30 September 2020

Hyper Scape: Where We Are, and Where We Are Going

Three months ago, we released Hyper Scape to the world. We were thrilled with the response, as millions gave our take on Battle Royale a try, telling us specifically how much they love the movement and fast pace of the game. While July’s launch and Open Beta on PC were successful, we were not able to achieve the high expectations we set for ourselves with our full release on console that followed in August. We also know we didn’t fully meet the high expectations of our players, so we are taking action. We have more work to do to get there, but our team is fully committed to the challenge.

We are focused on a single goal; We want Hyper Scape to be a game everyone can play and enjoy.

To this point, we wanted to provide insight into the areas we have found as key priorities to reach the game’s full potential. Below you will find the five pillars we want to build the future of Hyper Scape on.

Combat Comfort We always intended for Hyper Scape to have a high skill ceiling, but it is clear from our data that the floor is also too high. This results in a difficult experience for new players. Currently, it is too hard to aim, track and consistently damage players and eliminate them, especially on consoles.

Onboarding The game does not currently provide enough time and opportunities for new players to learn and succeed. We need to protect newcomers and provide training activities to help them become proficient with the game.

Game Modes Our core game mode, Crown Rush, can be quite unforgiving, so we want to provide players with a variety of formats in terms of activity and match size. This will start with introducing respawn systems in the game and "deathmatch" style game modes. We are also rethinking how we manage limited time modes and the player base split that is required to support multiple modes at once.

Player goals Currently, there are not enough medium and long-term goals for players to stick around in the Hyper Scape. We are introducing first version of our Player Ranking system in Season 2, and we will bring more progression systems and match-to-match flow improvements as well.

Cross Play While Cross Play has always been intended for the game, we want to add it earlier than planned to help address the current issues of lobby size.

To deliver on these pillars, we are restructuring our development team into a cell-based format, which we have seen our colleagues on Rainbow Six: Siege use to fantastic results. These interdisciplinary cells allow greater focus and autonomy in tackling the work ahead. Each pillar has a dedicated dev cell.

As you can see, all these pieces depend on each other to get where we want to go with Hyper Scape. We have started our work on these pillars, and plan to release more frequent updates in Season 2 than in Season 1. We will also communicate often to keep you up to date on our progress. As always, we cannot do this without your valuable feedback, so keep it coming!

Thanks for reading, and we will see you in the Hyper Scape.

  • The Hyper Scape Team

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