills. So, for example, if you're above them they will just hug the area below you and won't deviate until they are dead or you are. To make it even worse, they have extremely high line of sight aggression, so if you're across the map and they turn towards you with no obstructions they'll start b-lining it for you. Which brings up another issue, the audio. Sometimes you might be able to hear footsteps approaching you, most of the time they're dead silent until your screen flashes red and you hear them attacking you. I have no idea what determines when or if you can hear enemies. There are even bugs where if you die during a level, the opening message replays like you just start the level on top of a very annoying looping sound effect at the very last level. I also want to take a moment say, which ever dev thought it would be a good idea to have the voice actress for the A.I. announcer speak in vocal fry, or the voice actress her self deciding to do that to try and sound more robotic, genuinely, what the ♥♥♥♥ is wrong with you? That is incredibly grating on the ears. Anyone who doesn't know what vocal fry sounds like, look it up on youtube and you will understand. Another issue is ammo economy, or lack there of. I was playing on normal difficulty, and even then I was always running out. Enemies may or may not drop ammo depending on enemy type, and what they drop ranges from 5 to 8 bullets, and you will burn through ammo much faster than you can find, so there is an expectation of you using melee to compensate that, which ties back into you needing to keep weapons repaired and having enough space for your melee weapons, your repair kit, your salvage tool and any weapons you happen to like and picked up along your way. There is only one weapon in the game that really lets you go positive on ammo without having to risk getting hit, and that's the neurotech-99 you find in an earlier level, which I hope you did because there's only one in the game. It lets you mind control certain enemies, and if they have a gun they have unlimited ammo. It is quite honestly the best weapon in the game because it not only has unlimited recharging ammo, but even using a basic zombie with some skill can clear out chunks of the level's enemies. I have had bugs when using it where I took damage that transferred to my player character, but even then having unlimited ammo for a short time is worth the occasional bugged health. On the topic of bugs, if you die during any point in the level and reload a spawn point, you are risking breaking level triggers. I don't know the specifics, but however the devs designed the loading process, the level doesn't actually reset, it just spawns you at a terminal you saved at and it tries to soft reset triggers, but some of them act like you already activated them, along with certain looping audio bugs like I mentioned before. Your best bet is to quite to main menu and select a save, which is tedious. Another example of this is how on a later mission you are given a shuttle to pilot, but if you land it on the second platform and at any point die/load after that, it will be stuck, meaning you now have to walk for the remainder of the level that was designed with you using that shuttle in mind. Yeah. This next part is spoilers for the ending, but if you've read this far I don't think you'll care and just want to know how bad it gets. At the very end of the game generic evil scientist dude does his vapid supervillain monologue and reveals how the A.I. (which was super obvious and had a hidden message reveal as such) was actually him all along guiding you towards the ending and how he's going to now use you like a meat suit to escape the asteroid (because he didn't think to just have some other people held prisoner to do that earlier) and starts the last boss fight. The premise is simple, he slams his big hand on to the arena and spits rocks at you while you have to shoot the crystals around the arena when they start rotating. They crystals will be active for a short while and will change which one is active after a short time. Each time you destroy one the time they remain active changes along with how fast they change. Might not sound too bad, right? Well, here's the "fun" part. The crystals do not have a set health, meaning any damage to dealt to a crystal before it changed doesn't transfer to the next or remain on it until the next time. You have to pass a dps check every time a new crystal changes, with the dps being how many times you can hit it. What makes this even more *FUN* is that the very last level has *ZERO* ammo drops once you enter the boss zone, meaning if you go into the last level low on ammo, you are soft locked and need to revert to an earlier save and do a better job collecting ammo. Don't have one that isn't hours of lost progress? Get ♥♥♥♥♥♥. Only been using a single save slot like a psychopath? Get extra ♥♥♥♥♥♥. To make being up ♥♥♥♥'s creek without a paddle start raining piss, the dps check itself can only be passed by two guns in the entire game, the machinegun, of which there's only two in the entire game, or the arc rifle, of which there's only three, so not only do you need to have one of two specific guns to beat the last boss, you also need enough ammo to clear it. I had been saving my missile launcher ammo for bosses only, and by the end I had around 54 missiles to fight the boss with, but does it help? No. Remember, you are passing a dps check with the amount of times you can hit it, not how much damage you deal, so despite using the strongest weapon in the game damage-wise with lots of ammo, you still won't be able to clear the last boss.
