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Patch Notes


Every build, every change, every fix. Track how Hyper Vyper evolves through Early Access.

Patch 0.20 Latest

Keyword & Power System: Level-Up System Redesign

Keyword & Power System

The level-up system has been redesigned from the ground up. Cards are now organized around seven playstyles, and picking cards in a playstyle builds toward keyword powers that unlock at 3 and 6 points.

  • Mover iconMover: go fast, and in different ways. Movement as power and possibility.
  • Blaster iconBlaster: for shooters. Ranged damage: bullets, beams, sustained fire, and on-hit effects.
  • Shaker iconShaker: control the crowd and blow things up. AoE powers for dealing with a horde.
  • Striker iconStriker: punch, kick, get close and destroy. High-end single-target damage, or turn your strikes into a tool.
  • Streaker iconStreaker: high-end play rewarded with more momentum. Combo frags, critical hits, and other triggers grow exponential power.
  • Tanker iconTanker: durability in its many forms. Take more hits, and find ways to turn defense into offense.
  • Thinker iconThinker: win through planning, strategy, and control. Gain power through stillness, area-control tools, and machine allies.

Keyword points are only granted the first time you pick a specific card: leveling up the same Mover card three times only grants one point in Mover, for example. Keyword totals are visible on the HUD. There are 14 keyword powers in total; a few examples:

  • Shaker I: enemies explode on death (benefits from your explosive damage buffs).
  • Thinker I: summon a flying drone ally to fight with you.
  • Striker II: melee damage benefits from your velocity and sends enemies flying.
New Level-Up Powers

36 new level-up powers have been added, enough to reach max tier in any keyword (accounting for hybrids). A sample from each playstyle:

Mover iconMover
  • Dynamo: gain a damage multiplier on Super Jump.
  • The Floor Is Lava!: infinitely stacking damage multiplier while you're in the air.
  • Pogo: gain a burst of upward movement on enemy elimination.
Shaker iconShaker
  • SplodeyFoot: your melee attacks explode.
  • Burning Patch: your explosives spawn a burning patch.
  • Implode Grenade: your explosives pull enemies in rather than pushing them out.
Blaster iconBlaster
  • Deadeye: increased accuracy while aiming down sights, in all modes.
  • Focus Fire: stacking damage buff when hitting the same target.
  • SplitShot: new and improved. Split your shot into multiple shots, with more shots at wider angles as you level up.
Striker iconStriker
  • Diego Parry: your melee blocks projectiles, becoming a reflect on level up.
  • Combo Kicker: reduce melee cooldown on a successful hit.
  • Crane Kick: an improved kick that lets you maintain your momentum.
Thinker iconThinker
  • Turret Call: replace your grenade with a turret summon.
  • Time Lord: slow time for enemies in an aura around you.
  • Drop Shield: a quick back-hop that drops a barrier blocking enemies and their attacks.
Tanker iconTanker
  • Armor Up: gain 1 armor (armor reduces incoming damage by the armor value).
  • Pain Management: damage is taken over a few seconds rather than instantly.
  • Defensive Headbutt: become invulnerable for a short time after a Super Jump.
Streaker iconStreaker
  • Berserker: gain stamina from eliminations.
  • Martyr Maker: slain enemies have a chance to drop a grenade.
  • Spree Killer: replenish health every 5 eliminations in a streak.

Between level-up powers and keyword powers, that's 50 new powers in total.

