Compare Hyper Void prices across 50+ stores and find the best deal. Developed by IN|Framez Technology Corp.. Published by IN|Framez Technology Corp.. Released on 10/9/2017. Available on PC, Xbox. Genres: Action, Indie.

If Tempest and Rez had a love child born in a wormhole, this is roughly what it would look like - raw, kaleidoscopic, and demanding enough to humble genre veterans by level 14.

My first hour with Hyper Void was a genuine surprise. Born out of the ashes of EA Montreal by two brothers who self-funded the whole project, this is a tube shooter that borrows DNA from Tempest, Salamander, and Ikaruga and then sends all of it spinning through a cross-dimensional wormhole. The result is messier and more uneven than any of those ancestors, but there are stretches here that crackle with exactly the kind of handcrafted intensity you only get when a tiny team cares deeply about what they are making. The moment-to-moment mechanics are worth understanding before you commit. You pilot the RM-24 combat ship on a rail, movement restricted to left and right, with three weapons mapped to individual buttons - a rapid weak shot, a single-fire heavy blast, and a continuous laser beam. All three draw from a shared energy pool that recharges over time, so the game is constantly asking you to think about ammunition economy rather than just hold the trigger down. A dash maneuver offers brief invincibility frames, though its recovery delay means you cannot lean on it as a panic button without getting punished. A handful of power-ups add temporary relief: full weapon discharge, a screen-clearing bomb, armor restoration. The systems layer up reasonably well, and when you are in flow the whole thing feels surprisingly thoughtful for a genre that often rewards only reflex. What makes Hyper Void genuinely distinct is its level architecture. The 29 stages are split between open outer space segments, which are more conventional, and wormhole sections where the tube bends, folds, rotates, and sometimes turns you completely upside down - flipping your controls with it. Some stages abandon shooting entirely in favor of threading through gate networks or racing past barrier walls before they close. The level names are drawn from x86 assembly instructions, each one loosely describing that level's central challenge, which is a wonderfully nerdy touch that rewards players who notice it. The wormhole visuals pulse and shift in sync with the progressive trance soundtrack, and when that synchrony hits right it feels close to something genuinely atmospheric. The music is slightly repetitive over a full playthrough, but the audio-visual cohesion during the wilder wormhole runs is the game at its best. The friction is real, though, and worth naming clearly. Difficulty spikes are steep and uneven - the jump around level 14 is notorious enough that multiple separate reviewers called it out independently. The IPA virus mechanic, which periodically corrupts your controls or obscures your screen, adds chaos without always feeling earned. Enemy designs are generic enough that you will forget what they looked like an hour after playing. There is no difficulty selector, no multiplayer, no extra modes beyond the Hyper Mode unlocked by hitting score thresholds on each stage. Hyper Mode is actually where the game reaches its best balance - you get a stronger weapon charge and faster movement at the cost of a single hit of armor, making it a crisper, more electric experience than the standard run. Completionists will find a solid challenge hunting secret orbs and clearing every stage in Hyper Mode. This is not a game for everyone, and it knows it. Casual players will bounce off the difficulty before the wormhole sequences get truly strange. But for shmup devotees willing to sit with the learning curve, there is a genuine handmade spirit here that bigger productions rarely carry. Two brothers, a self-funded engine, and a love letter to the arcades of their youth - Hyper Void is rough around the edges in exactly the places that remind you someone built it with their own hands. Kai, Scout Team

Hyper Void
ActionIndie

Hyper Void

Oct 9, 2017IN|Framez Technology Corp.
GamerScout Says

If Tempest and Rez had a love child born in a wormhole, this is roughly what it would look like - raw, kaleidoscopic, and demanding enough to humble genre veterans by level 14.

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About Hyper Void

My first hour with Hyper Void was a genuine surprise. Born out of the ashes of EA Montreal by two brothers who self-funded the whole project, this is a tube shooter that borrows DNA from Tempest, Salamander, and Ikaruga and then sends all of it spinning through a cross-dimensional wormhole. The result is messier and more uneven than any of those ancestors, but there are stretches here that crackle with exactly the kind of handcrafted intensity you only get when a tiny team cares deeply about what they are making. The moment-to-moment mechanics are worth understanding before you commit. You pilot the RM-24 combat ship on a rail, movement restricted to left and right, with three weapons mapped to individual buttons - a rapid weak shot, a single-fire heavy blast, and a continuous laser beam. All three draw from a shared energy pool that recharges over time, so the game is constantly asking you to think about ammunition economy rather than just hold the trigger down. A dash maneuver offers brief invincibility frames, though its recovery delay means you cannot lean on it as a panic button without getting punished. A handful of power-ups add temporary relief: full weapon discharge, a screen-clearing bomb, armor restoration. The systems layer up reasonably well, and when you are in flow the whole thing feels surprisingly thoughtful for a genre that often rewards only reflex. What makes Hyper Void genuinely distinct is its level architecture. The 29 stages are split between open outer space segments, which are more conventional, and wormhole sections where the tube bends, folds, rotates, and sometimes turns you completely upside down - flipping your controls with it. Some stages abandon shooting entirely in favor of threading through gate networks or racing past barrier walls before they close. The level names are drawn from x86 assembly instructions, each one loosely describing that level's central challenge, which is a wonderfully nerdy touch that rewards players who notice it. The wormhole visuals pulse and shift in sync with the progressive trance soundtrack, and when that synchrony hits right it feels close to something genuinely atmospheric. The music is slightly repetitive over a full playthrough, but the audio-visual cohesion during the wilder wormhole runs is the game at its best. The friction is real, though, and worth naming clearly. Difficulty spikes are steep and uneven - the jump around level 14 is notorious enough that multiple separate reviewers called it out independently. The IPA virus mechanic, which periodically corrupts your controls or obscures your screen, adds chaos without always feeling earned. Enemy designs are generic enough that you will forget what they looked like an hour after playing. There is no difficulty selector, no multiplayer, no extra modes beyond the Hyper Mode unlocked by hitting score thresholds on each stage. Hyper Mode is actually where the game reaches its best balance - you get a stronger weapon charge and faster movement at the cost of a single hit of armor, making it a crisper, more electric experience than the standard run. Completionists will find a solid challenge hunting secret orbs and clearing every stage in Hyper Mode. This is not a game for everyone, and it knows it. Casual players will bounce off the difficulty before the wormhole sequences get truly strange. But for shmup devotees willing to sit with the learning curve, there is a genuine handmade spirit here that bigger productions rarely carry. Two brothers, a self-funded engine, and a love letter to the arcades of their youth - Hyper Void is rough around the edges in exactly the places that remind you someone built it with their own hands. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:indieTube ShooterWormhole LevelsEnergy ManagementHyper ModeDifficulty SpikesScore AttackRail ShooterArcade ThrowbackControl-Flip Mechanics

System Requirements

Minimum

OS
Windows XP
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
1100 MB available space
Graphics
D3D9-compliant 3D accelerator (Intel, AMD, NVidia)
Processor
x86 2GHz

Reviews & Ratings

No ratings available

Game Info

Developer
IN|Framez Technology Corp.
Publisher
IN|Framez Technology Corp.
Release Date
Oct 9, 2017

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