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Watch trailer on Steam ↗Hyperbolic Ignition
Kevin Nguyen · Published by Kevin Nguyen · Official site ↗
7 user reviews — 57% positive (7 reviews) · 7 achievements
Last updated 27 Sept 2026
Hyperbolic Ignition is a 2D multidirectional bullet hell-like shooter about a wandering pilot trying to return home. By utilizing wormholes, enter and evade combat against hostile spaceships, machinery, sentient crystals, and remnants of warfare.
£0.89
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Price history
Action, Indie, Simulation · 2018 · More under £5 games
Explore Hyperbolic Ignition, where evasive maneuvers through wormholes challenge your reflexes as you pilot your ship against various foes. This indie simulation from 2018 offers a unique blend of strategy and action in a 2D multidirectional shooter setting.
About this game
Gripping Space Action – Utilizing 15 different possible weapon combinations from 8 different weapon types, tailor your arsenal to best suit the situation and towards your desired play-style. Each of the 4 areas presents a unique combat style that will force you to adapt.
Swarming Enemies and Projectiles – 21 unique enemies, including 4 powerful bosses, with their own movement patterns and weaponry, quickly fill the player’s view with danger. Swift maneuvering, precise timing, and aggressive counterattack by the player are key to overcoming their onslaught.
Infinite Hard Mode – After defeating normal mode, unlock an endless challenge to test one’s true ability. In this mode, players must survive while defeating enemies that increase in numbers to achieve the highest score and rank on the leaderboards.
System Requirements
Will my PC run this? →Minimum
- OS *: Windows XP
- Processor: 2Ghz+
- Memory: 2048 MB RAM MB RAM
- Graphics: 1GB
- Storage: 150 MB available space
Supported Languages
Latest news
Patch NotesOfficial
Patch 3/20/18
-Fixed a bug with highscore being uploaded earlier than intended -Enemy bullets stay on the screen longer (more bullets overall) -Enemies give less points than before thus slightly longer duration stages -Hard mode now spawns additional enemies with each loopRead full article on Community Announcements (Kinnn)Patch NotesOfficial
Patch 3/20/18
-Fixed a bug with highscore being uploaded earlier than intended -Enemy bullets stay on the screen longer (more bullets overall) -Enemies give less points than before thus slightly longer duration stages -Hard mode now spawns additional enemies with each loopRead full article on Community Announcements (Kinnn)Patch NotesOfficial
Patch 2/22/18
This is a continuation from last patch to address frustrating mechanics and controls in the game. At release, bombs could be used more often to help new players who were not good at shooting. I came to realize that this hurt the game by simplifying gameplay and moving focus away from shooting. I want players to improve at the game rather than rely on a mechanic that doesn’t involve shooting. In response, I’ve increased the difficulty of crystal enemies to return them to their original state and have adjusted reflector enemies to no longer require bombs to be destroyed. As before, feel free to point out issues in the game. Patch Notes: WASD and UIOP now function in addition to existing controls Map icon has been improved for clarity Powerups now remain in place after being dropped Absorber is now larger, faster, and deals more damage Reflect enemies in Area 2 are no longer immune to weapon damage to make up for bombs being limited to 1. Crystal shards now move faster and spawn in greater numbers. Larger crystals HP have been increased. Credits are now found in the main menu instead of after beating Normal modeRead full article on Community Announcements (Kinnn)Patch NotesOfficial
Patch 2/22/18
This is a continuation from last patch to address frustrating mechanics and controls in the game. At release, bombs could be used more often to help new players who were not good at shooting. I came to realize that this hurt the game by simplifying gameplay and moving focus away from shooting. I want players to improve at the game rather than rely on a mechanic that doesn’t involve shooting. In response, I’ve increased the difficulty of crystal enemies to return them to their original state and have adjusted reflector enemies to no longer require bombs to be destroyed. As before, feel free to point out issues in the game. Patch Notes: WASD and UIOP now function in addition to existing controls Map icon has been improved for clarity Powerups now remain in place after being dropped Absorber is now larger, faster, and deals more damage Reflect enemies in Area 2 are no longer immune to weapon damage to make up for bombs being limited to 1. Crystal shards now move faster and spawn in greater numbers. Larger crystals HP have been increased. Credits are now found in the main menu instead of after beating Normal modeRead full article on Community Announcements (Kinnn)Patch NotesOfficial
Update 2/20/2018
I have done some slight balancing to the weapons and spawn rates of enemies that I felt were underwhelming. I believe a game should be a creation driven by both developer and players; thus, I would like to hear your feedback. If you think a weapon is too weak or a stage is not exciting enough, do let me know. I’m currently looking into why the game occasionally freezes on exit/death so if you get an error message or can describe what happened prior to the session, please leave a comment. - Kevin Nguyen ːHangingControllerːPatch Notes: Crystal enemies now spawn more often towards the end of the stage Machine enemies were spawning less than intended Bombs are now capped at 1 and take much longer to regenerate. Bombs were initally implemented to help ease the difficultly but could be abused. Bombs are now limited to get out of dangerous situations and encourage shooting while dodging. Particle effects have been added for some powerups Sprite effects for the shotgun has been changed The absorber and shotgun have had their speed adjusted to affect their rangeRead full article on Community Announcements (Kinnn)






