[quote]Wait! Before you close this announcement, we have an important message. Many of you know that were a small team of indie developers; in fact, there are just six of us working on this game. Were pouring our hearts into what we call our childhood dream game. If youve enjoyed playing Hypercharge and havent already, would you mind leaving a review of your experience? Reviews are incredibly important and helpful for small developers like us. So, if youve enjoyed the game and havent shared your feedback yet, please consider letting other potential players know your thoughts - it would mean the world to us!
https://store.steampowered.com/recommended/recommendgame/523660[/quote]
Calling All Small Soldiers!
This is Sgt. Max Ammo broadcasting an urgent call to arms: Major Evil is dangerously close to wiping out all remaining Hypercores. Its not just our existence at stake - it's the human memories of their beloved action figures and toys that are in jeopardy. These memories fuel our very essence, and without them, not only do the memories vanish, but so do we.
Were rallying every brave soldier to defend the last strongholds - whether its a dusty attic or a shadowy corner of the garden. The enemy's forces are formidable, stocked with Ninja Joes, Slobkins, and even a Cyber T. Rex. Major Evils drive to erase human memories and seize the power of the Hypercores is relentless.
The situation is dire, but there's a beacon of hope on the horizon! After two years of tireless efforts, were proud to announce that Hypercharge: Unboxed now supports cross-platform play between Xbox and Steam! As of May 31, 2024, whether youre on Xbox or PC, you can join forces to protect the Hypercores. To confirm, Hypercharge launches on Xbox Series X|S and Xbox One on May 31, 2024!
Mark your calendars. This is our chance to unite and prove our strength against Major Evil. With your help, we can preserve the precious memories of every human's childhood. Ready your controllers and keyboards - its time to defend our existence and keep those memories alive. Together, we will win!
[previewyoutube=VXEOkQfvPZ0;full][/previewyoutube]
Thank you, Sgt. Max Ammo!
Hi everyone, Joe here. Implementing crossplay has been a monumental task, and we are incredibly proud of how far Hypercharge has come. We couldn't have done it without you, our fans. Thank you from the bottom of our hearts for sticking with us through this journey - it means the world to us.
Now is the time to prepare! Tell your friends about Hypercharge, as it's 20% OFF in the Steam Daily Deal. Remember, starting May 31, 2024, you can play with your friends on Xbox, with cross-platform support enabled!
https://store.steampowered.com/app/523660/HYPERCHARGE_Unboxed/
Warm regards - Joe
- Digital Cybercherries
Socials
Twitter | Discord | TikTok
Calling all Small Soldiers,
We just got word from our Commander-in-Chief, Sgt. Max Ammo, that an important package has arrived. It's been thoroughly checked and secured, with no sabotage from Major Evil.
What's in the box? It's not just about what's inside the box, but also what's written on the outside. Take a closer look.
Did that say "Crossplay"? It seems Major Evil never gives up, and we're going to need all the help we can get. Could this package mean that we are getting help from Xbox players with cross-platform support? Have we been tirelessly working to enable cross-platform play? It's hard to say. But for now, stay vigilant; something big is on the horizon!
[quote]Wait! Before you close this announcement, we have an important message. Many of you know that were a small team of indie developers; in fact, there are just six of us working on this game. Were pouring our hearts into what we call our childhood dream game. If youve enjoyed playing Hypercharge and havent already, would you mind leaving a review of your experience? Reviews are incredibly important and helpful for small developers like us. So, if youve enjoyed the game and havent shared your feedback yet, please consider letting other potential players know your thoughtsit would mean the world to us!
https://store.steampowered.com/recommended/recommendgame/523660[/quote]
All the best, - Joe
- Digital Cybercherries
Socials
Twitter | Discord | TikTok
Hey everyone!
I hope your week has been fantastic. If it's been a bit of a slog, I've got some great news that's sure to brighten your weekend: Major Update 13 has just rolled out!
This isn't just any update. We're bringing a truckload of fresh content, big changes, and much-needed improvements and fixes. And by new content, I mean really new think exciting game modes like "Capture the Battery," cool weapons including a rocket-launcher and a teleporter, and a massive overhaul in localization across dozens of languages. Trust me, it's a lot! This update is a big deal for us, and we think you're going to love what you see. So, dive into the game and check out all the new stuff for yourself.
Without further ado, here are the detailed patch notes:
If you encounter any bugs when playing, please let us know on our Steam Forums or Discord. We will do our very best to iron them out.
[quote]Teddy isn't just cute; he's a formidable ally, aiding you and Sgt. Max Ammo in halting Major Evil's plans![/quote]
[quote]The Green and Tan Army Men are called for backup you'll need all the help you can get![/quote]
[quote]The Gunship has joined the battle! Armed with a mighty cannon and special operatives, beware![/quote]
[quote]Introducing 'Capture the Battery' mode with a twist: throw batteries to score points or pass them to friends![/quote]
[quote]Remember King of the Hill mode? It's back! Stay alert for the active zone to score points![/quote]
[quote]We've added a Rocket Launcher due to popular demand! Bonus: It's a homing rocket-launcher![/quote]
[quote]Need more power? Meet the Double-Barreled Machine Gun it packs a serious punch![/quote]
[quote]Another top request: the teleporter! Used strategically, it offers a big advantage.[/quote]
[quote]If you have Breaker and Mightus DLC, get two new heads for them at no extra cost.[/quote]
[quote]PATCH NOTES
MAJOR CHANGES
- Added new Boss enemy - BH60 Attack Helicopter
- Added new Game Modes - Capture the Battery and King of the Hill
- Added new Weapons - Missile Launcher, Double Barrelled Machine Gun, Mine Launcher, and Teleport Gun
- Added new Multiplayer networking system with PlayFab (Epic Online Services is no longer used)
- Added new Night Maps - Playground & Apartment
- Added new Multiplayer Maps - Playground & Apartment
- Improved Menu design with better fonts, colors, and text readability
- Improved Stats page for enhanced stat readability
- Added completely reworked translations for multiple languages, including German, French, Italian, Portuguese, Korean, Russian, Spanish, Japanese, Chinese (Simplified & Traditional), and Pirate
- Added new character voice events to the announcer system for gameplay commentary
- Added unlockable Skins: Army Men Green & Tan with two new universal heads for all characters
- Added new unlockable Character with 6 skins: Teddy the Teddy Bear
- Added new bobble-heads to unlock additional heads for Teddy
- Added Controller Aim Assist and Aim Magnetism to significantly improve gamepad gameplay
- Added new Heads for Breaker & Mightus DLC characters (more heads available with the DLC)
- Added new Boss Health Bar system featuring the boss' logo
- Added Cheat Codes
- Improved battle Arena map for the Tank Battle minigame
- Added announcement events and a success sound for long-distance battery throws
- Added additional dialogue lines for Max Ammo for variety
- Added more announcement events for completing objectives
- Improved detail normal maps on many characters, enhancing hinges and screws on the original character set
- Added better Stat-based icons for attachment pickups to view their stats
- Added proper front and back covers to the default Comic mesh
- Added new and improved designs for various Traps and Turrets with new FX
- Added a new Split Screen HUD system to reduce redundant element display
- Added Wave Start and End HUD elements for clear game flow indication
- Added floating Icons to Teleporters and Battery Chargers for easy identification
- Added damage flashing FX to damaged traps and turrets during build mode for repair assistance
- Added new Weapon Sets to PvP game modes including the newly added weapons
- Added a change team button to the Lobby
- Added team-color based highlights in Team Deathmatch modes
- Added a more consistent Lobby level with improved camera angles for each game mode
- Improved networking system for Projectile weapons for better client simulation (Reduces lag when firing Grenades)
- Added new Music tracks to some levels and the PvP music selection
- Added important game and kill events to the central HUD kill feed, with lesser events on the right
- Added a spawn with Jetpack game rule to PvP modes
FIXED
- Fixed crash issues related to dynamic menu widgets.
- Fixed gamepad focus issues on the Cheats menu.
- Fixed lighting in a few comic intro sequences.
- Fixed NPCs getting stuck on lower shelves when dropping down on the Apartment map.
- Fixed incorrect teleporter cubemaps on various levels.
- Fixed Demolisher damage animations pushing the bot through walls.
- Fixed announcement text not automatically resizing at the top of the screen.
- Fixed bRobot getting stuck under objects in Hallway.
- Fixed text in Lobby not showing the correct game mode for Clients.
- Fixed scoreboard not displaying properly for PvP modes for Clients.
- Fixed unoptimized large textures and missing asset references to improve load times and reduce build size.
- Fixed normal maps for various characters, adding more detail and fixing strange dark edges.
- Fixed playground roof glitching LOD and material issues.
- Fixed missing weapon HUD icons for newer weapons (Ice Gun and Plasma Cannon).
- Fixed Major Evil's teleport FX not showing for Clients.
- Fixed incorrect mesh issue on Major Evil when his arm breaks off.
- Fixed duplicate objective goal in the Garden map.
- Fixed text clipping in cutscenes.
- Fixed missing 'Try Me' button sound FX for some NPCs in the Stats menu.
- Fixed missing SFX on the Max Ammo Arcade game.
- Fixed some camera clipping issues on the Max Ammo Arcade game.
- Fixed Teleporters teleporting players facing the wrong direction.
- Fixed Nightmare difficulty not unlocking properly when using the cheat for the first time.
- Fixed some enemies and bosses not flashing red when taking damage (Blimp and Ninjas).
- Fixed player getting kicked from servers when picking up dropped weapons on death.
- Fixed curtain collision in the apartment map getting players stuck between the wall.
- Fixed some Fonts in the game not working with all languages.
- Fixed intro video not being skippable when using a touchscreen.
- Fixed Major Evil's hand-missile not taking damage and flashing red.
- Fixed Join Friend dialog input not accepting join codes with spaces at the start and end.
- Fixed jittering scrollbar in map selection.
- Fixed weapon and attachment pickups not highlighting and animating properly.
- Fixed missing jump vents in some game modes on Kitchen.
- Fixed Achievements button not working on Steam and EGS.
- Fixed objectives on Garden showing (0/0) for some objectives.
- Fixed many spelling and formatting errors in the base English localization.
- Fixed weapons, attachments, and perks appearing in Plague mode.
- Fixed randomize customization button losing focus after activation.
- Fixed numerous navigation mesh issues in various levels.
- Fixed many enemy stuck spots and collision issues in various levels.
- Fixed batteries being able to be thrown out of collision areas.
- Fixed lobby not being able to focus on player team buttons when using a gamepad.
- Fixed Join Friend code dialog box delete key removing two characters at a time.
- Fixed single-shot weapons sometimes not automatically reloading.
- Fixed Kitchen map enemies getting stuck in ceiling vents.
- Fixed some heads and attachments not working properly on all characters.
- Fixed menu option sliders not having proper mouse focus when clicked near the arrows.
- Fixed Gyro angles on Steam Deck and Steam Controllers.
- Fixed non-PC platform intro video being packaged into game.
- Fixed night and holiday sub-levels not being loaded in-time on client machines.
- Fixed scaling of widgets on the loading screens with different resolutions.
- Fixed sone enemies not being able to have auto-aim or aim-magnetism.
- Fixed multiplayer scoreboard sometimes showing rank as 255.
- Fixed Bots' score carrying over between rounds.
- Fixed some weapon sets not being randomly chosen in PvP.
IMPROVED
- Improved LOD performance on many character meshes.
- Improved Gamepad UI and HUD icons to be more consistent and properly centered.
- Improved UI HUD icons when picking up weapons.
- Improved game intro menu design to better fit the design of the rest of the menu.
- Improved Depth of Field in some levels and added better support for larger resolutions.
- Improved controls display for Spinner Arena and Tank Battle game modes.
- Improved night version of maps with a more effective glow-stick system.
- Improved extra bonus game modes to have reloading icons for each player as well as better scoring and controller prompts.
- Improved all icons in the menu and HUD to have consistent drop shadow color and size.
- Improved perks on weapon attachments to make many of them more useful and to have greater changes to weapon stats.
- Improved overall split-screen functionality for controlling the menu with all gamepads.
- Improved music blending and replayability in multiplayer modes.
- Improved turrets with new SFX and particle effects.
- Improved early-level gameplay flow by introducing a variety of enemies earlier on.
Dear Small Soldiers,
We've been working tirelessly on Major Update 13 and are excited to share a sneak peek with you. But before that, let's revisit the numerous updates, changes, and improvements Hypercharge has seen. It's been a rollercoaster of a journey, and we couldn't have done it without you!
The Beginning (2015)
Hypercharge was born from a spark of imagination the vision of a small, passionate 5-person indie team. We envisioned a game where players could step back into their childhood, taking on the roles of action figures. Although initially designed as a PvP-only shooter, we recognized the true joy in shared adventures. This realization shaped Hypercharge into a cooperative game brimming with nostalgia.
The Early Days (2017)
In 2017, we launched Hypercharge in early access. Regrettably, we timed our release to coincide with Steam's summer sale, which was a rookie mistake on our part. In its initial form, Hypercharge didn't quite click with many players. However, those few who did discover it saw the untapped potential and believed in what it could become. Facing these challenges head-on, the team saw some departures, leaving only the original members/close friends. To dive deeper into this chapter, read here.
Belief & Reinvention (2019)
Instead of giving up, we doubled our efforts. We reinvested our personal savings and, most importantly, our beliefs. Engaging closely with our community, we revamped the game and re-introduced it as "Early Access 2.0" in 2019. This wasn't just an update it was almost a rebirth of Hypercharge. Our journey through these times is an inspiring tale.
The Great Polish (2020)
We listened, refined, and polished. By 2020, we were ready to share the game in its full glory, no longer hidden under the "early access" banner.
Ongoing Dedication (2020-Now)
Since then, Hypercharge has thrived. It's grown with 12 major content updates all built on your feedback, all free! These weren't minor tweaks; we're discussing significant additions like a fully working third-person camera mode, player bots, and a full-blown story campaign! We can't help but beam with pride looking at Hypercharge's journey. Every piece of feedback you've provided has directly influenced the game's evolution, making it better with each step. With exciting new content on the horizon in the upcoming Major Update 13 (think new skins, weapons, bosses, UI enhancements, buildable improvements, and more!), we've decided to adjust Hypercharge's price from $19.99 to $24.99. This is not just a price increase; it's a testament to the value, content, and tireless effort we've put into the game and will continue to invest. Wait a minute! Before the price increases, we're offering a 20% discount until Monday, 25th September. If you've considered getting Hypercharge, this is your chance. Let your friends know, too! http://store.steampowered.com/app/523660/HYPERCHARGE_Unboxed/ [quote]Explore the details of our updates here. Major Update 1 Major Update 2 Major Update 3 Major Update 4 Major Update 5 Major Update 6 Major Update 7 Major Update 8 Major Update 9 Major Update 10 Major Update 11 Major Update 12[/quote]
A Sneak Peek into Major Update 13
[quote]COMING SOON Meet the new "BH60 Chopper" boss! Its cannon isn't the only threat - watch out for the special operatives inside.[/quote]
[quote]COMING SOON We've made further significant enhancements to the user interface and HUD.[/quote]
[quote]COMING SOON The Teleporter gun! It's perfect for PvP and even better for defending the Hypercore. We're also adding a Rocket and Mine Launcher, along with a new Heavy Machinegun. But remember, this is just a sneak peek, so this footage is all you get![/quote]
[quote]COMING SOON We're adding two more classic PvP modes: Capture the Flag or rather Battery, and King of the Hill; trust me, they're a blast![/quote]
[quote]COMING SOON Introducing the classic Green and Tan Army Action Figures! And the best part? And the best part? Unlock them all in-game at no extra cost![/quote]
[quote]COMING SOON Need I say more? Teddy offers a variety of cool-looking heads, skins, and weapon materials! You can unlock them all in the game for free!"[/quote]
[quote]COMING SOON If you own the Breaker and Mightus DLC, you'll receive two new heads for Breaker and Mightus at no extra cost![/quote]
We hope you're looking forward to the next update as much as we are! Thanks for all your support; it means so much to us. And don't forget, Major Update 13 will have even more content than you see here! Have a fantastic rest of your week! - Joe - Digital Cybercherries Socials Twitter | Discord | TikTok
Greetings, Small Soldiers!
