
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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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
This Game is Amazing! This is exactly what we need in gaming. Just straight video game feels. This is so fun to play with friends and family and solo the solo is great. We are Heart broken that development has come to a halt but please for the love of god keep building this game. It has so much potential. Easily could be bigger than Risk of Rain and has potential to be a popular as arc. I’m sorry to the family of those who got let go bring them back this game needs development it’s got such a solid foundation
With the pace of development and willingness to hear feedback I've seen so far during early access, I'm very excited for where this game goes!
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| $3M | 3.3K | 90% | $29.99 | |
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| $3M | 7K | 94% | $19.99 | |
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| $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 | 634 | 72% | $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
The Update's pretty good. I like the new underground areas and the Maw boss is very interesting. A little to tanky right now but has a lot of promise. The quality of life improvements are a nice step foreword, as well the MUCH needed Tutorial, really helps. One thing I'd like is the ability to access the VR part of the tutorial at the end whenever in the hub so you can practice like the Void in DMC 5. Conclusion: This is a step in the right direction and if updates like this continue I believe the final game will be great.
Was skeptical at first, but after the recent update I gave it a shot. Not bad at all! Still needs more content, but I’m in now
I like the IP of this game, it marries the world and vibe of HLD with the mechanics and flow of Solar Ash. It really often feels like being in a flow-state; dashing, running up walls, using the glider or the hover board - it's really quite satisfying. I've played on I think three different iterations of the game since early access began and I think with the 'double down', patch they've really gotten onto something good.
The performance is straight up killing my experience till now
so much mpotential here. RoR2 for HLD. buy if you want to help them reach a finished product. Needs bug fixes and quality of life changes. Combat and camera are too clunky. Parrying is clunky. Locking on is also terrible. it puts the camera right behind your character and you can't see anything going on. Solving these issues will make the combat and gameplay much smoother.
Sat down with my little group of friends that play rogue lights together, and other games that are multiplayer but not your run of the mill games. We like customizing, upgrading, fidgeting with builds, grinding not just to fight bosses but to find the sweet spots of where synergy exists so we can out dmg each other, find something that maybe is an exploit, or just the perfect build. We played through the first two crowns a few months back, and decided when we could get together, to play and grind through again when the next boss came out we would, cause it was definitely our cup of tea. The problem is that the balance has totally changed, the customizable build options has basically disappeared. You've removed that sweet dopamine hit of a drop or a purchase that allows us to try out different builds and synergies back at the hub. The game is boring with no real opportunities to buy, to get drops that might make or break a build, and instead just reroll at a vendor which is pointless if you're not looking for the right build to begin with. We breezed through bosses which used to be difficult and part of the reason we needed to fine tune our builds and grind. Bummer, it was headed in a direction we were stoked on, but you trying to make it less complicated maybe for others, you've made it less engaging and interesting to lean into learning build dynamics. There is so much less to do with that aspect of the game. We probs won't play it again knowing the direction is less build tinkering and resetting back at the hub to adjust, and just more of a hack and slash basic fest of a game. Sorry, it got worse for gamers like us. If you bring back all the dynamics and opportunities to sort through drops and buys, find the synergies and the possible magic and library we cultivate through in and outs of the world, and we'd be down again and I'll change my review. Until then, it's turned into a boring jaunt with no stakes, nothing to nerd out on, and no reason to grind.
Feels good so far, pretty close to Drifter's vibe. Gotta heal the review stats.
I have many things to say about this game, some good, some bad... Here's the review, undetailed for those who want a quick idea of what this game is : - Hyper light breaker is a roguelite that looks good, plays okay, and runs really bad. It's a game with many, MANY problems in terms of both gameplay and optimization. The game has, as it stands, no replay value once you've completed a run, as runs are not that different from one another. You would be better off playing Risk of Rain 2. Now here's the detailed review : I have played many roguelites and 3D adventure games and this game is trying to be both of them, which stems from a good idea... But the implementation is terrible. First of, the choice of your character does not matter in the slightest, aside from a few stat changes. That makes it so characters act more like skins. There are a lot of roguelites that change the gameplay a lot based on the character you pick and this isn't one of them, which is a strange choice considering characters exist in roguelites to add replay value. Now the exploration isn't interesting either. They tried many things, like adding point of interest with drops and keys to open boss doors to force the player to explore, except this does not add depth to the exploration as you have very few choices aside from "let's loot everything" In Star of Providence and Risk of Rain, looting everything means facing more danger, in one of them you don't know what's in a room until you entered it, and in the other you have time-sensitive difficulty scaling that makes you want to go faster and pick the places you want to go quickly. By removing the risk of the unknown, Star of Providence would be less interesting because you'd already know where to go to beat the run. By removing the risk of the difficulty scaling by time, Risk of Rain 2 would undoubtedly be very boring. HLB has no risk and reward options to spice up the game, that means your solution to everything is to just loot every corner of the map. The game lacks an element of momentum which could really make it better. If they really want to emphasize on the exploration, why even make a roguelite? Hyper Light Drifter was already dynamic enough by just being a zelda-like, if HLB was a multiplayer adventure game similar to Zelda it would've probably been a more fitting game. The combat is satisfying, with weapons having quite a lot of movesets. These weapons have passive (inherent) and active (special) abilities that make them more unique, but it's convoluted in such a way that you need to stop and learn what each weapon does to actually harness all of their potential. This in insight seems like a great idea, but really slows down the pace of the game when you're already in the heat of the action. The problem with the current passive abilities is that they are way less intuitive than the specials, and the specials having their own button for each weapon make that even more confusing because you'd expect those cool attacks to be on the charge button. In Dead Cells, weapons only have active abilities that makes you want to play aggressively to activate the crit condition of these weapons. By removing the convoluted way the weapons work in Hyper Light Breaker and making them simpler to learn and hard to master, the game would be way smoother for newcomer, and still interesting for experts. The music and sound design is very well made, the game looks good and the world feels like it has lived and is falling apart. Overall, it's a game with good ambience, a cool worldbuilding, but a gameplay design that really should have an overhaul. I am not asking for this game to be another game totally, it just needs to fix those pacing issues to feel like a smoother experience. I cannot recommend it in it's current state as it runs badly on top of everything else, I really tried to give a chance and I wanted to see if the updates would change it, but since development has stopped, there is probably no way it gets better.
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