{"id":1112195,"date":"2026-01-29T20:13:25","date_gmt":"2026-01-29T20:13:25","guid":{"rendered":"https:\/\/www.polygon.com\/?p=517831"},"modified":"2026-01-29T20:13:25","modified_gmt":"2026-01-29T20:13:25","slug":"hyper-light-breakers-michael-clark-we-want-our-true-believers-to-feel-their-faith-in-us-is-rewarded","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/hyper-light-breakers-michael-clark-we-want-our-true-believers-to-feel-their-faith-in-us-is-rewarded\/","title":{"rendered":"Hyper Light Breaker&#8217;s Michael Clark: \u2018We want our true believers to feel their faith in us is rewarded\u2019"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/02\/hyper-light-breakers-michael-clark-we-want-our-true-believers-to-feel-their-faith-in-us-is-rewarded.jpg\" \/><figcaption><\/figcaption><\/figure>\n<div class=\"wp-block-vox-media-highlight vox-media-highlight\">\n<h2 class=\"wp-block-heading\"><\/h2>\n<p> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/02\/hyper-light-breakers-michael-clark-we-want-our-true-believers-to-feel-their-faith-in-us-is-rewarded.png\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/> <\/p>\n<p class=\"has-text-align-none\"><em>Push to Talk is a weekly newsletter about the business of making and marketing video games, written by games industry veteran and marketing director Ryan Rigney. <a href=\"https:\/\/www.pushtotalk.gg\/subscribe\">Subscribe here<\/a> for eclectic and spicy interviews and essays in your inbox every Friday.<\/em><\/p>\n<\/div>\n<p class=\"has-drop-cap has-text-align-none\">Like a lot of people, I adored <a href=\"https:\/\/store.steampowered.com\/app\/257850\/Hyper_Light_Drifter\/\"><em>Hyper Light Drifter<\/em><\/a>, the debut title from the Culver City, California-based game devs Heart Machine.<\/p>\n<p class=\"has-text-align-none\"><em>Drifter<\/em> was one of those rare indie games where all the component parts just <em>clicked<\/em>: it had a gorgeous art style, an <a href=\"https:\/\/www.youtube.com\/watch?v=3GKdMhEqHLc&amp;list=OLAK5uy_nqEfQmJlXx2a30QrgPs-eiLHv9FVT13EM\">unbelievable soundtrack<\/a>, and sparse but very effective storytelling that hinted at a genuinely original world. The dashy-slashy combat was slick and the overall vibe of the game was, as the kids say, <em>immaculate<\/em>.<\/p>\n<p class=\"has-text-align-none\">So I was a little disheartened this month to see that <em>Drifter\u2019s<\/em> long-awaited followup, <a href=\"https:\/\/store.steampowered.com\/app\/1534840\/Hyper_Light_Breaker\/\"><em>Hyper Light Breaker<\/em><\/a>, is getting less-than-stellar reviews from players and critics after its launch on Steam Early Access. It\u2019s currently sitting at a score of 63% out of 2,576 reviews.<\/p>\n<p class=\"has-text-align-none\">Many players have taken issue with <em>Breaker&#8217;s<\/em> uneven difficulty curve. The game is brutally hard at first, but can become trivially easy if you manage to gear up properly. There are also problems with several key gameplay systems (especially perks, healing, and weapon durability), and combat that can feel both unfair and one-dimensional. &#8220;Just dodge. Always,&#8221; one Steam reviewer advised players.<\/p>\n<p class=\"has-text-align-none\">And yet, another phrase appears constantly in the player response to <em>Hyper Light Breaker<\/em>: \u201cThis game has potential.\u201d<\/p>\n<p class=\"has-text-align-none\">You can see it in the comments on YouTube reviews of the game, even quite negative ones like <a href=\"https:\/\/www.youtube.com\/watch?v=jhIjVy37eAo\">Skill Up&#8217;s<\/a>.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/02\/hyper-light-breakers-michael-clark-we-want-our-true-believers-to-feel-their-faith-in-us-is-rewarded-1.jpg\" alt=\"A screenshot of a comment on a YouTube video that says \u201cI think they can still turn it around, it looks really cool and has potential. Fingers crossed\u201d\" title=\"A screenshot of a comment on a YouTube video that says \u201cI think they can still turn it around, it looks really cool and has potential. Fingers crossed\u201d\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: SkillUp\/YouTube\" \/><\/p>\n<p class=\"has-text-align-none\">Even the negative reviews on Steam carry this sentiment. One player concluded a long, multi-paragraph rant about the game&#8217;s shortcomings with &#8220;Keep at it, the game has potential,&#8221; as well as a promise to change their review to a &#8220;thumbs up&#8221; if Heart Machine fixes the issues.