Hyper Light Breaker
13

Players in Game

2 222 😀     1 193 😒
63,76%

Rating

$29.99

Hyper Light Breaker Steam Charts & Stats

Enter the Overgrowth, a forgotten land in the world of Hyper Light. Play alone or with friends to explore open worlds, fight brutal monsters, unlock gear, create new builds, take on the mysterious Crowns and overthrow the ominous Abyss King in this adventure from the creators of Hyper Light Drifter.
App ID1534840
App TypeGAME
Developers
Publishers Gearbox Publishing
Categories Single-player, Steam Achievements, Steam Cloud, Multi-player, Co-op, Online Co-op, Full controller support
Genres Indie, Action, RPG, Adventure, Early Access
Release DateComing soon
Platforms Windows
Supported Languages English, Portuguese - Brazil, French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Russian, Korean

Hyper Light Breaker
13 Players in Game
5 230 All-Time Peak
63,76 Rating

Steam Charts

Hyper Light Breaker
13 Players in Game
5 230 All-Time Peak
63,76 Rating

At the moment, Hyper Light Breaker has 13 players actively in-game. This is 0% lower than its all-time peak of 417.


Hyper Light Breaker Player Count

Hyper Light Breaker monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.

Month Average Players Change
2025-06 22 -60.15%
2025-05 56 +80.66%
2025-04 31 +138.62%
2025-03 13 0%

Hyper Light Breaker
3 415 Total Reviews
2 222 Positive Reviews
1 193 Negative Reviews
Mixed Score

