- Release Year: 2023
- Platforms: Windows
- Publisher: Fulqrum Publishing s.r.o.
- Developer: Terminist Arcade LLC
- Genre: Action
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: RPG elements, Shooter
- Setting: Futuristic, Sci-fi
- Average Score: 30/100

Description
Hyperviolent is a retro-styled sci-fi first-person shooter blending action, RPG elements, and survival horror, set in the year 2278 on the Commodus Asteroid 27-C mining colony where Earth coalitions exploit the rare nihilium resource. Chaos erupts when the colony’s Director merges with an ancient evil unearthed from the asteroid’s depths, transforming employees and security into grotesque undead abominations; as a stranded starship pilot responding to a distress signal, you must fight through the infested facility, uncover the madness’s source, and struggle to survive.
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Hyperviolent Reviews & Reception
moviesgamesandtech.com : HYPERVIOLENT is a newcomer to the Lovecraftian genre and I believe it holds up well.
ggrecon.com : Hyperviolent is a promising title that’s riding this wave into an upcoming early access release.
escapistmagazine.com : HYPERVIOLENT does exactly what it says on the tin. It’s gory, it’s fast-paced, and it’s full of monsters to blow up with shotguns.
cubiccreativity.wordpress.com (30/100): a game that I as someone who can play old-school FPS but rather prefers to spend my time with other genres fail to understand due to it sending very mixed signals and having what feels like confused gameplay.
Hyperviolent: Review
Introduction
In the shadowed depths of Commodus Asteroid 27-C, where humanity’s greed unearths cosmic horrors, Hyperviolent crashes into the boomer shooter renaissance like a derelict spaceship—brutal, visceral, and unapologetically retro. Released in Early Access on April 6, 2023, and fully launched on September 23, 2025, by developer Terminist Arcade LLC and publisher Fulqrum Publishing, this sprite-based FPS revives the pixelated fury of 1990s classics like Doom, System Shock, and Descent while injecting survival horror tension and Lovecraftian dread. Its legacy is still unfolding in a genre saturated with nostalgic throwbacks, but Hyperviolent distinguishes itself by forgoing breakneck speed for deliberate, resource-strapped terror. My thesis: Hyperviolent is a masterful retro synthesis that elevates boomer shooter tropes through atmospheric horror and innovative dual-wielding, cementing its place as a modern heir to System Shock‘s immersive sim roots, even if clunky UI and pacing hold it back from timeless greatness.
Development History & Context
Terminist Arcade, a small indie studio (occasionally credited alongside nfoPRINCE), crafted Hyperviolent using a custom engine echoing GameMaker’s simplicity, deliberately constraining itself to mimic 1990s sprite-based 3D tech. This “retraux” aesthetic—low-poly environments blended with hand-crafted pixel sprites—was a visionary choice amid the 2020s boomer shooter boom (Dusk, Prodeus, Ultrakill), where developers chase Quake‘s fluidity with modern polish. Originally slated for September 2022, launch delays due to bugs pushed it to Early Access in 2023 across Steam, GOG, and Epic Games Store, priced at $14.99.
The creators’ vision, inspired by System Shock‘s narrative depth and Azrael’s Tear‘s eerie isolation, aimed to subvert pure action: “fast-paced” marketing belied survival horror pacing, with resource scarcity and environmental storytelling. Technological limits were self-imposed—no ray-tracing excess, just 32MB VRAM minimums (Intel i7-7700, GTX 1660 recommended)—evoking era constraints like Doom‘s sector-based rendering. The 2023 gaming landscape was ripe: boomer shooters exploded post-Dusk (2018), but players craved innovation amid oversaturation. Early Access roadmap delivered: Update #1 (September 2023) added Engineering Deck with low-gravity and neural possession; Update #2 brought 6DOF spaceship flight; full release expanded to 14 levels, 22 weapons, 19 enemies, and 5 bosses. Multiplayer (co-op/PvP for 30 players) was promised but sidelined, reflecting indie realities—slow updates drew ire, yet persistence yielded a polished 1.0. In a post-Doom Eternal world, Hyperviolent honors origins while nodding to Deus Ex-style upgrades, born from arcade passion in an AAA-dominated era.
Narrative & Thematic Deep Dive
Hyperviolent‘s plot unfolds in 2278 amid Earth coalitions’ monopoly on nihilium, a volatile unobtanium mined on Commodus Asteroid 27-C. Responding to a distress signal, the unnamed protagonist—a faceless pilot in a white spacesuit with blue visor—strands amid chaos: Director Davolt, bald and power-hungry (Bald of Evil), merges with “The Eye,” a glowing green ancient evil unearthed by miners who “Dug Too Deep.” This spawns undead abominations, transforming staff into grotesque mutants. Guided by AI Paige (spoiler: a Treacherous Quest Giver guise for Davolt), you navigate levels from docking bays to viscera-choked mines, uncovering betrayal via datalogs.
