
A brand-new entry in the Hyper Light franchise, Hyper Light Breaker is an open world rogue-like with a unique world fully realized in 3D for the first time.
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Prices
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About
A brand-new entry in the Hyper Light franchise, Hyper Light Breaker is an open world rogue-like with a unique world fully realized in 3D for the first time.
Enter the Overgrowth alone or with friends to explore open worlds, create new builds, rip through hordes and overcome the Crowns and the Abyss King.

Choose your Breaker and SyCom loadout for distinct builds and playstyles.
Battle through the Overgrowth alone or as a team in online co-operative play.
Face hordes of enemies and brutal bosses in frenetic third-person combat.
Put your Breaker’s skills to the test by increasing the difficulty of the Overgrowth – the greater the challenge, the better the rewards.

A world in disarray, with mysteries to solve, vicious enemies to fight, and fully 3D environments to explore.
A vast, ever-changing world awaits with large scale open biomes and deep labyrinths.
Traverse landscapes with incredible freedom with a variety of abilities; wall-dashing, hoverboard, glider and more.
Experience a unique playthrough in every run, with one life to spare, the Overgrowth and the worlds within reset after death – bringing a new world to explore.

Learn more about the Overgrowth from the fragmented memories of its mysterious defenders, the Crowns.
Discover and unlock a wide arsenal of weapons, items and upgrades – take on quests to unlock even more rewards to evolve your Breaker and the Overgrowth further.
Bring back resources back to the Settlement to unlock permanent upgrades that will persist across your playthroughs.
Get a better understanding of the game mechanics – from the basics to advanced combat techniques – in an in-depth tutorial.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 803 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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this game is much more fun then when it came out and id definitely recommend it with the sale going on right now
I Tried to give this an early access play though. But it 100% was not able to capture my interest. Its sad too cause when this was announced, internally it built so much hype. But then i got around to playing it a bit and essentially refunded it.
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| $3M | 3.3K | 90% | $29.99 | |
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| $3M | 7K | 94% | $19.99 | |
| $3M | 4.5K | 92% | $24.99 | |
| $3M | 26.8K | 88% | $4.99 | |
| $3M | 4.7K | 88% | $29.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $530.8K | 630 | 73% | $34.99 | |
| $0 | 0 | — | Free | |
| $52.6M | 82.1K | 79% | $39.99 | |
| $178.6K | 371 | 74% | $19.99 | |
| $69.6K | 266 | 79% | $11.99 | |
| $15.3K | 58 | 90% | $9.99 |
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Portuguese - Brazil, Traditional Chinese
Hours played at review time, across 803 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]DON'T BUY THIS GAME[/h1] Это была неплохая игра, которая могла стать хорошим проектом при должном внимании и наличие времени на разработку, но очередные эффективные менеджеры решили сократить разработчиков данной студии и остановить выпуск обновлений. Игра умрет в своем недоразвитом состоянии. Денег, конечно же, никто не вернет. Покупая эту игру - вы НЕ помогаете ее развитию и НЕ получите готовый играбельный продукт, а просто отправите свои кровные в карманы к жадным *******
much better now
Combat is good but the game feels empty, has weapon drops locked to specific characters. Which only make it feel like it has even less content (and is a pretty unfun design choice). The progression is slim and tbh not that fun. Especially the meta progression needs a lot of work to feel meaningful and keep players invested. I warmed up a few runs solo and didn't get very far. Then I matched up with a player with about the same amount of progression and we finished a run on our first attempt. And it just made me feel done with what the game had to offer. Hopefully it'll grow as it progresses through early access and I can change the review if it does.
Have fully stopped development, dont buy this game it is such a poor roguelike trying to be an extraction shooter and it just doesn't work.
Seems like it would check a lot of boxes for me but a few things detract from the experience and make it feel clunky. It's early access so plenty of time to improve the game, but it's not for me currently. -Honestly, just copy Arkham Batman's parry system and I wouldn't be avoiding a core game-play mechanic. For the hardcore players, give them an option to remove the parry button prompt. Personal difficulty, boom done, fixed. -Didn't like you have to hold down trigger for the hoverboard, default bindings are kinda wack anyways. -Make the attacks feel a bit more fluid or 15% faster by default, felt like a pause after every swing.
Do not buy this game. They have officially abandoned it and will not even get to 1.0. In it's current state, it has very little to offer.
I’m truly disappointed that development has ended on Breaker. Drifter was a formative influence on my passion for video games and for holding on to gaming as a hobby as I became an adult. Going into early access was a red flag until I remembered Supergiant Games’ Hades and thought I could see a similar success story. I’ll admit that I wrote off Hades when it released in early access as a boring Greek mythology repackage of Bastion and Transistor to jump on the rising trend of roguelikes. Clearly I was mistaken. So I didn’t want to make the same mistake around 8 years later. Heart Machine had my trust with Drifter and Solar Ash so I kept an open mind and bought it on release. Unfortunately, Breaker is exactly what it seemed to be from the start: a derivative design for a multiplayer roguelike action game made with skill and talent but mired by a painful failure to launch and missing so much of the soul from Heart Machine’s previous games. In retrospect, it was a mistake to tailor the game for multiplayer instead of focusing on a game that can be enjoyed thoroughly in single-player. In less than a year since launch, we’ve seen other new multiplayer games such as Arc Raiders and Marathon. Games like Arc Raiders, Marathon, and even Destiny need a steady player base as they depend heavily on cooperative play to be their most enjoyable. Those games are also essentially Skinner boxes that keep their player base by conditioning them with loot tables, randomized gear affixes/modifications, “monkey sees action” dodge windows, and carnival shooting galleries. Breaker plainly shows in its design that it took lessons learned from the developers of those games but failed to execute on their analysis of them. I mean, there’s nothing wrong with setting out to make games that bring friends together for a good time and Heart Machine showed good intentions by releasing without microtransactions. More to their intent, Heart Machine also significantly improved the game in the span of nine months and actually used early access for what it’s meant to be. They put in some firepower to try to gain back trust after its poor first impression but this really could’ve been much less of an uphill battle had the game been released in a considerably more polished state. Capcom’s Monster Hunter Wilds comes to mind, as both games failed to fully address their performance issues, yet Heart Machine kept a respectable stream of updates without a AAA piggybank. I imagine most people will attribute the failure of Breaker to its performance issues, but Wilds is a clear example of how the average gamer with their pre-built mid-tier PC really doesn’t care about frame drops if they care about the game enough. Breaker also runs adequately when you lower its settings and doesn’t use AI upscaling as a crutch… It’s not clear to me what “for the time being” in Heart Machine’s recent announcement will mean, but I think it’d sadly be for the best to either cut their losses or put out one last major update before taking the game out of early access.
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