Hyper Light Breaker has garnered a total of 3 415 reviews, with 2 222 positive reviews and 1 193 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Hyper Light Breaker over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 270 minutes
Breaker’s actually a solid game — not nearly as bad as some people say. The open-world + roguelike works well. It gives you way more freedom compared to traditional roguelikes, and I really enjoy that kind of unpredictability in a run. Super hyped to see what new heroes and maps they add in the future!
👍 : 3 | 😃 : 0
Positive
Playtime: 331 minutes
[h1] A game with great potential that is worth waiting for [/h1] For me, this is a pretty decent early access game. The music and art are great, and exploring the map is pretty fun. The difficulty is a bit rough though — takes some time to get used to before you can really push through. From what I know, Breaker had a rough patch before, but I think it's in a good spot now. Looking forward to future updates!
👍 : 3 | 😃 : 0
Positive
Playtime: 521 minutes
Having "Beat" the current game I honestly have to change my review. As it stands you are far better looting at something else if you want a roguelike experience. The game is far to shallow with next to no build or skill expression and the map itself is largely empty and uninteresting. Once you realize that most if not all of your problems are solved by B lining it for the objective and yoloing the bosses the massive cracks begin to show. Progression is horribly slow and almost non existent since the permanent upgrades amount to band aid fixes for the glaring flaws with how the game itself is played. Why would I want 10 or 30 health for discovering a shrine when I don't be actively looking for one unless I want to extract and reset my health? Everything about this screams $30 alpha and we are the test subjects blindly and willingly grinding away at a game that doesn't even have it's core loop finished.
👍 : 3 | 😃 : 0
Negative
Playtime: 1267 minutes
I never leave reviews. But this studio has had a huge impact on my life and finding enjoyment in video games again. A lot of reviews that state performance issues and balance complaints have been addressed in its most recent patch (Apr. 29th). If you're like me and on the fence about purchasing Early Access Games and put a lot of weight into these small reviews. It's this simple. It has started to find its stride in becoming something very very fun. Performance Issues are still there to some degree but a lot of the 30 FPS issues have been fixed. Keep it on your wish list and follow to see each new update. When you see one that peaks your interest, I promise you will be hooked. A studio who has maintained a consistent update schedule for an Early Access Game Should be praised and is not common, so really show these guys some love
👍 : 4 | 😃 : 0
Positive
Playtime: 3009 minutes
*(Ill wait with full review for full release) I was holding recommendation on prev patches, becouse i felt like this game was not ready for early access. Now at last the time comes - This patch is AWESOME. There are too many things to comment, so let me say that this game is ready to at least tryout.
👍 : 5 | 😃 : 0
Positive
Playtime: 1089 minutes
I like the current state of the game quite a lot! Combat feels snappy, aesthetically it's great, and the new rougelike structure, replacing the extraction model makes the game a lot more fun to play, to me at least. It's kind of an insane change, I'm so used to early access road maps on large projects like this being effectively set in stone that altering the entire outer game-play loop feels almost unheard of, and it's very exciting! My main nitpick is I feel like the breakers could be a bit more distinct from one another, but given the development flexibility displayed with the buried below update I've got full confidence this is going to shape up to be a real banger.
👍 : 6 | 😃 : 0
Positive
Playtime: 2405 minutes
Local Hyper Light Drifter addict here to tell you that this is a mostly great game. I may include spoilers. It's basically the same thing that happened with Risk or Rain 2. From 2d to 3d, keeping many of the things that made the first game great while changing/adding/removing things in a way that makes it truly feel like a sequel. The biggest change is that it's now a rogue-like and can be played with friends. Other than that it really just feels like the first game with the addition of another angle and parrying. The parrying is tough. I definitely have a very difficult time judging when I should hit the parry button with each enemy I encounter. I honestly don't like it very much but there are times when it feels amazing, like when parrying dog boss. I usually resort to just trying to be even better with my dashing, as that was a core mechanic of the first game. On dashing, I haven't gotten to the final upgrade for it but it feels good. It doesn't allow you to do crazy dashes immediately, and it looks less impactful (to be expected when changing visual mediums), but it's good nonetheless. My pacing is pretty bad as I'm just throwing paragraphs in a stream of consciousness as I think of them. In combat I personally opt for the light and medium weapons because the heavies feel way too slow for most situations. By the time I have swung on 1 or 2 dudes in a group, some variation of a dashing/shooting enemy hits me while I am in my attack or recover animations and thusly can't do anything about it. If you have a decent gun to take care of those guys before you are swinging on other guys it can be alright, but it's a rogue-like, so that isn't always the case. I just opt for the chad daggers or claws and go crazy doing cool dash attacks. Those are important; don't forget to use the dash attacks frequently. Alx Preston doesn't want you to know this but ammo is free. You can dash attack enemies into stagger to execute them and they can drop ammo canisters. I have 458 ammo canisters. For the guns. The guns are pretty ok. I quite like the scattergun and all of the pistols. rifles rarely drop for me so I don't have too much of an opinion and the smg just isn't my style. That Diamond Shot is pretty interesting. Fun against a lot of small dudes. Leveling is fine. I liked that the first game didn't have levels but for how the world levels up and the game is more of a rogue-like I don't mind it. Upgrading weapons and unlocking characters levels/perks is cool. I got all of my perks for free because for some reason it just let me buy them all in one go without spending the resources. It's still early access so I'm not that surprised. I think that mostly covers the mechanics of the game. The world itself is amazing. The first game felt very defined. The music has a particular and unique sound; all of the sounds of the game do, in fact. The color schemes and state of the world are blended in a way that I'm not smart enough to explain but if I could would dive into a 2 hour essay bro style of sperging. I really really like the world of HLD/HLB. It has such a specific style that you can feel as you explore the worlds of both games. Shout out to Disasterpeace; what an incredible musician. I've been writing a while so I think I can stop there. There's a lot more that I could talk about but if you've been reading this far and haven't bought it yet it's probably not for you. If you already own the game and are reading this just because, want to run a round or 2? Hit me up on on here.
👍 : 5 | 😃 : 0
Positive
Playtime: 79 minutes
As of early access this game has a mountain to climb. I tried really hard to enjoy this game, and it's completely possible it's just not for me, but I have some notes. The art style, sound design and character design are all wonderful. That is where my positive notes end. The style of the game is nice, the cracked foundation has a really pretty coat of paint. On both controller and mouse + keyboard, the combat is clunky. Lock-on targeting does not benefit this game in a 3D space with how instant you need to react to attacks that deal 1/5 of your health from almost every enemy. Parrying is too little of reward for the risk, you might get 7 of your 90 hp back, but you're stuck in place and get no follow up. Staggering (poise break) gives you an animation locked attack that takes so long and does so little, you're better off attacking other enemies in the mean time as you'll get more damage. Ranged builds rely on RNG so heavily that attempting to play as a ranged character is pointless, despite the fact that 2 characters are built around their ranged weapons. The movement is atrocious, in a day and age where so many games are copying the stamina climbing systems of Breath of the Wild, HLB somehow does the impressive job of making a worse system. The glider lowers your altitude extremely fast so its not good for long distance gliding, but also you take so little fall damage that I'm surprised there's even a glider anyway. The hoverboard is fun until you want to turn at a decent rate and then collide with a pebble and can't move. There IS a "vaulting" mechanic, but it's only when you use your dodge at a wall or surface to run up it. The loot extraction is a fun mechanic, until you realize how little most materials matter because you only want weapon upgrades and the main items to unlock bosses, so everything else is pointless even though you're supposed to be upgrading the HUB area. I really hope they expand on all these features and make this combat even somewhat clean. This feels like a game I would be trying in 2012 on Steam Greenlight. I don't mean to be overly negative, but using the Hyperlight Drifter IP, yet doing almost nothing with it, begs the question of how this game will turn out. I really enjoy these types of game, but exploration and combat being the focus mean they have to feel buttery smooth, and I keep finding chunks and lumps and it's getting gross.
👍 : 7 | 😃 : 0
Negative
Playtime: 1016 minutes
Recent update has changed on how extraction and progression has made the game a lot less enjoyable to play. Now when you team wipe or die in solo you just start from scratch, even when you die for a just a simple mistake. As well, the removal of the vault system, means you can't really save holobytes or weapons to have specific builds for boss fights, or just more casual runs to get more blood. Not to mention the hub world has become a lot more pointless as players can only upgrade their weapons if they have survived their run, otherwise when you wipe you have nothing to do anything. It might as well be a menu instead of a 3D space. Also the changes of extraction to being a just a 5 second countdown, instead of the old system of fighting enemies and earn a bit of extra blood while doing it. Also medikits no longer capable of reviving fallen teammates, and instead have to wait for your teammate to go to shrines. Overall the shift away and dumping of some of the extraction shooter aspects of the game and embracing of more of the rouge-lite has made it feel like a bootleg risk of rain game, and less of what was originally promised when I bought it. Perhaps these changes could been a separate gamemode, but I really did enjoy game's core mechanics before the recent changes. So I wouldn't recommend it if you were looking at this before the recent update as a mix of extraction shooter and rouge-lite. Dunno why the Dev's though it was good idea, but eh what can you do.
👍 : 39 | 😃 : 2
Negative
Playtime: 1190 minutes
I really enjoyed the original identity of the game, sure the extraction-looter-and-shooter mechanics needed some refinement, but I assumed that would be done because...it's early access. What I wasn't expecting was the game scrapping its original identity that made me interested in the game in the first place, in favor of a dime-a-dozen rouge-like I never opted in to play. In fact, it made virtually all the vendors useless and the character customization is far more limiting. There's isn't really build-crafting or strategy anymore. You just picking stuff up with a higher rarity that's more powerful and hope it synergies. If it was implemented as a separate game-mode, that would've been fine. But flipping the game on its head like and forcing it on everyone this isn't the way to go. I, personally, am having way less fun in the game's current state (v0.6). The level of frustration you from the new system can far outweigh the fun. The core gameplay of combat, enemies, and abilities are fine and lots of fun. But this fun can be drowned out you lose all your loot and progress from dying, especially when it comes from an unjustified source, like: BUGS. You know, in the unfinished, early-access game. Not only that, but they made extraction basically nothing. It's not a cool "fight-for-your-life" anymore, it's a mundane menu option at the totems. Really? They could've at least scaled the extraction battles to the world difficulty or made them more open areas. But no, they effectively removed. Unless they restore the old system in some way or implement some sort of alternative that covers similar ground, my review will stay negative. The game's just exhausting to play through now and lost the unique blend of looting-extraction-action with friends I was in it for. Also the lighting system tanks the framerate, even on its lowest setting (that isn't just turning it off). They really need to change it sense the game's visuals are super reliant on the lighting. The game itself isn't bad, I'm sure plenty are enjoying the new changes, but this was not the game I initially bought anymore. It's a shame, I wish the devs would've stuck to their guns on the extraction stuff.
👍 : 16 | 😃 : 1
Negative

