Hypermancer is a mature indie project built around male LGBT themes and kinks.
Release Notes:
General Features:
Made little story intro on New Game.
Added new slimes that run around the ship. They drop a small amount of Essence.
-Slimes on the ship are explorers, they are smaller and can't fight the player.
-Explorer slimes are green instead of blue.
-Meant as a safe way for players to learn how to fight the slimes before heading into expeditions.
-Explorer slimes drop Essence instead of Cores, trigger less growth when getting the loot.
Rewrote every dialogue to fit the new mechanics better.
-Added dialogues on game start, hinting you to defeat a slime on the ship (skipped if you already got the loot from one.)
-Rev will now update his dialogues to better lead the player on what to do next.
Added ability for Rev to grow you to your maximum size when at the current end of content.
Rev now grants no Essence at the start of the game. Slimes drop early essence instead.
Empowering Rev with the slime's Essence then makes him able to generate Essence when hit with the Hyper Beam.
Reaching stage 3 makes Rev generate Essence without needed to be hit by the Hyper Beam
Tweaked loot particles to be more visible with new artstyle
Tweaked hyper beam particles to be more visible with new artstyle
Improved cel-shader on metallics, overall easier on the eyes.
Added SFW/NSFW versioning tech.
Added DLC support.
Title screen now shows unlocked DLCs.
Added some little 2D art easter eggs by artist friends <3
Player related changes:
Added small slow down and reaction when collecting loot.
Rev related changes:
Changed Rev progression for SFW version.
Improved secondary motions on Rev
Improved shading for Rev's skin
Rev's voice now gets deeper based on his size.
Added new pants, boots and gloves for Rev. (By PyriahIn3D!)
Added snapping to Rev so that he always fully turns towards the player when dialogue starts.
Bugfixes:
Fixed an issue where slimes respawning would be at their biggest size after being respawned.
Fixed bunch of issues where sounds wouldn't be affected by the audio settings.
Fixed issues when moving with the keyboard arrow keys.
Fixed issues that prevented remapping of movement keys.
Release Notes:
Finally got the new player in-game!
This was a long collab between me and Winty, really happy how it all turned out.
Love how we got to apply both of your strengths to our fullest.
This is also the first version to feature the in-game Patreon integration!
Should make everything much simpler for players, no need to worry about different versions for different tiers like in Dawn of Corruption.
Everyone can just get the same game and link their account to get rewards.
Easy as that.
I hope you enjoy! Still feels like a dream to have my own 3D indie project after working for companies for so long.
Truly hoping I can keep doing this for years to come.
Happy holidays everybody, and thanks again for trusting me with this.
2026 is going to be a big one for this game <3
-Sombreve
Release Notes 0.0.8
General Features:
Camera when not aiming is now "free roam" instead of locked to strafing.
Greatly improved camera placement for different player scaling.
Greatly improved camera movement when aiming/firing.
Added variable movement speeds on controller when pushing the stick under its max value. (certain threshold needed to start moving.)
Added in-game Patreon integration.
-Linking your account lets you access the in-game debug/cheat menu.
-Menu can be moved inside or outside of the game window.
-Lets you control all the Player ressources (Essence, Time Shard, Core)
-Lets you get infinite time in expeditions.
-Gives you full control over Rev's stage progression
-Gives you full control over your own size/growth values.
Player related changes:
Completely new custom player model!
-Collab between me and Winty.
-Much more optimized than the previous model
-Better at handling body morphs and size changes.
-Better locomotion animations.
-Player's jacket has a collar that bounces with physics!
Player growth on the planet now persists when they go back on the ship.
Tweaked beam firing animations.
Improved animation speed variations for size changes.
Rev related changes:
Tweaked Rev's materials again (lol).
Improved Rev's locomotion animations.
Improved his turn on spot animations.
Bugfixes:
Fixed dialogue camera being too low for later Rev stages.
Fixed camera snapping too fast when hitting collisions with it.
Release Notes:
Thanks for playing Hypermancer 0.0.7!
Huge wins for this version!
First big change you'll notice right away is the new artstyle.
