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:: "Ambition draws our kind ever closer to God. One step at a time, one star at a time. This is the golden age of humanity.
But how long will it last?" ::
Hellpoint, and its lore in particular, has a lot of secrets to uncover. We decided to reveal just some of them that you probably weren't aware of.
Hi, everyone! Here's a couple of quick fixes (all thanks to your bug reports)
Hellpoint v343 - 24465
:: "There is someone behind the corner. Something. The walls around you are callous. "You are on your own", they whisper as the wave of pure, distilled terror bathes you, accompanied by the vomitous stench of decomposing flesh. The hilt is cold to your palm. The space is cold." ::
Irid Novo station once was one of the most advanced space frontiers of human civilization. But after the Merge decimated the universe as we know it, the only living things that are left aboard it are rotting husks of human beings, wandering around in pain and angry despair.
In Hellpoint, you will encounter nearly two dozens of unique enemy types, some of which will have several level-based variations, one deadlier than the other. Let's have a peek at some of these malevolent creatures you will face on April 16.
:: "The space is silent. So much that it causes anguish. The silenceash-grey, relentlesscrawls within you, hurts you, eats your synthetic skull from the inside. There is only deafening pain, and the heartbeat, and your footsteps, and the rare echoes of something massive moving. Something inconceivable, among the mountains of concrete and steel." ::
Irid Novo, an abandoned space station you will be trapped on in Hellpoint, is massive. 14 huge interconnected levels await to be explored, each with its own distinctive visual features, unique monsters, and various puzzles to solve. Each level is hundreds of meters wide and some of the levels are hundreds of meters tall, reaching the height compared to that of the Eiffel tower. Let's have a look at just a few of them.
In the Pond, human passengers that were arriving at Irid Novo, the frontier of mankind's science, were being separated from their bodies and then put back together after interstellar travels.
---
This is where it all begins. The Irid Novo AI, the Author, uses a 3D body printer to create the Spawn whose role you take.
This area is a "warm" welcome to the dark and twisted sci-fi universe, with narrow corridors, secret passages, and malevolent creatures lurking behind almost every corner. You will have to learn how to find your way around the station, heal, and use your weapons.
The Observatory is a multi-purpose amphitheater, used for scientific congregations that would end with the masses entering trance all over the Irid Novo station, unaware of the willpower they were relinquishing to the soon-to-arrive cosmic gods. It was also used for mind control conferences, occult modern art performances and attuning musical symphonies.
---
The Observatory is one giant open area that will serve as your safe haven. Here you will be able to, among other things, craft and dismantle weapons and upgrade your healing method.
You will encounter no enemies here, except for the level itself. Taming the deadly verticality will let you uncover secrets and be generously rewarded.
For many years, Port Issoudun remained the most active space port of the Irid Novo station. Hundreds of ships and tankers would dock here to land passengers or offload resources. All of the port systems were entirely automated. Like carefully constructed clocks, self-programmed bots zoomed around the environment in straight lines to bring items and transits to their destinations. From the main terminal, various highways lead to other parts of the station.
After the Merge ended the Universe as we know it, the port was ravaged by the hordes of monsters intending to capture the whole station. Issoudun has long since been resting in ruins: dead, cut off from power and cleared from any human activity. The most unfortunate humans remain active as Merge Victims, roaming in the area in eternal fear and confusion, assaulting anyone in sight. Some of the automated bots still function, faithful to their original orders.
---
Port Issoudun is featured in the playable sequel chapter to Hellpoint, The Thespian Feast. This area, dimly lit, is enclosed for the most part and features less deadly platforming yet more enemies and mini-bosses wandering its claustrophobic corridors.
Before the Merge, the Arcology was a mega-colony built inside the space station to accommodate 118 000 inhabitants that came along for the voyage. This was definitely one of the most prestigious places to live back then, with thousands of advanced homes and buildings dashing across the stars at speeds faster than light. It was one of the greatest centers of thought exchanges and hard work, and definitely a place to go looking for a good time. The Arcology was built to be entirely self-sufficient and space efficient, seamlessly merging the utility, public and residential systems while fully utilizing 3D space to a sometimes very dense degree. This resulted in a great flow and interweaving of the construction of shapes and districts.
Thus, the Merge made this place the biggest sudden cemetery on Irid Novo. However, not many cadavers remain, as the Parasites and the Daemonium promptly grabbed the bodies and carried them to their lairs to consume the flesh, furthering their own interests. The remaining survivors were taken by insanity and each met their particular end. Their stories can be read in blood sprayed all over this area.
---
With a lot of open spaces, the Arcology offers a solid challenge in battling several foes, both ranged and melee, at once. The huge funicular connects this district with other sections of Irid Novo.
