The World is Drowning

We’re excited to announce our newest project, Possessor(s), a brand new story and world we’re crafting with the support of our publisher Devolver Digital. As with all our games, this is a piece of work from our hearts that blends our signature aesthetic with new ideas, creating an experience that is both deeply personal and visually stunning.|

A Message from Danny Moll, Art Director

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We have carefully calibrated the overall aesthetic and tone of Possessor(s) and are proud of what we’ve come up with. Inspired by games like INSIDE, Signalis, and Control — and TV shows like Severance, we’ve created a world that feels both familiar and hauntingly surreal.

Imagine a post-apocalyptic sci-fi landscape, influenced by weird fiction world-building in such works as Jeff Vandermeer’s Area X or the Annihilation film.

It’s “sony-walkman retrofuturism” in a game.

A Message from Alx Preston, Founder & Creative Director

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You’ll notice that Possessor(s) shares DNA with Hyper Light Drifter, despite being an entirely different world and story. As a studio, we’re eternally applying valuable lessons from our past successes and mistakes to our present work. We’re carrying those lessons forward, and transforming them into something unique with this game. We hope to continue to build on our legacy while pushing the boundaries of what we can create.

At its core, Possessor(s) is a game about relationships – specifically, the ones that hurt us and how we navigate through them. We wanted to explore the idea of getting out of toxic traps and the difficult journey of self-improvement. Our characters are trying to change for the better and struggling to stop punishing themselves. The theme of possession ties into how we heal from these emotional wounds.

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The world of Possessor(s) is an unsettling place where beauty and decay coexist. It’s hopeful, it’s dark, and it’s waiting for you to explore it.

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Hyper Light Breaker: Meet Dro

Who was Dro?

Whoever she was, she is now transformed. What does she want?

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And what is the pain behind her howl?

A glimpse into our wordless storytelling.

Hyper Light Drifter was a game well-known for its wordless storytelling. A quick Google search will yield dozens of videos and articles discussing the art of worldbuilding without words.

As Jake Theriault artfully describes in his analysis of the opening sequence of Drifter:

“We discover all we need to know about the world in one wordless sequence. And from there on out, all the discovery made by the player is done visually.”

While Hyper Light Breaker will not be entirely devoid of text (there will be UI and some loadout descriptions), we have made the decision to lean back into our strengths and reveal our world and mysteries therein through illustrated vignettes.

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There is so much about the Hyper Light universe to discover. With Breaker, we’re excited to share more about the history of the world that led to the events of Drifter.

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Our Character Artist, Isaak Ramos, has established a house style for our studio, inspired by the works of Katsuhiro Otomo.

Some key aspects include:

  • Clearly defined straights and minimal curves
  • Shading using a halftone pattern (and/or halftone+flat value)

And reasoning includes:

  • Effectively receives color blend modes
  • Meaningfully calls back to our influences and to our past without resorting to pixels
  • Adds gravity/seriousness
  • Quickly creates a more finished aesthetic that will support looser lines and different drawing styles

Let us hear from you!

What do you think about this return to wordless storytelling? And our panel art style?

And what’s going on with Dro?

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Hyper Light Breaker: Meet PB

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PIVOTING TOWARD CHARACTER-BASED STORYTELLING

A while ago, we shared that we were developing Hyper Light Breaker with a limited form of character creation in mind - our player “characters” would be specific species, all following the same character archetype. The goal was to reduce animation scope down significantly by sticking with the single archetype.

As time went on, however, we discovered that a specific story was taking shape. And it needed to be told through a discrete cast of characters with their own backstories, motivations, and personalities.

We are now pivoting away from broader character customization, in favor of enriching player experience and empathy through highlighting each of these unique characters and their journeys through the world. We are still retaining customization in the form of offering near limitless loadout options, hub options, and other ways for players to have agency over this world.

With that said, please meet…

PROTOBREAKER

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PB was featured prominently in our Announcement Trailer, but the character’s identity and role in the Hyper Light universe has been shrouded in mystery since. We’re now ready to share a little more about her.

