It seems like Hyper Light Drifter landed in the spotlight at just the right moment. Back in 2016, the indie game scene was really beginning to establish its own niche in the gaming industry. It was a year overflowing with standout indie titles like Firewatch, The Witness, Inside, Cuphead, Enter the Gungeon, Darkest Dungeon, and even Stardew Valley. Reflecting on it now, 2016 might just be remembered as the golden year for indie games! In the years leading up to it, we were also treated to other beloved indie classics such as Her Story, Undertale, Downwell, Soma, Octodad, and Shovel Knight.
What many of these games have in common is that they offer a largely singular experience, in stark contrast to many of today’s indie games. Sure, Stardew Valley brought co-op to the mix, but generally, these games are designed primarily for solo play. That’s quite different from the current flood of small-scale live-service games, roguelikes, and titles meant for endless replayability.
Reflecting on these games, especially Hyper Light Drifter, which is nearly a decade old now, it’s fascinating to consider how much has shifted by the time its follow-up, Hyper Light Breaker, has appeared on the scene. What initially drew so many to Drifter during its Kickstarter buzz was its blend of modern pixel art, a hauntingly beautiful synth soundtrack, and a mysterious world beckoning players to explore and piece together the story themselves. The game masterfully delivered on these promises, pulling players into an immersive narrative experience.
The true heart of Drifter was in its combat and meticulous world-building, elements that were unshackled from the current state of the gaming industry. These days, it feels like a rarity for developers to craft self-contained experiences. Multiplayer has risen to be a giant, live-service models have become almost standard (despite frequent stumbles), and there’s an overwhelming number of roguelikes out there. It’s understandable, though—when times are tough and budgets tight, creating a game with endless replayability is a safety net for sales. Only well-established indie studios, which sometimes don’t feel all that “indie” anymore, have the bandwidth to build single-player adventures reminiscent of JRPGs or inspired by Zelda.
Heart Machine’s decision to transform Drifter’s universe into a roguelike with Hyper Light Breaker, possibly integrating live-service elements to retain players post-early access, seems like a strategic move. Whether it was the right one is still up in the air, as early access really does mean the core framework is just starting to come together. The intense combat of Drifter has transitioned fairly well into the 3D world, though I expect we’ll see some fine-tuning over time.
Interestingly, parallels can be drawn with FromSoftware’s forthcoming title, Elden Ring: Nightreign. It too is a roguelike featuring randomly generated maps and formidable boss battles, putting Heart Machine in a league with impressive contemporaries. Yet, Nightreign also underlines how drastically the gaming landscape has evolved since a decade ago.
Does this evolution sadden me? Perhaps just a bit. There are still developers out there crafting games in the spirit of Drifter and the other indie pioneers I mentioned. In fact, the number might even have grown. Yet, that’s part of the challenge; amid a sea of games, those that offer replayability have a better shot at survival, and discoverability has become increasingly difficult.
The industry’s evolution over the past decade shouldn’t come as a shock, but it took Breaker to really drive home just how much has changed. I’m not here to pass a firm judgment, but I earnestly wish Heart Machine the best with this new venture, as there’s real potential for something extraordinary once the early access phase irons out its rough edges.