HIRUN Playtest · public · first seen
HIRUN has moved from Godot to Unity. This has been a substantial rebuild, but the goal was always to keep the game you know: the same rhythm-driven combat, chaotic hordes, and strange combinations of upgrades. We wanted a stronger foundation for all of that, without losing what makes HIRUN feel like HIRUN.
The biggest reason was performance. As runs got busier, the combination of enemies, attacks, and music-reactive effects was pushing our original implementation too hard. Rather than keep patching around those limits, we rebuilt the game natively in Unity and reworked how it handles those demanding moments. Godot helped us build the original game, but Unity offered a better fit for the improvements we wanted to make.
The result is smoother performance during crowded fights, more control over graphics quality, and refreshed lighting, models, and effects that bring the neon arena to life. We've also improved controller support and spent time checking that the original mechanics made it across properly. There's still room to improve, and we'd love to hear how this update runs on your setup, especially during those late-game moments when everything is happening at once.
| Depot | New manifest | Previous manifest |
|---|---|---|
| 4899021 | 4993651061225204991 | 9152004701209614985 |
| 4899022 | 7442053507785470718 | 3904306237881980448 |
| 4899023 | 5479746576163550624 | 8276036346860431640 |