I've been experimenting with a cel-shaded visual style to make the game feel more like a "playable growth comic".
This is also a huge win for performance, as this new style doesn't need expensive global illuminations.
The game is now fully playable on lower-end PCs. I can get consistent 30FPS on low-medium settings and over 60FPS with some TSR finicking.
I still wanted to use the high details that the existing assets currently have, so we can have a middle ground between simple cel-shading and high detail visuals.
This version also bring fixes to almost every bug and issues reported on Itch since the first public release.
Giving the game a strong foundation early on is really important! The sooner new features can be explored without worrying about base game flow, the better.
I hope you enjoy!
Release Notes 0.0.7
Features:
New cel-shaded look!
-Added a ominous purple light that only comes at night.
-Removed Global Illuminations options settings. (Set in stone with cel-shading style.)
-Removed Lens Flares settings. (Set in stone with cel-shading style.)
-Removed Reflections method settings. (Set in stone with cel-shading style.)
-Removed Epic graphics settings.
General changes:
Huge performance improvements on all settings. (from 8FPS on Steam Deck to 30FPS on Medium settings)
Added ship model to the planet to make the exit visible from anywhere on the level.
Slimes no longer pounce and stun you if you're much bigger than them. (still designing what should happen then, so at the moment they're intimidated)
Increased accuracy of beam prediction UI.
Player related changes:
Added new run/walk animations when players reach a certain size.
Growing in size now increases your distance travelled and slows your animations.
Greatly reduced camera bob bound to character movement.
Rev related changes:
Starting a dialogue with Rev now pans and zooms the camera so his face is centered on screen.
Improved some hand placements in some procedural animations.
Made blend transition between clothes faster.
Controls:
Changed base controls for sprint to the left face button (From pressing the left stick)
Turned sprint into a toggle (from holding the button)
Bugfixes:
Fixed an issue where slimes could sometimes pounce at absurdly high speeds.
Fixed an issue where defeating a slime right as it starts draining you would make you stuck in damaged stance forever.
Release Notes:
Thanks for playing Hypermancer 0.0.6!
Been working hard this month towards making Rev feel like a living character walking around the ship.
Upgrading him should feel like it also changes his mood and attitude.
Have fun growing him into a monstrous titan~
-Sombreve
Release Notes 0.0.6
Features:
Added dialogue mechanic.
-Instead of upgrading Rev by interacting with him, it now starts a dialogue.
-Starting a dialogue with Rev switches the game into first-person view.
Dialogue changes based on game progression / other played dialogues.
Dialogues can seamlessly switch in and out of gameplay.
Rev can do unique animations during dialogues.
Empowering Rev to new tiers is now dialogue-driven.
-Every upgrade comes with a unique dialogue sequence.
Rev now stops, growls, has a small in-game dialogue and flicks his tongue if you use the beam on him.
Rev now grows regardless of player inputs during his upgrade dialogues.
Added day/night cycle.
New lighting for the ship.
Redid Rev's topology, textures and rigging.
Changed Rev starting size to be close to the player; he now permanently grows with every upgrade.
Improved turn animation smoothing for Rev.
Improved performance for the planet level.
Release Notes:
Hey everyone!
This month I've been focusing on making the world outside the main sci-fi area.
Making a big world like that also meant upgrading the slime NPC behavior so they can patrol it and attack the player only when they see him.
I hope you enjoy how it looks! Had a ton of fun working on it.
Winty has also been making music and SFX for the game! It's been awesome to work with him for it.
Thanks again for the support! More excited than ever to keep expanding this game <3
-Sombreve
Release Notes 0.0.5
Features:
Completely new world when exploring outside. (Planetfall)
Enemies now have player detection logic.
-Enemies will only attack the player after detecting them.
-Enemies now roam the world when not threatened.
Added new exploration music (by Winty!)
Added SFX for doors opening and closing (by Winty!)
Optimized Rev's ship for better performance.
Bugfixing:
Fixed glitchy anims on Rev's upper body in later stages of his progression.
Balancing:
Player now runs slightly faster.
Tripled range of growth beam.
Rebalanced the Essence/Core costs for Rev's upgrades.