I hope you're all making the most of the Steam Summer Sale! If Hypercharge still needs to be part of your collection, now is the time to act - it's currently available at 15% OFF! Spread the word to your fellow gamers - it's a deal too good to keep to yourself!
We've just rolled out a hotfix that addresses a handful of issues that some of you reported. We understand these glitches may have caused some frustration, and we apologize for any inconvenience experienced.
Thank you for your patience and continued support. Stay tuned for our upcoming major update. Here's a hint: brace yourselves for new weapons, perhaps a new plastic army man skin, and much more!
Please note: If you encounter any bugs when playing, please let us know on our Steam Forums or Discord. We will do our very best to iron them out.
[quote]
PATCH NOTES
FIXED
- Fixed soldiers getting stuck on fridge handles in NYApartment
- Fixed floating collision jump hitboxes in apartment map.
- Fixed the outtro map and apartment not unlocking in the credits menu properly.
- Fixed shed arena glider plane spawn issues.
- Fixed soldier kill detection on Hallway Hard.
- Fixed pony kill objective not regestering for sniper kills only.
- Fixed unwated props appearing during cutscenes.
- Fixed bots not picking up WeaponSets.
- Fixed thirdperson player models being the highest LOD.
- Removed collision and nav influcence from skybox.
- Adjusted collisions on a few props to improve moving around apartment.
- Added new WeaponDrop pickup type system for dropping full weapon sets.
[quote]Your Experience
If you are enjoying the game and haven't yet left your feedback via a Steam Review, would you consider letting others know about your experience? Reviews are super important for small developers like us, and we truly appreciate your support.
https://store.steampowered.com/recommended/recommendgame/523660[/quote]
Attention Small Soldiers,
You now be able to join servers without being disconnected. Thank you for your patience and understanding while we worked hard to fix these bugs. We're still on the lookout for any more issues you may experience.
Please note: If you encounter any bugs when playing, please let us know on our Steam Forums or Discord. We will do our very best to iron them out.
[quote]
PATCH NOTES
FIXED
- Fixed server init not firing some clients, causing disconnect issues.
- Fixed the camera getting stuck in some servers where the comic had been skipped.
- Fixed expensive volumetric clouds on Funderdome map.
- Fixed Jetpack Objective not triggering on dedicated servers.
- Fixed Objective trackers for a few build and kill trackers not triggering at 100% completion.
- Fixed sniper ping sound SFX cutoff issue. Fixed Max Ammo yelling about building as often in early waves.
- Fixed missing Major Evil voice events in the final battle.
- Fixed incorrect secret counter on Apartment map.
- Fixed player voice events not stopping playing after exiting the customisation menu.
- Fixed potential glitch of spawning outside the map on the Apartment map after someone plays the Arcade Machine.
- Fixed Arcade Machine events not triggering objectives correctly.
- Fixed crash issue related to Frame Pacing when adjusting settings or crashing on load.
- Fixed missing goal sound FX for the objective actors (picking up, throwing, dropping)
- Fixed Major Evil and Max Damage missing from the customisation menu by default.
- Fixed collectable announcements coming up twice in one game.
- Fixed HYPERCHAEGE battery sometimes not spawning as a drop from Major Evil.
- Fixed breakable actors like mirror and glass not shattering properly.
- Fixed forcefully ending a wave to restart the level not returning to the lobby.
- Fixed Mothership Teleport ability to get you stuck behind the boiler in the Garage map.
- Fixed LAN servers not working properly. (Should allow joining via IP and server browser, dedicated server fixed too)
- Fixed mission objectives screen showing lingering incorrect stats from previous maps.
- Fixed webmaster blueprint counting spiderwebs.
- Fixed objective Keys in Kitchen map not glowing.
- Fixed other broken reported objective detection systems, fixed matching description values.
- Fixed crash issue on Linux when connecting to a windows LAN dedicated server.
- Fixed some major evil particle FX not firing on client machines.
[quote]Your Experience
If you are enjoying the game and haven't yet left your feedback via a Steam Review, would you consider letting others know about your experience? Reviews are super important for small developers like us, and we truly appreciate your support.[/quote]
Please note: The story campaign is not a standalone mode. It is part of the waves-based mode.
If you're having trouble finding players online, our servers are currently restarting and will be online as soon as possible!
This major update is an emotional one for us. The idea of Hypercharge started over eight years agofive indie devs with a vision to build their dream action figure game. Who would have thought a game that began as a PvP-only shooter now has a full-fledged wave-based story campaign? We've poured our hearts and souls into this game, working with you to make Hypercharge into something extraordinary, adding 12 major content updates since launch for free.
Thank you for believing in us and helping us make our dream action figure game a reality.
If you encounter any bugs when playing, please let us know on our Steam Forums or Discord. We will do our very best to iron them out.
So, what's new?
STORY CAMPAIGN
You've seen the action, but now it's time to learn the story. The story campaign will give you a deeper understanding of the world of Hypercharge, the characters, and why Max Ammo wants you to defend the Hypercore. It ties the world as a whole together, giving the player more of a purpose to complete the game.
'90s INSPIRED CUTSCENES
Each level has a '90s-inspired story cinematic cutscene with great voice acting that reveals the story as you progress. Uncover the mystery of the Hypercore, and learn more about Max Ammo and Major Evil!
OBJECTIVES
In build/exploration mode, players can complete objectives focusing on platforming and searching for secrets. These challenges will test your skills and ingenuity and allow you to interact and explore the world of Hypercharge in new ways. So get out there and start exploring!
DEFEAT MAJOR EVIL
Max Ammo's arch nemesis, Major Evil, has finally revealed himself! Only you can stop him from destroying the Hypercores and ending his reign of chaos. Grab your friends, defend the Hypercore, and stop Major Evil once and for all!
NEW SINGLE-PLAYER LOBBY SYSTEM
This new lobby system completely overhauls how the game communicates your progression, achievements, and which enemies you'll face - making it easier to know what type of defences you'll need for each level. There are also some epic new poses for each action figure!
NEW APARTMENT LEVEL
This level is a blast! It's huge, full of secrets and surprises, and it's the perfect place to take on Major Evil. But be careful; he's not going to go down without a fight. And don't forget to check out the arcade machine. It's the perfect place to take a break from the action.
NEW MAJOR EVIL SKINS
You've learned the truth about Major Evil's past, and now you can unlock and play each of his different forms. Each form has its own unique skin!
[quote] PATCH NOTES
MAJOR CHANGES
- Added the new Story mode to the base game. Cinematics and missions!
- Added Primary and Optional missions to all levels. Some missions are completable in Free Roam for extra time.
- Added new Boss enemy. The big man himself: Major Evil.
- Added new Max Damage and Major Evil unlockable characters with multiple skins for characters and weapons!
- Added new level (Rental Lair), the final stand against major evil in this upscale fancy apartment.
- Added Story Cinematics menu to Extras so you can rewatch the cutscenes.
- Added Max Ammo minigame playable Arcade Machine to the new Apartment map.
- Added Max Ammo minigame button to the Extras after completing all objectives on the new map.
- Added new Map selection and Campaign lobby for offline Singleplayer/Splitscreen to a better view of enemies and objectives.
- Added Objectives list to the ingame Pause menu so you can more easily check your objective progress.
- Added new random poses to characters in the Lobby menus.
- Added new music tracks. Some music in earlier levels has been moved around for a more fitting gameplay experience.
- Added level specific Bots that match the cutscene characters!
- Added Options > Controler slider for adjusting the Aim Damping effect.
- Added a system to detect a corrupt save file and to restore a valid one from a backup.
- Added objectives to end of round screen.
- Added spectator-death mode to track enemy that killed you.
FIXED
- Fixed generic player material skins not working on generic heads.
- Fixed tutorial map incorrect wood texture on the floor
- Fixed tonemapping and DOF on most levels.
- Fixed depth of field not respecting wider resolutions.
- Fixed ammo pack not appearing on player in third person.
- Fixed offscreen particles and SFX incorrectly spawning to improve performance.
- Fixed incorrect number of coins in various levels.
- Fixed certian video settings not saving correctly while ingame.
- Fixed crash issue related to incorectly cleaned up NPCs.
- Fixed issue with the host player not being able to change the team of split-screen players.
- Fixed showing empty weapons on the scoreboard when a player is dead.
- Fixed CollectiblePickups being visible but not pickup-able on dedicated servers for players who have collected it on their client.
- Fixed savefiles system to use controller ID instead of when the player is added to the game.
- Fixedclearing of inputs when a player is no longer the view target (stop constant firing at the end of round).
- Fixed split-screen code so that players are laid out by what controller index they are instead of when they were added.
- Fixed 3D glasses and Dark Depth modulate material shader.
- Fixed loading screen not showing in time, causing a pause for some users when a level loads.
- Fixed emitter cleanup and material animation system early outs to improve performance.
- Fixed spammy kill messages in Cooperative modes.
- Fixed Land and Sand particle materials.
- Fixed chungus broken particle error.
- Fixed subtitle text staying around after cinematic has stopped.
- Fixed garden prop mesh collisions.
- Fixed glider planes not using alternate more varied skins.
- Fixed infinitely small body instances that are invalid causing lag issues with physics calculations.
- Fixed strange texture mapping with the fan in the attic menu map. New Bugs! Localisation and translations for most lanuages are not yet implemented for new Missions and Menu items.
Thinking of playing Hypercharge? Well, perhaps these videos may convince you!
[previewyoutube=tLYxDhIlC-s;full][/previewyoutube] [previewyoutube=eR9BNQPfNNM;full][/previewyoutube] [previewyoutube=3g-3ItrY5f8;full][/previewyoutube] Once again, thank you so much for your support. We hope you have a ton of fun! - Joe - Digital Cybercherries Socials Twitter | Discord | TikTok
[quote]Your Experience
If you are enjoying the game and haven't yet left your feedback via a Steam Review, would you consider letting others know about your experience? Reviews are super important for small developers like us, and we truly appreciate your support.
https://store.steampowered.com/recommended/recommendgame/523660[/quote]
Attention Small Soldiers,
We've received confirmation from HQ. I'm pleased to announce that many bugs have been fixed because of your support! Soldiers, thank you for your service.
Please note: If you encounter any bugs when playing, please let us know on our Steam Forums or Discord. We will do our very best to iron them out.
[quote]
PATCH NOTES
FIXED
- Fixed Crash bug with certain NVidia GPU's when picking up the Radar attachment
- Fixed Crash bug on the server when two players pick up a weapon at the same time
- Fixed TRex being stuck outside Shed Arena
- Fixed Team Sorting and unbalanced team bug
- Fixed Adventure Dunes ambient audio cutting out during big waves
- Fixed some coins on Adventure Dunes not being collectable
- Fixed game intro UI not showing correct game mode in multiplayer
- Fixed brobot missile launchers having collision
- Fixed Cheat Menu Night-Man cheat not being selectable with a gamepad
IMPROVED
- Improved networking performance with lots of enemies in the world at once
- Improved shadow performance in Adventure Dunes and Garden map
- Improved texture performance on Garden map, fixed Garden lighting being too dark
- Improved mesh and texture performance on Adventure Dunes
- Improved performance on the Shed Arena map
[quote]Your Experience
If you are enjoying the game and haven't yet left your feedback via a Steam Review, would you consider letting others know about your experience? Reviews are super important for small developers like us, and we truly appreciate your support.
https://store.steampowered.com/recommended/recommendgame/523660[/quote]
Attention, Small Soldiers!
We're incredibly proud to announce that Major Update #11 is now... LIVE! You finally get to defend the new Adventure Dunes (Playground) map. There are also a ton of changes, improvements, fixes, and new unlocks. A notable change I'd like to mention is that we've added some new music tracks to certain levels. You'll know they're new when you hear 'em!
Thank you so much for your continued support. You have no idea how much it means to us. Without you, Hypercharge wouldn't be the game it is today. Without further ado, check out the patch notes and epic-looking gifs below!
Please note: If you encounter any bugs when playing, please let us know on our Steam Forums or Discord. We will do our very best to iron them out.
[quote]Meet the latest new enemy boss, the L.E.D Blimp! It's big and quick. Don't let it drop too many enemies![/quote]
[quote]Every action figure needs a cool-looking coat of paint. We present to you Liquid Teal![/quote]
[quote]The Shock Soldiers use their jetpacks to inflict fast damage! Perhaps you could... Steal one?[/quote]
[quote]With the story campaign encroaching, you can now play as Evil Damage himself. Witness his power![/quote]
[quote]
PATCH NOTES
ADDED
- Added new map Adventure Dunes Map(Playground) - The map has finally been released, fight Major Evils minions in the playground, defend the play structure and keep those Hypercores safe!
- Added new boss: L.E.D Blimp - This giant blimp will circle the skies dropping multiple enemies and bombs, blasting any play that tries to stop it.
- Added new enemy: Shock Soldiers - These Soldiers use Jetpacks to enter the level fast and efficiently. Get a critical hit to steal their jet packs!
- Added new character+skins: Evil Damage - Can be unlocked as a playable character skin by completing the Adventure Dunes map.
- Added new skin: Liquid Teal - Find all the collectables on Adventure Dunes to unlock this new general-purpose skin!
- Added new music for Kids Bedroom map.
- Added onscreen prompts for active controls and inputs to help all players remember useful actions.
- Added icons to Teleporters when holding a battery to show how to power them correctly.
- Added Wave Completed text after completing a wave.
- Added Overall Completion Percentage to End of Round menu.
- Added Sniper Critical hit sound from PvP to Cooperative modes.
- Added new End of Round music stingers for Plague Win and Lose.
- Added successful Battery Throw into PowerNode sound based on distance.
- Added game mode introduction widget for Multiplayer modes.
- Added Weapon Sets onto all PvP maps for a better default PvP experience.
- Added new voice lines to Soldier enemies.
IMPROVED
- Improved and optimised textures to the game to improve load times and general texture performance.
- Improved enemy float and balance on Garden map.
- Improved enemy balance on many levels.
- Improved SFX optimisations in many sounds to reduce runtime memory.
- Improved fairy light performance in Attic map
- Improved Dark Depth shader in many maps not blending with Fog effects.
- Improved detail in some maps with more Cobwebs
- Improved the Night version of Maps for many levels.
- Improved VFX and SFX on some Turrets.
- Improved Bot instant reaction time at start of rounds in PvP.
- Improved PvP versions of maps by adding more props.
- Improved networking of Pickups in PvP environments.
- Improved asset packing of overall game to reduce the overall game size.
- Improved how aggressive Max Ammo is on lower difficulties.
FIXES
- Fixed crash bug related to ChildActor hosting enemies.
- Fixed Team Sorting when new players join Team PvP
- Fixed turret and chopper infinite looping sounds.
- Fixed Kitchen map dark and washed out lighting.
- Fixed areas of navigation mesh for the Toystore map.