<\/p>\n<p class=\"has-text-align-none\">Heart Machine, to its great credit, has responded with grace and humility to feedback like this. They&#8217;ve been quickly shipping fixes and their public communications have been world-class.<\/p>\n<p class=\"has-text-align-none\">Here&#8217;s what one Heart Machine dev wrote in response to the review referenced above:<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/02\/hyper-light-breakers-michael-clark-we-want-our-true-believers-to-feel-their-faith-in-us-is-rewarded-2.jpg\" alt=\"A screenshot of a Hyper Light Breaker dev responded to a review on Steam to thank the person for writing it\" title=\"A screenshot of a Hyper Light Breaker dev responded to a review on Steam to thank the person for writing it\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Steam\" \/><\/p>\n<p class=\"has-text-align-none\">When you see stuff like this, you&#8217;ve kinda gotta root for this team.<\/p>\n<p class=\"has-text-align-none\">But the challenges that lie ahead for Heart Machine are stark. It&#8217;s <em>really <\/em>tough to turn around mixed review scores. More bluntly: it&#8217;s rare. Every dev who launches to poor or mixed reviews dreams of becoming <em>No Man&#8217;s Sky<\/em> (2025), but most are destined to remain <em>No Man&#8217;s Sky<\/em> (2016).<\/p>\n<p class=\"has-text-align-none\">But there\u2019s cause to believe that <em>Hyper Light Breaker<\/em> can be one of the rare exceptions to the rule. I wondered, what would the next six months and the next year look like if the Heart Machine team can deliver for players the way they want to?<\/p>\n<p class=\"has-text-align-none\">So last week I called <em>Hyper Light Breaker\u2019s<\/em> Lead Producer, Michael Clark, to ask him directly.<\/p>\n<h3 class=\"wp-block-heading\"><strong>Breaking New Ground<\/strong><\/h3>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/02\/hyper-light-breakers-michael-clark-we-want-our-true-believers-to-feel-their-faith-in-us-is-rewarded-3.jpg\" alt=\"A drawing of some ruins covered in ice and snow. A group of figures is staring at what looks like a huge stone skull that has crashed into the middle of the ruins\" title=\"A drawing of some ruins covered in ice and snow. A group of figures is staring at what looks like a huge stone skull that has crashed into the middle of the ruins\" data-has-syndication-rights=\"1\" data-caption=\"Early concept art for Hyper Light Breaker, via Heart Machine. | Image: Heart Machine\/Arc Games\" data-portal-copyright=\"Image: Heart Machine\/Arc Games\" \/><\/p>\n<p class=\"has-text-align-none\">One unusual thing about the <em>Breaker<\/em> team is how open they\u2019ve been about their process creating the game. The team invited YouTuber Danny O&#8217;Dwyer and his team at <a href=\"https:\/\/www.youtube.com\/@NoclipDocs\/videos\">Noclip<\/a> to capture <em>Breaker\u2019s<\/em> evolution in a series of well-produced documentaries. As a result, fans have gotten a rare behind-the-curtain look into <em>Breaker\u2019s<\/em> creation and the sometimes messy process of development, which included a painful wave of layoffs <a href=\"https:\/\/www.gamesindustry.biz\/hyper-light-breaker-dev-heart-machine-lays-off-unknown-number-of-staff\">the studio announced<\/a> late last year.