Hyperbolic Ignition news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak1
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score57% positive
- Total reviews7
- Release dateFeb 12, 2018
- DeveloperKevin Nguyen
- PublisherKevin Nguyen
Genres: Action, Indie, Simulation
Company pages: Developer: Kevin NguyenPublisher: Kevin Nguyen
Hyperbolic Ignition Steam news
Hyperbolic Ignition news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Patch 3/20/18 - 20 March 2018
-Fixed a bug with highscore being uploaded earlier than intended -Enemy bullets stay on the screen longer (more bullets overall) -Enemies give less points than before thus slightly longer duration stages -Hard mode now spawns additional enemies with each loop
- Patch 3/20/18 - 20 March 2018
-Fixed a bug with highscore being uploaded earlier than intended -Enemy bullets stay on the screen longer (more bullets overall) -Enemies give less points than before thus slightly longer duration stages -Hard mode now spawns additional enemies with each loop
- Patch 2/22/18 - 22 February 2018
This is a continuation from last patch to address frustrating mechanics and controls in the game. At release, bombs could be used more often to help new players who were not good at shooting. I came to realize that this hurt the game by simplifying gameplay and moving focus away from shooting. I want players to improve at the game rather than rely on a mechanic that doesn’t involve shooting. In response, I’ve increased the difficulty of crystal enemies to return them to their original state and have adjusted reflector enemies to no longer require bombs to be destroyed. As before, feel free to point out issues in the game. Patch Notes: WASD and UIOP now function in addition to existing controls Map icon has been improved for clarity Powerups now remain in place after being dropped Absorber is now larger, faster, and deals more damage Reflect enemies in Area 2 are no longer immune to weap…
- Patch 2/22/18 - 22 February 2018
This is a continuation from last patch to address frustrating mechanics and controls in the game. At release, bombs could be used more often to help new players who were not good at shooting. I came to realize that this hurt the game by simplifying gameplay and moving focus away from shooting. I want players to improve at the game rather than rely on a mechanic that doesn’t involve shooting. In response, I’ve increased the difficulty of crystal enemies to return them to their original state and have adjusted reflector enemies to no longer require bombs to be destroyed. As before, feel free to point out issues in the game. Patch Notes: WASD and UIOP now function in addition to existing controls Map icon has been improved for clarity Powerups now remain in place after being dropped Absorber is now larger, faster, and deals more damage Reflect enemies in Area 2 are no longer immune to weap…
- Update 2/20/2018 - 20 February 2018
I have done some slight balancing to the weapons and spawn rates of enemies that I felt were underwhelming. I believe a game should be a creation driven by both developer and players; thus, I would like to hear your feedback. If you think a weapon is too weak or a stage is not exciting enough, do let me know. I’m currently looking into why the game occasionally freezes on exit/death so if you get an error message or can describe what happened prior to the session, please leave a comment. - Kevin Nguyen ːHangingControllerːPatch Notes: Crystal enemies now spawn more often towards the end of the stage Machine enemies were spawning less than intended Bombs are now capped at 1 and take much longer to regenerate. Bombs were initally implemented to help ease the difficultly but could be abused. Bombs are now limited to get out of dangerous situations and encourage shooting while dodging. Parti…
- Update 2/20/2018 - 20 February 2018
I have done some slight balancing to the weapons and spawn rates of enemies that I felt were underwhelming. I believe a game should be a creation driven by both developer and players; thus, I would like to hear your feedback. If you think a weapon is too weak or a stage is not exciting enough, do let me know. I’m currently looking into why the game occasionally freezes on exit/death so if you get an error message or can describe what happened prior to the session, please leave a comment. - Kevin Nguyen :HangingController:Patch Notes: Crystal enemies now spawn more often towards the end of the stage Machine enemies were spawning less than intended Bombs are now capped at 1 and take much longer to regenerate. Bombs were initally implemented to help ease the difficultly but could be abused. Bombs are now limited to get out of dangerous situations and encourage shooting while dodging. Parti…
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 20 March 2018 | Patch 3/20/18 | 4249665521688364703 |
| 2 | 22 February 2018 | Patch 2/22/18 | 4249665521688364833 |
| 3 | 20 February 2018 | Update 2/20/2018 | 4249665521688364989 |
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