- Fixed audio and soundscape in many Night maps.
- Fixed hitmarkers showing when destroying non-enemies.
- Fixed Experiment (Zombie) movement animation networking being out of sync.
- Fixed Grenade Explosions not appearing on some levels.
- Fixed Wave Count being incorrect for some levels.
- Fixed Depth of Field not working correctly with the Sniper Scope.
- Fixed unnecessary prompts showing in the Tutorial map.
- Fixed grenade launcher crosshair overlapping on smaller resolutions.
- Fixed Mothership enemy not having proper aiming sockets for auto aim.
- Fixed Survivors in Infection sometimes seeing plague indicators.
- Fixed Ninjas not entering the play area to attack the Hypercores.
- Fixed BroBot boss struggling to hit the Hypercore by being too far away,
- Fixed PooledParticle allocation bug.
- Fixed Radar being blank throughout the game on some levels.
- Fixed build tool and other weapon meshes not being appropriately removed due to missing name tags.
- Fixed storing difficulty value inside player FPS to ensure networked mode and difficulty state.
- Fixed failing checking for new unlocks and stats after playing Free Roam to fix having to play another level to trigger unlocks.
[quote]If you are enjoying the game and haven't yet left your feedback via a Steam Review, would you consider letting others know about your experience? Reviews are super important for small developers like us, and we truly appreciate your support.
https://store.steampowered.com/recommended/recommendgame/523660[/quote]
Attention Small Soldiers,
2022 has been quite the adventure for Hypercharge. We have taken so much of your feedback on board and are so thankful for the amazing community we have built together. Without you, none of this would have been possible. From everyone at DCC, thank you!
We have launched over 10 major content updates based on player feedback in the past two years for free. And there are still so much more updates on the way! Sgt. Max Ammo needs your support. Would you nominate Hypercharge for the LABOR OF LOVE AWARD?
Also, sneak preview:
Have a wonderful start to your week. - Joe
- Digital Cybercherries
Socials
Twitter | Discord | TikTok
[previewyoutube=jUvSKY2P3ac;full][/previewyoutube]
Action Figures, we've got some news,
This has happened quickly, and we're a little overwhelmed right now, but we want to be fully transparent with you. I know you'll have many questions, so I've included a brief FAQ below. Should you have more questions, please let us know!
https://store.steampowered.com/app/2193600/Paranormal_Tales/
[quote]FAQ
What is Paranormal Tales?
Paranormal Tales is a UE5 bodycam-style horror game based on found footage where you experience the tragic tales of those who went missing. Do you have what it takes to reach the end of the footage?
How long have you been developing it?
Paranormal Tales is a passion/side project that I (Joe) and a close friend of mine (Joure) have worked incredibly hard on over the past eight months in our spare time. About a week ago, we announced it to the world for the first time alongside a reveal trailer. It went insanely viral, something we never expected to happen in a million years.
When is Paranormal Tales released?
2023
Why Digital Cybercherries?
Well, we already have a very close working relationship with DCC. To achieve the vision and execution we want for PT, Digital Cybercherries is a perfect fit. With all this exposure, we want to make sure we can deliver a quality product.
What does this mean for the future of Hypercharge?
We started the development of Hypercharge in 2015. Its been one emotional rollercoaster, and were so grateful for the support youve given us over the years. I mean, wow, we have been working relentlessly on this game for over eight years, listening to your feedback and shipping over a dozen major content updates for free. Id be lying if I didnt say were all a little tired over here, and hopefully, you can appreciate were excited to start working on something fresh. However, we plan on sticking to the production schedule already in place for Hypercharge, including finishing the story campaign, survival mode, launching on other platforms, massive gameplay and UI improvements, etc. Were not that far off, and with focus and continued hard work, we can likely achieve all this sometime next year. To clarify, Hypercharge is our priority; however, it will receive its final chapter (so to speak) next year. Please note this does not mean that it will not receive any quality-of-life improvements. We intend to fix bugs and improve aspects of the game after its final update.[/quote]
Original Statement
Paranormal Tales Discord
Have a wonderful start to your week. - Joe - Digital Cybercherries Socials Twitter | Discord | TikTok
[quote]Please note: The official Hypercharge Infection servers are currently offline - they will be back up and running soon. In the meantime, you can play with your friends by creating your own lobby.[/quote]
Small Soldiers,
We're incredibly proud to announce the launch of our #10th major update! Woohoo! None of this would have been possible without your support. From the bottom of our hearts, thank you! If you're a fan of Halo infection or remember TimeSplitters 2 Virus mode, then you're in for a big treat.
Happy Halloween! There are no tricks here... Only treats! Things are getting spooky in the world of Hypercharge... There are pumpkins, cobwebs, and some shiny lights scattered throughout each level. But there's something else... You can run, and you can hide, but how long can you survive? Welcome to the new Infection Mode!
So, what's exactly new? Well, first, I'd like to point out that we're still working on improvements and fixes for this mode. We'd love to hear your feedback to help us further improve it. Infection mode (think of it as Plague 2.0) introduces a cool new feature - "Boss Infected". The boss infected has the ability to fire green blasts that can render areas of the map inaccessible -this means survivors can no longer camp in frustrating/impossible places to reach. We've also invested a lot of time into the player bots, which is good news for offline players who will have a much better experience playing alone. Infection mode is a blast to play, and we highly recommend playing with friends.
What are you waiting? It's time to survive!
[quote]Become Major Evil himself and Infect other action figures to become your minions. Tip: Use the fire blast![/quote]
[quote]Captain Grim Beard has joined the fight and is ready to use his (un)deadly experience on the toyfield![/quote]
[quote]Do you think Ghost Rider can compete with the one and only Green Knight? I don't think so![/quote]
[quote]Flashlights are now more critical than ever. Work together as a team, and most of all, stay near light![/quote]
[quote]We didn't just add pumpkins and flashy lights... Every map on Infection mode is now night themed![/quote]
[quote]
PATCH NOTES
ADDED
- New Infection Mode (was Plague mode) - One player is chosen as the 'Boss' infected, who has the ability to fire blasts that can render areas of the map inaccessible. Match is now only one round; either the last survivor or the Boss infected will win the game.
- New 'Grimbeard' Head - new character head for the Wraith character type that can be unlocked by playing Plague.
- New 'Green Knight' Head - another new character head for the Wraiths, also unlocked by playing Plague.
- New Halloween themed decorations for all maps!
- New SFX group for the 'Max Damage' boss infected. (Footsteps, Damage, Foley etc)
FIXED
- Fixed many cheese-areas on all maps for the Plague and PvP modes. Less sneaky camp and hiding spots available.
- Fixed Radar multithread crash issue on some systems.
- Fixed not being able to change difficulty in the game rules when bots are disabled (in Waves mode)
- Fixed round-change team sorting when bots are added/removed from an online match.
- Fixed missing hitmarker when a player infects someone.
- Fixed some music tracks in PvP from having a strange fade-mix on round start.
- Fixed pooled particle cache type update for footsteps, weapons and explosions.
- Fixed some enemy meshes being removed improperly on death due to broken weapon classes.
- Fixed announcement events showing up in Plague mode.
- Fixed some character materials not flashing red when a player is damaged in PvP.
- Fixed voice command radial menu showing up for infected players.
- Fixed Demolisher getting stuck outside the Bathroom map (again).
- Fixed environment query system not using actor feet location for testing nav movement.
- Fixed incorrect round counting in PvP.
- Fixed Bots having incorrect death counts in PvP/Plague modes over multiple rounds.
- Fixed Jetpack not dropping on death when using PvP Weapon Sets.
- Fixed Weapon Set pickups not restoring last picked up weapon on failed pickup event.
- Fixed team weapon materials not working with weapon sets.
- Fixed TRex AI sometimes getting stuck outside of map.
- Fixed crash with first-person camera during invalid windowframe size.
- Fixed rounding error in UI completion percentage generation code.
- Fixed tracking angle of some of the non-directional facing turrets.
- Fixed antiair turret, not aiming at the mothership.
- Fixed mothership indicator being hidden by mothership itself.
- Fixed missing enemy and weapon priorities for bot AI tables.
- Fixed particle system missing owning object crashes in the core engine.
- Fixed Kitchen ceiling fan rotation in PvP and Plague modes by disabling their movement.
- Fixed health component calling client functions on server-controlled pawns.
- Fixed rare crash by removing populate hidden meshes in player controller.
- Fixed low-quality LOD meshes on missile truck tracker.
IMPROVED
- Improved customisation menu items to better show what a locked head/skin looks like when hovered over.
- Improved UFO Mothership boss damage FX and health system. Boss is less spongy, and it is more obvious which components can be broken off.
- Improved Bot survivor AI in plague mode.
Action Heroes,
We're pleased to announce the arrival of Major Update 9, which sees massive improvements to PvP and many fixes to waves-mode. While PvP is not the primary game mode in Hypercharge, we intend to enhance the core experience of all player vs player modes - and we believe this update is the first step towards doing just that. Major Update 9 may not seem as hefty as previous updates, but there are many significant gameplay changes. As always, we are doing our best to listen to player feedback and improve the game.
If you'd like to share ideas and suggestions, please let us know on our Steam forums or Discord server.
https://store.steampowered.com/app/523660/HYPERCHARGE_Unboxed/
Tell your friends because Hypercharge is now -20% OFF in Steam's Midweek Madness!
[quote]The sky is your limit... Well, the top shelf is! Find a Jetpack and rain down plastic bb-pellets from above![/quote]
[quote]By default in PvP, weapons will now spawn as unique complete sets. Tip: The Golden Minigun is deadly![/quote]
[quote]A new enemy type that's out of this world, the Alien Queen. Don't get too close to the mothership.[/quote]
[quote]
PATCH NOTES
ADDED
- Added new Mothership Boss (Fort Jeep)
- Added new Alien Queen & Alien Queenlet Enemies (Fort Jeep)
- Added new Weapon-Set system for PvP (Full groups of weapons and attachments as one pickup)
- Added new Voice Announcer for PvP
- Added new crosshair event icons for when you kill or break a shield in PvP
- Added screen FX when picking up health.
- Added kill multiplier detection for PvP (Double Kill, Triple Kill etc.)
- Added kill streak detection for PvP
- Added many new awards for PvP (Assist, Headshots etc)
- Added StreamerMode option to allow hiding of Lobby Join Codes and Steam User Names of all players.
- Added new sound feedback for kills and deaths in PvP
- Added new pickup ammo sound for PvP
- Added new music tracks to PvP
- Added new rank and score HUD for PvP modes
FIXED
- Fixed Bosses getting stuck outside the map when given a forced enemy
- Fixed LAN mode option not saving in the options menu
- Fixed AI cleaned up behaviour node memory crash bug
- Fixed late-shader loading crash bug
- Fixed Tracker being called a Battery when trying to pick up
- Fixed late spawn glitch causing blueprint FX to lock on the screen
- Fixed invalid networked pickup class crash bug
- Fixed batteries dropping from the prize machine in PvP - more weapon drops instead!
- Fixed contstainted particles spam performance issue
- Fixed some unlocks not being obtainable in the UI
- Fixed Bosses and UFO code to stop them getting stuck outside of levels trying to hit enemies
- Fixed late loading crosshair widgets causing frame drop when first using a weapon
- Fixed non-poolable particles being spawned by the emitter instance system
- Fixed incorrect pickup delay in PvP resulting in picking up items too fast
- Fixed missing lobby UI inclusion crash error
- Fixed crash when joining lobby from external connect code upon game launch
- Fixed death camera not showing player who killed you in dedicated servers
- Fixed short bullet distance of a few weapons
- Fixed a hole that players could use to get into an enemy spawn area on the top shelf in ToyPalace
- Fixed invite code not being copied to clipboard when opening the invite code dialog
- Fixed incorrect battery spawn from Operation Alley
- Fixed incorrect pickup sounds and FX on powerups, weapons and ammo
IMPROVED
- Improved performance with a LOD pass on all maps
- Improved taking damage UI outline and colours for better on-damage feedback.
- Improved networked damage feedback for PvP to ensure network messages are priorities for when taking damage.
- Improved damage feedback when killing enemies, improved ragdolls and FX.
- Improved balance and spawn rate of pickups in PvP
- Improved detailing on various levels (cobwebs in attic etc.)
- Improved lighting performance on many levels
[quote]Your Experience
If you are enjoying the game and haven't yet left your feedback via a Steam Review, would you consider letting others know about your experience? Reviews are super important for small developers like us, and we truly appreciate your support.
https://store.steampowered.com/recommended/recommendgame/523660[/quote]
[previewyoutube=zG6PyzkbK3o;full][/previewyoutube]
Small Soldiers,
Were incredibly proud to show off our upcoming story campaign, which will be implemented into the adventure wave-based mode. This means players will finally understand the lore of Hypercharge, why they must defend the Hypercore, and why Major Evil must be stopped.
What can players expect?
At the start of each wave, players will be presented with a '90s-inspired visual comic, and an epic narrator will describe the story as you progress through each level. But that's not all... If you manage to reach the last level, it's on you to stop Major Evil once and for all. We believe the story campaign will tie the entire game together and give it more depth and an emotional connection to the player. You will finally feel you are working towards something.
Optional Objectives
When in build/exploration mode, players can complete optional objectives that focus on platforming and searching for secrets. Again, very '90s inspired! More info about that soon.
When will the Story Campaign update launch?
No ETA just yet, but we are already far ahead with the campaign - however, we want to make sure it's fully polished and properly working. As you know, we like to take our time and not rush out content.
Please note:
The story campaign will not be a standalone mode. We intend to add it to the waves-based mode.
Lastly, we're extremely honoured to become finalists in the TIGA Games Industry Awards 2022 for Best Casual Game! We're up there with some big names, and the final results will come on 10 November 2022
Thanks for your continued support! - Joe
- Digital Cybercherries
Socials
Twitter | Discord | TikTok
[quote]We apologise for the network issues and multiple updates. We've experienced some issues with our multi-build system that was not keeping platforms properly in sync. We should have solved the checksum mismatch issues and performance regression issues now.
Please make sure your game version (in the bottom right of the Main Menu) is set to 0.2.4261.560 or above.
We have a new Crash detection system that has also allowed us to fix MANY crash bugs and glitches and found many more new ones due to the influx of new players. Thank you everyone who submitted a bug and reported what they could. This hotfix now contains a few more deep-engine crash issues.[/quote]
Dear Small Soldiers,
Wow Who would have thought that action figures would be the new trend?! We had no idea that our indie game would suddenly explode into such popularity, literally overnight. And not to make excuses, but we're a small team of five indie devs - so you can imagine how many things we currently must juggle, haha! (that's us below, hello!) If you are experiencing any issues, please let us know on our Steam Forums and we'll do our best to help.
