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Hordebreaker

Hordebreaker Steam news

Samuel Whipple | Dec 18, 2021 | game

Released

0players observed · 24 September 2026 - 16:19:09 UTC

ActionSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive

Hordebreaker news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak2
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive
  • Total reviews9
  • Release dateDec 18, 2021
  • DeveloperSamuel Whipple
  • PublisherSamuel Whipple

Genres: Action

Company pages: Developer: Samuel WhipplePublisher: Samuel Whipple

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Hordebreaker Steam news

Hordebreaker news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Update 1.0.5 - 10 May 2022

    Update 1.0.5 for Hordebreaker released. Bug Fix (singular) - You can't spawn bosses with debug hotkeys anymore. Thanks Ardi.

  • Update 1.04 - 31 January 2022

    I've been patching out little issues for a while now, and this will probably be the last update unless some gamebreaking bug comes up. Bug Fixes - Fixed a bug that prevented the player from respawning if Kojisaki's wide swing hit them right after they died - Neverfound now has the correct health bar in campaign instead of Kojisaki's - Fixed a bug that caused the "Wave 50" text persisting in the middle of the screen during the campaign Boklund fight. - Fixed a bug that gave the Peak Performance achievement a couple upgrades early in some cases. - Raised the volume of Neverfound's sound effects to make his attacks more obvious.

  • Game's Released! - 18 December 2021

    It's been a long trek here, but the game's out. I'm hoping you're willing to give the game a try, and that my final product is worth your time! I intend to release at least one patch at some point, as I've already noticed an issue (Neverfound's health bar is using the wrong sprite :( ) but I want to wait for potentially some bugs to come in so that I'm not going through all the effort to change a detail nobody would notice because they don't know how it's supposed to be. I will patch it, but I want to see if there are bigger problems first. As for what's next, I'm gonna take a week off for Christmas and to do some creative projects I want to do, like single drawings and Christmas art events. Then after that, it's straight on to the next project. I want to take a week to make sure I know what I'm doing with the next one. The earliest development video for this game was June 30th, meaning…

  • Hordebreaker Release - December 18th! (to 21st) - 15 December 2021

    As of today, Hordebreaker is finished! All of the content: music, art, animations, programming, sounds. It's complete and compiled, and ready for... An extensive amount of bug and balance testing. Even if the game was bug free though, there's still a process to getting the game live, and that could also take time. If there are complications, we might be looking at Tuesday the 21st instead of Saturday the 18th, but if all goes according to plan, and quickly, then the game should be available this weekend. It's about 2 months later than I had originally intended, but given that the final boss is an entire third of the game's file size, I'm not surprised he caused delays. A bit too ambitious on that one, sorry. After that was finished about a week ago though, it was all cleanup, cutscenes, and csounds, which I managed to have finished this week. A bit of a second wind came up this last wee…

  • Release Status Update! - 22 November 2021

    I'm very appreciative of the interest people have shown so far, and as such I feel I should give an update on how development is going! Hordebreaker is nearing completion, though in reality my original planned release date was two weeks ago. Some of the end game content, specifically animations, are taking significantly longer than I originally thought. I hesitantly say that there are less than 10 animations left. Hesitantly being the operative word; the final boss is significantly harder to animate than I had originally thought he would be, with some of these animations taking 10-20 hours of work. I took a day to clear my head, and now I'm pushing through the final bit of development. Depending on how much time everything takes, the game could be ready anywhere from Thanksgiving to next month, but it's hard to say. The game is done when it's done, no sooner. I'll try my best to get a c…

Patch notes and updates

S.noRelease datePatch nameGID number
110 May 2022Update 1.0.54348799082208120042
231 January 2022Update 1.044237326104332168698

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