Hyper Light Breaker on Steam - User reviews, Price & Information

Quick menu

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 3,415 reviews of which 2,222 were positive and 1,193 were negative resulting in a rating of 6.4 out of 10. 😐

The game is currently priced at 28.99€ on Steam, but you can find it for 19.07€ on Gamivo.


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

Media & Screenshots

Get an in-depth look at Hyper Light Breaker through various videos and screenshots.

System 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

User reviews & Ratings

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

May 2025
Steam apparently won't let me write a review unless I've first selected 'Yes' or 'No' to the question 'Would you recommend this game to other players?' I would rather choose neither option at this time. My real recommendation would be this: If you want to support a studio with a history of making masterpieces while they figure out how to make an entirely different kind of masterpiece then please do, especially if this looks like your kind of jam. Hyper Light Breaker currently sits in an incredibly frustrating place where it's got a lot of good stuff going for it but a couple things make it borderline unplayable. I really, REALLY, want to like and recommend this game, but I just can't as it currently sits. It sounds like the Devs are aware of what's wrong so here's hoping they can finesse it into the masterpiece it has the potential to become. They've done it before so my hopes are high. Now, I'm a massive fan of the Dark Souls / Bloodborne / Elden Ring games (except DS2. We don't talk about DS2) so I really appreciate a game that challenges the player, punishes inexperience, and rewards when you 'git gud'. Breaker has the promise of becoming something really special. The near infinite replayability of a rouguelike with a Souls-like attitude toward difficulty and reward. Combine that with a fuckin' dope art style, interesting character designs, and a pervasive chill tone and you've got a game I'd never stop playing. But it's just not there yet. What needs fixing: - Camera Lock-on. Sweet Christ please fix this. Seriously, if this one thing were fixed the game would be 80% better. - Rate of enemy difficulty increase over time VS Player Character level up speed is very unbalanced. Enemies already hit harder than many would find acceptable, but make them level up faster than you do and there's no hope. I also don't understand why leveling up is tied to interacting with shrines in a game like this. - Focus on leveling VS focus on exploration. If you wanna have a chance of maintaining level-up momentum against your opponents so you have a moderately longer run and maybe get to a crown or two (forget making it to the last boss) you've gotta adopt a mad 'kill everything as fast as possible' attitude at the cost of exploration and finding desirable gear. This ruins any sense of Chill you might have hoped for as well. - Roguelike meta progression is too slow and not meaningful or interesting. Rogue games live or die by this metric. Sure, when starting out in a roguelike you're almost certain to die sooner than you'd like because you haven't unlocked anything yet. Herein lies the actual game progression of Roguelikes. Rate of progression needs a serious boost but more importantly what you unlock needs a massive creative juice injection. Any kind of gameplay gets inevitibley stale, which is why Roguelikes are so successful. Rogues keep the formula interesting by constantly throwing new variables into the equation. Skul the Hero Slayer is my ultimate example of the kind of crazy shit a rogue can become where no two playthroughs are anything alike, but there are many other worthy examples. A good Roguelike will stay engaging long after all meta progression has been accomplished. Without this touch of chaos a games lifespan is only as long as it's meta progression, if interest can be held for even that long. Hyperlight Drifter, the Devs prior creation, is a masterpiece, but it's also an entirely different kind of game. What they've created here in Breaker holds so much promise its got me rabid for what it could become.
Expand the review
Jan. 2025