TL;DR
- We're working on a story campaign for the waves-mode. - We're vastly overhauling all PvP modes. - We're improving and balancing waves-mode (this includes buildables, enemies, etc). - Were listening to your feedback, thank you for the support! - This is our Discord. So, for those who are new, we put together an extensive FAQ: - Is Hypercharge: Unboxed for me? Hypercharge is designed for young and young-at-heart people. If you love action figures, wave-based shooters, basic defense building, co-op, and classic 90s inspired gameplay, then Hypercharge may just be your cup of tea. Its easy to jump in and out of allowing you to progress at your own pace. Its a classic shooter that focuses on light-hearted battles. - What is Hypercharge Unboxed? Hypercharge: Unboxed is a Solo and Co-op Wave-based First/Third-Person Shooter that has the player fighting to defend the Hypercore; its a dangerous world when youre a pint-sized Action Figure. - What game modes are there? PvE (Changing to Story Campaign soon) This is the main game mode. Your primary aim is to protect the Hypercore while surviving each wave. If the enemy destroys each Hypercore, its game over. You spawn in your toy packaging, break out of it (literally), and must search each environment for weapons, attachments, coins, batteries, and even hidden secrets. Once youve collected enough resources, its time to power and build up your basic defenses. If you feel youre ready to battle the first wave, you can skip build/exploration mode. PvP Our Player vs Player modes are not as detailed/in depth as the main PvE mode, yet. However, they provide some great classic deathmatch fun! Deathmatch: Includes server rules and player bots. Team deathmatch: Includes server rules and player bots. Plague: Includes player bots. - Can I play solo? Yes, you can play offline on your own. - Is there a story mode? Not yet, but we're working on one! - Is there a survival mode? Not right now, but we're working on one! - Can I play with bots? Yes, you can choose to play with or without player bots in PvP and PvE. - How many friends can I play co-op with? Up to 4 players. The game's difficulty scales based on the number of players. - How many friends can I play PvP with? Up to 8 players. - Are there difficulty modes? Yes, there are four difficulty modes for PvE and PvP, each offering a different challenge. This includes: Casual, Regular, Expert, and Nightmare. - Is there a tutorial? Yes - Are there microtransactions? No. We believe you should unlock everything in-game with hard work, just like the '90s! - Can I play in split screen? You bet! Hypercharge has full Split Screen support. - Can I play locally? Yes. - Can I play with a controller? Definitely. Hypercharge has full controller support. - Is there matchmaking? Hypercharge has basic matchmaking that pairs you with players that meet your search criteria. - Can I create an online lobby? Yes, Hypercharge has Online Lobby support. Simply create a lobby and invite your by giving them your Friend Code (bottom right of the lobby). - Is there a server browser? Yes. - Can I use aim down sights? Hypercharge uses classic hip fire aiming. However, you can unlock "ADS" via the in-game cheats menu. It's not fully functional, as it's more of a fun gimmick. We may consider adding some form of ADS attachments for some weapons. - What perspective can I play Hypercharge from? Hypercharge supports first and third-person camera modes (with multiple camera options). - Is there progression? Yes, the more levels you complete, the more you unlock. This includes new action figures/skins, weapon skins, medals, and much more. - Is there cross-platform support? Not right now, but we're hoping to implement it. - What is the age rating? PEGI 7 - Is Hypercharge suitable for kids? If they meet the age rating above, yes! Its action figures vs toys. There is no gore or profanity. In fact, even the weapons you fire are plastic BB pellets. - Is Hypercharge suitable for Mom and Dad? We designed Hypercharge for young and young-at-heart people, especially Mom and Dad. Parents get to share their gaming childhood nostalgia with their kids, and their kids get to take on the role of an action figure, just like in classic movies such as Toy Story or Small Soldiers. The whole family get to share a special nostalgic experience when playing. - What engine is the game made in? Unreal Engine 4. - Does it support Windows? Yes. (Windows 7 and 10) - Does it support Linux? Yes, Hypercharge has native Linux support. - Can it run on the Steam Deck? Yes, Hypercharge is Steam Deck Verified. - Can I purchase a four pack? Unfortunately, Steam no longer supports four packs. - System Requirements | Windows
MINIMUM:
Requires a 64-bit processor and operating system
OS: Windows 10
Processor: Intel Core 2 Quad Q9550
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GT 640
DirectX: Version 11
Storage: 13 GB available space
RECOMMENDED:
Requires a 64-bit processor and operating system
OS: Windows 10
Processor: Intel i7-4770
Memory: 16 GB RAM
Graphics: NVIDIA GeForce GTX 1050
DirectX: Version 11
Storage: 15 GB available space
- System Requirements | SteamOS + Linux
MINIMUM:
Requires a 64-bit processor and operating system
Processor: Intel Core 2 Quad Q9550
Memory: 4 GB RAM
Graphics: NVIDIA GeForce GT 640
Storage: 13 GB available space
RECOMMENDED:
Requires a 64-bit processor and operating system
Processor: Intel i7-4770
Memory: 16 GB RAM
Graphics: NVIDIA GeForce GTX 1050
Storage: 15 GB available space
- How big is your team?
Were just five dudes who love Action Figures.
- What inspired you to make Hypercharge: Unboxed?
We're big fans of Small Soldiers the movie and games such as Sarge's Heroes, Toy Commander, and of course, Counter-Strike 1.6 de_rats! There's just something special about action figures, and something more special when playing as one.
- Is the game still receiving updates?
Oh yes. Since 2020 weve launched over 8 major content updates based on player feedback, for free! Were actively developing the game with our community.
- Is the game out on Nintendo Switch?
Yes
- Is the game out on Xbox?
Not yet, but soon!
- Is the game out on PlayStation?
It will be!
See you on the toyfield, recruits! - Joe
- Digital Cybercherries
Socials
Twitter | Discord | TikTok[quote]Your Experience
If you are enjoying the game and havent yet left your feedback via a Steam Review, would you consider letting others know about your experience? Reviews are super important for small developers like us, and we truly appreciate your support
https://store.steampowered.com/recommended/recommendgame/523660.[/quote]
Small soldiers,
Thank you so much for your patience. We've squashed some pretty pesky bugs, thanks to your reports! We're keeping a keen eye out for any more, so please continue to let us know if you experience further problems.
[quote]
PATCH NOTES
FIXES
- Fixed GPU particle crash issues when loading large levels.
- Fixed Achievements not triggering on Steam properly for some users.
- Fixed Server list showing Plague matches under the PvP game mode.
- Fixed Lobby Title not changing to FRIENDS ONLY LOBBY when started from the main menu.
- Fixed returning to Play menu from Find Server list going to Matchmaking menu instead.
- Fixed Collectors Box (Neon Packaging) being crazy rainbow colours for non-special characters.
- Fixed Free Roam showing in the Cooperative server list. If you want to play Free Roam you can start host a private lobby with friends.
- Fixed some English localization issues - Other languages recieving bulk updates in near future update!
- Fixed some issues with new Icons (Lobby Team select and Music Player)
- Fixed BlueprintFX screen not going away after travelling between rounds in PvP.
- Fixed Frame Rate Limit not applying at runtime when changing it on the menu.
ADDED
- Added a tooltip for how to unlock the Free Roam game mode.
- Added a tip to the new unlock screen for heads and skins that shows when what character is needed to be unlocked to use the item.
- Added Identifer to server list for Team Deathmatch servers.
Note: The servers are restarting so you may be on an older version of the game. Make sure to update.
Hello Small soldiers,
You might have seen Hypercharge flooding the internet this past week. Everybody is currently talking about it, even calling it a hidden gem. But before we dive into the patch notes, I would like to address what ignited the game to go so viral.
In a bad turn of events that I (Joe) experienced/have been going through turned into something incredibly positive; the good side of the internet came to my aid.
I made a statement on twitter about the abuse and toxicity that I have been receiving online regarding Hypercharge, and how toxic gamers can affect the mental health of developers. You can read that here.
Overwhelmed by the positivity and support, I followed up with this video. I also went into more detail about how it all has affected my mental and physical health.
[quote]Over the weekend, I had a breakdown. To be honest, I felt it coming for a long time, but didnt talk about it to anyone. The reason for this post is that I hope it will make those who are suffering from mental health working in game dev, speak out.
If you receive constant abuse from toxic gamers about your game(s), please, please talk to your friends, family, partner, just someone about it. Do not hold it in.
For the past few years, I have suffered from panic attacks, sleepless nights, and just a lack of confidence. In fact, my anxiety got so bad that the doctor sent me to the local hospital to have a 48 hour ECG, blood tests, and Im going for a visit to the cardiology centre to check things over soon. Stress is no joke.
My biggest regret is not talking to my team, friends, family, and partner about it. We as game devs receive so much abuse online that its basically the norm. Hell, I thought it was normal to feel like this!
And its not just toxic gamers demanding release dates, it goes way deeper than that. Ive been threatened, made fun of how I look, the sound of my voice. It gets so personal It wears you down.
So, the moral of this post? Game devs, community managers, marketers You are awesome people. Keep working on what you love and try to stay positive. Focus on the positive fans. Do what makes you happy![/quote]
In response to that video, many developers from AAA's to indies reached out, and many true Hypercharge fans did too. I am incredibly grateful for all the kind and thoughtful messages.
After feeling much more positive, I felt encouraged to keep talking about Hypercharge and not let the negativity keep me down. I decided to submit this video on twitter, which unintentionally went hugely viral. It surpassed over 14 million views, and even Cory Barlog saw the video and played Hypercharge. Tons of media outlets published articles about it, talking about how Hypercharge went under the radar, and the mental health side of things. So yeah. I wanted to be honest with you all. Myself and we as a team, feel it's an incredibly important topic to be open and speak about. If you are suffering from mental health issues, you are not lone. You are loved. And please reach out to someone!
Right now onto the patch notes. As Ive stated before, there are some big changes coming to Hypercharge. We are constantly listening to your feedback and doing our best to implement your ideas and suggestions. We are so thankful for your support, truly! The most notable addition being a brand new lobby/play menu system. So much hard work has gone into this new system. We want to make navigating through each menu intuitive and clear. So, give the new system a go, and let us know your thoughts! It still needs some tweaks, but its certainly a step in the right direction.
New version
Old version
New verison
Old version
[quote]
PATCH NOTES
ADDED
- Added new Play Menu System - Weve watched enough people struggle on Twitch to realise that a new design is in order to ensure that people are able to find their way to the right game mode and setting that they want to play. With a fancy new design and much more improvements to come in the future, this is a big update and change to how everyone will interact with the game and find the content they want to play.
- Added new Lobby Menu System - Weve also overhauled the lobby to cleanup all the multiple options, moving some of them inside the Game Rules instead of cluttering the overall screen. More updates also to come to the lobby design in the near future.
- Added new Join Friend and Friend Code invite system to the lobby. More information is given when trying to join a friend or when hosting a lobby.
- Added Team Deatchmatch as separate game mode instead of a hidden game rule option.
- Added it so Collectibles are given to all players when one player picks them up.
- Added improved balanced aiming locations for bots in PvP.
- Added Player Team override option to force players on a specific Team vs. Bots in custom servers.
- Added Power Node Power icons in build mode to help with knowing when power nodes need power.
- Added new Main Menu icons that better represent what the function of the button does.
- Added Spinner enemies to the tutorial.
- Added 8 MORE voice-sets for different character heads! (including Horseman and Shark)
- Added ReturnToMenu button to play menu.
- Added it so Free Roam is unlocked by default until players have played a bit of the game first.
- Added bot difficulty option to game rules.
- Added new logo to main menu and other places in the UI.
- Added more FPS and FOV values to UI adjustments.
- Added it so Plague players are now experiments.
IMPROVED
- Improved play menu functionality - will return to the last menu you used when returning to the menu from a session via disconnect, kick, leave or complete.
- Improved overall music system transitions and fades between sections to improve overall mix and playback behavior of new tracks & sections (less repetitive)
- Improved power node and core health display to better represent the current state of power on Cores and Nodes.
- Improved text size and scaling in multiple areas of the UI to help with readability and importance.
- Improved Primal footstep sounds based on community feedback.
- Improved design of some of the basic Turrets. More new improved designs coming soon.
FIXES
- Fix for LAN servers - Testing a work in progress fix for LAN servers. LAN can now be enabled from the Options > Gameplay menu.
- Fix for networked pickup related crash issue.
- Fix for failing rare transparent shader crash issue.
- Fix for rare late-loading texture related crash issues.
- Fix for missing safety checked particle destruction crash issues.
- Fix for MANY other generic crash related issues in the engine taken from future UE4 versions.
- Fix for game log being spammed with unnecessary information, making it easier for everyone to debug issues.
- Fix for some achievements not being able to be referenced correctly in order in the lookup table.
- Fix for dedicated server sessions, not shutting down properly after running idle too long with no active server or session connection.
- Fix for dedicated servers not pinging the master server for very long running servers.
- Fix for damage flashing after respawn.
- Fix for death text being too small to read.
- Fixed PlayerStartBoxes in Airhockey being incorrect for one player or bot in the team.
- Fixed broken tutorial NPC spawnpoints.
- Fix for multiple error message dialogs of the same type appearing after certain networking errors.
- Fixed unlock ordering of new maps to ensure the order of levels is preserved when unlocking maps for the first time.
- Fixed focus issue with quiet dialog because of menu intro.
- Fixed dialog focus issues on play menu.
- Fixed radar ability text reference.
- Fixed broken nav connection in Garden pool
- Fixed MissileTruck decals diorama setup.
- Fixed strange wire collision issues in Kitchen causing instant respawn glitches.
- Fixed dialog box focus issues on various error dialogs.
- Fixed diorama and in-game weapon packaging spawn locations not using the right mesh attachments.
- Fixed packaging decal material showing through walls.
- Fixed packaging decal name text on in-game and dioramas.
- Fixed packaging plastic collisions getting stuck in walls.
- Fixed notices not being re-enabled when unlocking a head from the Credits menu.
- Fixed NameText decals showing on default hypercharge packages.
- Fixed wrong plastic meshes spawning with certain packaging in-game.
- Fixed dedicated server sessions generating a host code and setting themselves to be Public or not.
- Fixed incorrect check of which maps can have a charger and prize machine in the maplist or the dioramas map list.
- Fixed server laser particle crash.
- Fixed packaging widgets texture crash on dedicated servers.
- Fixed duplicated HUD in party modes.
- Fixed other gamemodes HUD and spectator classes not being overwritten properly in child classes.
- Fixed camera shake having infinite range for meanbots and other enemies.
- Fixes in core engine - AActor, GetVectorValue, ProxyCrash, DecalInitCrash, LightProxyCrash from Sentry.
- Removed footstep and other animation notify FX from dedicated server.
- Removed assets from dedicated server package.
- Removed DLSS from dedicated servers.
- Removed frozen meshes on dedicated servers as they are not replicated.
- Removedsound fx from bots joining and leaving a server.
- Restored old plague mode scoring system.
[quote]Your Experience If you are enjoying the game and havent yet left your feedback via a Steam Review, would you consider letting others know about your experience? Reviews are super important for small developers like us, and we truly appreciate your support. https://store.steampowered.com/recommended/recommendgame/523660[/quote] Dear Small Soldiers, The last few days have been what we can only describe as special. Weve received an influx of new recruits, became a top seller on the front page of Steam, and not only that, became the 5th trending video on YouTube gaming. Were honestly lost for words. Its so lovely to see so many of you having fun playing our indie game. [previewyoutube=tLYxDhIlC-s;full][/previewyoutube] Hypercharge truly is a labour of love, and over the past few years, we have worked effortlessly, with your help, to improve it. But we cant stop here. Theres much more work to be done, soldier! So, without further ado, heres what you need to know:
- Big changes are coming to Hypercharge.
- We are listening to your feedback.
- We appreciate you.
If you would like to help us better the game, please write your ideas either on our Discord or Steam Forums. Wed love to hear your thoughts! Once again. Thank you so much! Kindest regards, Joe - Digital Cybercherries Socials Twitter | Discord | TikTok
[quote]Your Experience
If you are enjoying the game and haven't yet left your feedback via a Steam Review, would you consider letting others know about your experience? Reviews are super important for small developers like us, and we truly appreciate your support.
https://store.steampowered.com/recommended/recommendgame/523660[/quote]
Small Soldiers,
Were very proud to announce the launch of Major Update #7. While it may not appear to be much at first glance, there are a ton of fixes and improvements that have gone into this update. The most notable additions being the new character packaging system and vastly overhauled sounds. To give you an idea about the work involved here, every single action figure type now has its own unique sounds. This includes voices, footsteps, movement, and more. Alongside this, your action figure now comes with its very own toy packaging! We want your action figure to feel special, and we think this is one step closer to that. And of course, were still working on the story campaign and other neat stuff.
