Have you ever seen a game that has an open world and is supposedly a roguelite? Ever wonder how that works? Me too. Well, in this article, we’ll be talking about a game that is reportedly an open-world game with roguelite elements embedded in its gameplay. Hyper Light Breaker is Heart Machine’s next big adventure, and it’s coming to PC via Early Access in Spring 2023. Suppose you’re familiar with their previous hits like Hyper Light Drifter (2016) and Solar Ash (2021). In that case, you already know this indie studio loves to push boundaries, and it seems like Hyper Light Breaker is not going to be an exception.

This time though, they’re stepping into uncharted territory with a fully 3D game that mixes roguelite elements, open-world exploration, and co-op gameplay. Yes, you heard it right. It’s not exactly a sequel to Hyper Light Drifter, but it’s still connected to the same universe. So, if you loved Drifter, you’re able to expect a fresh standalone story that will probably dive even deeper into the lore.

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The game is designed to have procedurally generated worlds that are filled with vibrant biomes, tough enemies, and hidden secrets. And the kicker is it’s all wrapped in Heart Machine’s signature cel-shaded art style. Plus, there’s a cool progression system tied to The Settlement, a hub that grows and evolves as you complete runs and gather resources. With customizable classes, co-op options, and action-packed exploration, Hyper Light Breaker certainly does have the potential to be something special. We’ll be going into detail as to why.

Hyper Light Breaker - Story and Setting

Hyper Light Breaker is set in theHyper Light universe, but it’s not really a direct sequel to Hyper Light Drifter. Instead, it expands on the lore of the universe by taking place earlier in a completely different part of the world. The story unfolds inThe Overgrowth, a procedurally generated open-world supposedly filled with dangers, secrets, and possibilities. You’ll take on the role of aBreaker, one of many tasked with exploring this mysterious landscape, fighting enemies, and discovering the mysteries surrounding theAbyss King, who is a looming threat that seems to be heavily involved with the chaos. The game doesn’t really rely on heavy dialogue but instead uses environmental storytelling and fragmented memories you collect during runs, giving you bits and pieces of what’s really going on.

The Overgrowth itself is supposed to feel alive, with five unique biomes that change with every playthrough, so no two runs are the same. Each biome is filled with its own distinct enemies, resources, and environmental challenges, making exploration a big part of the experience. There’s also a dynamic day-night cycle, which isn’t just there for the visual appeal, it also supposedly changes how the world and its enemies behave, ramping up the danger when night falls. Along the way, you’ll stumble across dungeons, side quests, and NPCs offering rewards that can really help you in your runs.

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At the heart of it all is theSettlement, your hub. It’s the one part of the game that doesn’t change and grows as you progress. Upgrading it unlocks new NPCs, vendors, and tools to help you out on future runs. This is where you’ll bring back resources you’ve gathered and prepare for your next venture into the Overgrowth. It’s a nice mix of roguelite mechanics with a bit of base-building thrown in, giving you a sense of permanence in a world that’s constantly shifting.

If you’ve played Hyper Light Drifter or Solar Ash, you’ll know to expect stunning visuals and a surreal, ethereal atmosphere, and Breaker delivers on that in spades. It keeps the striking aesthetic Heart Machine is known for while branching into 3D, giving you an open-world action RPG with combat that’s a balance of strategy and intensity. With multiplayer co-op thrown in, you can explore and fight alongside friends, sharing the experience while building up your character and hub together. It’s shaping up to be a bold evolution of the Hyper Light universe, mixing everything Heart Machine does best with some exciting new twists.

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Hyper Light Breaker - Gameplay and Mechanics

It looks like Hyper Light Breaker is taking a pretty big turn from Drifters in terms of gameplay, leaning more into an open-world, roguelite vibe with procedurally generated environments that should make every run feel different. The Overgrowth seems to be the main draw, a huge, ever-changing world packed with diverse biomes like wide-open plains and intricate dungeons, providing its own challenges and rewards. Exploration seems like it’ll be a big deal too, with tools like hoverboards, gliders, and maybe some kind of fast travel method to help you get around. It also sounds like there could be hidden areas and side quests that reward you for poking around with cool upgrades or extra resources.

The game will feature a limited character creation system, allowing players to choose from three species which are Blue Cat, Crow, and Tanuki, though these will be the only options available at the start of Early Access. It’s not really confirmed if the final version of the game will include more species but so far, these are the only ones we got. Players won’t be able to create fully custom characters with unique names but will instead select from two pre-made characters for each species. Throughout the game, players will unlock a wide variety of weapons and items, enabling them to craft the ideal build for each run. As they progress, they’ll uncover details about the Overgrowth and get thrown deeper into storylines hidden within the game, learning more with each death and every new attempt to survive the Crowns and defeat the Abyss King.

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Combat also seems like it’s going to mix things up with a balance of melee and ranged options that might push you to think strategically. You’ll only have limited ammo which could mean you’ll have to rely on close-range fighting a lot instead of just hanging back and cheesing the game. Also, abilities like Amps (basically ultimate attacks) and what sounds like a poise system could make for some intense moments when you finally stagger an enemy for a big hit. There’s also something called a Danger Meter that might let you take on harder fights for better loot, and it sounds like they’re adding multiple lives per run to keep things from feeling too punishing while still making each run count.