You meet PB in the Hotel Lobby of the Hub, the launch point for all of your ventures into the Overgrowth. A former highly skilled Breaker herself, she now works a desk job where she assigns and oversees Breaker missions.

PB has a long history in this world. But she is generally reserved, and minces few words. It is up to you to uncover her past, and play a crucial role in writing this new chapter in her story.

PB IN THE WORLD OF HYPER LIGHT

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PB has a unique role in Breaker’s narrative. The abandoned wilds of the Overgrowth are shrouded in mystery, and PB has been here since they were first sealed away from the rest of the world.

Within the Breakers, PB is your commander, so she passes along your marching orders from Breaker HQ. But like you, she’s curious about the Overgrowth’s mysteries. In particular, she wants to learn the goals and motivations of the Crowns—why do they fight the Breakers? What are they protecting, and why?

PB knows many secrets about this place, but she’s not quite sure which of them are relevant to the mystery. When you discover some brand new information about the Crowns or the Overgrowth, you’ll bring those stories back to PB. She’ll share her own memories with you, and help you put the mystery together.

PB has a few secrets herself, too. She’s been living in the Overgrowth for a long time, and she seems to have a strange personal connection to the Crowns. If you help her discover more about the Overgrowth, she may share some of her history with you!

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LET US HEAR FROM YOU!

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How do you feel about our character-based storytelling process?

What do you think happened to PB?

Blaze

0 notes

hyper light breaker hyper light drifter gamedev storytelling narrative game story game design game development heart machine game narrative narrative design

CELEBRATING 10 YEARS OF HEART MACHINE

A Decade of Creativity and Community

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A decade ago, we began a journey that would lead to the birth of Heart Machine - a game studio committed to crafting immersive, vibrant experiences that resonate with players on a profound level. As we celebrate our 10-year anniversary, we reflect on our history, achievements, community, and the exciting future that lies ahead.

THINKING BACK

Glitch City, Kickstarter, and Hyper Light Drifter

In 2013, we took a leap of faith and launched a Kickstarter campaign for our debut project, Hyper Light Drifter. Little did we know that this campaign would not only secure the funds needed to bring our project to life, but also ignite a beautiful connection with supporters, players, and community members who believed in us from the outset.

Fueled by a need for camaraderie and knowledge, we spent those early days of Drifter’s development as a part of Glitch City, a then-small collective of independent game developers, artists, and creators all working together out of Alx’s basement. Those early days and (often) sleepless nights vision were critical in defining our design philosophies, studio culture, and grassroots community connections - setting the stage for what was to come.

Our Heartfelt Gratitude to Our Early Contributors

To date, thanks to the incredible support of our community, the Kickstarter for Hyper Light Drifter remains one of the most successful game projects on the platform. It smashed through the initial funding goal of $27,000 and ultimately raised over $600,000.

To our early backers who believed in us and our vision, and those fellow devs who helped us through endless rounds of playtesting and feedback, we extend our deepest gratitude. Your unwavering support enabled us to bring our dreams to life and emboldened us to continually push the boundaries of game design.

Special shout out to core Drifter team members: Alx Preston, Beau Blyth, Teddy Dief, Casey Hunt, Rich Vreeland, Akash Thakkar, Sean Ward, Lisa Brown, and Cosimo Galluzzi.

The critical reception following the release of Hyper Light Drifter was incredible - beyond our wildest expectations. We never could have anticipated the accolades and recognition it received, or the impact it made on players far and wide. It was humbling, and affirmed our dedication to continue to make great games to share with the world.

Moving Into a New Dimension

We started development on Solar Ash about a year before the multi-platform release of Hyper Light Drifter. Early on, we joined forces with Annapurna Interactive, whose expertise and resources facilitated our exploration of 3D game development. Over the next five years, Annapurna’s support played a pivotal role in bringing this ambitious project to fruition. The vastness of the game’s ethereal landscapes and fluid movement mechanics opened new avenues for worldbuilding and storytelling.