Weve also spent the last few months doing some serious digging. What type of digging you ask? Well, were finding out what you, the player, like and dislike the most about Hypercharge. Were looking into every review, suggestion, and pieces of constructive feedback. Our aim is to find out where we can further improve the core experience of Hypercharge. Keep your eyes peeled, big things are happening! To those who continue to support us on our journey, thank you!
If you'd like to help us improve the game, please let us know on our Steam forums or Discord server.
[quote]
PATCH NOTES
ADDED
- Added new Character Packaging system - Customise your packaging to match your Action Figure!
- Added new Character Packaging unlocks and Packaging name generation system.
- Added new unique Footstep, Jump, Land, Melee, Reload and Foley sounds for each Character Type.
- Added new unique voice acting for MANY new Characters. (Over 40 new voice types)
- Added new unique voice acting for Supporter Pack DLC character pack.
- Added new unique voice acting for Breaker & Mightus DLC characters pack.
- Added Invite Code system to all public and private servers. Can now have friends easily join public official servers from the In-game Menu > Invite Players > Copy Invite Code.
- Added new Crosshairs for weapons that didn't have unique crosshair designs (Shotgun, Ice Gun, etc)
- Added new Crash Reporter with proper networked destination - DCC now can automatically collect Anonymous Crash Dump files.
- Added Platform specific icon per Player and per Server. Now can see what platform/storefront other players are on.
- Added FriendsOnly server option for Private servers to the Lobby Widget.
- Added new unlock notification to the main menu buttons.
- Added Customisation Packaging Mode as default - New Unboxed button in top right can toggle back to unboxed state.
- Added Cross Platform Save system - Transfer saved between different versions of the game. (once they also contain this feature)
- Added current ranked position to the HUD in Plague mode.
- Added message on-screen when touching plague zone for the first time.
- Added SAV files from saved folder to crash report client saved files to upload.
- Added timeout to lobby to prevent idle servers.
- Added Gamepad Icons to improved Key Rebinding Menu.
IMPROVED
- Adjusted bot health value showing by default.
- Adjusted health of BroBot enemy.
- Adjusted health of PowerNodes - Batteries almost never fall out on easier difficulties, harder on Expert difficulty.
- Adjusted presence information to include proper translatesd map names.
- Adjusted default FreeRoam music state.
- Moved In-game text chat to top right corner of HUD.
- Moved Party Modes to Extras Menu.
- Improved soundmix for weapons and some other critical areas - especially fitting for small sized speakers
- Improved Enemy Safety component, checks distance from spawnpoint optional extra safety.
- Improved Audio engine memory and voice counts.
- Improved Core flash animation in top left of HUD.
- Improved design of Host Type widget to better reflect the current type of Server.
- Improved Death Screen animations and style.
- Improved location of on-screen messages related to game events.
- Improved names of default weapon abilities so they make more sense.
- Improved UI button feedback for general UI and customisation dialog.
- Improved on-screen message grouping to lower message spam.
- Improved Key Rebinding Menu with a better UI/UX and many bug fixes.
- Removed assets from dedicated server package.
- Removed DLSS from dedicated servers.
- Removed footstep and other animation notify FX from dedicated server.
- Removed frozen meshes on dedicated servers as they are not replicated anyway.
FIXES
- Fixed split-screen using Keyboard + Gamepad sometimes changing key prompt style of Keyboard player.
- Fixed incorrect HUD issue on Arena game modes.
- Fixed blurry/out of focus Unlock previews at the end of a round.
- Fixed LAN P2P Multiplayer.
- Fixed timeout for failed server connection taking too long.
- Fixed issues with HUD disappearing for some players on some levels.
- Fixed newly unlocked levels not adding to the map rotation in the correct order.
- Fixed bots and players Index when choosing a box to spawn in on round start - Fixes players not spawning in correct packaging.
- Fixed broken footstep and land SFX.
- Fixed default video settings for SteamDeck carrying over from other platforms issue.
- Fixed check on actors that track scoring events in Plague are actually of DefaultPawnClass, rejecting Infected pawns
- Fixed Copy Invite Code to clipboard on Linux platform.
- Fixed crosshairs values not respecting larger than 1080p screen resolutions.
- Fixed custom keybinds for controller not working in unison with the template system for gamepads.
- Fixed damage flashing on-screen after death.
- Fixed dedicated server particle crash.
- Fixed Diaramas pages feeling sluggish when turning the camera.
- Fixed DLC detection on Linux platform.
- Fixed end of round focus issues in split-screen.
- Fixed Gyro rotation issues on the menu with Steam Deck.
- Fixed error message dialogs closing too early.
- Fixed ordering of newly unlocked maps to ensure the order of levels is preserved.
- Fixed haptics not clearing on player death and level load.
- Fixed HostState not being updated enough when server details changed.
- Fixed HotRocks material being listed in DefaultUnlocks by mistake.
- Fixed hypercharge battery icon colour in UI.
- Fixed Jump markers being too dark due to fresnel.
- Fixed Kitchen missing blocker planes, improved shadows and lightmap optimisation. Fixed duplicate pickup spawn locations.
- Fixed laser detaching from the weapon when moving fast.
- Fixed map menu showing charger and prize machine for unused levels.
- Fixed missing internal functions in shipping build for some special FX systems.
- Fixed old error messages lingering for too long after leaving a server.
- Fixed Plague rounds to be limited by the number of player and bots currently in the server.
- Fixed plebs appearing in certain smaller levels like airhockey and shed arena.
- Fixed Radar not being recreated Cleaned up render targets between server travel.
- Fixed Rygar Head not being unlocked properly on Shed.
- Fixed some dialogs not displaying different messages when reused.
- Fixed split-screen players have access to menu controls.
- Fixed SteamDeck text input not showing Gamepad Input box.
- Fixed some split-screen input issues by restoring old functionality on Desktop platforms.
- Fixed turret names being the wrong way around.
- Fixed tutorial Gold Credits not having pickup message.
- Fixed Key Rebinding not working properly in combination with split-screen.
[quote]Look at that shiny packaging. You can smell its newness! It would be a shame to break out of it, right?[/quote]
[quote]I don't think it was a shame to break out of it! Now you get to show off your packaging to your friends![/quote]
[quote]Now you look the part! Every single action figure type and skin comes with its own unique packaging. [/quote]
[quote]Hold "Q" to bring up the voice command wheel. Each action figure now has their own unique voice![/quote]
[quote]You can now easily join your friends online lobby via their invite code found at the bottom right.[/quote]
[quote]Just click "Join Friend" via the Play Menu and enter their invite code. Happy gaming, small soldier![/quote]
[quote]We've updated our Bug Reporter tool making it easier to report bugs should your game crash.[/quote] That's it for this update. Thanks again for your support, we truly appreciate it! Have a fantastic weekend ahead! - Joe - Digital Cybercherries Socials Twitter | Discord | TikTok
Small Soldiers,
We are extremely proud to announce that Hypercharge is now Steam Deck Verified. This means the game is fully functional on Steam Deck, and works great with the built-in controls and display. But the good news doesnt end here. Clears throat Ahem. Linux users. Hypercharge now has Native Linux support!
To celebrate this news, you can grab Hypercharge for -20% OFF! http://store.steampowered.com/app/523660/HYPERCHARGE_Unboxed/
If you have questions about the game, please let us know on our Steam forums or Discord server.
[quote]
-
If you're new to Hypercharge and already own a Steam Deck, heres what Hypercharge offers, and whats coming:
-
What is Hypercharge: Unboxed?
- To better answer this question, we've put together an extensive FAQ. You can read that here.
-
What FPS does it run at?
- 60fps. (Were working on an option to run 30fps in battery saver mode.)
-
What Graphic settings can I play on?
- Graphic settings are automatically set for the Steam Deck. (Will be lowered automatically in optional battery saver mode.) Some advanced effects will remain optional (Motion Blur, Ambient Occlusion etc.)
-
Does it have full Controller support?
- Of course. (External Controllers supported, and Steam Deck touch screen is optional for Menu)
-
Does it have full Gyro support?
- You bet.
-
Is configuration required to run the game?
- No, it is optimized to run and look the best by default.
-
Does it have full Split screen support when connected to the dock?
- Definitely. (Valve has stated that it will sell separately the Steam Deck Docking Station, coming late Spring 2022) In closing, the Steam Deck is an amazing handheld gaming computer that lets you play Hypercharge on the go, wherever you go, in seamless 60 FPS action! If you have any further questions, please let us know. :) For more information about the Steam Deck, please check out the official page here.
Action Heroes,
A huge and sincere thank you to our fans for helping us track down these bugs. Were very grateful for your support. As always, we are constantly listening to player feedback. If you stumble across other pesky bugs, please let us know on our Discord or Steam Forums.
[quote]
FIXES
- Fixed game not loading on Linux with Proton.
- Fixed end of Round screen stealing the wrong players' input when in Splitscreen using Keyboard/Mouse + Controller.
- Fixed some broken LODs on a few characters.
- Fixed Stat Dioramas pages having a lower framerate in the menu.
- Fixed end of Round Unlock previews from having a lower framerate.
- Fixed Matchmaking not finding servers on the first attempt.
- Fixed Server Browser list not being sorted correctly.
- Fixed Dedicated Servers not having proper Player ID's registered.
- Fixed some issues with footstep and landing sound FX.
- Fixed Radar being blank after changing or restarting a level.
- Fixed Steam Name not being shown as primary for some players.
- Fixed empty main menu background being shown during load-screens.
- Fixed Demolisher taking too much damage from Turret Rockets.
- Fixed PowerNode's having the wrong health value on some difficulties.
- Fixed optimised lighting in Kitchen map (no more dark objects)
Action Figures,
To say we've been busy is an understatement. Honestly, the past few months have been non-stop. We've had our hands in many pots, doing our best to make Hypercharge be the best it can be. Remember, we're not a large team, we're five indie devs, so we sincerely appreciate your support and patience.
Right, lets start first with whats new in this update: Were pleased to announce that major update 6 has arrived, and with it, an assortment of content, changes, fixes, and improvements. Wed also like to talk about a few other things weve been working on in the background, including moving over to a new version of the Unreal Engine, crossplay, and finally, the story campaign.
[quote]
PATCH NOTES
ADDED
- Added new CyberRex Boss!
- Added new DAMBUSTER Boss! (Missile Truck)
- Added new map THE FUNDERDOME (Shed Arena)
- Added new Head, Skin and Material unlocks for the new level!
- Added new secret unlock.
- Added 5 new Music Tracks!
- Added Join Friend button to Play Menu.
- Added Invite Code to lobby screen.
- Added new Coin pickup Sounds.
- Added CyberRex and DAMBUSTER to dioramas page.
MOVED
- Moved to Unreal Engine 4.26 to take advantage of new performance gains and platform stability improvements.
- Moved to EOS for our multiplayer back-end. Servers are faster to load and instance. Dedicated server tool has also been updated to support private sessions.
- Moved Party Modes to Extras menu.
IMPROVEMENTS
- Improved handling of FX that cause motion sickness; lowered when adjusting Camera Shake or Weapon Sway scale.
- Improved Pause/Unpause for all actor sounds in the world when toggling pause.
- Improved multiplayer networking events.
- Improved performance of many actors in the game by caching more sub-components.
- Improved music track layout in certain maps/waves.
- Improved Volume Slider to use more sensible and audible values.
- Improved UI performance regarding text generation.
- Improved balance of new bosses, waves on the garden map, shed waves difficulty.
- Improved balance of game details related to health, weapons and enemies.
- Improved performance of instance meshes for debris actors.
- Improved prize machine (ATM) with new light animations and FX.
- Improved many interaction animations and particle FX.
- Improved nav and collisions around the sink in Bathroom.
FIXES
- Fixes DLC unlocks not triggering because of the ordering of engine Init.
- Fixes crash issue when travelling between levels.
- Fixes crash issue related to some commands being referenced on the render thread.
- Fixes glitch allowing clients to repair or build on a dead turret.
- Fixes options menu asking to save when nothing changed.
- Fixes build previews casting a shadow.
- Fixes game stalling and freezing issue related to camera shakes being stopped when not playing.
- Fixes being able to pick up a weapon at the same time as a bot.
- Fixes bots stealing a pickup that you are about to collect.
- Fixes accidentally buying multiple weapons and attachments when holding the purchase key.
- Fixes some sounds not stopping properly between levels.
- Fixes FOV issues for FP camera.
- Fixes some issues with pickups not being removed properly.
- Fixes camera clipping through the grass in third person.
- Fixes various muzzle flash location issues on NPC weapons.
- Fixes Controllers on desktop not always falling back to custom controller binds unless overwritten by base-players binds.
- Fixes many deprecation warnings and stability issues from the engine change.
- Fixes breakable components ignoring damage to an already broken group of break slots.
- Fixes emissive and lights being enabled on actors that die.
- Fixes motion blur not working properly.
- Fixes missing damage flashes in networking environments.
- Fixes Disable Prize Machine and Disable Charger game options.
- Fixes localisation issues in some areas.
- Fixes HUD sometimes not appearing when restarting the round.
- Fixes shield FX not reporting damage values to other FX related events.
- Fixes missed network message for disconnecting from a lobby.
- Fixes indicators being lagged by one frame when turning the camera quickly.
- Fixes players not being given stats for boss kills.
- Fixes offset on weapon and attachments pickups so they rotate correctly.
- Fixes invisible wave hud text.
- Fixes cancel find session not working properly.
- Fixes Play Menu issues and Find Game menu missing dialogs.
- Fixes Customisation menu not having focus when opening, fixed loadout menu random button causing buildables to random instead of just cosmetics.
- Fixes wave not starting when the boss is the only enemy in the list.
- Fixes in-game menu button being incorrect when in single player.
- Fixes Wave ending early if only boss is remaining.
- Fixes stages not being properly in the locked state.
- Fixes player highlight on DLC characters not working properly.
- Fixes LODs on Nebulon characters being stretched from far away.
- Fixes keys being held down when entering/exiting pause menu.
- Fixes for blurry end of round unlock previews.
- Fixes input platform not applying when changed in the options menu.
- Fixes stuck spot on Kitchen and closed the Super Secret Extractor Vent Clubhouse
- Fixes Player Lobby missing physics on DLC characters.Fixed Turret rockets knocking out batteries.
- Fixes Turrets targeting Missile Trucks and other enemies they cant normally target.
Missile Truck
This boss appears in Garden of Evil, replacing the T. Rex. We made this decision because the T. Rex would often find itself stuck on objects, which would take away the fun and danger that we initially intended. We did our best to improve its pathfinding, but overall, it became frustrating for players, and for us. In the end, that type of enemy just wasnt suited for that type of environment. However, this lead on to the idea of the Missile Truck! So, how does this enemy work? Well, its pretty neat. And.. uh explosive! Once activated, it will begin its launch sequence. Soon after, you will notice a beacon deployed from the sky, which will navigate its way to a random HYPER-CORE. This is where the danger really begins. You must make your way to the beacon in a hasty fashion, pick it up, and depending on how good your arm is; throw it towards the Missile Truck. The missile will follow the tracker and boom! But, if you cannot grab it in time, well the HYPER-CORE is in trouble!
