Fixed a loading screen crash that appeared at the main menu. Want to report an issue? Post in the #game-support channel in email [email protected] for store front updates or [email protected] for in-game issues.
Fixed a loading screen crash that appeared at the main menu.
Want to report an issue? Post in the #game-support channel in email [email protected] for store front updates or [email protected] for in-game issues.
Just in time for you and your crew to play for Valentine's Day! Highlights 1-8 Local Multiplayer Battles 20+ New levels Bonus! New music visualizer, just for fun Bug Fixes Fixed error where you would constantly restart a level in gauntlet after selecting back to menu Fixed graphi
Just in time for you and your crew to play for Valentine's Day!
Highlights
1-8 Local Multiplayer Battles
20+ New levels
Bonus! New music visualizer, just for fun
Bug Fixes
Fixed error where you would constantly restart a level in gauntlet after selecting back to menu
Fixed graphical error where selecting a group with a mouse wouldn't clear the "Beat X level to unlock" prompt
Fixed error where the stats would incorrectly show you have 100% completed on the trials regardless of how many levels you actually beat
Quality of Life
Tokens can now be collect right as they are disappearing
Want to report an issue? Post in the #game-support channel in email [email protected] for store front updates or [email protected] for in-game issues.
Pick up HyperDot and dodge everything on Nintendo Switch & Switch 2 today! We're excited for you to finally get your hands on the game and think the pick-up-and-play nature of HyperDot makes it a perfect fit for the Nintendo Switch. We hope you enjoy! Want to report an issue?
Pick up HyperDot and dodge everything on Nintendo Switch & Switch 2 today!
We're excited for you to finally get your hands on the game and think the pick-up-and-play nature of HyperDot makes it a perfect fit for the Nintendo Switch. We hope you enjoy!
December 10th, starting at 5:30pm CST we will be partying in Discord voice chat to watch The Game Awards. In case you missed it, HyperDot was nominated for the Innovation in Accessibility award . You are invited to join us as we scream! Join our discord here.
Want to report an issue? Post in the #game-support channel in discord.gg/glitch or email [email protected]. Bug Fixes Fixed problem where some bonus levels weren't previewing correctly when you hover over them Updates You can now change the starting amount of lives (100, 50
Want to report an issue? Post in the #game-support channel in discord.gg/glitch or email [email protected].
Bug Fixes
Fixed problem where some bonus levels weren't previewing correctly when you hover over them
Updates
You can now change the starting amount of lives (100, 50, 10, 1) in Gauntlet mode
The Gauntlet Update includes a variety of new features including a new gameplay mode, 12 bonus levels, and a set of bug fixes. Highlights Gauntlet Mode Kick the campaign challenge up a few notches with HyperDot’s new Gauntlet mode and see how far you can make it with a limited nu
The Gauntlet Update includes a variety of new features including a new gameplay mode, 12 bonus levels, and a set of bug fixes.
Highlights
Gauntlet Mode
Kick the campaign challenge up a few notches with HyperDot’s new Gauntlet mode and see how far you can make it with a limited number of lives. It’s a new twist on the classic campaign that will challenge even the most dedicated players.
12 Bonus Levels
Each of these 12 stand-alone levels tackle a unique challenge that’ll put your dodging chops to the test. Ambitiously hand-crafted and extra-rude with attitude.
Bug Fixes
We’ve been listening carefully to everyone’s feedback and have identified and resolved a number of gameplay issues.
Updated coarse angle adjustments in the level editor
Deadzone on ice levels is increased to prevent accidental movement from joystick
When you test your level from the power up toggle screen, you will now return to the modifiers screen correctly
Prevented level editor hotkeys from activating when editing the name of a level
Made fixes to Achievement System to unlock achievements more reliably and at the correct times
Fixed bug where angles of enemies would change when you copied and pasted other enemy parameters
Fixed bug where if you tested from the Power Ups Toggles screen in the level editor you would be stuck
Fixed enemy movement speeds sometimes being carried over from previous levels
Do you want check out the new updates? Stop in to watch these live streams:
Want to report an issue? Post in the #game-support channel in discord.gg/glitch or email [email protected]. Bug Fixes Fixed issue where when playing on a DS4 controller it would say you are using "Horizontal" rather than "Joystick" In random, fixed bug with the area staying
Want to report an issue? Post in the #game-support channel in discord.gg/heyglitch or email [email protected] . Bug Fixes Fixed issues with mouse not reacting appropriately on the level select screen in campaign. Fixed graphics issue where the token counter kept the color o
Fixed issues with mouse not reacting appropriately on the level select screen in campaign.