Hellpoint, a dark sci-fi action/RPG, will be released on April 16. Wishlist and follow it for the latest development news:
https://store.steampowered.com/app/628670/Hellpoint/
"Irid Novo is a success. The faith you vested in us will soon be rewarded as you take your rightful place in the new world"
You find yourself on a gigantic advanced space colony only to discover that you are the only being left. Only sane being, to be precise. Colony is crawling with hostile abominations driven by one instinct: to hurt. What is going on?
"They called us insane. They called us evil. But to end the suffering in this world, a bold vision was required."
A few decades ago, human race and the Arisen civilization formed the First Interstellar Alliance. With wars being a thing of the past, this enterprise was to discover the secrets to the greatest mystery of the Universe: a soul. Humans possessed the technology to travel through parallel universes, the Arisen were highly advanced in the field of artificial intelligence. By sharing their respective knowledge on a meeting groundIrid Novo space stationthey expected to create an artificial soul, a conscious AI, bringing forth the most advanced technology of them all.
However, it didnt work as planned.
Many theories are floating: technological error, sabotage, even divine intervention. Yet the real cause remains unknown. What is the true secret of Irid Novo?
We must leave it to the Gods, lest the Gods leave us.
Station AI, The Authority, is still on a mission to complete the soul creating experiment. Left to its fate by man, it has developed a plan of its own. Yes, Spawn, we are talking about you.
Hellpoint, a dark sci-fi action/RPG, will be released in the near future. Wishlist it now:
https://store.steampowered.com/app/628670/Hellpoint/
Hello gamers!
I've not been posting much to our publisher page because cross-posting is currently very wonky, so it's been mostly to individual pages of games.
This weekend we're hosting a full on orange Carnival at PAXSouth, featuring lots and lots of games!
"It seeps into the void. Conquers it, ignites. Suddenly, zero becomes one. Black turns red, matter becomes life. A universe is born in anguish, in fear. A child: gasping, struggling, cold. Clean."
You are a Spawn: a 3D-printed organism, an artificial human being. You were granted a life, yet not a consciousness, by your creators. With a blank mind, you venture through Irid Novo, an ancient asteroid mining facility turned into a space station, seeking answers. Why are you here? What is your purpose?
"Your hand reaches. Time dehisces, unfolding an incomprehensible chasm. The wound that bleeds space dust. Maimed cosmos laments silently, writhing in agony."
In Hellpoint, breaches are tears in the very fabric of time and space that interconnect parallel universes. When your Spawn stabilizes them, it allows you to level up, travel between breaches, consume gathered resources, alter enemy difficulty / loot grade and save your progress. Upon demise, you respawn at the latest breach you connected to.
Your blood runs cold. Your hand is bound to cleanse. Under the rain of gore and guts, you dancea child in time, a soldier in space.
Irid Novo is crawling with horrid hostile abominations that used to be humans. To push forward, Spawn has no other choice other than to put them away. By mastering your basic combat abilities like swordplay, shooting, dodging and blocking, you will be able to defeat tougher foes.
What are you? An experiment that went awry? Gods forgotten toy lost in the wreck? Or a perfect organism?
Slain enemies emit axions that can be spent to upgrade your character. There are 8 different skills to level up: from health to overall strength to foresight. As you master your skills, your Spawn will gain greater stats, such as damage, radiation resistance and energy reserve which is used for ranged weapons.
