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Releases: Historn/HyperStrike

HyperStrike v1.0.0-Beta

30 Jun 11:02
c7918e1

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Welcome to HyperStrike!

This game can be played using:

  • Keyboard & Mouse
  • PlayStation DualSense Controller
  • Xbox Controller.

Controls can be found in the Gameplay Settings section of the pause menu.


🔧 Update Notes – Beta 1.0.0

This update continues to refine movement mechanics, camera behavior, and character feel based on player feedback and performance testing. Expect smoother wall interactions, more responsive controls, and better projectile handling.


💻 Code & Gameplay Improvements

  • WallRun Enhancements

    • Now uses LayerMask filtering, preventing unintended surfaces from being treated as walls.
  • Camera Movement Optimization

    • Interpolation updates are now faster and smoother, significantly reducing perceived latency and jitter.
  • Raycast Shot Update

    • Projectile now includes a configurable range parameter for improved control and balance.
  • Player Rigidbody Improvements

    • Added a Linear Damping coefficient for more grounded and responsive movement.
  • Fall Physics Tuning

    • Increased fall velocity, removing floatiness and enhancing physical feedback.
  • Input Settings Update

    • Invert Y-Axis sensitivity option added for better customization.
  • Wall Physics Material Added

    • New Physics Material applied to designated wall surfaces to enhance friction during WallRun interactions.

🎮 Design & Tuning

  • Player Speed Adjustments
    • Updated both movement and sprint speeds across all characters for better pacing and feel.

@Historn @AdriaPm @JoeyCM

HyperStrike v1.0.0-Beta Pre-Release

27 Jun 13:24

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Pre-release

Beta v1.0.0 Pre-Release.

Not final release product. Just for testing.

Fixed issues and improved features with the feedback received from previous testing.

@Historn @AdriaPm @JoeyCM

What's Changed

  • Merge 0.7.0-Beta in #9

Full Changelog: 0.5.5-Beta...v1.0.0-Beta_Pre-release

HyperStrike v0.7.0-Beta

26 Jun 20:08
aeca7b9

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Welcome to HyperStrike!

This game can be played using:

  • Keyboard & Mouse
  • PlayStation DualSense Controller
  • Xbox Controller.

Controls can be found in the Gameplay Settings section of the pause menu.


What's Changed

The Beta 0.7.0 version marks a major step forward in gameplay systems, UI, audio, and polish across all areas of the game. From advanced ability systems to new visual and audio feedback, this update brings the game closer to feature completion.

💻 Code

  • Network Object Pooling implemented for optimized performance.
  • Introduced a Component-Based Ability System supporting multiple types:
    • Movement, Area, Target, Projectile, and AreaMovement abilities.
  • Speed Abilities added:
    • TP_Dash, Sticky Bomb, Ground Quake.
  • Crashwall Abilities added:
    • Mobile Shield, Lock On, Overdrive.
  • Nanoflow Abilities added:
    • Boost, Team Heal.
  • Players can now apply effects like Heal, Protect, Boost, and Debuff.
  • Camera now follows and targets players dynamically.
  • Melee Attack implemented.
  • WallRun improved:
    • Camera tilt based on direction.
    • Correct wall sticking.
  • Added 2 emote animations for Speed character.
  • Refined player input handling for attacks and abilities.
  • Death handling implemented.
  • Created new Projectile Types:
    • RaycastShot, StickyExplosiveBomb, ReboundBomb.
  • Random character selection in LobbyRoom.
  • Main Menu now supports Settings controls.
  • Added Save & Load of PlayerPrefs for menu settings.
  • Pause functionality implemented.
  • Finalized Teams and Character Selection systems.
  • Clients now retrieve Server IP and Port via Unity Game Services.
  • Connection approval handling added.
  • Optimized Input Sync with network tick rate (vs. physics update).
  • Improved overall game flow, error handling, and performance.
  • Fixed Bouncer impulse logic.

🎨 Art & UI

  • Environment assets tagged: Grass, Metal, Tile.
  • Animation transitions now use Triggers.
  • Added a crosshair for aiming.
  • Created Stylized Explosion VFX.
  • Added Raycast shot visuals for Nanoflow and Crashwall.
  • Updated Post-Processing visuals.
  • Full Main Menu UI implemented.
  • New In-Match UI:
    • Ability cooldown indicators.
    • Healthbar.
  • Added Cinemachine logic to Main Menu for visual polish.
  • Win/Lose UI implemented.
  • Added Keyboard/Gamepad control images in Gameplay Settings.
  • Created a fully functional Pause Menu.
  • Added a new custom cursor.
  • Implemented icons for all abilities.

🎮 Design & Gameplay Balance

  • Increased controller and mouse look sensitivity.
  • Reduced ball bounciness for more control.
  • Adjusted drag coefficients for ground and metallic ramps.
  • Refined Keyboard/Gamepad input support.
  • Set default values for:
    • Crashwall Abilities
    • Speed Abilities
    • Nanoflow Abilities
  • Tuned character movement speeds.

🔊 Audio

  • Added Footsteps SFX to character animations.
  • Implemented SFX for:
    • Bouncer being hit by the Ball or Player.
    • Ball impacting different Arena surfaces: Glass, Metal, Grass.
  • Goal SFX plays upon scoring.
  • Added Match background music.

@AdriaPm @JoeyCM @Historn

HyperStrike - Beta 0.5.5

25 Jun 21:56
c8e0cc5

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Pre-release

Test Build Release for Beta testing.

HyperStrike - Alpha 0.3

11 Jun 18:28
61cef14

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Release Notes

This version brings major updates to networking, gameplay, and visuals.

🧩 General

  • New ArenaRoom scene set as the default match environment.
  • New LobbyRoom scene added as the default lobby environment.

💻 Programming & Networking

  • LAN multiplayer support with manual IP input.
  • Improved server authority: all player physics are now fully server-side.
  • Collision detection fixes for ground, walls, and objects.
  • Server now handles disconnections and goal-related events like:
    • Freezing player movement on goal.
    • Resetting player positions after scoring.
  • Lobby timer now auto-starts when the room is full.

🎨 Art

  • Baked lighting for LobbyRoom.
  • Added locker room environment to Main Menu.
  • Reflection probe points added to Main Menu hotspots.
  • Created neon materials for the Bouncer.
  • Implemented Shield Shader Graph.
  • Repainted ArenaRoom terrain and set a night-time skybox.
  • Stadium lighting setup and Crowd System Manager implemented.

🎮 Design

  • Completed blockouts for LobbyRoom and ArenaRoom.
  • Added analytics scripts for:
    • Damage received
    • Player death
    • Ball scored
  • Integrated PHP server subscribers and event system.
  • Added heatmap scripts for future implementation.

▶️ How to Run (LAN Multiplayer)

To play the game in LAN multiplayer mode:

  1. Start the Server:

    • Run the Server build version of the game first.
    • This will initialize the game server and wait for client connections.
  2. Connect Clients:

    • Open the Client build version on one or more machines.
    • Input the Server's local IP address in the connection screen to join.
    • Each Client instance represents a new player in the match.

Make sure all devices are on the same local network for proper connectivity.