Controller Pass
The controller experience has been rebuilt from the ground up
Developer posts and news about this game.

The controller experience has been rebuilt from the ground up

New Player Powers New Map Graphics Update New Player Verbs (mantle, wall jump) Hub .... And more!!

Version .17 has many new features aimed at addressing core issues in Hyper Vyper: New Features: Overheat System, Melee Attacks Goal: Encourage players to move forward **into** combat It's been a long road of trying to encourage forward movement. When the goal of the game is "surv

Hyper Move Assist Component Component to help manage movement states and settings. For now, it's used for CoyoteTime and SlideChainTime (extended grace periods for activating jump/slide after walking off an edge or landing). Eventually, it will drive additional movement verbs and

YOOOOOO! That's right!!! We got Cabinets!! We got Coins!!! WE GOT ANIMATRONIC RATS!!! Get ready to ball 'til you fall cuz we got it all. <(Except for air hockey tables and basketball free throw games with half inflated basketballs and rims that would give you tetanus. Planned

You know the deal. Being vague about changes but this one introduces an important game mechanic that's not clear via feedback yet: Enemies now drop crystals. Game difficulty increases with the amount of crystals on the board. Survive in the various shrines around the map for 15 s

Fixed crystals unintentionally giving HP

Build for first Steam Playtest. Let's call it Ver.03