Hellpoint, a dark sci-fi ARPG, will be released in Q1 2020. Wishlist it now:
https://store.steampowered.com/app/628670/Hellpoint/
9:00PM October 30: Build : Beta - 0178 - 20200 - Fixed issue with the main menu when exiting the game - Fixed issue with some specific sound not being played at the right place - Fixed issue with some sound overwritting others, namely ambiance - Fixed an error with decals - Fixed an error with Camera update - Fixed the player being visible on the intro cinematic - Minor tweaks to speed up the initial load - Minor tweaks to speed up map loading time - Lot of Nintendo Switch fixes
9:00PM October 28: Build : Beta - 0176 - 20088 - Lots of guns and catalysts tweaks - Lots more of CPU (AI, Pathfinding, Triggers) optimization - Fixed a number of switches and doors that would fail to be interactive - Fixed a number of meshes being wrongly baked in splitscreen/console - Sentient satellites can now be targeted and destroyed - Fixed issues with right arm aiming - Fixed an issue related to far looping audio source
9:00PM October 25: Build : Beta - 0175 - 20019 - 20,000 Changelists! - Reworked and parallelized lights culling - Sectorized switches, door and other interactive objects - Centralized enemy event coloring - Optimized weapons CPU usage
9:00PM October 24: Build : Beta - 0173 - 19977 - Fixed some language switching issue - Removed annoying sound when talking to NPCs - Turned on VSync by default on consoles - Fixed death, survive and unsafe zones detection - Fixed some type of projectile not increasing their weapon's XP - Fixed the "shotgun" fire type (Catalyst "Hands") - Fixed a number of shader failing on PS4
9:00PM October 23: Build : Beta - 0172 - 19940 - Fixed visual inversion in Embassy - Fixed save game naming - Continue to optimize CPU - Fixed enemies showing in T-pose - Fixed reloading of environment failing on death - Fixed light flickering in splitscreen - Sentient is now accessible (Disciple and Architect quest full walkthrough) - Some math improvement (CPU) - Added capsule cast to prevent jumping through walls when framerate is low
9:00PM October 22: Build : Beta - 0171 - 19841 - More quest fixes - Shaved off 3Gb+ off the build size - Reworked totally how batching is handled - Major FPS boost on console - Major loading time reduction - Fixed an issue with breach respawning
9:00PM October 18: Build : Beta - 0170 - 19750 - Lot of quests fixes - Optimization in hit boxes and trigger zones - Decompress of load a number of audio files (for PS4) - PS4 build!
9:00PM October 15: Build : Beta - 0169 - 19640 - Nice. - Roar!!! - Fixed Terrorizer and Transporter - Fixed a color grading issue with LUTs - Disable "Talk" option when a NPC doesn't feel chatty - Lot of Architect quest fixes - Added framework needed for future Asian language support - Resized and recompressed most textures
9:00PM October 9: Build : Beta - 0168 - 19510 - Fixed audio volume issue - Fixed a visibility issue with the "pet" - Drastically reduced the initial loading time of the game - Added some missing achievements
9:00PM October 1: Build : Beta - 0167 - 19390 - Fixed icon and blueprint for Major Jester suit - Fixed an issue where dismantling multiple copies of the same item would increase the reward each time - Fixed an issue where the Ring Puzzle would fail to open a gate - Moved some HUD items to be withing a 90% safe frame (PS4/X1 TRC) - Final mixer version; drastic CPU boost - Fixed an issue with the "pet" - Turn off the current scene audio when triggering a loading
9:00PM September 27: Build : Beta - 0166 - 19350 - Fixed an number of issues with Nemundis - Reworked how audio is mixed, should provide a noticeable performance boost for lower end CPU - Added Achievements - Changed how data is preloaded, should offer a faster loading of the game - Reworked how dismantling items is performed. Multiple items can be dismantled at once. - Fixed a character sliding issue when jumping and interacting with objects - First PS4 build!
9:00PM September 19: Build : Beta - 0165 - 19217 - The Eyes work once again - Fixed an issue making the firearms/catalysts unable to level up and unlock different projectiles - Number of material fixes - Made sure dead people don't talk
9:00PM September 18: Build : Beta - 0164 - 19171 - Revamped the targeting - Number of fix for the Eyes - Added life to animation when idling - Linux version updated
9:00PM September 17: Build : Beta - 0163 - 19140 - Number of bundle fixes (shader, audio) - Made bundle caching occur async - Fixes secret doors in Low City - Make boss aggro as you step through the fog gates - Flagged and optimized all audio sources - Lot of baked collision - Lot of axion tweak (scaling) - Rework of the Hostess
9:00PM September 12: Build : Beta - 0161 - 19040 - Drastically change how assets are packages. This is a big patch, but following patches will be much smaller and should give a slight initial loading time - Reworked the temperature, radiation and oxygen display - Lot of loot rework - Underworld loading screen - Changed the chain of event when hitting occurs (should be less CPU stressful) - Fixed craft menu selection
