Hypermancer 0.0.7 up on Patreon!


Huge wins for this version!

First big change you'll notice right away is the new artstyle.
I've been experimenting with a cel-shaded visual style to make the game feel more like a "playable growth comic".

This is also a huge win for performance, as this new style doesn't need expensive global illuminations.
The game is now fully playable on lower-end PCs. I can get consistent 30FPS on low-medium settings and over 60FPS with some TSR finicking.

I still wanted to use the high details that the existing assets currently have, so we can have a middle ground between simple cel-shading and high detail visuals.

This version also bring fixes to almost every bug and issues reported on Itch since the first public release.
Giving the game a strong foundation early on is really important! The sooner new features can be explored without worrying about base game flow, the better.

I hope you enjoy!


Release Notes 0.0.7

Features:
New cel-shaded look!
-Added a ominous purple light that only comes at night.
-Removed Global Illuminations options settings. (Set in stone with cel-shading style.)
-Removed Lens Flares settings. (Set in stone with cel-shading style.)
-Removed Reflections method settings. (Set in stone with cel-shading style.)
-Removed Epic graphics settings.

General changes:
Huge performance improvements on all settings. (from 8FPS on Steam Deck to 30FPS on Medium settings)

Added ship model to the planet to make the exit visible from anywhere on the level.

Slimes no longer pounce and stun you if you're much bigger than them. (still designing what should happen then, so at the moment they're intimidated)

Increased accuracy of beam prediction UI.

Player related changes:
Added new run/walk animations when players reach a certain size.
Growing in size now increases your distance travelled and slows your animations.
Greatly reduced camera bob bound to character movement.

Rev related changes:
Starting a dialogue with Rev now pans and zooms the camera so his face is centered on screen.
Improved some hand placements in some procedural animations.
Made blend transition between clothes faster.

Controls:
Changed base controls for sprint to the left face button (From pressing the left stick)
Turned sprint into a toggle (from holding the button)

Bugfixes:
Fixed an issue where slimes could sometimes pounce at absurdly high speeds.
Fixed an issue where defeating a slime right as it starts draining you would make you stuck in damaged stance forever.

https://www.patreon.com/sombreve

Hypermancer 0.0.6 will be released for free soon as well, stay tuned!

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Comments

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how do you zoom on his face ? i try to start dialogue but can't manage it

(-2)

Holy shit, does this game work like absolute garbage. Performance wise, it's almost unplayable (unless playing it on a NASA computer is intended)

0.0.7 will be a lot more optimized. (getting 60 fps on Steam Deck)

awesome! will definately try it out!

can i ask what milestones should be reached? Im a bit unsure what can be done atm? like how many cores etc should we give our bro Rev? when do i know ive reached the maximum currently available in the build

He will ask for 0 Essence once you reached the end.

awesome! :) thanks sombreve!

Thanks for all the updates 🎉

Nice to see continuous updates

(-5)

quick question, will you add different chars? Like a female/futa?