<\/p>\n<p class=\"has-text-align-none\">Below is one mini-documentary which explores how the game shifted to an \u201copen world\u201d concept over time. It\u2019s worth watching in full, but the TLDW takeaway is that the <em>Breaker<\/em> team rescoped the game and went through multiple iterations that effectively changed its genre:<\/p>\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube\">\n<div class=\"wp-block-embed__wrapper\">\n<div>\n<div><iframe loading=\"lazy\" title=\"The Inside Story of how Hyper Light Breaker Became an Open World Roguelike\" src=\"https:\/\/www.youtube.com\/embed\/xKGQWLgqvuQ?rel=0\" width=\"720\" height=\"405\" allowfullscreen allow=\"accelerometer; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share;\"><\/iframe><\/div>\n<\/div>\n<\/div>\n<\/figure>\n<p class=\"has-text-align-none\"><em>Hyper Light Breaker<\/em> Lead Producer Michael Clark says that in some ways, this evolution was driven by lessons learned from Heart Machine\u2019s second game,<a href=\"https:\/\/store.steampowered.com\/app\/1867530\/Solar_Ash\/\"> <em>Solar Ash<\/em><\/a>.<\/p>\n<p class=\"has-text-align-none\">\u201cWe wanted to make something that was replayable, that was systems-focused, because <em>Solar Ash<\/em> had a lot of very specific content,\u201d Clark says. \u201cSo with <em>Breaker<\/em> it was like, we should not make a lot of content that has to be radically recreated\u2014a lot of level content. So that pushed us into procedural generation from the get-go.\u201d<\/p>\n<p class=\"has-text-align-none\">When this new, open world procedural generation tech was shown off over a year ago in the above Noclip documentary, many players responded enthusiastically:<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/02\/hyper-light-breakers-michael-clark-we-want-our-true-believers-to-feel-their-faith-in-us-is-rewarded-4.jpg\" alt=\"A screenshot of a YouTube comment that says, \u201cThis makes me even more excited than before. Solar Ash was absolutely beautiful and I loved the sense of scale. HLB is looking great, thanks Heart Machine and Noclip for showing us a peek behind the curtain!\u201d\" title=\"A screenshot of a YouTube comment that says, \u201cThis makes me even more excited than before. Solar Ash was absolutely beautiful and I loved the sense of scale. HLB is looking great, thanks Heart Machine and Noclip for showing us a peek behind the curtain!\u201d\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Noclip\/YouTube\" \/><\/p>\n<p class=\"has-text-align-none\">Still, other players seemed to anticipate that such a dramatic change from Heart Machine\u2019s previous games could take some time to get right:<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/02\/hyper-light-breakers-michael-clark-we-want-our-true-believers-to-feel-their-faith-in-us-is-rewarded-5.jpg\" alt=\"A screenshot of a YouTube comment that says, \u201cNo matter the initial reaction, all I ask is that they dont give up on this game, I\u2019m confident heart machine is capable of bringing their vision to life. I\u2019m just worried that they wont be given enough time to flesh out their vision.\u201d\" title=\"A screenshot of a YouTube comment that says, \u201cNo matter the initial reaction, all I ask is that they dont give up on this game, I\u2019m confident heart machine is capable of bringing their vision to life. I\u2019m just worried that they wont be given enough time to flesh out their vision.\u201d\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Noclip\/YouTube\" \/><\/p>\n<p class=\"has-text-align-none\">Because of the Heart Machine team\u2019s openness, their fans understand that they\u2019re trying to do something truly different. \u201cI don&#8217;t know of any games that are doing anything like what we&#8217;re doing,\u201d Clark says. \u201cWe&#8217;re not trying to play to the mass market\u2014to the lowest common denominator. Our fans don&#8217;t want that either. And so we want to listen to those folks and figure out what they\u2019re looking for.\u201d<\/p>\n<p class=\"has-text-align-none\">In their effort to build something new, Clark says, the Heart Machine team is trusting that their fans are players like themselves: \u201cWe didn&#8217;t sit there and look at a bunch of charts and KPIs and go, <em>alright,<\/em> <em>according to this, statistically, players will like this,\u201d <\/em>Clark says. \u201cInstead, we&#8217;re targeting people that are very much like us. And that gives us a really good focus group internally.