9:00PM September 7: Build : Beta - 0160 - 18915 - Trimmed old code related to picking up items - Fixed an issue with save game displaying time played - Made the Deprave sleep properly, you can now stab it properly too - Fixed an issue with baking reflection - Fixed an issue with player's light being affected by Dark Mode
9:00PM September 3: Build : Beta - 0158 - 18804 - The build is now connecting to our live database - Fixed issues with the Artillery shield pin - Fixed audio issues with splitscreen - Fixed an audio issue related to audio played behind walls - Added a specific camera setup when the player is "grabbed" - Fixed a lockup occurring when the player is changing map at the same time as being killed - Player placed messages should be visible again - Breach menus are all selectable even when disable, so that player can see tips for each options - Added a safeguard to the save thread in case of running condition, should prevent save game from failing to save, but it's only a temporary solution - Added similar safeguard to other multithreaded systems - Added aura for coop and invader characters (Coop = Blue, Invader = Red). Helps in splitscreen. - Changed the underworld player coloring system to match the auras - Changed the coop revive node color to match the characters colors - Tweaked the jump when chaining jumps in different direction - Tweaked the "turn on spot" when initiated from a combat stance (ex.: after a dodge) - Fixed an issue where quickly turning on spot while running would decelerate the player - Added skeleton posing to invader so they can use heavy weapons - The Interface floor is now moving and its hit boxes has been tweaked - Fixed a nasty dots issue in the shadows on consoles - Fixed the cockroaches not showing up - Fixed a walkthrough break related to switches changing world data states incorrectly - Fixed an issue where major bosses would fail to give completion data
9:00PM August 26: Build : Beta - 0155 - 18634 - Fixed Archon light absorption ability - Fixed character "freezing" and "on fire" visual - Added total time played on save display - Fixed an issue with character-carried lights - Fixed a visual glitch with enemies turning to face the player - Fixed an issue with disabled enemies - Healing is now based on a % of the max health
9:00PM August 23: Build : Beta - 0154 - 18595 - Most icons size has doubled on PC - Tweaked the turn on stop feeling, both in and out of combat - Tons of weapons and enemy tweaking (weight, push, tenacity) - Fixed the archon's negative light radius - Fixed the beast and terrorizer collider (can't push them anymore) - Allows enemies to be "chain" stunlock. This does not apply to players. - Fixed an issue about data collection in the underworld - Fixed the Native man's eyes - Kill the player after some time when crossing a dead zone, instead of waiting for an impact
7:00PM August 22: Build : Beta - 0153 - 18540 - Tweaked the jump feeling - Added feedback on axion gained - Fixed issues with Utility and Crafting station - Lot of bug fixed in quests - Fixed a fish thinking it has a left hand - Fixed dialog interaction on entry/exit - Changed Healing upgrade effects
5:00PM August 20: Build : Beta - 0152 - 18484 - Crafting station can now process all resources type - Fixed the tutorials in Embassy - Fixed the respawn of the Funicular elevator - Optimization in the interactive objects - Lot of work done to prepare for the splitscreen optimization - Majority of the texts are in the game
9:00PM August 19: Build : Beta - 0151 - 18342 - 650Mb patch; more high resolutions textures on PC - Lot of NPC dialog and quests fixes - Fixed reviving in coop not having a blood cost - Fixed a display issue with items without stats - Fixed a potential overlap between narration and dialog subtitles - Fixed an issue where blocking with a shield would trigger an attack instead - Fixed an issue where Merge Jesters would spawn without their heads
8:00PM August 15: Build : Beta - 0150 - 18302 - 800Mb patch; major texture size increase on PC - Lot more of hitboxes tweaks - Fixed issues with stats display - All weapon panel now allow to list through skills - Lot of armor and weapon stat tweaks
7:00PM August 14: Build : Beta - 0149 - 18250 - Lot of hitboxes tweaks - Fixed an issue with voice overs - Optimized how save game is performed - Hide data collection until quest is performed - Display "Mobility" in stats - Architect and Disciple quests revamp & completable
7:00PM August 13: Build : Beta - 0148 - 18198 - Optimization in zone detections - Fixed an issue with environmental boxes - Fixed an issue with scrolling view (Item selection, settings, inventory) - More audio - More lore - Tweaks on hit boxes; many offhand attacks now work
7:00PM August 9: Build : Beta - 0147 - 18130 - Fixed a lot of minor issues in Palace - Fixed an issue where enemies coming out of walls wouldn't play their animation - Fixed an issue where turning off dynamic shadow wouldn't really turn them off - Fixed an issue where distant enemies might start flying around and get stuck in walls - Fixed an issue where the axion spot of previous life would spawn even with 0 axion - Updating engine version broke all cloth. We will redo them in the upcoming days.
7:00PM August 8: Build : Beta - 0146 - 18106 - Fixed an issue with armor and weapon visibility on death - Upgraded to new version of engine - Switched to progressive garbage collector - Lot more audios!