Cyber T. Rex
Dont worry, we didnt remove the T. Rex from the game. Instead, we improved it! Remember when Thor fought The Hulk in Ragnarok? Well, it inspired us to create this arena (no more T. Rex getting stuck). Welcome to the Funderdome! Surrounded by Army Men who want nothing more than to witness a good chomping, its your job to outmaneuver and out damage the Cyber T. Rex. But how exactly can you do that? Covered in highly durable armor designed by Major Evil himself, the Cyber T. Rex is a mighty adversary. You must destroy its armor, piece by piece, all whilst trying to evade not only its huge, plastic teeth, but also its missile launcher! As soon as you destroy its armor, rain fire and hope for the best. To earn the highest medal, you must avoid dying a specific number of times.
Unlock the latest Character Skins
Includes Two New Character Heads and Two New Skins with matching Weapons!
Story Campaign
The story is coming a long great! With that said, wed like to clarify a few things. The story campaign is not a standalone story mode (were too small of a team to make that happen). Were adding an actual story to the existing wave-based mode. For example, when you start a level, you'll be greeted with a 90s style visual comic with amazing narration and art. The story will be linear, meaning that with each level you complete (for example, Dawn of the Toys all the way to Garden of Evil and further), you will learn more and more about Major Evil and Max Ammo, as well as the lore of Hypercharge, and why exactly youre defending the HYPER-CORE. Essentially, the further you progress, the more the story will fall into place. Oh, and you will eventually face Major Evil, head to head! We intend to add optional objectives to each level, which are completed when in the exploration/build phase. Such objectives will be simple yet rewarding, giving players another reason to further explore every nook and cranny in each level. This also means environments will feel more alive, in terms of what the player can interact with. To recap, the story/campaign is not a separate mode, its implemented into the current wave-based mode. We truly believe itll make that mode feel super polished, and be worthy of the title story campaign.
Major Evil In The [strike]Flesh[/strike] Plastic
Every toy is at his beck and call, and every action figure knows his name. Finally, Max Ammos arch nemesis, Major Evil, has revealed himself to all. Cunning, fearsome, and relentless, can you stop him from obliterating the HYPER-CORES and put an end to his reign of chaos? Perhaps you can. Sgt. Max Ammo is depending on you. We all are.
Unreal Engine Move Over
I will give Dec the microphone and let him go through exactly why this engine move has been extremely time-consuming, and what it means for Hypercharge: [quote]Dec Doyle (Lead Programmer) Moving to a new version of the engine after thousands of our own custom changes to Unreal is a challenge. Hundreds of community fixes for the engine, strange merges between multiple versions of files from different engine versions is how we strung together everything we needed for Hypercharge. After enough time had passed since we started working on this game, so many new features, performance improvements, new platforms and new technology have been added to this engine that we need to take advantage of. Some of these are just general all-around improvements to performance or how the engine handles a certain job. Others are almost necessary for us to ensure Hypercharge can run efficiently on all other platforms. This is not the flashiest list of improvements for the average viewer, but for the team and the hardcore fans of Hypercharge, this will be a very welcomed update and allows us to really take this game to wherever we want it to go. So after months of hard work, weve moved our game to one of the latest versions of Unreal Engine, and brought with it plenty of new fixes and improvements (and some great new bugs). This all goes hand-in-hand with new content for the game, of course.[/quote]
Crossplay
Crossplay is something that's constantly requested by the community, and understandly so. Moving over to the latest version of Unreal Engine has allowed us to dive deeper into cross-platform support. What was once not possible for us now is. This means Switch and PC players can defend the HYPER-CORE, together, if we get it properly working. And who knows, maybe down the line, other consoles, too? Rest assured, well do our very best to make it happen! Thanks again for your support, it means a great deal to us! - Digital Cybercherries Social Links Twitter: http://twitter.com/HYPERCHARGEGAME Discord: https://discord.gg/hyperchargeunboxed TikTok: https://tiktok.com/@hypercharge_unboxed
[quote] Mental Health Matters
Last year, we posted a message about mental health, and why it matters. This year is no different. Just know that if you're feeling low this holiday season, you are loved and you are amazing. If you're struggling with mental health, please do not feel embarrassed or ashamed to talk about it. Reach out to a family member, a friend, or heck, even me. I've created a Steam group; Hypercharge Defence Corps. If you are alone on this holiday season, be sure to join up, leave a comment, and we'll try to get a game scheduled. Also, feel free to add me to friends. Us small soldiers must stick together! But honestly, it's okay not to be okay. Just please, please, reach out to someone and take the first step with whatever it is you're going through. You've got this. [/quote]
Small Soldiers,
From all of us at DCC, we wish you a very happy and festive holiday ahead! From the bottom of our hearts, thank you so much for your support over the years. It truly means a lot to us. We wouldnt be where we are now without you, and we mean that.
Next update?
So, we tried our best to launch a major update in time for the holidays, but unfortunately, we didnt feel comfortable pushing it live without giving it the extra polish it deserves. Seriously, we've been working super hard, it's been non-stop. All Ill say is, keep your eyes peeled for next week. ;)
A gift from Sgt. Max Ammo
I received intel from Max Ammo that he wishes to spread some holiday joy by giving away four Steam and Nintendo Switch keys! Its a first come, first served basis. Good luck!
What are you waiting for? It's time to[spoiler]defend the HYPER-CORE[/spoiler]open your presents! - Joe
- Digital Cybercherries
Social Links
Twitter: http://twitter.com/HYPERCHARGEGAME
Discord: https://discord.gg/hyperchargeunboxed
TikTok: https://tiktok.com/@hypercharge_unboxed
[previewyoutube=ll8ARE024go;full][/previewyoutube] Hi everyone, Were very proud to announce that Hypercharge is launching on the Steam Deck. Valve was kind enough to send us over a Dev Kit, and wed like to thank them again for considering us. So, what does this mean for you? Well, it means you can enjoy kicking toy-butt, on the go, wherever you go! Ive put together a little FAQ that should hopefully answer most of your questions: [quote]
-
What FPS will it run at?
- 60fps with an option to run 30fps in battery saver mode.
-
What Graphic settings can I play on?
- Graphic settings are automatically set for the Steam Deck and will be lowered automatically in optional battery saver mode. Some advanced effects will remain optional (Motion Blur, Ambient Occlusion etc.)
-
Will it have full Controller support?
- Of course.
-
Will it have full Gyro support?
- You bet.
-
Will configuration be required to run the game?
- No, it will be optimized to run and look the best by default.
-
Will it have full Split screen support when connected to the dock?
- Definitely.
-
When will Hypercharge Launch on the Steam Deck?
- According to Valve, the Steam Deck starts shipping December 2021. More info on that here.
Attention Small Soldiers,
Hypercharge is currently -30% OFF for three days only. Spread the word and tell your friends. We need more soldiers to defend the HYPER-CORE!
http://store.steampowered.com/app/523660/HYPERCHARGE_Unboxed/
Since we fully launched Hypercharge back in 2020, we've constantly received requests from players asking for some sort of story to be added into the game. A vast amount of you have fallen in love with the premise of the game, eagerly wanting to know more about Max Ammo and why he wants you to defend the HYPER-CORE. Well, were proud to announce that were developing a campaign that will be incorporated into the current PvE mode, and players will finally understand the lore and world of Hypercharge, as well as the history of Sgt. Max Ammo.
What can we expect?
Following a linear story through a 90s inspired visual comic, players must complete each mission of Sgt. Max Ammo, complete new objectives, fight new bosses and go head to head against your nemesis at the end of the game. That is, if you make it that far!
- Explore the history and lore of Hypercharge through a 90s inspired visual comic.
- Learn more about Max Ammos past and find out what, or who is trying to destroy the HYPER-CORE.
- Complete 90s inspired objectives that focus on platforming and secret hunting. Who knows what youll unlock!
- Defeat bosses that are out of this world (literally) and be careful not to wander too far outside the garden
Action Heroes, We'd like to thank our community for helping us track down these bugs. Seriously, they were pretty nasty! Hopefully, we fixed a lot of crashing many of you were experiencing. Thanks for your patience and please let us know on the Steam Forums or Discord should you experience further crashes. [quote]
FIXES
- Fixed a Null Texture crash involving the Ice Gun.
- Fixed a rare crash relating to some UI components.
- Fixed Pony stats - they should now be properly tracked by their diorama.
- Removed an errant staticly spawned battery from Operation Alley.
- Improved Attic and Toy Palace lighting.
- Improved Airhockey Shuffle and Shed of the Dead should now have more time between waves.
Small Soldiers, Major Update #5 is here, bringing a wealth of improvements, fixes and new content, all based on player feedback. Its been an extremely tough year and a half for everyone, but were incredibly proud of how far weve come with Hypercharge. Thank you for your support and for sticking with us. It truly means a lot. I may sound like a broken record, but you, the fans, are an integral part of the development-process. Developing a game is a team effort, and we most definitely make a great team! With all that said, we are a tad behind schedule on certain features/updates, such as, Survival, and although were working as hard as we can, theres only so much we can reasonably achieve, especially given our team size of five indie devs. The key thing is that were all well and healthy. We want to make sure we polish development and avoid rushing out content for the sake of it. As always, we're constantly monitoring your feedback and ideas. If you'd like to help us further improve Hypercharge, feel free to share your thoughts on our Discord server or Steam Forums. Honestly, there are a ton of fixes that weve likely forgotten to include, and probably some improvements. Anyway, have a look whats in store for you below: [quote]
ADDED
- Added NinjaJoe enemy
- Added Tiny Trotters enemy
- Added new Freeze Ray weapon.
- Added new Radar weapon attachment to help get a sense of incoming danger.
- Added menu option for players who only want the Radar on the HUD and not physical
- Added Namepack icons and unlock page to better represent what packs are collected.
- Added Boss health bar to the top of the screen when fighting a particular boss enemy.
- Added new icons to the Play menu that better represent their function.
- Added new VFX to weapons and enemies.
- Added new VFX to the enemy-breaking system. Springs, screws and sounds are emitted when enemies (even destroyed ones) break apart when damaged.
- Added crosshair-scale option to the menu for players who wish to change the scale of the crosshair elements for different resolutions.
- Added icon for bonus maps in map selection.
- Added many improved footstep SFX materials to the environments. (Keyboard in the first level, for example)
- Added new name stickers end of round UI element to replace text version.
IMPROVEMENTS
- Improved gameplay for KidsBedroom, Bathroom, Hallway, Garage, Kitchen
- Improved gameplay for Plague game mode to now be zone-based instead of who can find the best camp spot
- Improved pathfinding and navigation jump areas in many levels to improve bots and new enemies.
- Improved ArmyMen enemies with fun new character identifier sound.
- Improved performance of many background tasks that the game runs, to help reduce stutters.
- Improved performance of many VFX in the game without affecting visual quality.
- Improved performance of the VFX system by doing more aggressive pre-culling of quick-offscreen particles.
- Improved performance of animations of off-screen players and NPCs.
- Improved Chopper SFX when idle and fixed the bomb trail cleanup.
- Improved Lightmap optimization in multiple levels to decrease load times.
- Improved Bot pathfinding and decision making in some areas.
- Improved UI flow by moving the Max Bots option to the Game Rules menu.
- Improved Difficulty icons.
- Improved animation system by using better animation compression settings for more complex animations.
FIXES
- Fixes for BroBot and Ninja pathfinding.
- Fixed memory leak related to UFO pathfinding (fixes crash on level load for people with <=8GB RAM)
- Fixed motion blur not enabling on some levels.
- Fixed some game stats not being cleared out for bots when changing levels.
- Fixed lots of reported player-stuck areas in many levels.
- Fixed lots of pathfinding issues and areas where bots became trapped.
- Fixed bots disappearing in Plague mode.
- Fixed soldiers missing weapons and/or improperly firing.
- Fixed break particles and breaking system bugs for experiments and Meanbots.
- Fixed glitch with players first person weapon sometimes being invisible.
- Fixed dead cores sometimes counting incorrectly for stat tracking.
- Fixed missing footstep sounds on Soldiers and Experiments.
- Fixed muzzle-flash angle on Grenade launcher and Minigun.
- Fixed missing Point of Interest locations on maps so bots want to travel to new areas more often.
- Fixed missing move-target points so that some AI can better navigate some areas.
- Fixed camera shake and animations happening to Spectators or EndOfRound cameras.
- Fixed falling radial blur FX affecting the Weapon and Player.
- Fixed broken tutorial achievement.
- Fixed certain sounds happening after enemies are dissolved or frozen.
- Fixed crash related to small tanks falling out of the world and being destroyed.
- Fixed power node particles not clearing up properly after battery insert.
- Fixed Radar, Build Cards and FirstPerson weapon offset when playing in different split-screen modes.
- Fixed TryMe button being able to be activated on locked stat pages when using a controller.
- Fixed bots stealing certain pickups if players are too nearby.
- Fixed bots teleporting randomly back to the spawn area in Airhockey Shuffle.
- Fixed potential crash in Garden with bots trying to pick up collectibles.
- Fixed potential crash related to generating a suitable spawn point in PvP.
- Fixed chopper getting too many perfect headshots on players.
- Fixed matchmaking errors dialogs not returning focus for players using controllers.
- Fixed it so that when a Boss enemy is killed, the kill-stat is given to all players in the game.
- Fixed SimpleAI controllers binding to expensive pathfinding event calls with the potential to crash on cleanup of enemies like Tanks.
- Fixed Shed not having Bonus Map text in its description. (No buildables allowed, similar to AirHockey Shuffle)
- Fixed missing physical material FX on certain meshes in the world.
- Fixed hard Meanbots spawning on levels in lower difficulties.
- Fixed issues with plague timers and logic when lots of network players join at once.
- Fixed Lawnmower collision and associated nav proxies on Garden, Garage, and Shed
- Fixed collision issues with experiments.
- Fixed decals and VFX being created after the game has ended.
- Fixed HUD indicators being on-screen during death and scoreboard.
Tiny Trotters Healing their friends with love! In his efforts to keep army morale alive, Major Evil picked up the trade of stableman, and raised his cute and adorable Trotters. Fed on an endless supply of AA batteries, they love their masters creations with their whole hearts and will do anything necessary to keep them alive.
bRobot After the first Hyper-War, Max Ammo feared the eventual return of Major Evil. Max created a trainer to keep his Defence Corps sharp and ready for combat, the bRobot! Skilled in Rugby and multi-purpose armament, the bRobot was an agile companion amongst Max and his squad. The bRobots have recently disappeared from their barracks and are now attacking their former allies!
Freeze Ray A deadly weapon if used in the right hands. It's able to freeze and shatter multiple enemies, helping you stop them in their tracks before they can reach the HYPERC-CORE!