\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/02\/hyper-light-breakers-michael-clark-we-want-our-true-believers-to-feel-their-faith-in-us-is-rewarded-6.jpg\" alt=\"A character from Hyper Light Breaker swinging a blue shining blade, an attack that erupts into a huge arc of pink light\" title=\"A character from Hyper Light Breaker swinging a blue shining blade, an attack that erupts into a huge arc of pink light\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Heart Machine\/Arc Games\" \/><\/p>\n<h3 class=\"wp-block-heading\"><strong>Hyper Light Improver<\/strong><\/h3>\n<p class=\"has-text-align-none\">Now that <em>Hyper Light Breaker <\/em>is out and player feedback is coming in, the challenge for the Heart Machine team is to deliver on its roadmap while also reacting to player feedback. \u201cThe biggest focus right now is on smoothing out the onboarding and giving you more in the game,\u201d Clark says. \u201cWe also expect to triple the content in most areas of the game. A lot more bosses, playable characters, new biomes, new everything.\u201d<\/p>\n<p class=\"has-text-align-none\">Of the complaints that have appeared in reviews, Clark says that some of it was expected\u2014or at least not totally surprising. \u201cI don&#8217;t think anyone in the audience has said something that we haven&#8217;t had bubble up internally,\u201d he says, \u201cbut it&#8217;s nice to get that external validation of the things that are important.\u201d<\/p>\n<p class=\"has-text-align-none\">One standout example of this is <em>Breaker\u2019s<\/em> difficulty curve. Clark says that the team was still tweaking the difficulty \u201cradically, even right up to the launch.\u201d He says they reduced the amount of health available to players shortly before launch because the team was finding the game too easy. \u201cWe were like: people shouldn&#8217;t be able to sit down and beat it on the first go,\u201d he says. \u201cBut clearly we steered it too far, and this is one of those things that Early Access for roguelikes in particular is great for. It&#8217;s the reason you go Early Access.\u201d<\/p>\n<h3 class=\"wp-block-heading\"><strong>Sidebar: An 18 Year Journey Through the Games Industry<\/strong><\/h3>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/02\/hyper-light-breakers-michael-clark-we-want-our-true-believers-to-feel-their-faith-in-us-is-rewarded-7.jpg\" alt=\"A photograph of Michael Clark, a smiling man holding a small white dog in one arm and a brochure for the Dice Awards in the other hand\" title=\"A photograph of Michael Clark, a smiling man holding a small white dog in one arm and a brochure for the Dice Awards in the other hand\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Photo courtesy of Michael Clark\" \/><\/p>\n<p class=\"has-text-align-none\">Many of the team members at Heart Machine are games industry veterans, and that includes Clark, who got his start in games as a self-taught artist working at Volition on games like <em>Red Faction Guerrilla<\/em> and <em>Saints Row 4.<\/em><\/p>\n<p class=\"has-text-align-none\">After leading weapon design on <em>SR4<\/em> and rising through the ranks to become a lead artist, Clark gradually grew into an art producer, then a lead producer.<\/p>\n<p class=\"has-text-align-none\">\u201cI had the opportunity to touch a lot of different art, mostly props and vehicles, but a lot of different art in the pipelines there, which is great as just sort of getting a broad understanding of things,\u201d he says. \u201cAnd then I sold out and became a producer and moved to California and basically, like, with a small chip on my shoulder. It was like, hey, you know what? I could do this better. I could be better at this because I actually know the intricacies and the details, and my ADHD desire to hyper optimize things would be really useful here.\u201d<\/p>\n<p class=\"has-text-align-none\">After four years as a producer and game director at the VR studio Survios, Clark joined Heart Machine in 2023. He speaks highly of the studio, and particularly the simplicity of working with creative director and studio head Alx Preston.