7:00PM August 7: Build : Beta - 0145 - 18060 - Fixed an issue with audio duplication - Fixed an issue with audio positioning - Fixed an issue with double doors in Arisen boss fight - Fixed an issue where shadows would stop updating - Fixed a sectorization issue on characters - Major rework of stat bonus and upgrade chip scaling
7:00PM August 5: Build : Beta - 0144 - 18002 - Fixed some switch and elevators - Fixed an issue with audio spawning - Reworked the realtime shadow blending algho - Fixed an issue where the camera could become "unaligned" while using firearms - Can switch targets using the mouse
7:00PM August 2: Build : Beta - 0143 - 17948 - Fixed input being trapped when not in focus - Fixed shield, firearm and catalyst upgrade chip - Fixed some firearm and catalyst stats display issue - Tweaked the cost of leveling up and the upgrade chip - Tweaked the buff enemies get in a New Game+ - Fixed a key not showing up in the inventory - Tweaked Prophet Hands damage
7:00PM August 1: Build : Beta - 0142 - 17912 - Fixed another edge case audio drop out - Added a save warning screen - Added a save warning icon - Fixed a transition issue between dodging and fast attacks - Reduce the visual stealth buff from Martial Upgrade to 25% instead of 75% - Added some air control when the player is "stuck" - Fixed a travelling switch that could only be used once in Arcology
9:00PM July 31: Build : Beta - 0141 - 17892 - Fixed the EVA Suit (again) - Fixed an edge case audio drop out - Some enemy can now respawn in flaming flash into stronger version - Even more audio! Like the Eyeball Chain black hole ability
9:00PM July 30: Build : Beta - 0140 - 17854 - Fixed the EVA Suit - Fixed an issue with jumps between light rails - Shadow casters optimization - Fixed the Link Espadon ability order
7:00PM July 29: Build : Beta - 0139 - 17831 - More audio! - Fixed the 3 Prophets Hands - Fixed the Flame Catalysts - Fixed the walls (third ammo) of the Catalysts - Fixed an issue when dying from a fall might not trigger the Death screen - Fixed missing portals in Underground - Fixed a duplicated audio happening on very short clip
9:00PM July 25: Build : Beta - 0138 - 17808 - More audio! - Fixed an issue where short audio might not play properly - Slight loading time improvement - Slight CPU boost when it comes to AI that are in "sleep" mode - 4K Loading screens
9:00PM July 24: Build : Beta - 0137 - 17750 - Fixed an issue with camera in elevator - Fixed the Leech module - Fixed a number of stat display issue not displaying properly buffs - Updated the Axion icon (important!) - More sounds! Reverb is starting to be implemented in maps
9:00PM July 23: Build : Beta - 0136 - 17730 - Fixed a number of audio drop off - Fixed the Arisen boss right (again) - Fixed the Health module - Added a "Data Completion" icon and info on the HUD
9:00PM July 19: Build : Beta - 0135 - 17580 - Fixed the Cognition Optimizer - Fixed damage display for firearms/catalysts - Fixed a wall message that would lock up player's control - Added a "Exit" option in an multi-levels elevator - More sounds!
9:00PM July 18: Build : Beta - 0134 - 17540 - Fixed the enemy health bar position - Fixed some issue with lights and level of details - especially in split screen - Fixed a loading issue related to pathfinding - Pimped the item picked notification - Fixed a persistent ambiance sound not being removed between loadings
9:00PM July 17: Build : Beta - 0133 - 17480 - Some lights fix - Fixed the Uthos elevator - Got rid of Cameras for the player's UI (optimization)
11:00PM July 16: Build : Beta - 0132 - 17450 - Major lights flow rework - Fixed an issue where loading would get stuck - Added "tips" in breach - Armor and footstep sounds
6:00PM July 11: Build : Beta - 0129 - 17364 - Changed how sectorization and occlusion is performed in splitscreen. - Added safeguard in boss fight (they stay disabled until you enter) - Fixed an issue with the Player Stat help screen - Mac build - Ton more sounds
6:00PM July 10: Build : Beta - 0128 - 17340 - Fixed an issue with spot lights when shadow casting is turned off - Introduced a new depth buffer reuse; should give a major performance boost on lower end GPU (Please report any wall of mirrors issue)
7:00PM July 9: Build : Beta - 0127 - 17314 - Fixed door after Arisens boss fight - Fixed some materials and performance check
7:00PM July 8: Build : Beta - 0126 - 17384 - Fixed unwanted collision in Embassy and Arcology - Occlusion Hull reactivated in Downtown East - Fixed automatic door that may get stuck if you play too much with them - Removed the unwanted dev console
7:00PM July 5: Build : Beta - 0125 - 17356 - Fixed enemy popping - Fixed Arcology elevator missing - Fixed Upgrade Chip not properly adding damage - Fixed the Observatory iris - Smooth jump turning
4:00PM July 4: Build : Beta - 0124 - 17336 - More balancing - Emergency fix in the pound - CPU Performance boost - Victory screen in boss fight
8:00PM July 2: Build : Beta - 0123 - 17307 - Lot balancing - Wave of optimization for console - Updated to Unity 2018.4.2 - please report any potential issue with this
8:00PM June 25: Build : Beta - 0122 - 17250 - Lot more visual fixes - Lot more audio - Fixes and tweak on the Artillery
8:00PM June 25: Build : Beta - 0121 - 17230 - Lot more visual fixes and optimization - Deep fixes in sectorization and occlusion - Added missing elevator switch on 4th floor of Palace - Fixed an issue with empty item showing up as picked up item - Kickstarter weapons