Gameplay
  • Weapon targeting overhaul: improved logic for weapon traces to better sync up what should happen, what appears to be happening on screen, and what's actually happening.
  • SplitShot hit detection drastically improved by changing the formula for side traces, which previously felt unintuitive.
  • SplitShot now supports full 360-degree coverage.
  • Melee, explosive, and ballistic (gun) damage are now distinct damage types.
  • Slide chain rework: removed the mid-air capsule shrink that occurred when crouching in the air, which was heavily affecting slide timing feel.
  • Iterated heavily on the player camera movement when falling, meant to teach slide timing.
  • Slide now always grants a minimum 500 velocity on start, so landing in a slide is always a speed boost.
  • Increased the distance from the ground at which a slide chain will succeed, making it easier to land in a slide.
  • Wall jump now puts more of its speed into the base jump rather than multiplying player velocity, making it a snappier movement option at baseline.
  • Added a stamina boost to Super Jump: it now regenerates stamina on use.
  • Sprint now reaches max speed immediately on activation.
  • Level-up cards redesigned from scratch.
  • Various feedback hookups added for new ability states.
Bug Fixes & Misc
  • Fixed many edge cases where weapon traces would fail when they should succeed, or vice versa, especially at close range or around walls. Some traces previously originated from the weapon muzzle, allowing targets between the player capsule and muzzle to avoid being hit.
  • Fixed a bug with Pierce causing weapon trace visuals to disappear after the first target.
  • Added objects to several map locations to reduce visual confusion around areas intentionally blocked off with no obvious cause.
  • Changes to the starting pad intended to better introduce players to slide gameplay.
  • Added some mini-areas to the middle of the map as the first step of a broader redesign.
  • Fixed many sound cues that were in the wrong mix or had no mix, including sounds that weren't affected by the volume slider.
  • Fixed a bug causing save persistence to be wiped every patch. Apologies to everyone who had to redo the tutorial.
Patch 0.19 Hotfixes

Major bug fixes

A few different changes have gone live for the demo since it released, all under the same version. This captures everything that's changed: the next patch will be a new major version with bigger changes.

Fixed
  • Fixed several crashes, most of which were caused by world transitions.
  • Fixed a bug causing level-ups to be applied n times, where n is the number of runs within your play session: on your 3rd run, level-ups were being applied 3 times.
  • Fixed a bug causing games to persist past the 00:00 mark.
  • Fixed a bug causing various game audio to ignore the menu audio sliders, and added concurrency limits to cap the maximum number of sounds playing at once.
  • Fixed a bug causing NPCs to occasionally spawn in a perma-stunned state.
  • Fixed a bug preventing enemies from acquiring the player as a target in various situations.
  • Fixed a bug causing enemies to spawn more sparsely than intended when the player is at certain heights.
  • Fixed a bug causing homing missiles without a target to become inert land mines until an enemy walked into them.
  • Fixed a bug causing multiple level-up calls on the same frame when the player gained enough XP for multiple levels at once: previously only one level was credited regardless of how many were gained.
Balance
  • Reduced higher-tier enemy HP by 10–20% to account for the removal of the level x run buff.
  • Increased the range at which repositioned NPCs are placed around the player, with the intent of reducing stealth-assassin enemies.
  • Added momentum carry-over to the end of Kick: a portion of momentum is now maintained, and Kick now costs stamina to use.
  • Increased the momentum boost from wall jump, so wall jumping at high speed gives more benefit.
  • Increased the timing window required to land in a slide from the air, making it easier to chain slide jumps.
  • Improved in-air camera Z adjustment to better sync with the slide-chain timing window: in-air camera movement intended to teach slide timing has been drastically improved.
New
  • Added Heavy Rounds, Fire Rate Up, and Max Health Up level-up powers.
Misc
  • Removed some elements that were meant to be previews for future features.
Patch 0.19 Hotfix

Small QoL update

Fixed
  • Fixed broken controller inputs.
  • Tweaked weapon overheat settings to be less punishing.
  • Removed the penalty that delayed stamina regen from restarting after running out of stamina.
New
  • Added controller inputs to the HUD Controls list: activates automatically if a controller is detected.
  • Dying now returns the player to the hub automatically.
Balance
  • Substantially increased stamina regen while in the hub.
  • Tweaked enemy compositions and spawn parameters across the board for a smoother difficulty curve, with more granular enemy density throughout the game.
  • Tweaked the starting zone to reduce general travel time.