Hyper Units,
Thank you for playing our demo during Steam Next Fest!
We really appreciate the feedback you gave during the event and as a thank you we have a little surprise for you – we’re releasing patch 0.2 today!
This update addresses several of the most frequently reported issues based on your feedback.
PATCH 0.2 SUMMARY
Performance boost:
Reduced memory usage
Faster loading
Smoother streaming
Improved visuals
Combat rebalanced:
Adjusted weapon damage and ammunition counters
Rebalanced enemy health and damage values
Modified upgrade pricing
Improved enemy aiming behavior
Updated the 'Armor Opening' mechanic to feature extended duration and increased damage output
Overhauled health restoration functionality at checkpoints
New mission objective system:
Clearer HUD tracking with primary and secondary goal display
UI & controls overhaul:
Better keybinding support
Upgrade stat previews
Improved menu navigation
Bug fixes:
Crashes
Zipline issues
FULL PATCH NOTES – BUILD 114404
⚡ Performance & Technical Optimizations
Reduced texture sizes and improved compression (memory savings)
Decreased VFX intensity and decal lifetimes (especially explosions and smoke)
Cut down on shader compilation times and deferred heavy sequences
Navmesh, collision, and geometry fixes across multiple zones
Disabled ray tracing and heavy post-processing effects
🧭 New Gameplay Systems
Mission Objective Hierarchy Overhaul
UI upgrade: Primary and secondary mission objectives now display as a clear hierarchy on the HUD and summary screen
Improved clarity for players tracking complex missions
Reworked Controls & Input Mapping
Added support for unassigned actions with new warning prompts
⚖️ Gameplay Balance & Mechanics
Global Combat Tuning
Checkpoint Health Restoration: Health recovery at checkpoints has been overhauled to scale with difficulty level. For example, on EASY, players receive full health restoration, while on BRUTAL, no health is restored.
Armor-Opening Mechanic: The duration of the armor-opening state has been increased, and weapons now deal significantly more damage during this window.
Difficulty-Based Balance Pass: A comprehensive balance update has been applied across all difficulty levels, including adjustments to weapon and enemy damage, ammunition counters, resource values, PigShop upgrade prices, improved enemy aiming behavior, and various other gameplay parameters.
Pistol SmartMod Update
The SmartMod logic has been overhauled. It's now more streamlined and does not require locking.
Enemy AI Overhaul
Enemies now predict player movement more accurately based on difficulty
Improved rotation speed when using skills
Fixes to enemies missing shots from behind and stepping incorrectly
Critical Health Behavior
Updated logic for triggering low-health HUD effects and damage feedback
Adjusted visual/audio cues for when players reach critical HP
Checkpoint Logic Improvements
Smarter respawn logic based on difficulty and progress
Health restoration at checkpoints now varies per difficulty level
🧱 Level Updates & World Optimization
Environment Optimization
Reduced asset memory via Nanite implementation and triangle reduction
Lowered use of high-poly assets and removed excessive VFX in combat areas
Streaming tweaks to minimize pop-in and reduce load hitches
New fall respawn volumes added to prevent softlocks
Streaming bugs and crashes in multiple levels have been resolved
🎧 Audio & Dialogue
New Audio Mix Pass
Reworked ambient layers, enemy effects, and spatial cues
Improved cutscene volume balancing and environmental audio dynamics
Sound Optimization
Issues with overlapping VO and sound priorities in sequences resolved
📦 User Interface & UX
Shop and Weapon UI Enhancements
Upgrades now display stat changes using color indicators (green/red)
New Option Menu Features
Reset-to-default button for controls
Descriptions of difficulty levels have been added
HUD & Objective Enhancements
New visual markers and logic for mission guidance
Enhanced summary screens for quest and objective tracking
🐞 Bug Fixes (Highlights)
Fixed crashes related to:
Zipline interactions
Enemy rendering
Shaders and asset streaming
Fixed major gameplay bugs:
Explosive barrels not reacting to secondary fire
Cutscene black screens and subtitle desync
Quest journal not triggering correctly