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December 10th, starting at 5:30pm CST we will be partying in Discord voice chat to watch The Game Awards. In case you missed it, HyperDot was nominated for the Innovation in Accessibility award. You are invited to join us as we scream about how proud we are of Charles! Join our discord here.
Want to report an issue? Post in the #game-support channel in discord.gg/glitch or email support@tribe-games.com.
The new Gauntlet Update includes a variety of new features including a new gameplay mode, 12 bonus levels, a set of bug fixes, and mesmerizing new equalizer background.
It's official, everybody. HyperDot is available now on Steam, Xbox, itch.io, and Microsoft Store. That feelsbizarre to say.
I want to thank everyone who has supported me throughout years of me making a game about a dot. This past year in particular has been childhood dream after dream being fulfilled. I couldn't have done this without you all friends, family, players, business partners, and collaborators.
It would mean a lot if you helped spread the word online. You can share the news on Twitter, hit the 'like' button on the launch trailer, or leave a good review.
If you want to talk about the game, follow me, @DarkaysTG, or hop in the #hyperdot channel on Discord. Thanks again, and happy dodging.
Charles McGregor, HyperDot developer
HyperDot is a fast-paced arcade game with one rule: dodge everything. The player avatar is a dot and the goal is to navigate safely through a sea of enemy shapes. There are only five enemy types, and these building blocks can be tweaked and layered with modifiers (e.g. player slow or arena icy) to create infinite challenges.
Charles McGregor, HyperDots solo developer, shares some origins, behaviors, and dodging tips for HyperDots five enemy types.
It's happening! HyperDot launches on January 31! Thank you all for your support throughout the development process. We cant wait to see everyone trying the game out for the first time.
Show your support
It would mean a lot to us if you helped share the news on social media you can share @heyglitch's announcement tweet if that's easiest.
Subscribe for updates
Get news as it happens and first looks at behind-the-scenes content by subscribing to the HyperDot newsletter.
Get in our Discord
Post in the #hyperdot channel at discord.gg/glitch to connect with HyperDot's creator Charles McGregor, chat with fellow HyperDot players, and direct questions at the GLITCH publishing team. Let's be pals.
A note from Charles: Thanks to everyone who participated in #HyperDotA11y! It was surreal to see people streaming my game, and the response that I have gotten from the games accessibility community has nothing short of amazing. I really do appreciate all the kind words and encouragement. To be honest, I was nervous about doing this research. I was hoping there wouldnt be bugs or barriers that showed up and was worried that it could prevent people from playing. Fortunately, everything went well! Everyone was generous with their time and feedback, and in the end, HyperDot was even more accessible than wed thought! I worked with the GLITCH team and accessibility consultant Cherry Thompson to identify updates that I could make to HyperDot based on what we learned during #HyperDotA11y research. We chose updates based on what would have the highest impact for most players and what I could feasibly get in the game within the constraints of the project. Some of these updates will be made before release, and some will come after. Visit hyperdotgame.com/a11y to see the full changelog. Thanks again to everyone who helped and supported this project! Ive learned a lot from watching and listening to the community, stream team, and accessibility experts and advocates. Thanks so much!
Hey, so, we're delaying HyperDot. Releasing in 2019 was a tight goal and our new release window is early 2020. By postponing HyperDot's launch, we can add a few final touches to the game while sustaining a healthy work/life balance for the developer, Charles McGregor, and the publishing team. Follow along in the #HyperDot channel at discord.gg/glitch to hear about fresh updates as they happen, including:
HyperDot features a high-contrast mode and full gameplay support with a range of traditional and alternate controllers including the Xbox Adaptive Controller and eye-tracking. Even though Charles has worked hard to make his game flexible and accessible, there's always more to be done. Enter #HyperDotA11y. We're partnering with streamers in the accessibility (#a11y) space to play the game and discuss their experiences. How it works: Research participants stream their first impressions of the game. After playing, participants can answer a short series of questions on video or using a form.
Developer Charles McGregor designed HyperDot with a pillar of flexibility. One way this manifests is in the wide range controllers HyperDot supports traditional controllers, mouse/keyboard, Xbox Adaptive Controller, tilt, touch, and eye tracking.
Eye tracking in particular provides a unique challenge. Instinctively, most players want to glance at the enemy dots as they enter the screen. Except when playing with eye tracking, this action directs the player straight to their death. The best strategy we've found is to zone out and focus on the white space.
Here's a clip of Sarah, friend of the team, testing the game with eye tracking.
[previewyoutube=LmoPE1KUmww;full][/previewyoutube]
We're wrapping up August with a conventions, road trips, and more conventions. Here's where you can play HyperDot now through Labor Day.
Earlier in development, Charles made a small but meaningful tweak to the HyperDot logo. Spot the difference.
We brought HyperDot to E3 and spent five days luring people to our booth at the Xbox Experience to try it out. It was surreal and exciting and humbling to be there, showing HyperDot alongside well-established game making powerhouses that we love. We met a ton of new people (you might have wishlisted us after you stopped by hi again!) and got the ball rolling on some new projects we'll tell you about later. For now, a mini roundup.
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