To date, Solar Ash continues to engage new players and inspire returning ones to create beautiful works inspired by the game. It is following in the footsteps of its predecessor and is now available on a a wide array of game platforms for a worldwide audience.

All of the positive reception that followed Solar Ash’s release proved that our community was ready to continue along this new aesthetic path with us. Just as Drifter smashed through its initial Kickstarter goals,  we are poised to once again smash the boundaries of possibility with our upcoming projects.

HEART MACHINE TODAY

Reimagining a Familiar World

As we celebrate our 10-year milestone, we’re thrilled to now be well underway with our newest title set in the familiar Hyper Light Universe. This new project, Hyper Light Breaker, builds upon the foundations we’ve laid, evolving our creative vision in unexpected ways.

A Shared Journey

Our journey would not be complete without acknowledging the invaluable contributions of our community. From community leaders who pave the way forward with creativity and kindness, to creators who challenge us with incredible skill and passion,  to modders who continuously breathe new life into our games, to wiki writers who meticulously document every detail, to speedrunners who push the boundaries of possibility – you are the heartbeats that keep our worlds alive.

Over the years, we’ve had the privilege of connecting with our wonderful community at conventions and events across the digital and physical world. These gatherings allowed us to share our passion, hear your stories, and learn from your insights. Your presence and enthusiasm continue to inspire us.

We’re so grateful to: Polare, Lukas, Durtle, Clark, Yrrzy, CornMayor, Aza, Andreas, Conscy, Perfectly Mediocre, Thunderbrave, Bryonato, Utsu, NicowithaC, Covert Muffin, Sylvi, among many many others who make our work worth doing.

Our Company Vision

At Heart Machine, we’ve built more than games. We’ve cultivated a company culture that values kindness, inclusivity, and pushing the envelope. Our mission has always been not only to entertain but also leave a lasting impact. This dedication has enabled us to support and grow a thriving studio of some of the most talented, thoughtful, and fun people in the entire industry.

Our ethos revolves around fostering a work environment that prioritizes professional advancement, mental and physical health, and employee happiness. This commitment takes shape in various dimensions of our culture. We proudly offer Heart Machine University (HMU), a collaborative peer-teaching initiative where we cover everything from how to LARP or make sculptures out of driftwood to environment, concept, and tech art techniques. We also organize activities like group gaming and anime sessions, provide access to networking and learning resources, and support social and charitable initiatives to reinforce our team’s sense of purpose. As a studio, we strive to hang our culture on a framework where each individual can flourish and achieve their own growth and learning goals.

It’s no accident that the trajectory of these past 10 years has led us to forming the team we have now. We have always and will continue to adhere to our culture of high quality standards, emphasis on creative innovation, and heart-first leadership practices.

LOOKING AHEAD

As we stand at the threshold of the next chapter, we’re excited to announce that Hyper Light Breaker will be arriving in Early Access in 2024. This project represents our ongoing commitment to pushing boundaries, taking risks, and creating experiences that captivate and challenge players in our specifically unique ways.

Beyond Hyper Light Breaker, we have other projects currently under wraps that will continue to define us as a studio. We can’t wait to share these journeys with you as we forge into this next decade.

Thank you thank you thank you for joining us on this incredible ride. Heart Machine wouldn’t be the same without each and every one of you. Here’s to the many more adventures that lie ahead!

With love and gratitude,

The Heart Machine Team

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Hyper Light Breaker - Early Access in 2024

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New Hyper Light Breaker dev update! To bring the game to its full potential, we need a bit more time. We’re delaying Steam Early Access to 2024.

The development of Hyper Light Breaker has been an extraordinary journey, as we’ve set out to make this new Hyper Light adventure the best possible version of a truly wild idea. We’ve made remarkable progress and the game has come a long way since we started development. Taking this additional time to focus on development will allow us to bring the game to its full potential and we are incredibly grateful for the support from our community that’s been with us every step of the way. We thank you for your patience and understanding as we work to deliver a new adventure that lives up to what fans expect from a Heart Machine title.

