Transistor was a brilliant game--it had stunning art, a fantastic and intelligent (albeit complex and subtle) narrative, interesting and thoughtful gameplay, and superb voice acting. However, Transistor suffers from an anti-problem; the game strove for quality over quantity. Recursion mode (Transistor's form of New Game +) aimed to fix the game's playtime somewhat, but most opine that Recursion fell short. Enter Transition(). Transition() is a series of Transistor mods made by 0Azimuth and friends. Each mod refines and restructures Transistor's gameplay into a new theme. The first mod, Hyperthread(), encourages using Functions in real-time and using Turn() as an evasion mechanic, making faster-paced gameplay. You can read more about it on the Features page, or head to Tutorials to learn how to download and play it for yourself. Don't forget to report any bugs you find and tell me what you think! Your feedback shapes the future of these mods. Have fun!

Post news Report RSS "How does Hyperthread() play faster than Transistor?"

You've asked me how Hyperthread() encourages real-time combat, what changes are actually made, and how Transistor works without depending on Turn(). I made a one-minute video to demonstrate a notable change in Jaunt().

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Hyperthread() makes a number of substantial changes to Transistor, especially Transistor's core gameplay. Some of these changes are easier to see than others, but from a distance, it's hard to see what's changed at all.

Here's how Jaunt(), Jaunt(Ping()), and Jaunt(Ping()Jaunt()) work in Hyperthread(). Trust me, you'll want to see how the last one works--it's completely new to the mod.

Combat is faster paced, so Red has to be faster to keep up.

Have a question about Hyperthread(), what's changed, or how things work now? Let me know and I'll make a video to demonstrate. If you'd rather see for yourself, you can head on over to the public alpha download link and play Hyperthread right now.

Hyperthread() v0.4 is coming soon, and beta's not far off either! I'll leave you with Hyperthread()'s calling card.

Hyperthread none


You'll hear from me again soon!

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