HackeRPG 0.6 — the big one

major update

HackeRPG · build 25055315 · published

On SteamNotes only · this build shipped before we watched the app

That was a quiet half-year. Here's why.

You may have noticed we went silent for a while. It wasn't idle time — it was a full rewrite of how HackeRPG works under the hood. Since the last public build we've written over 55,000 lines of new code across the engine, the scripting runtime, and the tools around them. We wanted to do this properly instead of rushing it, and we think the results were worth the wait.

What's new in 0.6

  • The game now runs entirely on HackerScript — the menu, action, tactical and story modes are all script-driven over a shared engine core. The old hard-coded screen logic is gone.

  • Modding is here. A sandboxed runtime lets you drop in your own content with its own assets, write your own behavior, and even override game systems. Example generator included.

  • Documentation that's actually handy — the HackerScript reference is built into the game and dropped into your user folder for easy reading.

  • Change the language from inside the game — runtime locale switching with a full CJK font.

  • Various bug fixes.

This 0.6.1 build is live on Steam now.

Where we're going

We're committing to a much tighter update cycle from here — smaller, more frequent releases instead of long gaps.

  • Story mode is the focus. Expect a proper tutorial and action-mode gameplay woven into the story narrative.

  • 0.7.0 — target: October 1. That version bundles the HackerScript LSP and a standalone interpreter, so modding and scripting get real editor support, autocomplete and diagnostics — a far more comfortable way to build.

Thank you for patience! Stay tuned.

HackeRPG 0.6 — the big one · HackeRPG build 25055315 · SteamPeaks