10:00PM June 18: Build : Beta - 0119 - 17074 - More visual fixes - Fix top elevator sector in Downtown - Fixed an issue related to some level of details not switching properly
10:00PM June 17: Build : Beta - 0118 - 17074 - Lot of visual fixes - Fixed the wrong collision in Alma Matter Builder - Fixed the double input on ladders - All sub-bosses have finally their proper skin and get a buff - Fixed a fog issue in the underworld, and an issue with particle and ambiance when dying in it - Fixed tutorial message only showing "Message"
8:00PM June 14: Build : Beta - 0117 - 17035 - Lot of light clip fixes - Lot of z-buffer flickering fixes - Lot of visual holes fixes - Fixed Architect shield missing its textures - Buffered the interaction input - Underground Occlusion Hull
10:00PM June 9: Build : Beta - 0116 - 16906 - Fixed an issue with empty firearms not firing - Fixed a lockup with using Home Leap while interacting with a switch - Fixed a dropdown issue when switching tab - Fixed a loot issue when in multiplayer - Fixed a camera issue with disabled fog gates - Fixed a transition issue in attacks and improved skeleton poses when transitioning attack states - Fixed a transition issue while dodging/sprinting and attacking
10:00PM June 4: Build : Beta - 0115 - 16834 - Fixed spawning issues with numerous mini-bosses - Fixed issues with door having multiple switches - Fixed an issue where some light would consume large amount of VRAM - Fixed a sectorization related freeze - Turned on localization debug.
10:00PM June 3: Build : Beta - 0114 - 16804 - Space Suit & Space Marine - Fixed an issue with firearm upgrade not sticking - Fixed an issue with fishes disappearing - More lighting in Alma Matter - Fakes in Underground. Space is harsh.
10:00PM May 30: Build : Beta - 0113 - 16741 - Lot of new sounds! - Nerve and Athlete Suit - Show damage type name in UI, fixed large icon in Item View - Fixed an sectorization edge case with sectors connected to each other with multiple portals
10:00PM May 29: Build : Beta - 0112 - 16711 - Fixed Occult station in Embassy - Fixed Horde not showing up in Port - Fixed Fog Gate flickering and not disappearing when over - Fixed an issue with axion positioning when respawning and loot dropping at the wrong place
10:00PM May 27: Build : Beta - 0111 - 16691 - Fixed some UI lockup in the utility station - Irid Novo is in sight - Added support for accent and Cyrillic characters - Fixed an issue where when loading between map the sector wouldn't properly initialize - Fixed the merge victims, they uglier than ever
10:00PM May 27: Build : Beta - 0110 - 16644 - Fixed dismentling items - Fixed inactive enemies in Arisen Palace - Some minor UI layout - Fixed the Jester Mace
10:00PM May 24: Build : Beta - 0109 - 16594 - Small fixes in UI - Fixed a UI lockup - Added a custom console near the pound to claim your belongings
10:00PM May 23: Build : Beta - 0108 - 16555 - Fixed breaches in Port - The Interface is alive - Fixed an issue with the intro cinematic preventing HUD from showing up - Changed how Stamina regen (negative stamina)
10:00PM May 22: Build : Beta - 0107 - 16534 - Fixed Breach teleportation - Added thumbnail for breaches - Prevent Pause and Taunt menu from opening when being air born - Fixed sectorization in Alma Matter - Fixed the "first eye" elevator
11:00PM May 21: Build : Beta - 0106 - 16494 - Yes/No modal now support mouse click - Fixed a UI lock up issue with the Monoliths - Fixed a UI lock up issue with the fifth console of the Five Eyes - Reworked the in-combat jumps - Removed unwanted placeholder impact sounds
11:00PM May 17: Build : Beta - 0105 - 16454 - Linux build - Some secret door fix - Port revamp completed - Great sword is in - Help panel for firearm, shield and armor - Teleport UI now shows thumbnails of the breaches
7:00PM May 16: Build : Beta - 0104 - 16413 - The interface finally moves - Polish on player dash - Tutorial shows up properly on K&M - Number of bug fixes
10:00PM May 15: Build : Beta - 0103 - 16370 - Elevators changes; they should teleport back to saved position instead of moving back. - Fixed a UI lock up with the pause menu and breaches. - Revamp of Port
10:00PM May 14: Build : Beta - 0102 - 16349 - Fixed upgrade chips; they were not doing proper damage - Prevent interaction in mid-air - Prevent opening a menu while another is already opened
00:00PM May 10: Build : Beta - 0100 - 16230 - Version 100! - Underground enemies rise up once again - Fishes fire lasers - A vampire hunts you - An interface will absorbs - A fight among the stars
8:00PM May 3: Build : Beta - 0097 - 16055 - Lot of polishing - New transparent lighting - New gore and frost in maps - Fixed an elevator collision - Fixed a tiny passport console
10:00PM April 30: Build : Beta - 0096 - 15836 - Removed a division by zero in the stairs - More smoothing in player motion - Made the terrorizer less dumb - Fixed the crafting stations - A number of map fixes
8:00PM April 26: Build : Beta - 0095 - 15735 - New smoothing in the player's camera - New ladder/rail camera - Drastically reduced enemies downtime between actions - Added lot more loot in the first few maps - Sentinel has couple more long range attacks - More option in Gameplay panel (such as turning off HUD) - In process of adding help panels in different UI. - New Cube programs, such as teleporting back to the last breach.