Fixed graphics issue where the token counter kept the color of the player after playing in multiplayer.
Fixed cross enemies to spin in the same direction they spawned in.
Fixed control button in color select to show the correct input and show it faster.
Fixed error with level modifiers displaying incorrectly in the freeplay pause menu.
Fixed issue where if player picks up a Time power-up right before dying, screen doesn't reset until the next Time power-up is grabbed or until after next death.
Fixed bug in level editor that prevented enemies with multiple spawners from being copied.
Achievements now are checked when the player first starts the game to try to prevent missing achievements from unlocking.
Fixed bug where Level 101: Corrupted didn’t show correct completion status.
Stopped “unlocked” prompt from displaying after the player completes the game.
Updates
Added modifier tags to the screen before trials.
Adjusted token and area spawns to not be in the center of the arena.
Ambient sound can now be toggled on and off.
Suppressed the Tobii Eye Tracking settings notification from popping repeatedly.
Changed various minor graphical inconsistencies.
Lowered amount of enemies that spawn in Level 40: Sliced.
It's official, everybody. HyperDot is available now on Steam, Xbox, itch.io, and Microsoft Store. That feels…bizarre to say. I want to thank everyone who has supported me throughout years of me making a game about a dot. This past year in particular has been childhood dream after
It's official, everybody. HyperDot is available now on Steam, Xbox, itch.io, and Microsoft Store. That feels…bizarre to say.
I want to thank everyone who has supported me throughout years of me making a game about a dot. This past year in particular has been childhood dream after dream being fulfilled. I couldn't have done this without you all — friends, family, players, business partners, and collaborators.
It would mean a lot if you helped spread the word online. You can share the news on Twitter, hit the 'like' button on the launch trailer, or leave a good review.
If you want to talk about the game, follow me, @DarkaysTG, or hop in the #hyperdot channel on Discord. Thanks again, and happy dodging. — Charles McGregor, Creator of HyperDot
HyperDot is a fast-paced arcade game with one rule: dodge everything. The player avatar is a dot and the goal is to navigate safely through a sea of enemy shapes. There are only five enemy types, and these building blocks can be tweaked and layered with modifiers (e.g. “player sl
HyperDot is a fast-paced arcade game with one rule: dodge everything. The player avatar is a dot and the goal is to navigate safely through a sea of enemy shapes. There are only five enemy types, and these building blocks can be tweaked and layered with modifiers (e.g. “player slow” or “arena icy”) to create infinite challenges.
Charles McGregor, HyperDot’s solo developer, shares some origins, behaviors, and dodging tips for HyperDot’s five enemy types.
Squares
Enemy behavior
“Squares go in a straight line. They’re the most basic enemy and easiest to understand,” Charles says. “They’re the first enemies I ever made in HyperDot and the backbone of the game.”
Dodger beware
Squares are underestimated. Once players get to know trickier enemy types, they put their focus on dodging them…and get caught by those simple, common squares.
How to use them
Squares are the best enemy type to form “structures” when creating your own levels — that is, solid lines of red that players need to navigate around.
Pentagons
Enemy behavior
As Pentagons spawn, they point at the player dot, then move straight across the arena. Charles explains, “Under the hood, I basically just say hey, pentagon? Rotate once towards the player. Then that’s it.”
In the prototype, they were hexagons
“I changed the hexagons to pentagons because pentagons have a point that indicates the direction they’re heading in,” Charles says. Don’t say he never did anything for you.
Players don’t “get” them
Without the above info on hand, players can tell that pentagons are doing something different but they’re not sure what. Charles drops hints for these and other enemies in the names of the single player levels — keep that in mind.
Triangles
Enemy behavior
Triangles act like homing missiles — they follow player dots around the arena, much to most players’ distress.
Under the hood
Like the pentagons, triangles are programmed to rotate. Unlike the pentagons, they keep rotating — they’ll follow the player around for five seconds until moving off the arena.
The enemy of your enemy
You can attract and pass triangles off to other players in multiplayer. Not condoning it, just saying it’s possible.
Stars
Enemy behavior
Like triangles, stars follow player dots. But instead of swinging around in a wide circle, they spin in one spot and shoot straight at the player again. And again. And again.
