Hyperparasite Official Website Hyperparasite Facebook Page Hyperparasite Twitter Hyperparasite PressKit Hyperparasite Instagram Hyperparasite YouTube

It’s the 80’s all over again. Only this time, the human race has more than an obnoxious pop culture to contend with.

With World War III nearing its demise, Earth only just begins to catch its breath when it is threatened by yet another menace. Unlike the preposterous mullets of its inhabitants however, this one’s invisible – a parasitic organism capable of making hosts of unsuspecting human beings, consuming what’s left of their souls and wreaking unfathomable havoc.

And it’s spreading. With a vengeance.

Martial laws have been declared to make way for a global hunt, battle-hardened law enforcers have made allies of the most degenerate of criminals, while the rest of the world is paralysed with paranoia; yet who can be trusted? Who can see it, let alone destroy it? That’s for them to worry about. For you are the enemy.

You are the organism with a mission. You are… HyperParasite.

Snatch. Zap. Repeat.

Relentless top-down, shoot ‘em up action!

Being able to snatch the bodies of nearly every weapon-wielding homosapien you encounter ensures bullet hell almost never ceases.

Intelligent zapping!

A happy trigger-finger alone won’t suffice; multiple character classes, host-specific abilities and a skill-based progression system means you’ll be working to one-up the human race even without bullets.

Extreme level re-playability

Procedurally generated levels, multiple game-play objectives, grueling waves of enemies and deranged bosses, all while the possibility of perma-death looms; prepare to die. A lot.


…perpetuated by a unique 3D-pixelated art style, absurdly bright neons, obnoxious styling and robotic synthesizer sounds. It’s the roaring 80’s alright, with a dash of dystopia.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

DevLog #3

Year two in the HyperParasite chapter of Troglobytes.

Shortly after moving the HyperParasite prototype to its own development branch at the end of 2017, much of its code, features and sub-mechanics were refactored towards production of the full game.

This resulted not only in a finalization of its core graphical style and game-play mechanics over the holidays, but has also commenced a new stage of content creation for the final HyperParasite build inclusive of –

  • 60 different characters derived from the three macro Melee, Ranged & Bomber classes
  • 5 bosses and an unnumbered amount of special characters each of unique abilities and attacks
  • dozens of items, skills and upgrades to equip
  • 13 unique yet procedurally-generated levels to tackle

HyperParasite - New Punk character

Contrast this with the 8 playable characters, the single procedurally-generated level (inclusive of a secret level & other hidden items) that the prototype currently offers and yes, it does seem like a lot of work ahead.

Crucial to Implementing each of these however is first acknowledging two very major flaws that cropped up in our design process of 2017. The first being that of –


Admittedly in preparing the prototype for its multiple event appearances and release last year, the myriad of parameters that dynamically work to shape HyperParasite’s gameplay were ignored.

Consequently, players have found it to be either too easy or too hard with no specific middle ground, leading us to develop custom in-house tools to better address the issue.

Thankfully with our designer now able to iteratively tweak HyperParasite’s parameters during active game-play, much of our efforts are centered on fine-tuning each of the existing/upcoming character classes and procedurally generated events to create a more uniform shoot ‘em up experience.

HyperParasite - New Punk Special Attack

A Much-Needed Lesson in Rogue-Lite

In addition, HyperParasite is intended to be more than a classic top-down shooter and while this top-down nature is fundamental to its enjoyment, several of its rogue-lite specific features were overlooked by players in the prototype owing to the lack of a tutorial.

This has convinced us of including a full-fledged tutorial level in the complete game, allowing for users to truly appreciate the rogue-lite inspired nuances we’ve worked hard on implementing.

HyperParasite - Cop mugshotHyperParasite - RoboEnforcer mugshot

These nuances, and content, ready to be demonstrated in the form of WIP images/videos and other media across our social channels over the next few weeks, will also be supplemented with –


Sending out the prototype to investors/publishers over the holidays has yielded its fair share of valuable feedback, and yet none of that helped when one well-established publishing label quipped -- “Well, the game is called 'HyperParasite', but where's the parasite in the prototype?”