READ BEFORE BUYING I would like to start off by saying the game is fantastic and has great visuals. The movement is very fluid and the combat offers a nice challenge. I wouldn't let the negative reviews sway you from checking this out. I have done my best to properly address the core game play loop and offer better insight on some of the common complaints. Please see below. Core Game Loop You start with 4 lives and the goal is to kill the 3 Crown bosses and then the final boss within the span of your 4 lives. In order to fight a Crown Boss, you need to first fight the Prism Bosses (Elite Enemies) to get keys to unlock a Crown Boss. Each time you die, you gear will degrade by 1 point. If all points are used up on the gear, it is gone. Beating the boss or losing the run (dieing enough times to fully exhaust all 4 lives) will prompt you to reset the cycle (reload the map). Before the map is reloaded, you will be graded on your performance on the previous cycle. Depending on your grade, you will be given a varying amount of Golden Rations. These items can be used to upgrade your character or the vendors located in the town. I found grabbing all the loot and killing every Prism boss typically nets you 5 Rations. Characters and Gear You start the game with 1 Character and class unlocked. As of the time of writing this, there are 2 other un-lockable characters with 2 classes each. Their starting equipment will be based on their selected class. Each time you start a run (Enter the Over Growth) the map is populated with Prism Bosses, Blades, Guns, and Holobytes (These are basically mods that apply skills to your character and are essential to builds. Guns, Blades and Utility Items like Grenades, Turrets, .etc can either be equipped or cached (sent to your bank to be used on a later run) The holobytes can not be cached as easily. You can eventually unlock a store that will sell holobytes. This is pretty critical as the Holobytes bought here can be swapped out with what you have equipped, thus allowing you to bank your higher end holobyes. When you enter the map, you can choose to try to kill the mini bosses and make you way to a Crown boss or you can spend time collecting gear and extracting before it gets too hard. Each time you kill enemies, collect bright blood (the currency used to buy gear) pick-up gear or collect Prisms, the yellow bar on the left-side of your screen will fill more and the map will get harder. Extracting out of the map and re-entering it will reset this bar. Side note: extracting does not degrade your equipment, only dieing dies. If you are playing with friends, everyone will need to die for the gear to degrade. If anyone manages to extract, then all the gear will be fine. After you have enough good gear collected and stored in your vault, you can then choose to fight a crown boss. Common Complaints Not Many Healing Options: Healing is a little difficult at the start. You do not start off with the ability to heal yourself with a Med Pack and must unlock it. Fortunately, this option is literally the first thing in your skill tree. If you die and lose all 4 lives, you will get your first Gold Ration and can buy this skill. Until then, you are able to heal with parrying. This is not something told to you in the game, but I chock that up to it being in early access and not all tutorials are here yet. When hit by an enemy, your health will go red. If you are hit again it will be gone until you heal yourself or extract. If you parry while you have red health, it will replenish. Overwhelming enemies: The game-play is similar to Hyperlight Drifter. You can get easily overwhelmed by enemies, but with a combination of melee attacks, using the gun to pick off/stun enemies and your utility powers (Grenades, Turrets, Golems) its is manageable. You can also kite and use the environment to provide shelter/cover. Better Dodge/Animation Cancel out of attacks: You cannot animation cancel similar to Dark Souls/Elden Ring. You need to be more mindful with attacking and not spam it. Black Myth Wukong behaved similar. If you take your time a bit with your weapons and pace the attacks out, dodging attacks becomes much easier. Missing Tutorials: Not much to say about this. There are some things that the game explains, like dashing while in air. But aside from that, alot is up to you to figure out. I know this can be annoying, but I believe the game will have proper tutorials as updates are released. Conclusion Again, the game is alot of fun and I do highly recommend it. It may have its kinks now, but keep in mind, we are only a week into its release. Heart Machine has been listening to feedback and quickly implementing patches. If there other titles are anything to vouch for their work, I have no doubt this game will be even better once its out of early access.
Expand the review
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.
Expand the review
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.
Expand the review
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.
Expand the review

