Hyper Light Breaker

Enter the Overgrowth, a new realm in the world of Hyper Light. Play alone or with friends to explore open worlds, create new builds, rip through hordes and overcome the Crowns and the Abyss King.

Hyper Light Breaker is a early access, action and adventure game developed by Heart Machine and published by Arc Games.
Released on January 14th 2025 is available only on Windows in 11 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Portuguese - Brazil and Traditional Chinese.

It has received 2,418 reviews of which 1,497 were positive and 921 were negative resulting in a rating of 6.1 out of 10. 😐

The game is currently priced at 28.99€ on Steam.


The Steam community has classified Hyper Light Breaker into these genres:

Media & Screenshots

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Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • Processor: 2+ cores, 2.4Ghz+
  • Memory: 16 GB RAM
  • Graphics: Nvidia GTX 1050/1650 or AMD RX 560
  • Additional Notes: Specs are for 30 FPS

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Jan. 2025
After about 18 hours, I beat a full run at least once, tried out most of the gear that's available, unlocked all the characters, and got most of the important stuff in the skill tree. I think the game is pretty fun, but it still needs a lot of improvement, and it takes A LOT of patience to get to a place where the game was enjoyable. I would only recommend it if you are a die hard Hyper Light Drifter fan like me, otherwise you should definitely wait for this game to improve. I see the devs are responding to a lot of reviews and are taking criticism really well, so I want to give my list of complaints and suggestions here: [*]A big reason why this game got so much negativity in the first day was because the first impressions and on-boarding experience is awful. That's why I said it takes a lot of patience to make this game fun for you, because there's so much friction in the early game design that makes it so difficult to enjoy. [*]There needs to be more dynamic objectives when you're out in the field, maybe some random encounters could help. [*]Vendors in the Overgrowth need to be more interesting, and offer something exclusive from the main hub. Right now there is zero reason to visit them unless I desperately need to buy a key. [*]The randomly placed points of interests on the map need to be more interesting and have more variety. The ones with jumping puzzles were the most fun, maybe try double-downing on that aspect. The underground labs are honestly awful. It's just a room full of enemies, and you can't even fight them properly because they instantly aggro you in the tight corridor to the room. I was hoping labs could be mini-dungeons, like how they were in Hyper Light Drifter. [*]Even with the 20% buff to loot rarity, and some extra stats in the OPS stat, the loot in the Overgrowth has consistently been lackluster. Holobytes are fine because you can make good use of all of them, even the grey ones, but the weapon drops are 90% grey. Because of that, I solely rely on the vendors in the hub area. This makes exploration less exciting, because I'm now just skipping half the points of interest on the map. [*]Make build crafting more interesting. I think the Holobyte system is good for setting up a baseline plan for your build, but the stats on the weapons need to be more exciting and more beneficial to build crafting. And let us reroll weapon stats, that can easily be added as a vendor upgrade. [*]Status effects feel really weak, and I can see that some weapon stats help push towards that status effect focused build, and the synergy nodes on the skill tree pushing that idea even further, but it never feels worth it every time I try to build around it. [*]There are some very clearly overpowered Holobytes, and it didn't take long to figure out a really strong meta to absolutely stomp the game. Specifically the one that gives 25% damage to blades or guns per 150 blood. Stack that with other percent stacking Holobytes depending on your weapons, and some crit buffs and you're rolling. [*]Sycom passives are boring. All Breakers feel like they play the same. For a game that seems very melee focused, 4/6 passives are gun based, one is a parry buff, and one is just more stats. [*]Shop and vault UI can use some improvement. Scrolling through a single column list to find what I want to sell is annoying. Let me organize it based on what type of item it is. Same with the vault. [*]There is so much confusion around equipping, unequipping, and looting gear. We can put weapons in our vault when out in the field, but if I'm full on Holobytes out on the field, I have to delete one. I can't unequip gear directly, so to work around that, I equip the same gear on another character to get rid of it from another. [*]Let us refresh the world at anytime without having to do suicide runs. Or at least give us a different way to collect our Golden Rations. [*]The meta progression skill tree is just bad. Extended hoverboard time is useless considering it's already pretty long, refined blade will only be good if they buff status effects, 15% flash step damage is just boring, synergy is also reliant on status effects buff. Literally the only things worth getting are the medkit slots, vault slots, skeleton key, and the increase percent of rare drops. And the way you acquire is through buying the skill with golden rations, and then placing them in skill slots that you need to buy more golden rations with. Limited skill slots is a good idea to extend build crafting even further, but none of these define a