<\/p>\n<p class=\"has-text-align-none\">\u201cWhen I came here,\u201d he says, \u201cit was really about: how do I build the optimal production environment for a creative direction that\u2019s fast and responsive, and it\u2019s not a slow committee thing with a cabal of directors that need to agree.\u201d<\/p>\n<h3 class=\"wp-block-heading\"><strong>Hyper Light Believer<\/strong><\/h3>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/02\/hyper-light-breakers-michael-clark-we-want-our-true-believers-to-feel-their-faith-in-us-is-rewarded-8.jpg\" alt=\"A screenshot from Hyper Light Breaker depicting a fox-like humanoid character facing the viewer, standing under what looks like a dilapidated street light, on a cliff overlooking woodsy wilderness\" title=\"A screenshot from Hyper Light Breaker depicting a fox-like humanoid character facing the viewer, standing under what looks like a dilapidated street light, on a cliff overlooking woodsy wilderness\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Heart Machine\/Arc Games\" \/><\/p>\n<p class=\"has-text-align-none\">After talking through the specific changes the Heart Machine team is making to <em>Hyper Light Breaker<\/em> in the immediate time period, I asked Clark what he hopes to deliver to players over the next six months, or year, or however long the game is in Early Access.<\/p>\n<p class=\"has-text-align-none\">\u201cWe want to make things that are impactful and good, and make us feel better,\u201d he said.<\/p>\n<p class=\"has-text-align-none\">As I spoke with Clark, the smoke from the recent Los Angeles fires still hung in the air in the city where Heart Machine is based. \u201cRight now, I&#8217;m looking for games to escape from everything else,\u201d Clark said. \u201cWe&#8217;ve had the LA fires burning. I\u2019ve got rent to pay, and cats to take care of. I know a lot of people are looking to games to escape.\u201d<\/p>\n<p class=\"has-text-align-none\">Clark continued: \u201cTelling stories, entertaining other people, bringing joy to others is of fundamental value for the world. So we want our true believers to feel their faith in us is rewarded\u2026 with something that excites and entertains them, that brings them joy, gives them escapism when they need it, gives them challenge when they need it, gives them whatever they look for in games\u2014because I think we&#8217;ve all looked for a lot of different things at different times. We have a team that\u2019s capable of delivering. We have fans who are hungry for it and who believe in us. So it\u2019s on us to deliver.\u201d<\/p>\n<p><a href=\"https:\/\/www.polygon.com\/features\/517831\/hyper-light-breaker-interview-push-to-talk-newsletter\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Push to Talk is a weekly newsletter about the business of making and marketing video games, written by games industry veteran and marketing director Ryan Rigney. Subscribe here for eclectic and spicy interviews and essays in your inbox every Friday. Like a lot of people, I adored Hyper Light Drifter, the debut title from the Culver City, California-based game devs Heart Machine. Drifter was one of those rare indie games where all the component parts just clicked: it had a gorgeous art style, an unbelievable soundtrack, and sparse but very effective storytelling that hinted at a genuinely original world. The dashy-slashy combat was slick and the overall vibe of the game was, as the kids say, immaculate. So I was a little disheartened this month&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/hyper-light-breakers-michael-clark-we-want-our-true-believers-to-feel-their-faith-in-us-is-rewarded\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1112196,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1112195","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Hyper Light Breaker&#8217;s Michael Clark: \u2018We want our true believers to feel their faith in us is rewarded\u2019 | Arcader News<\/title>\n<meta name=\"description\" content=\"Push to Talk is a weekly newsletter about the business of 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