This encouraged us to not only dramatize the parasite’s physical appearance but has also had us revisit its body-snatching characteristics.

Now specifically, where the prototype forces the parasite into the nearest host’s body upon the current host’s death, HyperParasite proper will allow for players to leave a host’s body and free-roam as the organism at will.

Hyper Parasite - New Parasite design

Being killed without the active body of a host to thrive on will, however, still cause perma-death (read: Game Over).

Players might be able to leverage skills/upgrades to enhance the parasite’s chances of survival in this vulnerable state, but even this will require a substantial commitment to exploring levels for secrets and related unlockables.

An Improved Audio-Visual Experience

Positive reception towards the prototype’s graphical style and Mr. Reeves’ score is really what’s helped affirm HyperParasite’s audio-visual personality, seeing how players across various age groups have come to recognize its throwback to the classic console titles of the 1990’s.

HyperParasite - Downtown

So much so, that the prototype’s Downtown level will most definitely be making its way to the final game as is (save for some added details/secrets for good measure), existing character designs have been bolstered in physical appearance, pixel-art mugshots and animations, while the main menu has received a complete makeover.

Also noticeable in the attached media snippets of the above are a fully-functional co-operative game-play system, new level designs and ruthless body-snatching.

HyperParasite - Drug Lord character


Given current progress at this point and the close-knit nature of our team, we’re not only confident of meeting our planned 2018 release for HyperParasite proper but are even considering the release of a vertical slice by the end of February.

This new playable build will be a more honest representation of the complete rogue-lite SHMUP, although its release on Steam Early Access or similar will ultimately depend on the strategies of publishers/investors we might potentially partner with.

HyperParasite’s social media channels and dev-log will continue to be littered with progress regardless, which we continue to monitor along with the prototype’s thread for any new player feedback.

By the way, did you see Rock, Paper, Shotgun, Alpha Beta Gamer, the very hilarious CoalFire and MutantGamer get their hands-on the 1980’s?

--The Troglobytes Team.

HyperParasite DevLog, Entry #1, #2

HyperParasite DevLog, Entry #1, #2

News 1 comment

First two entries of HyperParasite DevLog. Read about HyperParasite public announcement and our trip at Milan Games Week 2017 where we showcased a first...

This Week In Indie Games: February 16 2018

This Week In Indie Games: February 16 2018

Feature 3 comments

The biggest indie gaming stories for the week of February 16 2018.

Add file RSS Files
HyperParasite, Prototype - November 2017

HyperParasite, Prototype - November 2017


First playable prototype of HyperParasite, a twin-stick shooter with rogue-lite mechanics set in the roaring 80's.

AXE978 Creator

You can now download HyperParasite prototype build from the Files sections!

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Troglobytes Games
Send Message
Release date
Game watch
Single & Co-op

Latest tweets from @_troglobytes_

#indiedevhour It ain't 80's without one of those big hell-a-copters trying to zap you out #gamedev

18hours ago

#HyperParasite has been chosen for this week's fan favourite vote on Game Development World Chanpionship! Please co…

May 21 2018

#screenshotsaturday A game inspired by 80's pop culture needs a proper device! Who needs complex shaders for TV bul…

May 19 2018

Escape Doodland is in its final hours on Kickstarter! Please consider supporting this amazing project, there's stil…

May 19 2018

Hey @jsmash_salted, abbiamo notato che ti piace molto The Binding of Isaac, che ne dici di provare il nostro rogue-…

May 16 2018

RT @Free_IndieGames: Snatch, Zap and Repeat your way through a dystopian 1980's as a mysterious organism bent on world domination. Follo…

May 14 2018

#screenshotsaturday Finally we started working on Act II of #HyperParasite: Asiatown! Here's one of the character c…

May 12 2018

Embed Buttons
Link to HyperParasite by selecting a button and using the embed code provided more...
Last Update
10 members
You may also like
C-Wars Roguelike
Grain War
Grain War Roguelike
Risk of Rain
Risk of Rain Roguelike
Space Grunts
Space Grunts Roguelike
Space Shipyard
Space Shipyard Roguelike
Got it!

We have recently updated our privacy policy and terms of use in-line with GDPR requirements. More Info?