
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 801 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
it breaks my heart whats happened to HLB. drifter is such an important game and piece of art to me, i was hoping this would sprout into something beautiful like the previous hyper light. deep in my heart im hoping the small community left will mod this game into what it was meant to be. regardless if this game is ever on sale for 10$ or less you should pick it up, the genre, the idea for this, the story its attempting to tell, the art style, the environment, its all BEAUTIFUL. i love drifter, so i have a spot in my heart for this. its worth playing for a little bit and the core of the game is there, but it is buggy, and a bit of mess, and that wont ever get fixed now unfortunately
Hyper Light Breaker isn't a bad game, it's a mediocre game that becomes bad because it's a sequel to Hyper Light Drifter. Shifting genres and style has a long history of terrible results in gaming. At best, you divide your fanbase, at worst your company dies. The former is at the core of the problem. The original game in this franchise was a simple action game, and this is a roguelike exploration action game. It forces you to grind, where the original did not, and it drags as a result. But I think it can be fixed, rather, I KNOW this game can be fixed, and using one thing it dearly needs: LORE. Hyper Light Drifter intentionally told things through symbols and vague expressions, so you know very little about the true scope of the universe and why things are the way they are. Hyper Light Breaker is a chance to change that for the better, but it needs the stakes to be personal, much like Drifter. In Drifter, this was done by the MC dying and fighting an uphill battle against dangerous monsters. In Breaker, it needs to bring this mindset to the design of the game, making all of the multiple playable characters be important. There are surely many ways to do this, and honestly my thoughts are that it needs a way to emphasize certain aspects of the game using the characters, each emphasizing their own side story as they stake a claim on this location, protecting it from dangers. Each character could have connections with a local, or have specific personal objectives in levels that need to be completed to continue their story. In general, the NPCs in the town need to be more interactible. Not simply cardboard cutouts that serve as buff and upgrade shops, but actual viable characters with backstories to explore and perhaps details they reveal about their place in the world such as culture, history, and disputes between them and other NPCs. The closest you get to this is the likes/dislikes details in the playable character bios, but I would prefer every character feel more like a person and less like a poster. How this is done matters, but not as much as the fact that something like this needs to be done for the game to be fulfilling. Players need a start point and an end point for narrative, so that when they lose, they empathize with the characters who they've failed, and when they win, they see these characters fulfilled by the success. This is why the gaming legends of old are so loved, and still propped up high.
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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 801 reviews with recorded playtime.
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Hyper Light Drifter is one of my favorite games of all time and I was so excited when I heard about Breaker but this sequel is just not it, I've tried to excuse its flaws but its in such a unfinished messy state, that now had just been thrown out the window and abandoned. Albeit the last time I played the combat felt "better" and I liked some features they added, but man it feels like a much more dimmed down version of other rougelikes. exploration is boring, the enemies are predictable and scripted. and fighting feels super punishing even for a rougelike, because they didn't think to implement a way to consistently heal. and all the characters feels the same to play. Its impossible for this game to be redeemed, and the recent layoffs of the original dev team doesn't help either. I wish this game couldve been one of the best rougelike sequels ever, but its not. just stick to Drifter
Hyper Light Drifter had a significant impact on my taste in games, music, and storytelling as a whole. The vagueness of story & objectives and use of alien language was unified through a definitive vision for the player's experience---a quality that acts as a backbone for all great games. I can tell you right now that Breaker is sadly not that, or even an offshoot of that. It was not that from before EA, it is certainly not that now, and chances are that it won't ever be in the future. The moment I heard "open world rogue-like extraction..." I knew it was over, but I had hope that those in charge at Heart Machine could simply look at Drifter and know what made the game good, and try change direction from there. The rest probably doesn't need to be said, as reality speaks for itself, and the only people who would read this are likely not the ones who need to be willing to change for those who care to be able to pour life into this shell of an experience. If you find beauty in the melancholic, and you can create your own fun, perhaps you may get something out of playing this. But, if you really can find beauty in the abstract and bring fun wherever you go, you probably don't need me to tell you that you can do that literally anywhere else and for free. There's no lasting impression beyond what you create here. If you're looking for something substantial in this review, you could just get/play Nightreign or Risk of Rain 1/2 if you're looking for a difficult, co-op rogue-like. If you're looking for more Drifter, just watch someone else play or talk about it. If you're curious at all about Breaker, look up the teasers/reveal, dev announcements/updates, and articles/videos surrounding Heart Machine; maybe you'll find it polarizing, interesting, or fun, and you just might start recognizing when it's time to separate nostalgia from reality. if you just need someone to sway you towards a "yes" or "no," my answer is "keep looking." I hope you find something great.
Recent update has changed on how extraction and progression has made the game a lot less enjoyable to play. Now when you team wipe or die in solo you just start from scratch, even when you die for a just a simple mistake. As well, the removal of the vault system, means you can't really save holobytes or weapons to have specific builds for boss fights, or just more casual runs to get more blood. Not to mention the hub world has become a lot more pointless as players can only upgrade their weapons if they have survived their run, otherwise when you wipe you have nothing to do anything. It might as well be a menu instead of a 3D space. Also the changes of extraction to being a just a 5 second countdown, instead of the old system of fighting enemies and earn a bit of extra blood while doing it. Also medikits no longer capable of reviving fallen teammates, and instead have to wait for your teammate to go to shrines. Overall the shift away and dumping of some of the extraction shooter aspects of the game and embracing of more of the rouge-lite has made it feel like a bootleg risk of rain game, and less of what was originally promised when I bought it. Perhaps these changes could been a separate gamemode, but I really did enjoy game's core mechanics before the recent changes. So I wouldn't recommend it if you were looking at this before the recent update as a mix of extraction shooter and rouge-lite. Dunno why the Dev's though it was good idea, but eh what can you do.
Закрыть игру под предлогом сниженного финансирования, при этом начать разрабатывать другую – "гениальный" мув, ничего не скажешь. Проблема здесь в том, что из-за подобных ситуаций подрывается доверие не только к текущим разработчикам, но и другим потенциально хорошим играм из раннего доступа. Самое паршивое, что на новостных ресурсах информация есть, но в блоге Steam по этому поводу тишина. Заслуженный дизлайк.
Baffling how mismanaged this game was. Such a waste. I hope they find the funds and motivation to finish this game eventually.
The game has cancelled development and laid off the team working on the game. I am owed a refund and Steam is refusing. I bought with the expectation that the game will receive regular updates and complete it's development cycle for a 1.0 release. They should issue a refund in this situation instead of turning it into a battle.
Abandoned game after horrible launch issues, optimization issues, game loop issues, performance issues, and an identity crisis trying to cash in on the roguelike hype. Combat and characters aren't unique or interesting enough to be the main draw of the game. I should've refunded when I had the chance to, don't make the same mistake I did. Avoid like the plague, just play Risk of Rain 2 instead.
So much potential. The combat was really good and there def was something here that could have worked great. But sadly the devs abandoned the game and it's probably not gonna receive another update. If the devs decide to work on it again I'll change my review. For now, don't buy it.
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