Radar Attachment This high-tech gadget attaches to your weapon and helps display which angles enemies will attack from. It spawns in the environment and is purchasable via the shop. (Be sure to take a look at the bottom right of the second image to see what the radar looks like when you want it to show only in the HUD)
Improved Plague-mode. We've listened to your feedback and realised the main problem with the previous version of Plague was 'campers'. It became very difficult for the first infected to track down and infect others players. Now, players must earn points by carefully making their way towards randomly activated zones and firmly hold their ground. The player who evades the enemy and accumulates the most points wins! What this means for the Infected, is that players can't camp in ridiculously hard to reach spots.(Please let us know your thoughts about this change)
Thanks again and and have a lovely weekend ahead! - Joe Discord www.twitter.com/HYPERCHARGEGAME - Digital Cybercherries
Action Heroes, Were incredibly proud to announce that Hypercharge won Best Multiplayer at Brazils Independent Games (BIG) Festival, the largest independent games festival in Latin America! We could not have won this award without the continued support of our amazing fans. From the bottom of our hearts, thank you! And as always, we're listening to your ideas and suggestions, so please keep them coming! We've noticed a lot of you have been requesting a... Freeze Ray, Have a wonderful weekend ahead. - Joe -Digita Cybercherries
[previewyoutube=eZSklqh9YXs;full][/previewyoutube] Welcome, Small Soldiers! Live Stream (We're handing out keys every hour when live!) https://steamcommunity.com/broadcast/watch/76561197989243780 Wow. What a year it has been! Honestly, its been tough. And not just for us, but for everyone. I truly hope youre all coping well. Its likely there are a lot of new eyeballs on this announcement, so I'd like to start by posting a previous message about Mental Health. Its something thats very important to us. You can read more about that here. Right. So, theres a second wow. IGN Full Exclusive! Can you believe it? We cant. This next bit gets a bit wordy, so bear with me. From a failed Early Access Launch in 2017, to rebuilding the game from scratch with the community which we dubbed Early Access 2.0 in 2018, to then leaving Early Access in 2020 and becoming a Top Seller on Steam. And now look where we are. The front page of Steam with an IGN Full Exclusive. For those of you who do not know, were a team of five indie devs. Anything is possible with hard work and determination. We have huge plans for the future of Hypercharge, including a Survival mode coming later this year. Please note: If you encounter any bugs when playing, please let us know on our Steam Forums or Discord. We will do our very best to iron them out, ASAP. Available now, past and current players of Hypercharge will be able to enjoy the following: Notable changes:
- Player Bots to Cooperative Waves mode and Deathmatch
- Third-Person Camera Modes
- New PvP Game Mode
- Two New Maps (Shed of the Dead and The Missing Isile)
- New Weapon (Plasma Cannon)
- New Play Menu UI
- New Unlockable Action Figures
- Vastly improved player movement and animations
- New DLC Pack (Two Action Figure Sets)
- And so much more!
- Added unlockable Nebulon character from Shed map.
- Added new Stat-Based unlocks for new Nebulon character skins.
- Added new secret Bobble heads in various maps for Nebulon heads.
- Adjusted player movement responsiveness slightly to try reduce motion sickness for some players. Adjusted Air Control to match and feel a bit less sluggish.
- Disabled some expensive animation blending and tracing if they're not onscreen.
- Fixes for navigation meshes for Bots and AI in lots of maps.
- Optimised dust particles on a few maps to improve performance.
- Fixed bots using Prize Machine too much in some levels.
- Fixed flashlight attachment not updating if socket has changed.
- Fixed some animations events triggering after enemies and players had died.
- Added interpolated movement to Tanks, Big Tanks and UFOs to fix networking snappiness in dedicated servers.
- Localization fixes and updates.
As always, thank you so much for your support! - Joe - Digital Cybercherries
Small Soldiers,
I know, I know... This is quite a beefy Hotfix. Nonetheless, it contains a lot of well welcomed improvements! The major highlight being the new Play Menu Layout. It's now way more intuitive and easier to navigate. We still have further tweaks and visual improvements to apply, but thanks to your feedback, we're heading in the right direction. Oh, and we fixed that pesky Tutorial bug that was preventing players from accessing certain secret areas. Right, that's it for now. As always, thanks for your support and patience.
Please let us know your feedback either on Discord or Steam Forums.
Added
FIXES
IMPROVEMENTS
[quote]Please Note: This is not the Survival update. We originally planned to launch it as Major Update #4. However, we shifted it back to give us more time to focus on it. (Date TBA) This also means you get to enjoy some new content whilst you wait. For those who are unfamiliar with our plans for the Survival update, you can find more information here.[/quote]
Attention, Small Soldiers!
We are excited to bring you Major Update 4. With it, comes a wealth of content and improvements. This includes a music track, maps, skins, weapons, and enemies.
As always, we're eternally grateful for your support. Hypercharge keeps on getting better and better. The overall gameplay feels much more balanced, especially with the addition of Bots in our last major update. Our focus is now on Major Update #5, so please keep sharing your ideas and suggestions. You can reach us on our Steam forums or Discord Server.
[quote]Have you followed us on Steam? Its a great way to stay up to date on anything new were working on.
[/quote]
[quote]The Shed is a small map with lots of jumping, tons of verticality and many shelves to use as cover.[/quote]
[quote]Drones are quick and deadly. Be careful not to get cornered and watch out for when their cage breaks.[/quote]
[quote]Max, we have a problem. Space Men have entered the atmosphere! Keep your eyes up, soldier.[/quote]
[quote]Sometimes, a rifle doesnt cut it. Atomize your foe with the Plasma Cannon! (Gameplay balance pending)[/quote]
[quote]With great power comes great responsibility. Be warned, the Plasma Beam can bounce back and hit you![/quote]
New Content & Tweaks
- Added new enemy type "Drone"
- Added new enemy type "Space Men"
- Added 2 new Cyberfury heads "Samuri" and "PsyClone"
- Added 2 new Insectoid heads "Charlotte" and "Squirm"
- Added 2 new Cyberfury skins "Dungeons" and "The King"
- Added 2 new Insectoid skins "Jacket" and "Ritual"
- Added new Music Track for Shed map.
- Added new Multiplayer Map "The Lost Isle" - The tutorial level has now been reworked and expanded for use in Deathmatch, Team Deathmatch and Plague.
- Added new Cooperative and Multiplayer map "Shed of the Dead" - The claustrophobic level from part of the new level series we're building, this bonus map introduces some new enemies.
- Added new weapon "Plasma Cannon" - Delete your foes from existence! (Multiplayer Balance Pending, Batteries Not Included)
- Added HYPERCORE Shield Effect (Can now see if shield is active)
- Added local multiplayer options to the singleplayer menu, so you can play PvP against bots.
- Added missing GameRules for customising Weapons and Attachments in Multiplayer.
- Added more feedback particles to enemies and varius game events.
- Added improved tutorial loading screen image and map preview image.
Improvements
- Improved overall loading system of the game, results in much faster load times, less stuttering and overall better memory usage.
- Improved many NPCs' AI and Animation performance.
- Improved gameplay on all levels, included new weapons and NPCs in base levels.
- Improved bot navigation on all levels.
- Improved PvP spawnpoints in a number of levels.
- Improved reload and firing animations for players in thirdperson.
- Improved lightmap resource usage on a few maps.
- Improved Garden pond rocks for AI navigation.
- Improved performance in a number of areas.
- Improved performance of zombie blood FX and brick-break FX.
Fixes
- Fixed crashing issue related to pickup cleanup.
- Fixed gliderplanes being able to have their AI disabled on damage.
- Fixed players getting hit markers for enemies that died later than their last damage.
- Fixed impact particles blinding the players view.
- Fixed server list using full players count to give incorrect server version.
- Fixed missing materials in first level.
- Fixed Demolisher getting stuck in the Garden and Kitchen levels.
- Fixed stuck-spots in a few levels.
- Fixed some formatting issues in the end of round UI.
- Fixed PvP ranks going black at end of the round.
- Fixed Meanbot pathing on Tutorial map.
- Fixed Dust particle not being removed on Low/Med.
- Fixed lighting issues when running the game on Low in Kitchen and Garden.
- Fixed UFO blast and collision physics.
- Fixed ArmyMan parachute issues.
- Fixed Yanks not turning properly sometimes.
- Fixed Chungus animations and missing morph targets.
- Fixed UFO bullet impact damage events.
- Fixed LODs for ArmyMen and Soldiers dioramas.
- Fixed holes in the wall in Airhockey_Shuffle.
- Fixed airhockey pathing to try help bots not fall off the edge as much.
- Fixed turning wobble in low FPS situations.
- Fixed not being able to build on Turret Bases when in a server.
- Fixed ghost buildable outline bug after a turret is destroyed bu the build tool
- Fixed invisible jump-vents on Kitchenn map when in a server.
- Fixed DK mode cheat not working anymore.
This message is not about Hypercharge, or what it has achieved throughout this year. Its aimed at you, our community, your friends and family.
https://twitter.com/HYPERCHARGEGAME/status/1344701830056599552 As we close in on 2020, I hope more game developers talk about this, rather than the success of their game. 2020 has been a hard year, especially for those not fortunate enough to work from home, or at all. MentalHealth is very real and you are not alone. The past year has been a devastating rollercoaster, full of heartache and pain. Many people have lost their loved ones, jobs and their sense of purpose. Depression, Suicide & Anxiety is at an all-time high, and we have faced a challenge that has tested our willpower in ways we have never experienced before. Personally, for me, it has hugely affected my mental health, my energy, my mood and my motivation. There have been many highs and lows, but what I learned most is that you must talk about how you feel. Its okay not to be okay. There is no shame in crying or being open about your feelings. The worst thing to do is bottle it all up inside. Playing games can often act as a coping mechanism to let us temporarily forget about our mental health problems, and just escape into another reality. Although this can be a good thing, please remember its not a long-term solution or strategy. As for tips that helped me, remember the following: [olist]
Toy Soldiers, Major Update #3 was a huge success! Were thrilled to hear how much enjoyment youre having with the bots. Weve also had a very positive reaction to the newly added Third-Person Camera Mode. Thank you for helping us iron out these bugs. Please keep your ideas and suggestions coming in, we are listening.:)
Added
Some official servers now have bots on by default.
FIXES
- Fixed new cheat code not working on some difficulties.
- Fixed meatbag physics crash issues when travelling to the lobby.
- Fixed some UI spelling mistakes and escaped quotes.
- Fixed lighting in Kitchen, Garden and Garage when shadow setting is on low (no more glowing actors)
- Fixed pathfinding issues on Attic, Operation Alley, Garden and Tutorial.
- Fixed jeeps getting stuck in the Garden bin.
- Improved wave balance in earlier waves to have better pacing on all maps with Bots.
- Bots navigate around cores and traps a bit better.
- Fixed floating grass in Garden map.
- Fixed flickering tree in Garden map.
- Fixed bots being forcefully added to custom lobbies.
- Removed a few local player effects that should not be emitting from Bots.
- Fixed jump-pad paths and coins on a few levels.
- Fixed it so Bots try not to build and repair at dead cores.
- Fixed some attachments and particles not showing when in Third Person properly.
- Fixed Claw attachment in Plague mode.
- Fixed Bots not being able to take batteries from the Charger.
- Fixed another crash bug related to Pickup spawning on the server.
- Fixed bots sometimes not being removed from the game when a player joins. Now they leave behind their weapons and credits.
- Fixed rare crash bug related to the UFO shield shader being invalid on some GPUs.
- Fixed invincible chopper bug finally...
- Fixed Bot scores not being transferred over rounds in Plague.
- Fixed weapon sometimes swapping to the previous dropped weapon.
- Improved bullet FX speed in Co-op to closer match PvP.
- Improved lightmaps on a few maps to increase load times.
- Fixed zombies sometimes being too far away to hit.
- Fixed zombies not hitting some actor buildables types.
- Improved footstep particle system to not create particles if the parent mesh is not visible.
- Fixed bots sticking around in a server when a player leaves.
- Fixed players using expensive camera checks when not the local player.
Greetings, Small Soldiers!
Were very proud to announce that Major Update 3 is now live! The bulk of this update focuses on Bots and a Third-Person Camera Mode. There are also a ton of changes, improvements and fixes. Thank you so much for your continued support. It truly means a lot to us.
Please note: If you encounter any bugs when playing, please let us know on our Steam Forums or Discord. We will do our very best to iron them out, ASAP. We can now look forward to Major Update #4: Survival!
[quote]If you think we deserve to win, please vote for HYPERCHARGE and help us secure 1st place in the Indie DB 2020 Indie of the Year Awards
It takes just 3 clicks:
1 - Click the banner below:
2 - Click VOTE FOR THIS GAME - TOP 100.
3 - Scroll down a little and click VOTE HYPERCHARGE: Unboxed.
[/quote]
[quote]Third-person camera mode now implemented! You can change the camera view via Option > Controls.[/quote]
[quote]Weve improved movement/animations. This includes vaulting, reloading, turning, & surface based leaning![/quote]
[quote]Have a little help from a friend! Bots are now available in PvE and will help guide you to victory.[/quote]
[quote]Bots will do their best to scavenge each environment for resources, weapons and attachments.[/quote]
[quote]You can now play against Bots in PvP. Choose your difficulty mode. Casual, Regular, Expert or Nightmare.[/quote]
New Content & Improvements
- Added player Bots to Cooperative Waves mode and Deathmatch
- Added Third-Person Camera Modes (with multiple configurations in Options > Controls)
- All maps have an improved balance for Single-Player
- Improved weapon sounds for all weapons - Better in PvP!
- Improved overall player animations and movement to help the game feel better in Thirdperson.
- Added option to set number of Bots and their Difficulty.
- Added option to override the music in PvP.
- Added option to override what team the Bots will join in PvP.
- Added more game rules to allow choosing starting attachments and changing the weapons that spawn in the map in PvP!
- Added many new particles FX to spice up telling apart game-actors from the world.
- Improved performance in many areas from Particle FX to Nav Generation, Collision setup etc.
- Improved visuals and added new FX on many enemies (Zombies, Jets, Choppers, CargoPlanes, Tanks and more)
- Added player landing particles.
- Added it so the Scope has a lens and scope-like crosshair.
- Added new bullet impact sounds and FX for more materials.
- Added default spawn weapon and attachment types for different weapon sets (Snipers Only = Gives Scope)
- Added build tool particle FX.
- Added AddBot and RemoveBot commands to game.
- Added Shield Depleted and Recharge sounds.
- Added Power node cable electricity.
- Added brass ejection particle to weapons.
- Added it so Max Ammo now says the word HYPERCORE and POWERNODE in the colour of the core or node being damaged.
- Added crosshair to build mode.
- Added new spectator mode for PvP - Track the player who killed you for a few seconds until respawn.
- Improved lighting and atmospherics on a few maps (Garage, Kitchen and more)
- Improved jump-pads timing and velocity calculations.
- Improved the prompt highlight to now be context based. Will find and attach what you pointed at, and the player will comment on that actor. (Enemy, Pickup or Core etc)
- Improved Spinners with colored explosions. Improved VFX for better gameplay experience (e.g. Powernodes show electricity & radar, Jumppads have indicator)
- Improved VFX for all weapons (new BB bullet casings, muzzle flashes)
- Improved damage indication for NPCs (e.g. damage stages for tanks etc.)
- Improved VFX and feedback for NPCs (e.g. Experiments)
- Improved gameplay for weapons
- Improved VFX for weapons
- Improved SFX attachment levels for weapons
Various Fixes and Changes
- Added new optimised emitter system for impact particles.
- Added proper fallback fonts for other languages.
- Changed colour of Attachment Pickups to be different from Weapon Pickups.
- Fixed Car collision in Garage map.
- Fixed collision of turret base to allow walking inbetween turrets around a core.
- Fixed many Navigation Mesh bugs for many maps (and created a few new ones)
- Fixed crashing issue related to physics cleanup.
- Fixed crashing issues during server travel back to lobby.
- Fixed broken muzzle flashes on other players.
- Fixed build spots in Garden.
- Fixed Glider Planes dive-bombing the ground after spawn.
- Fixed Chungus getting stuck in many areas.
- Fixed missing PowerNode cables in maps.
