Coding Combat:

Players engage in strategic coding combat, where they write commands to control their character's actions.
Enemy Variety:

Each enemy type has unique behaviors and vulnerabilities, requiring players to adapt their coding strategies for different challenges.
Automation and Control:

Automate your character's actions through coding scripts, allowing for efficient and precise execution of commands. Gain the ability to control enemies by coding, turning the tables on the digital battlefield.
Roguelike Elements:

Permanent character progression through talent unlocks, encouraging players to learn from each defeat and come back stronger.
Learning Curve:

The game caters to both coding novices and experienced programmers.
Visual Style:

Immerse yourself in a visually striking digital world, with futuristic and cyberpunk aesthetics. Coding interfaces, virtual landscapes, and dynamic enemy designs contribute to the game's captivating visual experience.
Hi there, I\'m glad to introduce you a new small update. Here is a list of changes:
Add option to switch to windowed mode via the configuration menu (or via the config file).
[/*]Add preparation animation for shooting bugs.
[/*]Add destructible environment, which dynamically spawns during the game and dropping healing hearts when destroyed.
[/*]Add health bars for enemies and environment.
[/*]Add new functions and constants:
[list]state_of(id) for current state of the entity. (Will return one of new constants SPAWN_STATE, DEFAULT_STATE, PREPARATION_STATE, SPECIAL_STATE or DESPAWN_STATE).
[/*]current_hp_of(id) for current hp of the entity.
[/*]full_hp_of(id) for max hp of the entity. (Initially, that was max_hp_of, but that was uncomfortable as max_hp_of showed first instead of move, when typing \"m\" and press TAB)
[/*]damage_of(id) for damage the entity deals.
[/*]COLLECTABLE_HEART and DESTRUCTIBLE_ENVIRONMENT constants for type_of usage.
[/*]
Slightly increase the hammer\'s and spear\'s hitboxes.
[/*]...And a lot of minor bugfixes.
Now let\'s talk about the future. First, let me tell you about the procedurally generated dungeon mode I\'d worked on. After a lot of play-tests and brainstorming, I\'ve decided that it just don\'t exciting and immersive enough. There is no such a difference between the current arena mode and procedurally generated dungeon, so I\'ve decided to focus on the not procedural story mode with some dialogs, puzzles and exploration, not only combat.
I\'ve already started to work on this and now building a small starting map which will be revealed for you soon. Furthermore, the whole map will be loading from the HackerScript file from the game\'s folder, so you\'ll be able to edit anything or even build your own stories in the future! That would be the first step to build fully configurable, editable and moddable game I want HackeRPG to be.
For now I\'ve already create the main story and characters, and working on the art of the first location which I reveal you as I\'ll finish it.
Thanks for your support. See you soon.
Minimum Setup
- Processor: x64Memory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Metal capable Intel and AMD GPUs
- Storage: 80 MB available space
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