build whatsoever. OG Cyberpunk had the same problem with the skill tree, most of them being boring small percent increases. They fixed it with more fun gameplay defining skills. [*]Half the melee weapons feel really clunky, mainly because of how animation locked you can be with little directional control. [*]Add in-game challenges that reward you even further. They could range from character specific things, kill counters, exploration, combat, etc. Most rogue-likes have it, and it's another fun way to add to the meta progression. [*]Add a codex to keep track of everything in the game, like enemy types, Holobytes, weapon types, Amps, etc. [*]Add a training dummy please, would love to test new weapons without risking them out on the field. Really looking forward to seeing how this game evolves! Edit: I've beat the game about 10 more times now. Stacked up some insane gear that makes me almost unkillable and one-shot bosses, plus I maxed out every stat for the Tank Sycom. Pretty overstacked on boss mats, cores are a bit annoying to get since the most reliable way to get them is through marked chests on the map, and I only see like 2-4 of em per run. Getting everything to the max is definitely a grind, and I wouldn't mind that if the current build-crafting environment wasn't so boring. I'm a bit burned out now, I got nothing left to do. I'll be keeping a close eye on upcoming patches, because I really like the core of the game.
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Jan. 2025
READ THIS REVIEW FOR TIPS: I think people are really forgetting how Hyper Light Drifter plays... If you spam and don't know the enemy attacks, you will die. This game is an exact replica of Hyper Light Drifter's combat, but adopted to 3D and expanded with more weapons. Play it like you would HLD -- kite out enemy packs, use your gun to pick off ranged enemies, dash to get better positioning, dash-strike to stun enemies, execute if it benefits your build or attack while stunned, recognize enemy types and how to address each one. Read the "Inherent" abilities on weapon types, those teach you how to play that weapon type. Do NOT attempt bosses ("Crowns") until you full-clear worlds, you need good holobytes (a build). Extract and refresh the Death Meter when things get too tough. Push your comfort zone with the Death Meter as you get stronger. Interacting with Shrines will save your spawn point, so use that to explore new zones each extraction. Shrines can replenish your MediKit ONCE per Shrine (in exchange for MediGems, the white flowers in the world) AND revive dead team-mates (in exchange for blood). Ideally harvest MediGems and use 3 to get a cheap MediKit at the beginning of each run. If you use your MediKit, consider extracting. When you take damage, that HP becomes "RED HP", which can be cured by many ways (Perfect Parry, Holobytes, Any Healing Item). If you take damage, DO NOT take damage again until you cure your red HP. Parry can animation-cancel anything, and is omni-directional. You don't need to PERFECT parry to neutralize an enemy attack, only to get the healing bonus. Use Gun to stagger enemies as well as you close the gap. Use Cores to upgrade your Sycom (lil robot) to get permanent stat boosts. LEVEL YOUR OPS (Luck) STAT! Use Golden Rations to buff shops (get +2 gear upgrade, upgrade your Blade/Gun to Level 5). Golden Rations can also unlock skills in one of the NPCs, but the real power is Cores into your Sycom levels. Mini-bosses will invade you at 50% and 90% of the Death Meter. Each tick of the Death Meter you will get ambushed by an enemy group. Try NOT to skip enemies and enemy ambushes, as you can easily get overwhelmed. Find "Stashes" in the world to get Cores, vendors sell Core Shards (4 = 1 Core, like heart pieces). USE YOUR MAP!! For the best gear, get lots of Blood, extract, go to your shops and refresh them, buy Purple (best gear) and upgrade them through their respective shops. DO NOT bother with METEORS. These zones are telling you "EXTRACT AND COME BACK NEXT TIME", it is showing you the world is decaying and it is time to get out. Explore every small point of interest, not just the things on the maps. Plenty of hidden boxes, interactables, and secrets to be found. Yes there are bugs, yes it isn't polished yet, yes frustrating things can happen -- it's an Early Access game, y'all. Just go for another run or come back later after some updates. To the devs -- do not give up on this game no matter what, I am very excited to see how it grows.
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Jan. 2025
Despite the reviews, I've gotten pretty hooked on the game so far and recommend it even in its early access state. Aside from some performance issues like others have addressed, I find combat to be very satisfying, fluid, and (mostly) fair. I also haven't run into any game breaking bugs in the 15.9 hours I've spent at time of writing which is nice, but there are a couple smaller ones I've noticed that I'll address after I talk about the main two issues people seem to have: Learning the Game + Health System The game doesn't really have a tutorial, just a couple of UI overlays that give you the basics. For me this isn't a problem for the most part as I enjoy just wandering around and trying out different things, but where there is a problem lies, in my opinion, in the lack of emphasis on using the Extraction mechanic. This leads into the second "problem," which is the lack of very many health regen options. Players take a LOT of damage in this game and combat can be very punishing. Along with that, players don't start the game with the ability