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Hellrifters DemoNewsLevel Up UX Update — v0.41.0 Alpha
In-game event

Level Up UX Update — v0.41.0 Alpha

Hellrifters Demo · published 13 Jun 2026, 09:05 UTC

All newsPlayers around this dateRead on Steam

Notable

  • Every Campaign mission in the demo runs 3 minutes longer. More time per level means more room to build your squad, push your synergies, and reach the harder waves before a mission wraps up.

  • Level up cards now show their mastery payoff at a glance. Basic upgrade cards surface the single most important outcome: whether the pick unlocks a mastery, brings an incoming mastery discount, or fills synergy bars. Premium cards show how many synergies you have already collected toward their mastery.

Minor

  • The XP bar now animates correctly on level up: it fills to full before the level up fires, then animates the overflow into the next level afterward. Previously the level up interrupted instantly and the next bar looked empty until your next pickup.

  • Mega XP gems from Hellshrines now grant exactly one level up each instead of often chaining two in a row. The value is anchored to one full level's requirement, so a gem always pushes you over the line once and tops up the next bar with whatever you had banked, staying meaningful from early to late game.

  • Knockback now ripples through a crowd. A knocked-back enemy nudges the ones behind it, so hits land on the "mass" a bit more instead of stopping at the front row. Enemy size also factors in now: larger enemies are pushed less than small ones. This is an early version of the feature and we will keep tuning it going forward.

  • The "Blader" and "Deathslug" enemies have been reduced slightly in size.

  • Synergy class abilities for a character who is not currently in the fight (still arriving or being revived) now show their label dimmed, so you do not assume you are progressing a mastery you cannot use right now.

  • The Synergizer upgrade now shows its effect on the card (the discount or synergies it will grant), like every other upgrade.

  • Mastery progress counts on cards are capped to what the card can actually display, so an upgrade that feeds many categories no longer shows a misleading number.

Bug fixes

  • Fixed the Hellshrine tutorial safety net never triggering in Campaign mode. The popup that teaches what Hellshrines are is meant to auto-appear after a short time if you have not run into one yet, but it only fired once you walked up to a shrine. The timed fallback now works as intended.

More from Hellrifters Demo

Other announcements

All news
In-game event7 Sep 2026Demo Update v0.58.0 Alpha: Panic and HellsurgePanic and Hellsurge Demo Update v0.58.0 Alpha Three weeks since Seal the Rift. This update is about making combat more dynamic, so a fight feels varied instead of the same wall of bodies every minute of every run. Three things carry that: a new fodder enemy, the Hellbug, which dies to a single hit but never arrives alone; combos turned into a weapon, where every redeemed combo fires a shockwave…Major update14 Aug 2026Demo Update v0.51.0 Alpha: Seal the RiftDemo Update v0.51.0 Alpha This is the largest update Hellrifters has had. Two months of work, and it lands on the parts of the game you spend the most time with: the campaign has an ending you can actually reach, levels breathe between pushes, and your aim steers the squad's fire in every mode instead of only in Directional. Here is everything new since v0.41.0. A note before you read on: this…In-game event9 Jun 2026Demo Update v0.40.1 Alpha: The Devil SpeaksThe big one this update: Hellrifters now has a story. A narrative wraps around your missions, the Campaign is open from the start, and you can preview every character and loadout before you commit. Here is everything new since v0.36.2. New: a story layer Hellrifters now has a narrative running through the Campaign, woven into the menus and the missions themselves. The General and the Devil each…