We will will continue to give fans a look inside Hyper Light Breaker’s development, in the lead up to Early Access launch in 2024.

To keep up with all the latest updates, please visit: https://www.hyperlightbreaker.com/ or get updates via X, Facebook, and the Official Heart Machine Discord. 

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Embracing Accessibility and Diversity: The Vital Role of Remote Presentations in Game Conventions

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In recent years, the gaming industry has witnessed an unprecedented surge in popularity and innovation. This phenomenon is often celebrated at large international conventions like Gamescom / devcom, where developers, enthusiasts, and creators from around the world gather to showcase their latest creations, share insights, and explore new horizons.

However, as the gaming community continues to expand, so does the need to ensure that these conventions remain accessible and inclusive for everyone. Enter the concept of live remote presentations – a powerful tool that preserves diversity, fosters representation, and empowers those who might otherwise be excluded.

During the pandemic, many conventions like GDC, Gamescom, Gen Con, etc. decided to go remote rather than cancel their events outright. Now that COVID-19 is under control, these same conventions have decided to return to an IRL format for the obvious benefits of fostering greater networking opportunity, spontaneous collaborations, personal branding, cultural exchange…among other advantages.

We were very fortunate this year that even though Gamescom / devcom was one of thsoe conventions that returned to an in-person format this year, they were able to accomodate our Founder / Creative Director Alx Preston’s remote talk From Pixels to Polygons – Bringing the Hyper Light Universe into the Third Dimension. They decided to make an exception to the in-person only format this year due to Alx's specific health considerations.

But maybe a hybrid format should be the norm, and not the exception?

The Power of Representation and Diversity

One of the most valuable assets of the gaming industry is its diverse and passionate community. Gamers, creators, and developers hail from various backgrounds, cultures, and perspectives, enriching the industry with fresh ideas and innovative concepts. Embracing this diversity fosters creativity and leads to games that resonate with a broader range of players. But for this diversity to flourish, the voices and viewpoints of all members of the community need to be heard.

Accessibility as a Cornerstone of Inclusion

International conventions like Gamescom attract attendees from around the world, turning them into melting pots of ideas and creativity. However, the barrier of physical attendance can inadvertently lead to exclusion. Not everyone has the financial means, the physical health, or the time to journey halfway around the globe to participate in such events. This exclusion can inadvertently stifle unique perspectives and novel insights that could otherwise contribute to the growth of the industry.

The Crucial Role of Remote Presentations

Live remote presentations offer a solution that bridges the gap between physical presence and accessibility. By allowing speakers to present their ideas, projects, and perspectives remotely, conventions can ensure that individuals who might not be able to attend in person can still contribute meaningfully. Here are a few compelling reasons why this approach is essential:

  1. Global Representation: Remote presentations empower voices from different continents, cultures, and backgrounds to participate and share their experiences, especially including folks from foreign countries who might encounter time or money difficulties getting visas to travel. This widens the scope of perspectives and ensures a more holistic representation of the gaming community.
  2. Inclusivity: Everyone should have an equal opportunity to engage with the industry they love. Remote presentations provide a level playing field for those with limited physical abilities, financial constraints, or geographical limitations.
  3. Time and Resource Efficiency: For busy professionals, remote presentations eliminate the need for extensive travel and time away from work or other commitments. This encourages a more diverse pool of experts to contribute without sacrificing their personal and professional obligations.
  4. Reduced Environmental Impact: International travel carries a significant carbon footprint. Embracing remote presentations aligns with sustainability efforts and demonstrates a commitment to reducing the environmental impact of such events.
  5. Technological Advancements: With the rise of high-quality video conferencing tools, remote presentations can be seamless and engaging. This eliminates potential technical barriers and ensures that remote speakers can effectively communicate their ideas.