to use a medkit, they have to unlock it (which if you know how to, it can be the first upgrade after a run, but many people including myself didn't know where to go to upgrade it until I was like 5 hours in.) The only way to heal otherwise are by finding rare, small health orbs from defeated enemies or health plants scattered around the map, both of which only heal 5 hp in the beginning (they heal more later on as difficulty increases I believe) or by collecting a Prism, many of which drop from difficult Elite enemies. As a side note, players can heal back half of the damage most recently taken by parrying an attack, but this can be pretty unreliable because sometimes you'll take a 20 damage attack then get chain stunned into a 6 damage attack, so your parry only heals you for 3 damage. For me and apparently most other players, this feels very unfair because how are you supposed to explore the world, defeat elites to unlock the bosses, then fight the bosses if one fight going wrong can gimp you so early on? The answer is in the extraction mechanic, known as the Telepad Event. The game explains it briefly in the UI tutorial and mentions it on the loading screen, but the Telepad Event is the main way you stay in the game and have a chance at completing a run. Activating the teleporter heals your character for a good chunk of their HP and forces you to defeat a couple waves of weaker enemies, but you teleport back to the hub world with everything that you've collected so far in your run and you get to shop for extra gear before going back down (with full HP!). This ALSO does NOT use one of your 4 revives, and all your progress on the map is saved. I don't know the specifics of how the difficulty on your run increases, but it doesn't seem like there's any real penalty for abusing the teleporter. If you go for an elite fight and it's going poorly, just leave and beeline to the teleporter to hopefully do better on your next try, while being able to gear up before going back down. Other Bugs: The only real prominent one I've seen is when you have 5 holobytes (passive upgrades you can equip) and you try to replace one with a 6th that you find, MOST of the time the item isn't replaced and the 6th item just disappears, completely wasting it. There is a workaround thankfully by opening your menu and manually deleting the item you want to replace then simply equipping the 6th item, but hopefully this gets patched soon. There are also these large radiation zones that randomly spawn on the map and while they're not too dangerous most of the time (they take a while to have an effect on the player and then only slowly drain their HP) I had a run where one spawned directly on top of the Telepad, and with no other option (my friend and I were both low) we tried to do the event, failing because the enemies had a lot of HP and we couldn't kill them fast enough. Hopefully the devs make it so those zones can't just spawn on the one place that's supposed to be for retreating and healing, haha. Other bugs I've found are very minor, such as quickly mashing the special attack on the claws and dropping two sets of mines when you're only supposed to drop one.
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Jan. 2025
Overall, Breaker has a very solid foundation and great core gameplay. The game loop is a lot of fun and makes you want to drop in run and after run. It has a unique approach to the roguelike genre with procedurally generated open world maps with tons of points of interest and the ability to extract from the map with items you've found to continue the next run(s). The combat is fluid and responsive and feels punchy landing hits and using special abilities/amps. The fights are fun and challenging, beating mini bosses and crown fights feel very rewarding! Since the world is pretty unforgiving, you have to approach fights strategically. The biomes in the world are vibrant with that hyper light aesthetic and there's tons of little things to find/acquire. Being early access, there are definitely some issues that need to be addressed, but that's to be expected. I'm having a lot of fun with the game, I really like the combat, gameplay loop and item/vendor systems. It's awesome that you can do multiple runs with higher tier gear with the durability(?) system. You can extract when things get too hot to keep running a good kit. When you die not all is lost. If you're unlucky and have a bad run, you at least have another chance to use the cool item. But you also can't run it indefinitely, it's a nice balance. The vendors actually sell good items on occasion that are random which is great. Usually vendors in most games sell garbage and are just there for the player to sell their items. The material costs mean you still have to pick and choose when good items appear in the shops though. When a good item appears in the shop, it incentives running loadouts you aren't necessarily familiar with. There were several runs where I saw a high tier weapon in the shop that I hadn't tried and went for it. So far I've put in more hours than it takes to beat Solar Ash and can easily see putting another 20-30+ hours in this build of the game. For the devs (feedback/bugs): Feedback: -The pacing feels a bit fast for the world events (enemies spawning/mini boss spawns/hazards etc). Being open world, I want to spent more time exploring and going to the various points of interest without constantly fighting. A lot of the time, enemies waves will spawn mid prism fight or 5 seconds after. I'd like some time to breathe and take in the scenery/make decisions on loot etc before getting chased