Hyper Light Breaker Screenshots

View the gallery of screenshots from Hyper Light Breaker. These images showcase key moments and graphics of the game.


Hyper Light Breaker Minimum PC System Requirements

Minimum:
  • Requires a 64-bit processor and operating system
  • Additional Notes: Requirements are TBD

Hyper Light Breaker Recommended PC System Requirements

Recommended:
  • Requires a 64-bit processor and operating system
  • Additional Notes: Requirements are TBD

Hyper Light Breaker has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.

Hyper Light Breaker Latest News & Patches

This game has received a total of 6 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.

A Note from Heart Machine & Patch Notes - v0.5.1.107947
Date: 2025-01-16 23:29:51
Thank you for your support and feedback so far at the start of Early Access! Here's a note from us on what's being looked into, what's to come and today's patch notes.
👍 : 1156 | 👎 : 27
Patch Notes - v0.5.1b.107995
Date: 2025-01-17 21:51:24
Here’s a fix for a crash on launch that affected some users.
👍 : 350 | 👎 : 5
Medkit Rework & Player Suggestions Hotfix v0.51c.108329
Date: 2025-01-23 19:34:01
Today’s hotfix brings quality of life improvements, including Medkit changes, suggested by our incredible community!
👍 : 1090 | 👎 : 27
February Monthly Update – Patch Notes - v0.5.2.110690
Date: 2025-02-19 02:12:07
Featuring new playable character Ravona, new holobytes, enemies, affixes, bug fixes, and performance updates!
👍 : 580 | 👎 : 10
Hotfix Patch Notes - v0.5.2.110871
Date: 2025-02-20 23:07:38
Thanks for jumping into our recent monthly content update! We've released a Hotfix today to fix some bugs, including those brought up to us by our incredible community.
👍 : 179 | 👎 : 3


File uploading