Looking Ahead: A More Inclusive Gaming Community

In conclusion, the gaming industry’s continued growth hinges on the cultivation of diverse ideas and perspectives. International conventions like Gamescom play a pivotal role in this process by providing a platform for individuals to share their insights. However, it’s crucial to acknowledge the limitations that physical attendance imposes on accessibility and representation. By embracing live remote presentations, and offering a hybrid format, these conventions can pave the way for a more inclusive and vibrant gaming community.

In a world where technology connects us across continents, it’s only fitting that the gaming industry utilizes these tools to break down barriers and amplify voices. By making remote presentations a staple of game conventions, we celebrate the richness of our community while ensuring that everyone has a seat at the table, regardless of their location, resources, or physical abilities.

Thank you so much to Nico Balletta and the devcom / Gamescom team for giving us the chance to share our projects with the world. Here’s to an amazing Gamescom 2023!

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Pangea: Creating A Multiplayer Rogue-lite With Endless Open Worlds

We’ve shared extensively about our tech art strategies and proc gen processes in both a recent Heart to Heart with Len White and Christian Sparks as well as on our dev blog. We’ve also discussed our environment art works in progress in a different Heart to Heart with Will Tate and on our blog as well.

That was all months ago; often, a few months can mean a lifetime in game development.

Original Vision

Years ago now, when Alx was ideating on the design pillars of the game, the question that came to mind was “what would you do in an open world you’d never see again if you die?”

With that in mind, we made decisions in the early days of our game to try for a more reasonable approach of this idea as we built our systems, since it seemed insurmountable. So, we created an adjacent version, something that captured parts of this design ideal. We had a large, open biomes, but they were segmented in a stage-by-stage format to make it more feasible for us to build.

Over the course of development, we found that, as we continued to build the technology needed for these smaller open-biomes, that we could actually leverage the tools to make the original vision a reality. Thus, we shifted away from the more limiting and (ironically) more complex version of a stage-to-stage progression, and started on a “Pangaea Shift”.

The Shift

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Pangaea is used as a code name, as we were essentially merging all of our stages into one larger map to create an open world.

This shift meant that we would mean that we lose some time up front reconfiguring some parts of the game to function in the ne structure, but gain time on the backend and a much more exciting game format to dive into. We were excited and scared, all at once.

This shift yields us:

  • Highly differentiated points of interest on a global scale, resulting in entirely new biomes to explore instead of sub-variations of the same biomes
  • Reduced per-level workload for Houdini, focusing on simpler, bolder biome elements since the context of other biomes being present shifted the dynamics of play so significantly
  • The ability to generate dynamic, global components that affect the whole run / playthrough, rather than just stage or biome-specific elements, opening up tons of exciting mechanics
  • A truly open world, procedurally generated, with biomes juxtaposed seamlessly on the same map

An open world you’ll only see once

It’s a thought that leads to a lot of questions and exciting ideas. How much do I explore this world? How much time do I invest, knowing I could die at any turn? What are the pressures driving me forward in this world? What’s new, exciting, different this time? What’s coming next?

These are all questions we ask and answer for development, and ones we are excited for you all to see the conclusions of for yourselves in Early Access and beyond!

Wrap Up

What do you think of our process shift? Share your feedback!

See you next time, Breakers!

-The Heart Machine Team

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Hyper Light Breaker: Production Process

Check out our latest stream about our production process behind Hyper Light Breaker, with Senior Producer Lesley Mathieson.

Some takeaways from the December 9th Heart to Heart stream

  • Our approach to production tools and process has ever been “I want people to feel it’s pretty to use, it’s obvious, and they don’t have to think about it too much.” - Lesley Mathieson.
  • “The least amount of friction is the most important thing when it comes to getting people to use tools consistently. Even if it’s a janky system, what we really need is for people to consistently look at what’s going on.” - Alx Preston
  • Some of the tools we use are:
  • Tom’s Planner, an online Gantt chart maker
  • HacknPlan, a game design project management tool
  • MantisHub, a bug and issue tracker

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