When you hear the name Hyperviolent you expect a fast-paced brutal game. Hyperviolent is a slow sci-fi shooter and it's about as gory as DOOM (1993). some things that annoyed me out of playing furter: - 60 fps locked. Sir, this is a shooter, unacceptable. - You can't swap weapons with number keys, you have to open the inventory and [b]drag[/b] them to the slots, this [b]doesn't pause[/b] the game. That would be ok if it didn't occur so ♥♥♥♥♥♥♥ often because ammo is limited. - There is no map. You have to find keycards and carry them to the right door. Hope you remember :P - Crucial information is in these ugly ass "data entries" that are hard to read. - Bobbing the screen around while running, limited running, what the ♥♥♥♥. Also the screen rolls when you move the mouse, thankfully this can be disabled. - Hazards that just melt your hp. you touch a fire for a moment, that's half your health. - The combat is just lame. uninteresting enemies, uninteresting weapons.
[h2] TLDR [/h2] Great presentation and ideas, yet it feels like its nonstop stumbling. Slow, clunky, and doesn't know what it wants to be. Hyperviolent is a weird case for me. It looks and sounds fantastic, but the gameplay feels bad and it runs poorly. The weapon mechanics, designs, and diversity are really cool, but using them can feel very un-fun at times, especially in the beginning. Weapons will have damage power indicators and yet not feel like there is any difference between them, and it gets to a point where you will be unloading hundreds of rounds into bosses on the harder difficulties with little indication of actually touching them. Late game has fantastic level design and set pieces, and while the introductory sequence is fine establishing a sort of tutorial through acclimation. Yet, the early games gunplay feels very clunky as weapon spread is poor so poor and ammo so scares, melee becomes your main option, but due to all enemies being hit-scan, it feels unfair rather than difficult, I think that the first 2 stages are genuinely badly designs in that they don't have any depth or interesting elements. The 3rd is where the game really opens up and it sucks that you have to go through the slog of the first two levels after every update since saves never transfer between updates. The story is middling but I don't think that's really a negative, given the level or presentation. What is bothersome is that it tires really hard to present itself as an rpg. It's super linear and always on rails to the point that there is no diversity on replays, outside of random items drops on enemies meaning you can sometimes just never get ammo. It always feels like, oh time to get (insert item) from the always present sideroom on (insert level) which is totally fine. That's how most boomer shooters are. You can have im-sim and rpg boomer shooters, Don't even get me started on all the soft-locks. I can't recommend this in good confidence. It is still clearly in development as when I first played it, it was missing many things that it does have now. I do like how they finally added in achievements, but the ones offered are kinda ehh. Having to launch through a launcher is also bothersome but I don't mark any points off due to it not affecting the game itself. I think it could be really good and I hope the team isn't focusing on just the later portions of the game (which them adding a riot shield to level 1 did make me exhale in a good way, like why wasn't this a thing before, even if it is unreliable due to enemies fire rates being unpredictable).
cool conceptually, poor execution, plus it has keyboard and mouse controls but doesn't signal the player what the bindings are and actually has the menus broken if you use them. I really enjoyed what I played, but when I can't properly access enemies inventory, and the enemies are boomer shooter enemies with hitscan weapons while you're doing resource management, not really a good combination even if the movement and camera bobbing/turning felt good and the ship section seemed neat. Hope they move on to make something with more care later.
Booted it up and was interested. Couldn't invert look on controller. In 2026.
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