Hyper Light Drifter New Trailer And Spring 2016 Release

I played Hyper Light Drifter [official site] in November of last year and it was already superb; a tight, topdown action game about slicing apart monsters with dashes and sword combos, and about solving Zelda-like dungeon puzzles to progress deeper into its strange sci-fi environments. It was also clear at the time that the game had changed and improved a lot since Nathan had played it a year before that.

Now another year has nearly passed and you can catch sight of how it’s changed again in the new trailer below, which heralds with “certainty” the game’s release window: spring 2016.

The trailer was released ahead of the game being playable at the Indie Megabooth during this week’s PAX Prime, and comes alongside a lengthy post on the game’s Kickstarter page from developer Alex Preston. It mentions that the game is “nearing content completion,” but that there’s still balancing to be done of its economy and collectables, as well as playtesting, polish and further music production. It also explains why the game has taken this long to create: in short, games are hard to make.

When I played Hyper Light Drifter last year, there was a great deal of nuance and polish already present in its systems. It’s possible to chain together your dash moves so that you move at top speed constantly, and you can use your sword to stun enemies, to cleave mobs as a group, and to deflect bullets. Used in tandem, these moves allow you to maneuver around environments with grace, never taking a hit as you control and destroy the crowd attacking you. It’s a game that, in those early levels at least, you can bumble your way through, but it’s rewarding to practice and become more precise because of how lovely it feels and sounds when you get it right. Hyper Light Drifter has some next level Vlambeeriness.

And the new environments in the trailer above sure look pretty.


  1. laiwm says:

    Pre-ordered as soon as I saw Beau Blyth is lead programmer – Samurai Gunn is the best local multiplayer game I’ve played in years, the physics are crunchy and perfect.

  2. trn says:

    You know that feeling like you are going to be spending a lot of time playing a game?

  3. fenriz says:

    ugh, usual waste of amazing visual style for the poorest of gameplays.

    • The_invalid says:

      Did you play the pledge alpha that got released to backers last year? I suppose the gameplay might not be everybody’s style, but calling it the ‘poorest of gameplays’ IMO does a huge disrespect to the amount of nuance and subtlety in almost every aspect of how it plays.

      You take that back, you silly.

      • fenriz says:

        well i take it back, certainly, it’s not the “poorest”, cause, what’s poorest? Hunchback?

        but i’m not fond of nuances: Street Fighter has a million of nuances, pacman has nuances, left for dead has nuances, but SF is still two characters slapping each other.

        it’s not Flashback (2nd level, the jobs), nor Another World, with its little subtle one-time puzzles gameplay chahi-i-love-you-forever-please-come-back *cough sorry, type of design.

        i don’t fall for nuances, i’m an old player of Zak McKracken.

        • pepperfez says:

          Never fall for nuance. Demand genuine bombast or nothing!

  4. RimeOfTheMentalTraveller says:

    So many awesome isometric games, so little time… Still, I will definitely be buying both this and Eitr.

  5. merzbau says:

    Somehow I didn’t know until yesterday’s backer update that the soundtrack was by Rich “Disasterpeace” Vreeland.

  6. cyrenic says:

    Visual style just keeps getting better. So pretty.

    I’m glad they’re taking time to polish this. Content complete but they’re taking another 8 months or so to polish? This is shaping up to be something special.