Characters are archetypal yet evocative: Davolt as Big Bad Quisling, resurrecting dead via The Eye; survivor encounters like the one-armed miner (An Arm and a Leg) yielding keycards amid pathos; traitor Valentine piloting a humongous mecha in Engineering. Dialogue shines in logs—cryptic madness (“S. Shaydee” corpse nods to Doom), spousal passwords (The Password Is Always “Swordfish”), and dream-haunted sabotage—piecing a Lovecraftian tale of hubris, mutation, and insignificance. Themes probe cosmic horror: nihilium’s mutagenic curse induces Infernal Retaliation (flaming mutants), Rivers of Blood in water plants, Scenery Gorn with strung corpses. Protagonist’s pastless void (Protagonist Without a Past) mirrors humanity’s folly, subverting alpha-male tropes (jacked HUD abs notwithstanding). Narration via text/audio logs evokes System Shock, building dread without hand-holding—betrayals like Paige’s body-theft twist demand vigilance, thematically echoing resource paranoia. Flaws persist: voiced logs are sparse, forcing immersion-breaking reads; yet this deep dive rewards historians, rivaling BioShock‘s environmental storytelling in brevity.
Gameplay Mechanics & Systems
Core loops blend FPS carnage with RPG survival: explore labyrinthine levels, manage inventory amid scarcity, dual-wield to obliterate foes, upgrade via hidden chips (Deus Ex-style: damage, accuracy, mag size). Combat innovates with hand-specific firing (left/right mouse), enabling Sword and Gun (pipe + pistol) or absurd dual-SMGs/flashlights. Weapons span 22: scrap pipe (Pipe Pain), shotguns (short-range powerhouses, upgradable for distance), severed arms (Grievous Harm with a Body), shock batons, LMGs, grenades. Melee shines early, pipes cracking skulls; firearms demand looting—corpse menus (E-key, double-click) slow mid-fight flow, criticized as “stupid slow” versus auto-pickups.
Progression: colored keycards/nanocards, passwords (backtracking bane), switches/terminals; multi-level rooms via jumps/elevators/parkour. Systems evolve—Update #3’s degradation needs repkits; sprint/stamina limits horror pace; Neural-Implant possession turns enemies; low-gravity/6DOF ship sections homage Descent. UI falters: imprecise mouse in inventories/menus, wonky reloading (hold R, click hand), floaty movement/camera tilt. Difficulties (Casual to Survival permadeath) rebalance: Normal suffices ammo via thorough searches; Hard forces melee. Save stations prevent autosave abuse; Camera Abuse blood-wipe adds grit (PO’ed-like). Flaws—static AI (single-file lines, doorway jams), loot imbalance (ammo droughts, health surplus), no map/objective recall—disrupt, but dual-wield creativity and Degraded Boss variety (shotgun giants) innovate, making loops tense yet satisfying.
World-Building, Art & Sound
Commodus 27-C pulses with claustrophobic dread: metallic Doom-esque halls (pipes, furnaces, Overlook carpet floors), blood-red water plants, gore-strewn admin. Atmosphere thrives—dark corridors demand flashlights, Night Vision scarcity; Hyperactive Metabolism via “Muck Cola” (self-lampooned health). Nihilium veins and The Eye’s green glow evoke eldritch mining hell, with strung corpses and pyre mutants amplifying Scenery Gorn.
Visuals master 3D/pixel hybrid: high-res low-poly environs contrast sprite enemies/weapons, popping heads in gore showers (satisfying, pixel-gore softens impact). Retraux uniformity—Doom³-esque intro, Descent ship—nails 1990s vibe, performant on toasters. Sound design immerses: intense battle synths yield suspenseful quiets; grunts/screams/ghostly laughs build unease. Flaws mar—catastrophic mixing (deafening melee/glass, quiet shots), sparse VO—but Rivers of Blood splashes and mutant roars enhance horror, rivaling System Shock 2‘s isolation.
Reception & Legacy
Early Access drew mixed 70% critics (MobyGames/GGRecon 3.5/5: “great foundation, needs tweaks”; God is a Geek: “competent, not unique”; Cubic Creativity 3/10: “slow, shady EA”). Full release fared better—Movies Games and Tech 7/10 (“nostalgic gem”), Escapist praise (“blood and guts delight”), Steam “Mostly Positive.” Commercial: 72-76 collectors (Moby), bundles sales; no blockbuster, but niche boomer hit.
Reputation evolved: EA gripes (missing levels, bugs, slow updates) softened post-1.0 (14 levels, fixes). Influence: pushes horror-boomer fusion (Forgive Me Father kin), dual-wield/resource systems inspire indies; TV Tropes entry cements cult status. In history, it bridges System Shock remake hype to 2020s retraux, influencing asteroid-miner horrors amid Dead Space remakes—flawed pioneer, not revolution.
Conclusion
Hyperviolent masterfully revives 1990s sprite FPS glory, blending Doom‘s viscera with System Shock‘s dread via dual-wield ingenuity, Lovecraftian lore, and retraux splendor—yet UI clunk, AI simplicity, and pacing drag mar its hyperbole. Exhaustive yet concise (4-5 EA hours ballooned to 14+), it thrives for boomer fans craving tension over frenzy. Verdict: Essential 8/10 niche classic, securing mid-tier legacy in boomer shooter canon—a violent testament to indie’s enduring spark. Play it; paint the asteroid red.