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Full Steam announcements and update articles for this title.
"Fixed issue where some achievements were unobtainable.
Below is a message from the developers regarding the release of HYPERFIST.
Hello everyone! Happy Hyperfist launch day! First off, we want to say thank you for such amazing support already. We hit just over 7000 wishlists before launch, which has been absolutely crazy for us. We’ve been reading all your feedback on the demo, watching your videos, and reading your posts, and it’s all been super exciting and validating and wonderful.
For those who haven’t figured it out already, HYPERFIST is a student game, made over two academic years. That’s why it’s very short and also free :)
BUT that is also why the reception has been amazing. This is by far the biggest project we've worked on, so it’s been such a massive success for us in terms of what we’ve been able to create and how much everyone has been enjoying playing it. It’s been a blast making HYPERFIST, so we hope you all have fun playing!
If launch goes well, we very well might be able to bring you more in the future, so keep an eye out!
Updated look of the main menu.
Improved lightning.
Updated level 1 environment.
Balanced knockback, damage, and live rank.
Adjusted the second half of subway encounter.
Addressed many UI and gameplay bugs.
Added new +FULL IMPACT and +OVERKILL bonuses
Added cheer SFX for the +OVERKILL bonus
Made it so piledriving a BLAMM-0 correctly deals knockback
Inputting uppercut during a rocket punch charge now executes the rocket punch and vice versa
Made it so throwing happens upon starting the input instead of on releasing it
Made it so uppercut can be held down to perform it after a grab*******
Added star indicator to Skullgunner's clap attack
Added new VFX for bullet impacts
Added sparking effects for when enemies are low health
Added controller sensetivity options and fine tuned aim assist
Added windup SFX for Gluncher and Headhunter attacks
Added physics to more objects with tumbling and impact sound effects
Remade a section of the train station to include the slam tutorial
Various encounter tweaks
Made visual improvements to pause menu
Changed arrow icon for enemies
Updated the visuals for the dash stamina
Added an auto-choose graphics quality button in the options menu
Added character animations to the main menu
Respawning at a checkpoint now snaps the player to the floor
Updated the credits
Fixed positioning on Skullgunner cutscene
Improved visuals on arena barriers
Aim assist is now always enabled for controllers
Various audio improvements
Various lighting improvements
Various VFX improvements
Fixed some cases causing player orientation to be wrong upon game start
Fixed issue causing telemetry system to not function
Fixed issue causing checkpoint progress to be inconsistent
Fixed a lot of style bonuses triggering incorrectly
Fixed cases where the rocket punch and uppercut VFX would display improperly
Fixed bug causing Glunchers to randomly stop chasing the player
Fixed bad navmeshes
Fixed bug causing options menu background to display incorrectly
Fixed bad collisions on launchpads
Many more minor bug fixes
Added new unique outlines to the fists that change with rank
Added new sound effects to attacks while at S-rank
Improved buffered attack inputs to expire after 0.2 seconds
Moved the dash tutorial and changed the shape of the pit
Added stairs to the train station exit
Changed the spawn order of the enemies in the encounter between the alley and hotel
Simplified the collision on various buildings
Various minor level design changes
Updated the loading screen
Added a new button to the main menu (feature is not available in the demo)
The game now automatically detects what graphics quality settings to use on first launch
Removed the constant aim assist
Various updates to the optional data collection system
Various lighting improvements
Various outlining improvements
Fixed various player animations getting overridden by other actions
Fixed an issue where quickly grabbing twice would lock player attack inputs
Fixed BLAMM-0s being immune to fully charged uppercuts
Fixed an issue where changing the brightness in the settings wouldn't work in all contexts
Fixed various visual issues in the main menu
Fixed an issue where resetting to the last checkpoint would sometimes cause the death effect to be present after loading
Fixed an issue where the HUD might not show up when selecting "Continue" into level 1 from the main menu
Fixed the HUD flashing before the opening cutscene
Fixed the camera in the Skullgunner cutscene
Fixed exposure in the Skullgunner cutscene
Fixed the BLAMM-0 cutscene starting on a delay
Many more minor bug fixes
About
This page aggregates Steam news feeds, patch notes, and developer announcements for HYPERFIST, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main HYPERFIST statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.