- Fixed text issues and spelling mistakes in a few places.
- Fixed traps, not counting to the stats properly in some types of kills.
- Fixed batteries and other pickups being able to fall through world boundaries.
- Fixed broken lighting in some areas of some maps.
- Fixed build tool showing in PvP on players.
- Fixed dropped weapons and attachments, not being cleaned up in the world.
- Fixed jump-pads affecting some enemies that it shouldn't.
- Fixed turrets targeting some enemies that they shouldn't.
- Fixed minigun holding angle in thirdperson.
- Fixed a few sound distance issues in the world.
- Fixed players able to spawn inside a newly placed Turret and getting stuck.
- Fixed many navfixes and improvements for Tutorial map.
- Fixed weapon 'beams' showing incorrectly when you can't pick up a dropped weapon.
- Fixed PvP spawning non-PvP pickups sometimes.
- Fixed for missing or broken materials in a few levels.
- Fixed voice commands kicking players out of servers.
- Fixed banner material in Hallway_Hard
- Fixed bathroom ghost spinner.
- Fixed grenade launcher particle offset.
- Fixed missing zomibe animations.
- Fixed enemies ignoring their target core if something minor interrupts their pathfinding.
- Fixed microwave collision
- Fixed issues with losing focus on main menu.
- Fixed delay on credits page world hiding FX.
- Fixed music track lists.
- Fixed mouse click-focus issues for loadout menu.
- Fixed AI issues regarding finding valid pathing and cores (meatbag and chungus fixes).
- Fixed minigun muzzle particle spinning.
- Fixed pickup highlighting when changing weapons and spawning.
- Fixed strange finger pose that everyone keeps mentioning.
- Fixed stuck zombies on attic in some areas.
- Fixed a few stuck areas in KidsBedroom
- Fix for impact particles copying the scale of what they are attached to.
- Fixed build spot emitters colour not updating after spawn.
- Improved time required holding USE to pick up a pickup (in PvP).
- Fixed weapon pickup highlight beams showing for weapons you cant pick up.
- Optimised Navigation Mesh generation time in all levels.
- Optimised Collision Initialization time in all levels. (Removing skybox collisions)
- Improved spectator input movement and rotation.
- Fixed Menu crash in rare instance.
- Improvements for bootstraper on Windows.
- Build tool gives credits to player when destroying a Bots buildable.
- Improved Game Rules system to cache values to improve lookup performance.
- Many balance changes to weapons, enemies and wave-spawns.
Small Soldiers, As many of you are aware, we are a team of just five indie developers. Were working very hard to deliver each Major Update and are extremely proud of how well development is coming along. Hypercharge launched over 7 months ago, and since then weve already launched multiple Major Updates and Hot Fixes, all based on player feedback. As of now, we have received over 1,100 reviews with an overall score of 90% Very Positive. With your continued effort in helping us develop the game, were convinced we will continue to succeed. It truly is a team effort. We dont see you as numbers; we see you as actual people with great ideas. Its because of you that Hypercharge is continuously reaching its full potential. From the bottom of our hearts, thank you! Finally, heres some content to enjoy! [quote]
Development Recap
Bots & Single-player Improvements [url=https://steamcommunity.com/games/523660/announcements/detail/4599817768892542621]Survial Game mode & Community Concerns
[/quote]
[quote]After a high amount of requests, weve redesigned how the scope works. It now acts as a traditional Sniper Scope, and we have to say, its so much fun! Were looking into adding more scope variants, too.[/quote]
[quote]Again, after many requests, we implemented a third-person camera mode with 360 predictive jumping, meaning your Hypercharge figure can really strike an action pose in style.[/quote]
[quote]Weve also tweaked the overall flow of movement/animations. This includes vaulting, reloading, turning, and surface based leaning which have all been polished to perfection. Traversing should feel smoother![/quote]
[quote]Weve made it so you can easily switch between your preferred camera angle with a touch of a button. This adds a new dynamic to the gameplay.[/quote]
[quote]Sneak peek of the new UI. Currently, its not the easiest to navigate, which can often lead to a frustrating experience. Every aspect will change, and were sure itll be very user friendly.[/quote] Well, I hope you enjoyed Dev Blog #3. If you have any questions about the game, please let us know on the Steam forums or Discord. Please note: All content above is WIP. We cant promise that every single feature will make it into each Major Update. This announcement is a development blog aimed to shed light on what we are working on, and hope to add in the future. Have a pleasant rest of your day. - Joe - Digital Cybercherries.
Dear Community,
We're extremely proud to have won this award and would like to thank our wonderful community for helping us develop Hypercharge into something special. We couldn't have won it without you! We were against fierce competition with hundreds of amazing games nominated.
A huge congratulation to each game that won an award and a big clap to those who were nominated.
Read the full press release on Gamastura.
Thank you again. - Joe
Digital Cybercherries.
[quote]Hello there, fellow Toy Soldiers. Sgt. Max Ammo has a friendly request. Would you mind writing some feedback via a Steam review? It takes less than a minute and helps us out so much. Being an indie team of just five, we greatly appreciate all the support.
https://store.steampowered.com/recommended/recommendgame/523660[/quote]
Bots are still a work in progress, but we're super proud of how well they react to the surrounding dangers.
Attention, Small Soldiers!
TL;DR - Major Update #3 will focus on vastly improving the single player experience. This includes adding bots to PvE & PvP, plus lots more.
We know many of you absolutely love single player. Its a convenient mode to jump in and out of as it doesnt require the need to find an online server full of players. You can play to your hearts content. However, we understand the biggest frustration is not being able to beat certain difficulty modes and earn the highest tier rewards. Part of this frustration comes from not knowing what enemy types you'll face on each level. We're still thinking of ideas, but some form of labelling for each level that hints at which enemies are to be expected in that level, may work quite well. In turn, players will have a better idea of the defenses needed before hand. In terms of balance and progression, the gameplay is not where it needs to be right now. Each level should be a challenge, but it should not feel frustrating. We're working hard on changing that.
After careful consideration, weve decided that Major Update #3 will focus on Single-player, with Major Update #4 focusing on our new game mode, Survival. COVID-19 has affected everyone, and it has put us behind schedule. By separating these updates, it enables us to work more efficiently. The last thing we will do is rush out an update just for the sake of it.
THIS SOUNDS GREAT. BUT WHEN WILL MAJOR UPDATE #3 ARRIVE?
We're hoping to launch by the end of November. No promises, though!
OKAY, COOL. BUT WHAT ABOUT SURVIVAL?
Our target is to launch the Survival update at the end of January 2021.
ABOUT THE BOTS
Hypercharge is primarily balanced around 2-4 players. By adding bots, we intend to close the gap between the difficulty harshness of single-player, as they will help to build defences and protect the Hypercore. In PvP, bots will feel dynamic and challenging. Were using a lot of fuzzy logic and reactionary responses to the players/other bots actions. Adding random movement, gunfire, weapon decisions and low-health defensive play-styles should make them feel more exciting.
- Youll be able to choose the number of bots; the difficulty will change based on the number of bots/players.
- Bots may be randomly generated, but we are considering allowing players to give them profiles to use. Or, they will use whatever Split-screen profiles you have saved.
- Bots will try their best to protect a Hypercore that receives the most amount of damage and/or have the most amount of enemies targeting it. We may allow them to respond to some voice commands so players can override their core target. If we do get around to bots respecting voice commands, we may allow them to follow you or be told to head to specific locations.
- If you find you're low on credits, dont worry. Locate your friendly bot and take some credits from them. Im sure they won't mind.
- Bots will help with power management. Theyll place batteries into power nodes. Although, were not 100% sure we will get throwing working.
- Bots will be available for Deathmatch and Team Deathmatch. We are also trying to see how well they perform in Plague mode.
- Were still exploring ideas, but the number of bots, and perhaps their difficulty, will be shown in the server rules, with other options to experiment with.
Here you can see a very helpful bot inserting a battery into the power node. Power managment FTW!
ENEMY FEEDBACK
Were putting more emphasis on enemy feedback.For example, enemies will show signs of deterioration the more damage they receive. This will give you a better sense of progression.
You'll finally be able to tell how much damage you have inflicted upon the Cargo plane.
Jets look more terrifying than ever.
The Tank will be easier to spot in outside areas such as the Garden.
AND MUCH MORE CONTENT PLANNED
Don't worry. We haven't forgotten about new maps, weapons, skins and the rest we've mentioned in the past. We aren't giving up on Hypercharge, it's just going to take a little longer to roll out the content throughout the next year. Thank you for your understanding and patience. Thats it for today. As always, we are listening to your ideas and suggestions. Please keep them coming in. We are building Hypercharge, together. Thank you for reading and stay safe out there. We sincerely appreciate your support! Have a brilliant start to the weekend. - Joe - Digital Cybercherries. Please note: We cant promise that every single feature will make it into Major Update #3. This announcement is a development blog aimed to shed light on what we are working on, and hope to add in the future.
TL;DR - Developers are actual people, just like you.
https://twitter.com/HYPERCHARGEGAME/status/1306962541336297472 We love our fan-base and the enthusiasm you have for Hypercharge. It means a great deal to us. Without you, all of what we have achieved would not have been possible. The past few months have been extremely difficult for us, just like they have been for the rest of the world. Were a five-man indie team with limited resources. We have done the best we can to cope with each obstacle thrown our way. However, theres only so much we can humanly do. Our development roadmap is behind schedule. Weve been honest and open about this many times in the past. Were working hard to play catch up. We understand delays are frustrating, but please keep in mind that we are just as frustrated as you are. When were in a more stable and confident position, we will announce an updated roadmap. We appreciate your understanding and hope you will keep patient during these uncertain times. On a pleasant note, during this pandemic we have released 2 Major Updates on two platforms, and multiple Hot Fixes. We think thats exceptional considering the circumstances. To conclude this statement, we are human beings, just like you. Were not machines. We have families, friends and partners to look after and worry about. We laugh, cry and sometimes have meltdowns. From all of us at DCC, thank you for your support and understanding. Joe Henson Head of PR, Hypercharge: Unboxed
Small Soldiers, We apologize for the late announcement. Here's more info about our upcoming game mode; Survival. Gamescom Daily Show's Michael Swaim and IGN's resident toy experty, Max Scoville team up with developer Declan Doyle to check out the upcoming WIP Playground map. [previewyoutube=czjCr4gx8IQ;full][/previewyoutube] Enjoy and have a great weekend. - Joe - Digital Cybercherries.
Greetings, Small Soldier!
TL;DR - Were working on new game modes, adding Bots to PvP/Single player and a lot of other awesome stuff, all of which is based on player feedback.
When Hypercharge launched back in April 2020, it received a very positive response. To date, it has a rating of 90% Very Positive, which is a healthy sign that were heading into the right direction. Our vision for Hypercharge remains the same, we want to offer the most authentic experience when playing as an Action Figure. However, theres still much more work to do. Thanks to the feedback of our wonderful community, we have a vast amount of insight into what we should add, improve and change.
EXPANDING THE TOY-BOX
We want Hypercharge to appeal to as many players as possible. We realise that the Tower-Defense aspect is not everyones cup of tea, and we dont want to limit the potential of the game by sticking with just one primary mode. Dont get us wrong, we love what weve achieved with the TD aspect, and well continue to improve it, add new maps and features. However, it will not be the centre point of the game. Instead, our focus is towards the feedback of our community. We believe in your ideas and our workmanship. Many of you have called Hypercharge a hidden gem. Together, were confident we can lift Hypercharge from its feet and make this hidden gem gain the recognition it well and truly deserves.
WHAT ARE WE WORKING ON?
Ahoy there, small soldier! The enemy want to board our ship. They will charge from all directions, so to fight them back youll need to climb the cargo net and walk the plank. Beware, however, there are sharks in these waters, and maybe crocodiles... Were hard at work on Major Update #3, with the main attraction being; Survival. This is a game mode that so many of you have recommended, and oh soldier, its hectic! So, what exactly does this mode entail? Well, theres absolutely no building involved. Players must do their utmost to survive as many relentless waves as possible. Though, there is a little twist to it. Certain enemies will attack something called the Generator, and players have the option to save it, or else theyll lose the ability for their shield to recharge, making surviving that little bit harder! The scoring system works by the number of waves players can survive, with different medals given for different ranges of completed waves. Players can buy new weapons and attachments for each wave. Enemies will drop health, shields and coins, allowing the player to spend currency on the slot machine.
COMMUNITY CONCERNS
We're aware that there are many other brilliant suggestions and valid concerns. We won't include them all in today's Dev Blog, but below are some of the most common ones. USER INTERFACE We hear you. The UI could do with some changes. Its difficult to navigate and hard to follow. Youll be happy to know that were completely overhauling it, making sure its intuitive and easy to use. SOLO PLAY One of the biggest things weve learned since the launch of Hypercharge, is that not everybody has the time to play with friends. In fact, a lot of players prefer to play on their own. We designed Hypercharge with co-op mainly in mind. This took our attention away from solo players. Single player isnt fully balanced, which means it can often be frustrating and not fun. So, how do we plan on alleviating this? Bots. For Single player only, were adding an A.I Bot that will help aid you in battle. Wait, you thought I finished? Get back over here. PvP. Yes, youll soon have the option to fight bots in PvP! COME ON JOE, WHEN WILL THIS UPDATE BE RELEASED? Slow down there, youre excited, I know, we are too. But we will not rush this Major Update. Its important that its very polished, stable and most of all, fun. We also want to align it with some big marketing plans. If all goes well, we should hopefully make some noise. To be on the safe side, and because I dont want to get fired, were hoping to release it before the end of this year. Albeit, it should be sooner than that. And remember, were only a five-man indie team. Theres only so fast we can reasonably work. If you got this far, thank you for reading and for supporting us throughout our journey. Were in this together. Have a fantastic rest of your weekend. - Joe - Digital Cybercherries. Please note: We cant promise that every single feature will make it into Major Update #3. This announcement is a development blog aimed to shed light on what we are working on, and hope to add in the future.
HYPERCHARGE: Unboxed
Digital Cybercherries
Digital Cybercherries
2020-04-27
Indie Strategy Casual Adventure Singleplayer Multiplayer Coop
Game News Posts 40
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(3609 reviews)
http://www.hypercharge.digitalcybercherries.com/
https://store.steampowered.com/app/523660 
HCU Linux Content [13.29 G]
Key Features
- Full Split-Screen support, including Online/Local.
- Online Co-op (up to four players) and Single-Player. Difficulty scales based on number of players.
- Wave-based Shooter with Defense Building Mechanics.
- Classic PvP combat. (up to eight players)
PLAY SINGLE-PLAYER OR CO-OP WITH YOUR FRIENDS
Prepare for battle in first and third-person modes and explore ultra-realistic environments for weapons and resources in 4-player co-op!
DEFEAT BOSSES TRIPLE YOUR SIZE
Just try to cover your squads back, otherwise... a plastic T. Rex will chomp on it!
FIGHT WAVES OF CLASSICS TOYS
Battle evil hordes of classic toys that'll have you reminiscing of the good old days.
UNLOCK ACTION FIGURES
Earn unlocks the old school way, in-game with hard work! No Pay-to-Win nonsense.
Social Links
Twitter: http://twitter.com/HYPERCHARGEGAME
Discord: https://discord.gg/hyperchargeunboxed
TikTok: https://tiktok.com/@hypercharge_unboxed
- Processor: Intel i5-4460Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 750
- Storage: 13 GB available space
- Processor: Intel i7-4770Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce GTX 1050
- Storage: 15 GB available space
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