Hello again everyone! It has been a while since the last status update, or even last release. I will get into why that is later in the article. However, for now, I want to discuss what I have been working on, and some cool events that are upcoming very soon! So first, let’s get into the next big update.
Hypernex.Unity 2026.04.1b
Our first release of the year! As of writing this post, it is currently not available to the public; however, it will be very soon! Let’s discuss what all has changed in this update.
(Most) Operating System Support
That’s right! In this update of Hypernex, almost all major Operating Systems are supported. With this update, we will now officially publish the following Operating Systems with our builds:
- Windows
- macOS
- Linux
- Android
While we do technically support iOS, we do not publish it. You can read more about that decision here.
The current state of most of the platforms is iffy, some others with bugs still unknown; however, the base game is still functional and should play mostly fine. Of course, there is room for improvement for the client, and updates will be gradually rolled out to patch out these smaller bugs.
With the addition of Android, this means we now support mobile platforms! If you feel comfortable with sideloading an apk on your Android device, or building it to your device from Unity, this should work perfectly fine. But, we don’t just support phones…
XR is also supported on Android, meaning that you can play Hypernex.Unity on a Meta Quest VR Headset!
A majority of the features Hypernex advertises on the Windows platforms work on all platforms already. There are only a few exceptions of known issues on specific platforms that are already known.
An important note to make is that Hypernex.CCK.Unity will NOT require creators to build for every single platform. Instead, creators will only need to build for two platforms: Desktop and Mobile.
Extra Fixes
This version of Hypernex.Unity will also bring a lot of long overdue bug fixes with it. For example, we have fixed microphone delay, simplified bindings (so developers shouldn’t get as much of a headache working with them), bumped some native binaries, implemented interfacing for visemes, more VLC improvements, and performance improvements. After this version, across all platforms, you should see a noticable increase in performance compared to the previous versions.
I’m very excited for giving people on any hardware the ability to be able to play Hypernex. Over time, this will be shaped to allow many more users to be able to try out our game on hardware they own. We urge all developers and players to try out the new update when it releases and report any issues on our GitHub Issues page.
BuildTools
A feature long overdue. While targeted for our developers, it is still a very crucial update pertaining to how Hypernex can be contributed to. Of course, our main goal is to have as many people as can be contribute as much code as they can; we want everyone to have the opportunity to make the game a much better experience, and we firmly believe that developer and community-involvement is the greatest way to do so. However, as reported multiple times, it is currently very difficult to get started with developing for Hypernex, due to the poor building documentation and lack of resources. Fortunately, BuildTools is here to help alleviate these issues.
The BuildTools editor window allows developers to quickly and easily prepare the Unity project for building Hypernex.Unity. Simply all you do, once you open the project, is open the window under Hypernex > BuildTools. From here, BuildTools will automatically start configuring your project based on any extra libraries you have. Once done compiling, it will prompt what kind of build you want to make. Whenever you make your selection, building is as simple as clicking the build button.
This should greatly reduce the stress and confusion behind building Hypernex.Unity for local development!
Community Involvement
As similar to last year, @Virtual and I also plan on being at the same gaming convention again showcasing our game for people to see! We plan on live-streaming this event, so if you are not already, give our Twitch a follow!
Closing Statements
As I said at the start, I would dive more into why it has been a long time since the last update, so here it is. Since last year, I have had a huge falling out from the game. I had little community involvement and even smaller development involvement. To clarify, I am not upset at anyone, nor do I blame anyone; I was just as uninvolved as anyone else. For me personally, who undoubtedly has put the most into my own passion project, I have just been too busy with my academia and work to be able to work as much on this game. Additionally, the big reason why I even picked it up recently was to work on it for the gaming convention. It isn’t about getting my name out there, it’s about making something that people like. During the peak development of this game is when I had a lot of people interested in the game or working on it. Right now, that is not the case, and again, I am not upset at it, nor anyone; it just feels demotivating, or outright useless, working on a game that no one would want to play, as I am sure any underrated game developer would agree. I’m not giving you, the reader, an ultimatum of “if you don’t play this game, I’ll shut it down,” but rather “I will work more on this game if I see more interest in it;” a sort of glass half full, half empty ordeal.
Regardless, to those who do care, let it be known you care! Like posts, send messages in our discord, do whatever! If you like what you see (or even if you don’t), letting me know is the best way for me to feel that what I am doing is not pointless. Anyways, thank you all for reading this far, and I hope I get to write more of these posts in the future.
Stay hyper!
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