8:00PM April 17: Build : Beta - 0094 - 15374 - Fixed the Downtown console after the bridge. No longer tiny. - Fixed the targetting that would fail after death. - Pimped lot of AIs - and will continue for a while. - Sprint dodging while in combat now performs a roll. - Underworld gates properly stays in the underworld. - For cheaters, the "-" button also exit from the console now. - Fixed characters not liking walls at angles.
Greetings mortals!
Hellpoint is coming along very well, and we'll be showcasing it this weekend at PAX East 2019 in Boston. If you're around, swing by and checkout the latest demo!
Meanwhile, here's a brand new trailer to get an idea of what to expect:
https://www.youtube.com/watch?v=F_pScwI7Xes&feature=youtu.be
Don't forget to Wishlist Hellpoint:
https://store.steampowered.com/app/628670/Hellpoint/
11:00PM March 19: Build : Beta - 0084 - 14391 - More work on the jumps - More work on the in-combat motion - Lot of light work in Embassy and Downtown East - Enemy can now properly lose sight of you - Ask you if you want to travel to another map before doing it - Pimping the UI - Fixed a bunch of catalysts and firearms
8:00PM March 7: Build : Beta - 0082 - 14044 - Lot of smoothing in player actions - Lot of performance optimization - Green ghost is now friendly, soon a red ghost will come challenge you - Punching and pushing refactoring - Lot of small fixes
12:30AM March 2: Build : Beta - 0081 - 13785 - New heavier jump - Ability to chain sprint jump - Smoother character rotation - Embassy got its new lighting - Arisens got all their abilities - The Palace is now fully crowded - Sentinels are soon coming in the game - Added the crowbar
10:45AM February 23: Build : Beta - 0080 - 13632 - Elevators are smoooooooth once again. - Embassy has it's near final lighting. - Arisen Palace is getting crowded... - Fixed coop role flag. - Number of player action smoothing
7:45PM February 19: Build : Beta - 0079 - 13492 - Fixed black screen in online coop in Embassy - Changed how enemies are registered in online coop - Added input validation screen when creating a new save game - Fixed issues with player poses when firing guns - Added a synchronized breach in the Observatory
11:30 AM February 16: Build : Beta - 0078 - 13423 - Fixed level up screen - Online coop is back - Cloud save game is now secure with Steam - Gear icon turns red when you don't have the stats to use it - Fixed issue where elevator door were stuck after dying - All catalysts have their firing mode - All melee weapons correctly uses the chip upgrade elemental boost (first unlocked ability) - Arisen are starting to display dangerous long range abilities - Enemies will stop looking at you after dying
tinyBuild is looking for people to playtest Hellpoint, record their feedback and answer a survey. It's for PC with a Controller. You can apply here: http://bit.ly/2WXQ6BH
8:30 AM February 12: Build : Beta - 0075 - 13153 - Fixed loot items, door, quests - Polishing AI - Guns! Pew Pew Pew - Fixed LODs flickering in splitscreen - Fixed invisible Nemundis
8:30 PM February 4: Build : Beta - 0073 - 13062 - Fix some doors not being interactive - Smooth the targeting/untargetting of enemies - Removed some extra foot step sound - Fixed the mind cube station
9:00 PM February: Build : Beta - 0072 - 13000 - Number of smoothing and performance tweak - Fixed horde doors from showing up at wrong time - Fixed player losing control in some rare case while getting slapped - Fixed some NPC not disappearing when killed - All the maps have their visual!