GameCube roots
“Stars were actually inspired by Kirby Air Ride. There is a star in the game called the Swerve Star. Basically, you stop, adjust where you’re pointing, and then go. Then stop, adjust where you’re pointing, and then go. I thought, ‘oh, what if an enemy did that?’” Charles says.
You’ll see more of them later
Stars are tricky, and they crop up often in difficult late-game levels. By staggering their spawn times just so, just a handful of stars in an arena can feel like a constant barrage of attacks.
Crosses
Enemy behavior
Crosses enter the arena, come to a stop, spin on their axes, then break into four small squares that shoot quickly across the arena.
Why, though
“I wanted to have a more random enemy, one that was based more off twitch reflexes than pattern recognition. Crosses get the most flak from a lot of like game designers.”
If you pay close attention
As they spawn, the crosses indicate which direction they’re going to split apart in. When they spin, they stop in the same orientation they were in before, then break apart.
It's happening! HyperDot launches on January 31! Thank you all for your support throughout the development process. We can’t wait to see everyone trying the game out for the first time. Show your support It would mean a lot to us if you helped share the news on social media — you
It's happening! HyperDot launches on January 31! Thank you all for your support throughout the development process. We can’t wait to see everyone trying the game out for the first time.
Show your support
It would mean a lot to us if you helped share the news on social media — you can share @heyglitch's announcement tweet if that's easiest.
Subscribe for updates
Get news as it happens and first looks at behind-the-scenes content by subscribing to the HyperDot newsletter.
Get in our Discord
Post in the #hyperdot channel at discord.gg/glitch to connect with HyperDot's creator Charles McGregor, chat with fellow HyperDot players, and direct questions at the GLITCH publishing team. Let's be pals.
A note from Charles : Thanks to everyone who participated in #HyperDotA11y ! It was surreal to see people streaming my game, and the response that I have gotten from the games accessibility community has nothing short of amazing. I really do appreciate all the kind words and enco
A note from Charles:
Thanks to everyone who participated in #HyperDotA11y! It was surreal to see people streaming my game, and the response that I have gotten from the games accessibility community has nothing short of amazing. I really do appreciate all the kind words and encouragement.
To be honest, I was nervous about doing this research. I was hoping there wouldn’t be bugs or barriers that showed up and was worried that it could prevent people from playing. Fortunately, everything went well! Everyone was generous with their time and feedback, and in the end, HyperDot was even more accessible than we’d thought!
I worked with the GLITCH team and accessibility consultant Cherry Thompson to identify updates that I could make to HyperDot based on what we learned during #HyperDotA11y research. We chose updates based on what would have the highest impact for most players and what I could feasibly get in the game within the constraints of the project. Some of these updates will be made before release, and some will come after. Visit [url]hyperdotgame.com/a11y[/url] to see the full changelog.
Thanks again to everyone who helped and supported this project! I’ve learned a lot from watching and listening to the community, stream team, and accessibility experts and advocates. Thanks so much!
Hey, so, we're delaying HyperDot. Releasing in 2019 was a tight goal and our new release window is early 2020. By postponing HyperDot's launch, we can add a few final touches to the game while sustaining a healthy work/life balance for the developer, Charles McGregor, and the pub
Hey, so, we're delaying HyperDot. Releasing in 2019 was a tight goal and our new release window is early 2020. By postponing HyperDot's launch, we can add a few final touches to the game while sustaining a healthy work/life balance for the developer, Charles McGregor, and the publishing team.
Follow along in the #HyperDot channel at discord.gg/glitch to hear about fresh updates as they happen, including:
More music (lo-fi chill beats to dodge to)
New settings to deepen HyperDot's accessibility (thanks, #a11y stream team)
Additional storefront supports and Play Anywhere options (because Charles takes that "anywhere" quite seriously)
In-depth, behind the scenes stories of HyperDot's creation (we've got some new Content™ coming your way)
This wasn’t an easy decision to make, and we're so thankful to have the support of our partners and players while we make sure HyperDot gets the launch it deserves. We can't wait to play with you in the new year.
HyperDot features a high-contrast mode and full gameplay support with a range of traditional and alternate controllers including the Xbox Adaptive Controller and eye-tracking. Even though Charles has worked hard to make his game flexible and accessible, there's always more to be
HyperDot features a high-contrast mode and full gameplay support with a range of traditional and alternate controllers including the Xbox Adaptive Controller and eye-tracking. Even though Charles has worked hard to make his game flexible and accessible, there's always more to be done. Enter #HyperDotA11y.