Similar games

View all
Ertugrul of Ulukayin Become a medieval warrior in this action-adventure game. Discover traditional myths and fight for your tribe. Mount your horse, sharpen your weapons and explore an ancient semi-open world.

Similarity 76%
Price -65% 6.84€
Rating 8.1
Release 12 Jun 2025
God of War Ragnarök Kratos and Atreus embark on a mythic journey for answers before Ragnarök arrives – now on PC.

Similarity 75%
Price -36% 38.52€
Rating 8.5
Release 19 Sep 2024
Warcube Become the WARCUBE. Crush your enemies, siege castles, and bring glory to your six-sided self! These cubes were made for battle, not building.

Similarity 71%
Price 9.99€
Rating 7.8
Release 27 Jan 2017
Bleak Faith: Forsaken Explore the last remnants of civilization in this vast, unforgiving, and interconnected world. Learn what is left of its history. Discover pockets of natural life in the perpetually expanding Omnistructure. Lose yourself in a journey unlike any other. Find your purpose in the world.

Similarity 70%
Price 28.99€
Rating 7.2
Release 10 Mar 2023
Chronos: Before the Ashes Chronos: Before the Ashes is an atmospheric RPG that chronicles a hero’s lifelong quest to save their homeland from a great evil.

Similarity 68%
Price -86% 4.21€
Rating 6.3
Release 01 Dec 2020
KINGDOM HEARTS III + Re Mind (DLC) KINGDOM HEARTS III + Re Mind (DLC) brings one chapter of the series to a close. Travel to exciting new Disney and Pixar worlds, and prepare for the final showdown.

Similarity 67%
Price 59.99€
Rating 8.8
Release 13 Jun 2024
CRISIS CORE –FINAL FANTASY VII– REUNION CRISIS CORE -FINAL FANTASY VII- REUNION is a remaster of CRISIS CORE featuring updated graphics, combat systems and soundtrack. Follow the tale of SOLDIER operative Zack Fair, as he discovers the secrets of Shinra's dark experiments.

Similarity 67%
Price -56% 22.07€
Rating 8.7
Release 13 Dec 2022
ROG CITADEL XV ROG Citadel XV is a single-player, free to play FPS, combined with cutting-edge ROG product display. Dive into the new chapter to experience the story and challenges in this flying fortress.

Similarity 67%
Price Free to play
Rating 6.7
Release 12 Jan 2021
CRYMACHINA CRYMACHINA is an action RPG where mechanical girls strive to survive in a post-apocalyptic world to become “Real Humans''. But what does it mean to be a “Real Human”?

Similarity 67%
Price -52% 29.05€
Rating 8.1
Release 24 Oct 2023
RAIDOU Remastered: The Mystery of the Soulless Army The story of apprentice detective and Devil Summoner extraordinaire Raidou Kuzunoha XIV returns in this remastered classic! Call upon your demons to solve supernatural mysteries and dispose of enemies.

Similarity 66%
Price -10% 45.00€
Rating 8.8
Release 18 Jun 2025
FINAL FANTASY VII REBIRTH The Unknown Journey Continues... After escaping the city of Midgar, Cloud and his friends set out on a journey across the planet. New adventures await in a vibrant, expansive world in this standalone entry of the FFVII remake trilogy.

Similarity 66%
Price -50% 35.17€
Rating 7.6
Release 23 Jan 2025
Zenith: Nexus Fight, explore, and lose yourself in an anime-inspired world built for VR. Two action-packed game modes available. How will you use your power?

Similarity 65%
Price Free to play
Rating 6.6
Release 27 Jan 2022

Frequently Asked Questions

Hyper Light Breaker is currently priced at 28.99€ on Steam.

Hyper Light Breaker is currently not on sale. You can purchase it for 28.99€ on Steam.

Hyper Light Breaker received 2,222 positive votes out of a total of 3,415 achieving a rating of 6.38.
😐

Hyper Light Breaker was developed by Heart Machine and published by Arc Games.

Hyper Light Breaker is playable and fully supported on Windows.

Hyper Light Breaker is not playable on MacOS.

Hyper Light Breaker is not playable on Linux.

Hyper Light Breaker offers both single-player and multi-player modes.

Hyper Light Breaker includes Co-op mode where you can team up with friends.

Hyper Light Breaker does not currently offer any DLC.

Hyper Light Breaker does not support mods via Steam Workshop.

Hyper Light Breaker does not support Steam Remote Play.

Hyper Light Breaker is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Hyper Light Breaker.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 20 July 2025 22:27
SteamSpy data 27 July 2025 18:42
Steam price 30 July 2025 04:50
Steam reviews 28 July 2025 03:52

If you'd like to dive deeper into the details about Hyper Light Breaker, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Hyper Light Breaker
  • SteamCharts - Analysis of Hyper Light Breaker concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Hyper Light Breaker compatibility
Hyper Light Breaker
6.4
2,222
1,193
Game modes
Multiplayer
Features
Online players
44
Developer
Heart Machine
Publisher
Arc Games
Release 14 Jan 2025
Platforms
By clicking on any of the links on this page and making a purchase, you may help us earn a commission that supports the maintenance of our services.