6:00 PM January 30: Build : Beta - 0071 - 12915 - Happy New Year! - We believe the build is finally back to being stable after upgrading it to Unity 2018.3 - Using IL2CPP for an appreciable performance boost. - Currently, Linux and Mac build are down. More on that later. - Last build before every map has their visual! - Lot of quests and NPC to talk to, and more to come.
4:00 PM December 24: Build : Beta - 0064 - 12212 - Merry Christmas! - Online panel is available by pressing the Taunt (back / T) button. - You can place hands in the world to invite someone in your game. - You can use the match code number to jump into someone's game. - Couple of K&M tweaks.
4:00 PM December 14: Build : Beta - 0063 - 11955 - Number of walk-through fixes - Fixed the equipping item issues - Shield bashing is back
7:00 PM December 11: Build : Beta - 0061 - 11802 - UI fixes - Enemy spawn fixes - More contents - More quests
2:00 AM December 1: Build : Beta - 0060 - 11470 - Fixed main menu enter key - Mouse cursor and mouse scroll wheel! Click click click click clickety - Better keyboard support
You may have noticed patch notes showing up here about "Beta 0.XX", and you may wonder why. After all, the game isn't available in early access or for pre-order, and there isn't any public beta available. We sold keys for the alpha and beta stage of Hellpoint development in our Kickstarter back in Summer 2017. For a while after that, between our Kickstarter and the release of the Alpha keys, we continued to sell those keys on our website. As soon as the alpha keys were distributed, we removed the purchasing function off our website, so people wouldn't get the wrong idea; such as paying for a key while having only a couple days of alpha testing remaining. Unlike other public beta where the game is about to be released a few weeks later, this is a real beta, where the game is in the middle of being produced. Our current timetable is to have the game released in July 2019, so we have a lot of work left ahead of us. The game currently has lot of bugs, missing content and features, and thats normal. For this reason, we handle beta keys on a case-by-case, making sure people purchasing a key understand the state of the game and how their feedback are crucial in shaping how the final product will be. Feedback received a few weeks before release wont impact the game, its too late. Feedback received now are incredibly important as they can change a lot of things. We ask people with beta keys to be active with us on our Discord and help us make a great game. If you would like to get onboard with the beta and help us shape Hellpoint send us an email at admin@cradlegames.com
7:00 PM November 29: Build : Beta - 0059 - 11433 - Messages are back, they now display who made it. Also, a grid to select icons. - Up voting or down voting messages now work. - Keyboard and Mouse better support; keyboard keys now shows ingame. - New set of icons for keyboard and controllers. - Switching weapon abilities or cube program can be done with the right joystick instead of the face buttons. - Cleaning in the Embassy with more visual - Ozyormy is ingame. - Architect quest is under rework. - More keys for more doors! - Known Issue: PS3 and Xbox 360 controller won't work until v60
8:00 PM November 23: Build : Beta - 0058 - 11271 - Important: Save Game version increment, previous save game are erased. - Hybrid cloud-save, similar to Bloodborne, where save games are shared between local and cloud. The save game with the most recent timestamp is prioritized. - Online message system; place icons on a wall to warn others, or vote existing messages.
7:00 PM November 20: Build : Beta - 0057 - 11195 - First version of cloud-save. This is requires for future matchmaking, messages, and other online features. Please tell us if you experience any issue with the system. - Fix Linux issue with managers. - Fix pickup message missing its icon. - Number of different gear "grades" added.
1:25 PM November 15: Build : Beta - 0056- 11135 - Attempt to fix an issue where LODs would cease to be updated and become invisible - Add error trapping for multithreading
6:00 PM November 14: Build : Beta - 0055- 11110 - Fixed the save game not saving properly - Fixed the infinite loading screen - Fixed an issue with the Cube collision (weeeeeeee) - Fixed an issue with unbaked spot lights Known Issue: - Might still be dark in some place of the Underworld Note: - The save game format changed. Older save games are not longer valid.
9:00 PM November 13: Build : Beta - 0054- 10995 - Linux and Mac build! - Companion Cube - Weapons variants Known Issue: - Quitting the game may trigger an endless loading - Please disregard the "trial version" at the bottom of the screen, this is related to our new Build Machines
5:20 PM October 30: Build : Beta - 0053- 10839 - Fix camera jump when exiting ladders - Fix player level when starting a new game (-1 isn't a valid level) - Fix near portals behaviour - Fix enemy "Animation Spawning Context" - Shadow caster optimization - LOD Manager optimization - Memory clearing inbetween scenes
4:50 PM October 27: Build : Beta - 0052- 10815 - Fix a ingame setting menu that would do all kind of weird stuff - Fix some collision - Fix a number of LOD related issues
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