Progression in Hyper Light Breaker seems to revolve around loot and this central hub called The Settlement. From what’s been shown, you’ll collect resources from the Overgrowth to improve your Settlement, which unlocks things like new NPCs, crafting options, and upgrades that stick with you between runs. Weapons and tools, like holobites or floating Psycom companions, might offer different playstyles like, you could focus on melee, go for support roles like healing, or mix it up depending on what you find. This setup could make each run feel a little different, especially as you keep upgrading the hub to help you out in the long term.

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The co-op feature honestly sounds like a fun way to explore the Overgrowth. You can team up with friends, and it seems like everything, loot, resources, and even story progress, carries over for everyone, so it won’t just be for the host’s benefit. That makes multiplayer feel like it’ll be just as rewarding as going solo. The game’s world also looks like it’s built for shared exploration and combat too, so you’ll probably get to experiment with different roles and strategies while working together to survive.

As for the story, like what I’ve mentioned earlier, it’s supposed to unfold through fragmented memories, so pairing that with the roguelite gameplay could give you a solid reason to keep exploring and piecing things together. All in all, it feels like the game is building on what fans loved about the original while taking things in a bold new direction.

Hyper Light Breaker - Development and Delays

The development of Hyper Light Breaker felt like a big step forward for Heart Machine, both in terms of creativity and how the studio operates. After making a name for themselves with Hyper Light Drifter and experimenting with a 3D shift in Solar Ash, they’ve now transitioned into a studio that can juggle multiple projects at once. This growth lets them work on Breaker while keeping the door open for other ideas, showing they’re not just expanding the Hyper Light universe but also exploring new creative paths. Setting Breaker in the same universe as Drifter, but giving it a completely standalone story, feels like a thoughtful way to stay true to their roots while trying out fresh storytelling and gameplay mechanics.

One of the standout decisions with Hyper Light Breaker is the choice to launch in Early Access. It’s a shift toward a more community-focused development process, and it’s clear they’ve taken lessons from Solar Ash, where not getting enough player input during production was seen as a drawback. Early Access gives players a chance to influence the game’s direction, from mechanics to overall feel, making sure it hits the right notes with its audience. Regular updates and changes based on player feedback show that Heart Machine is serious about building a game that evolves with its community.

On the technical side, Breaker builds on what they learned with Solar Ash. Moving from 2D pixel art to full 3D environments was a big leap, but now they’re using that experience to push their stylized aesthetic even further. The game leans heavily on procedural generation to create a world that feels fresh every time, with unique biomes, enemies, and challenges for each run. At the same time, elements like the handcrafted Settlement hub add a layer of consistency, blending the unpredictability of roguelites with deeper RPG-style progression.

Heart Machine is really leaning into player feedback for this one. They’ll be using Early Access to fine-tune the game with the community’s help and also taking what they learned from Solar Ash and applying it here. It was also said that they delayed the game multiple times because they wanted to release a game that just feels complete, which does show how much they want this game to work out well.

The development team behind Hyper Light Breaker, which had been working with Sweet Baby Inc., has announced staff layoffs ahead of the game’s early access release on Steam. According to a report by James Batchelor at Games Industry, the company has dismissed a “portion” of its workforce, though it’s unclear which departments were affected. However, the company’s Community Manager, Yiyi Zhang, reassured that the layoffs would not impact the game’s release.

Some have been speculating that these layoffs were connected with the developers cutting ties with Sweet Baby Inc. though nothing has really been confirmed. And from what I can understand, they’ve cut ties with Sweet Baby Inc. for about a year now, so I’m not really sure if these recent layoffs are really connected to them.

Yiyi Zhang also suggested that those affected by the layoffs could potentially rejoin the company depending on the game’s success, saying, “A strong and timely launch will rekindle opportunities for those affected as we look to evolve and grow the game throughout Early Access.” Hyper Light Breaker was one of the titles that Embracer Group retained after selling Gearbox to Take-Two Interactive in March. The game is expected to enter Early Access on Steam sometime in early 2025.

In an August post on Steam, Heart Machine’s Founder and Creative Director, Alx Preston, explained that after evaluating the project with publisher Arc Games, they decided to delay the Early Access launch to make sure that the gameplay experience meets their standards. He emphasized, “We don’t want to ship a project, even in Early Access, that we’re not satisfied with on a number of fronts,” emphasizing the importance of releasing a polished product in the current industry climate, as opposed to the usual half-baked “we’ll just fix it with a major update after the release” stance that a lot of game devs have unfortunately adopted recently.

Final Thoughts

Hyper Light Breaker takes a bold step away from Hyper Light Drifter’s pixelated aesthetic, embracing a vibrant cel-shaded art style that’s just as captivating in its own right. The combat, while slower-paced than the fast and snappy action of Drifter, still looks fluid and engaging enough to stand on its own. I’m curious to see how the co-op aspect will play out—will it be chaotic or surprisingly seamless? Unfortunately, there’s not a lot of footage to delve into other aspects of the game, but I appreciate that the team seems to be taking their time to craft something polished rather than rushing it out. What about you? How do you feel about the game leaning into roguelike elements? Some find it off-putting, while others are intrigued. Let me know your thoughts below!