Free & open-source eSports shooter. Comes with an in-game map Editor! Written in modern C++, without a game engine. Play in your browser! https://xitter.cf/t.co/qdFZ4mXgxY

GitHub
Joined July 2023
Today, I have something special for you. SHELLS. Finally, shells. #gamedev #indie #pixelart #opensource #shooter
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Characters will carry weapons on their back. These are 100% physical! They make a sound when you hit a wall - so watch out!
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Simulated guides for grenades. Takes cooking into account. The grenades also now fly exactly where you point the crosshair at, instead of some vague throw distance dependent on your character speed. Hold Shift to double the distance. #gamedev #indie #opensource #shooter
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Same for thrown melees!
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Dropped weapons get a proper sound when they hit the floor. #pixelart #opensource #indie #gamedev #topdownshooter
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Simulated fake "floor hits" for grenades in a competitive top-down shooter. #opensource #pixelart #indie #gamedev #shooter #topdownshooter
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Hypersomnia is getting a complete overhaul of its lighting system! #gamedev #opensource #shooter
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A cheap trick that imitates Global Illumination surprisingly well for a top-down game: the light's hue can go through all its shadows. The shadows still decrease light's intensity, but the hue will spread over the entire radius of the light.
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Finally... after 10 years - Hypersomnia has decals! Shooting a spot with decals lets you penetrate further!
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In our pixel-art online shooter game, everything is physical - pistols, backpack - even the sword you happen to carry on your shoulder - you can hear how it clanks against the wall! Introducing: new character pistol stance. You can switch hands in combat to peek around corners!
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GORE SYSTEM COMPLETE. - Both arms can be broken off - Arms on lying corpses can be cut off with a knife! - Step on a corpse to clean your boots off blood! Get ready for some real bloody gameplay. Releasing soon. #gamedev #opensource #shooter
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Slowly closing in on the bots. In time, you won't be alone on the server... #indiegame #indiedev #opensource #gamedev #devlog
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Full pathfinding for bots using A*, vibe-coded with Claude Opus 4.5. Detects broken paths and correctly reroutes. Bots properly rotate their weapons so as to not hit the wall. My prompts: github.com/TeamHypersomnia/H… #claude #AI #gamedev #opensource #shooter #pathfinding
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In just a few prompts with Claude Opus 4.5, we have navmeshes (on a grid) and pathfinding from scratch in C++! Bots will soon be a little intelligent... #gamedev #foss #opensource
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And it takes portals into consideration! The algorithm is A*.
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