down by a pack of dogs :). I could see doubling the time between events working, or just slowing the danger progression while you're fighting at point of interest -Similar to the first point, it would be nice to not have a timer to be kicked out of the crown fight arena. Could just have a door to exit? Or bump up the time to 5 mins or something and not show a timer until 1min left. Just feels a bit rushed -The first few runs are pretty rough. I think it would be great to add some sort of tutorial in the hub that could tie into the first run that gives you a golden ration -> unlock the medkit -> start first run with at least some white armor/amp. Like...talk to all the vendors -> equip this to your loadout -> upgrade a stat -> report back to me. Then give a ration for unlocking a medkit. Not having any heals in the first run was confusing. -The minimap should 100% have the map texture in the background -Desperately need more graphics options (the main menu is trying to fry my graphics card pumping 1k+ frames...) -vsync -max frames in menus -max frames in hub -max frames in game -There are definitely performance/optimization issues. The frame rate varies a lot. Even at 1080p on a rtx 4090 it's anywhere from 40-120fps. Noticed after a longer play session the average frame rate was getting lower over time. memory leak somewhere maybe? -Re-bindable keys for UI -map -character/loadout -Modifying a loadout shouldn't be an extra click/button. It's clunky/confusing to open the character screen and click on items expecting to be able to change items. Having a seperate modify loadout seems unnecessary? Should just be...open character UI -> click on item to swap. -Can't unequip things in the loadout as far as I can tell? I can't put armor or perk items back in the stash without swapping to something else -The player gravity feels too strong. The fall speed is quite a bit faster than most games. Would be nice if it was like 25% less than what it's set to now. This is something I would A B compare to a bunch of other games. It just feels a bit clunky trying to hit enemies in the air (I don't remember solar ash feeling like this) -Parrying is a bit clunky? Maybe I need more practice, but it's rough trying to parry stuff when you have to be facing the attack and you're getting hit from every angle. Also there are a lot of times where I'm expecting to parry an attack but the attack just goes right through. -Executions are confusing. It seems to cancel a lot on accident? (does spamming the button cancel it?). Enemies that you do executions on don't die most of the time. You're still able to take damage while locked into an execute animation. In my opinion it should be exactly like doom/god of war. You stagger an enemy to execute, you do the execute while immune to damage for the duration of the animation. Maybe pause enemy attack commands for .5s after you do it as well for breathing room. It just does not seem beneficial to do it right now when you end up losing more hp and the enemy doesn't die anyways -Should the danger level minibosses teleport to you when you're extracting? Cuz right now the staff guy does and it's a bit frustrating -Gameplay options -Hover board...maybe an option to double tap dash into hoverboard and not have to hold dash to keep it up. Or just not have to hold dash when hover boarding -> pressing dash or attack could cancel out of it -Glider, just go straight breath of the wild. Press the glide button once to activate it, have a button to cancel it Bugs (have ran into a few): -Replacing a perk item when your perks are full, doesn't work. The perk you choose to swap stays and the new one gets deleted. Would expect that the new perk replaces the existing one -Enemy waves spawning inside of big rocks -flash step sent me flying across the map (proably need to cap some velocity somewhere). Think it was with dual knives -Enemy waves spawning endlessly. After a crown fight the next spawn kept spawning enemies. There were like 30 dogs chasing me Cleaning up some of the rough edges will definitely help with the first time player experience. A lot of these feedback critiques are low hanging fruit. Like the graphics/gameplay options should be able to be addressed quickly and make a big difference. Adding the map texture to the background of the minimap would be easy but also a huge improvement to the experience.
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Jan. 2025
It's definitely still in its earliest stages, but the core gameplay loop is satisfying and pretty unique for a roguelike. The exploration is very Breath of the Wild inspired, with a more enjoyable combat loop based around movement - weaving in and out of attacks and primarily relying on knowing when to charge attack or wear down enemies - all while providing rewards for exploration through upgrades and new weapons. Some of the critiques are on point - the performance is a bit choppy at times, and there's a definite lack of settings and polish. I'm not playing it in multiplayer so I can't comment there. I'm not sure if I'd recommend it to everyone at its current state regarding content vs. price, but I would absolutely recommend it if it's been on your radar and you want to support it. There's a lot to like already.
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Last Updates

Steam data 17 January 2025 00:42
SteamSpy data 21 January 2025 18:31
Steam price 22 January 2025 12:51
Steam reviews 22 January 2025 03:45
Hyper Light Breaker
6.1
1,497
921
Developer
Heart Machine
Publisher
Arc Games
Release 14 Jan 2025
Platforms
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