We're partnering with streamers in the accessibility (#a11y) space to play the game and discuss their experiences. How it works: Research participants stream their first impressions of the game. After playing, participants can answer a short series of questions on video or using a form.
This data will inform possible updates to HyperDot that will make it more accessible to more players.
Interested in lending your voice? Visit hyperdotgame.com/a11y for more information and to sign up. Note: research window is Monday, September 16 through Sunday, September 22.
Developer Charles McGregor designed HyperDot with a pillar of flexibility. One way this manifests is in the wide range controllers HyperDot supports — traditional controllers, mouse/keyboard, Xbox Adaptive Controller, tilt, touch, and eye tracking. Eye tracking in particular prov
Developer Charles McGregor designed HyperDot with a pillar of flexibility. One way this manifests is in the wide range controllers HyperDot supports — traditional controllers, mouse/keyboard, Xbox Adaptive Controller, tilt, touch, and eye tracking.
Eye tracking in particular provides a unique challenge. Instinctively, most players want to glance at the enemy dots as they enter the screen. Except when playing with eye tracking, this action directs the player straight to their death. The best strategy we've found is to zone out and focus on the white space.
Here's a clip of Sarah, friend of the team, testing the game with eye tracking.
[previewyoutube=LmoPE1KUmww;full][/previewyoutube]
We're wrapping up August with events, road trips, and more events. Here's where you can play HyperDot now through Labor Day. Bit Bash August 17–18 Chicago 2D Con August 23–25 Minneapolis ID@Xbox Open House August 29 Redmond, WA All donations of physical energy may be addressed to
We're wrapping up August with events, road trips, and more events. Here's where you can play HyperDot now through Labor Day.
Earlier in development, Charles made a small but meaningful tweak to the HyperDot logo. Spot the difference. Before: After: That shade of red changed just a tad, and if you're red-green colorblind, it makes a world of difference. We got feedback that on certain backgrounds, half
Earlier in development, Charles made a small but meaningful tweak to the HyperDot logo. Spot the difference.
Before:
After:
That shade of red changed just a tad, and if you're red-green colorblind, it makes a world of difference. We got feedback that on certain backgrounds, half the title vanished and it looked like the game was just called "|dot." Add a little more blue to that red and ✨ ta-da! Red-green colorblind approved.
And while we're on the topic, HyperDot also features a color-blind mode. That's play without compromise.
We brought HyperDot to E3 and spent five days luring people to our booth at the Xbox Experience to try it out. It was surreal and exciting and humbling to be there, showing HyperDot alongside well-established game making powerhouses that we love. We met a ton of new people (you m
We brought HyperDot to E3 and spent five days luring people to our booth at the Xbox Experience to try it out. It was surreal and exciting and humbling to be there, showing HyperDot alongside well-established game making powerhouses that we love. We met a ton of new people (you might have wishlisted us after you stopped by — hi again!) and got the ball rolling on some new projects we'll tell you about later. For now, a mini roundup.
Mixer
HyperDot was designed with a pillar of flexibility, and one way that manifests is in the wide range of controllers it supports. Our E3 booth was equipped with two Xbox Adaptive Controllers and peripherals, including the 3dRudder foot motion controller. Having a very accessible set-up meant accessibility came up a lot in interviews, including the coverage we got from Mixer.
Scrub to 5h 13m on this Mixer clip for a short interview with HyperDot developer Charles McGregor, games accessibility consultant Cherry Thompson, and Mixer partner StormBreaker.
Washington Post
"Easy to learn, but maddeningly cerebrum-busting to master, HyperDot asks you to stay away from all incoming squares, triangles and abstract shapes. I survived 13.2 seconds — even after multiple tries. But I didn’t want to stop indulging." — Harold Goldberg, Ten under-the-radar games at E3 2019 you need to get excited about right now
Tom's Guide
"You are a circle inside another circle, and must dodge everything that comes towards you. This basic rule is the heart of HyperDot, but the fun comes from the multitude of other conditions you can add on top of the game. This one will be great for fast-thinking puzzle fiends." — Richard Priday, Best of E3 2019: The Games and Gadgets to Watch
Gamertag Radio
"It's chaos with a controller, and I love it." Peter Toledo from Gamertag Radio plays HyperDot and interviews Charles. Listen here.