This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
zX - Hyperblast
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204 Comments
hexaae Mar 3, 2017 @ 2:03am 
I think quality matters more...
Take all the time you need (in the meanwhile there are tons of other games to play on Steam) to release a small masterpiece! :)
Verus Redemptio Aug 11, 2016 @ 5:49am 
Any updates on this?
pingu Oct 31, 2015 @ 3:40pm 
Is the game going to be released this year? It says early 2015, but it's now November.
Karuji  [author] Nov 13, 2014 @ 11:06am 
So we just got Greenlit!
Thank you guys so so SO much for all the support and encouragement.
You folks have been so rad with your support.
Hope you all have a fucking good time with the game when we're done :D
Dead Snow Nov 7, 2014 @ 2:03pm 
GG :bigups:
pieterator Nov 7, 2014 @ 5:28am 
From a fellow South African Indie Dev I wish you all the best with the launch of your game. It's looking really polished, can't wait to play it when it's done :D
Karuji  [author] Nov 6, 2014 @ 2:12pm 
Thanks Jass. We're still hard at work getting it done!

Should probably update the screenshots here with the new stuff which looks way better ;)
Jass10 Nov 6, 2014 @ 9:30am 
I know it was hard work and... it looks like a good game.
AMERICAx888 Sep 16, 2014 @ 1:38pm 
looks like its goin to be addictive as hell
Karuji  [author] Sep 16, 2014 @ 7:28am 
Thanks for the encouragement :D

We're going to be putting up a new demo in the comming weeks so keep an eye out for it!
DragonLegendZ72 Sep 14, 2014 @ 2:51pm 
Looks Sweet!! Keep up the Good Work!!!
Fishman465 Sep 10, 2014 @ 9:50pm 
Nice to see that you're still working at it, I'll try to get some votes in.
retroFuture  [author] Aug 31, 2014 @ 11:38pm 
@Kraf Sorry about the misleading release date. Haven't updated the description in a long, long time. Looking at releasing early 2015. Working as fast as we can (between our jobs) to get the new demo ready.
Kraf Aug 31, 2014 @ 10:27pm 
"Early 2013" ??????
R2 Aug 29, 2014 @ 6:00am 
funny
retroFuture  [author] Aug 21, 2014 @ 12:48am 
Randomized arcade levels now feature progressive difficulty curve. Game looping difficulty to be implemented soon.
Also:
New environmental hazard added. Destructible barriers that drip corrosive fluid. Located near bubbling waste pools in later levels.
aMBER Aug 7, 2014 @ 6:08am 
Rly nice game,fun to play, 5/10
retroFuture  [author] Aug 5, 2014 @ 1:32am 
3 New Screenshots added showcasing 2 new weapon mods: Burner and Cluster.
._MAX_. Jul 21, 2014 @ 4:11am 
муть
retroFuture  [author] Jul 16, 2014 @ 11:39am 
Thanks, that's really useful. I agree, artificially pushing players forward will probably seem inconsistent, contrived and off-putting. I think you may be onto something with short-lived weapon placements. I'll start testing some options.
silvaring Jul 16, 2014 @ 11:03am 
The way you kept the player moving forward in the rising lava stage was very well thought out. As for all the stages prior, retreating can be useful, but obviously its one of those crutches that can be abused if the options to do its nearly always there. On the other hand, by giving inconsistency when you allow and deny the player that option could be offputting, especially if you ambush the player with this in the middle of a long stage. IMO a better power up system would solve everything, because lets say items were visibly placed drops/generated fromplayers could be teased with items lurking in the distance, thereby encouraging a risk/reward dynamic and that forward momentum you're speaking about. Old arcade games did em well, valuable item floating around the screen/on a platform, wait too long and it slowly blinks, eventually disappearing completely. That lava level is brilliant though, my favorite part of the game for sure.
retroFuture  [author] Jul 16, 2014 @ 5:40am 
Not at all silvaring, your comments are constructive, helpful and welcome. I think you're right about player nerfing being a bad idea and would only serve to frustrate. I guess the trick is to keep the player moving forward, I have solid laser barriers I built which could activate when the player moves past a certain point (provided no enemies are left behind).
BTW, I'm trying my best to get the updated demo ready for you (and everyone else) ASAP.
silvaring Jul 16, 2014 @ 4:31am 
After dying a few times at first I soon realized the trick of moving slowly to trigger enemy spawns, retreat, and pick them off in isolation or threat level. Because the game always gave me lots of space to retreat, it was usually easy to go into a safe zone and shoot from a distance. The only exception I think I found was the boss fight. I guess you could nerf the player, but it could just make things more frustrating by having to sit at a distance for longer stretches picking out bigger enemy waves that absorb more damage. If i'm talking bullshit please call me out, I haven't played the game in a week or so.
retroFuture  [author] Jul 16, 2014 @ 12:24am 
That's interesting, most players I've observed have found the game to be very difficult. Thanks for your insight silvaring. I will look at different balancing options, either through player nerfing or toughening up enemies or increasing their population.
silvaring Jul 15, 2014 @ 9:47am 
I didn't notice that the drops were so nuanced because my character was so OP. I hardly ever needed a drop aside from health now and again to get through the levels.
retroFuture  [author] Jul 10, 2014 @ 12:13am 
Thanks for the feedback @silvaring.
Just to clarify the nature of the item drops - item drop list currently consists of:

+1 health
+2 health
+1 hyper
+5 hyper
weapon mod (cycles between 3 types)

Monsters drop health items and robots drop hyper items. Larger monsters drop +2 health items. Hyper items are also created when bullets are deflected into enemies Large, explosive projectiles create +5 hyper items when deflected. While hyper mode is activated, hyper items are no longer created or dropped. Pulsating jellyfish drop weapon mods.
silvaring Jul 7, 2014 @ 1:36pm 
First, the bad. Item drops are sloppy and badly handled, in contrast to enemy placement, bullet patterns & environments, which are pretty and well thought out. The good, most of the hard work is done, and the games close to being very good, which is something very few games can say, especially being that many of them are games with much larger teams of artists and developers.
onekilua Jun 27, 2014 @ 9:39pm 
old school sci-fi shooter, me likey!
Cartex10 \(^-^\) Jun 25, 2014 @ 8:51am 
Looks like soooo much fun!
-manic- Jun 24, 2014 @ 5:28am 
These old school games are cool.
noobfrombottom Jun 21, 2014 @ 1:53am 
Не понравилась
retroFuture  [author] Jun 20, 2014 @ 12:38am 
Several extra music tracks are being composed now. Apologies for the long period of silence, development is steadily underway. New weapon modes, overhauled UI and new enemies are being built.
unconexo Jun 19, 2014 @ 10:44pm 
With a good soundtrack would be an awesome game!
INSOMИIA Jun 18, 2014 @ 10:28am 
Looks not bad
Jugger Jun 8, 2014 @ 12:30pm 
muy bueno el juego
i hate my bf Mar 16, 2014 @ 8:15am 
100% would get this the day its on here!
smellyslot Mar 11, 2014 @ 11:13pm 
looks interesting,..might give it a try.
gavaets Mar 2, 2014 @ 1:19pm 
Old school! :)
retroFuture  [author] Feb 13, 2014 @ 6:21am 
Sorry to respond so late verbaloid, but thanks for the heads up. Several performance issues should now be solved due to the game being ported to Game Maker: Studio, which has significantly improved performance. The demo is built on Game Maker 8.
verbaloid Feb 8, 2014 @ 9:50am 
Tried the demo, the game lags insanely, brutally on my Phenom II and Radeon. What's the matter? There are no options or settings to change. Does it work with all hardware?
Kaïus Feb 3, 2014 @ 1:36pm 
Les couleurs, l'ambiance, le côté rétro évidemment, la musique, le gameplay, un shoot em' up ! Une recette infaillible ! En espérant sincèrement qu'il sera gratuit ou abordable ! Bisous ! :)
kiedon vel widze Jan 4, 2014 @ 10:00am 
100% classic
retroFuture  [author] Dec 27, 2013 @ 11:57am 
@At0mium
Nous sommes en train de faire un site web pour le match. Je vais vous donner l'url fois it complet. Nous sommes également occupés avec une nouvelle démo que vous pouvez utiliser pour la nouvelle vidéo. Je vous le ferai savoir dès que c'est prêt. Vous pouvez nous contacter à hello@retro-future.net. Nous vous remercions de votre intérêt :)
T.TV/SigmaTAS Dec 26, 2013 @ 9:42am 
100% would get this the day its on here!
At0mium Dec 20, 2013 @ 4:13pm 
Hi there ! Where can I find news of your game ? I've done a video about it last year and i would like to do an other but i need informations.
retroFuture  [author] Dec 20, 2013 @ 1:11am 
Thanks @Fishman465! Alas, it's not in the top 100 yet, but this is probably due to us not putting much effort into the marketing campaign yet. We've been focused primarily on development (for better or for worse.)
Fishman465 Dec 19, 2013 @ 3:10pm 
I hope it's close to the top 100 as this does seem to be a very interesting game.
HawKing Dec 6, 2013 @ 10:50pm 
Nice !
NotJimCarrey Nov 12, 2013 @ 4:32pm 
@retroFuture, that's really good to hear. Looking forward to playing it. and outdated our not, it still looks quite good.
retroFuture  [author] Nov 12, 2013 @ 5:45am 
@NotJimCarrey Glad you're impressed by how it looks (albeit by that really outdated video, Lol) As soon as the game is complete, we will be getting a GM: Studio Linux module to exporting it.