Graphically high fidelity 3D maze first-person shooter with jump scares, fight through hordes of horrifying and creepy doom-esque monsters armed with a very capable shotgun to get to your mysterious destination in this all-ages horror, miss one shot and it could be your last!
Hyperborea 上線人數與 Steam 圖表
即時
玩家人數024 小時 —
24 小時峰值玩家0今日最高樣本
30 天峰值玩家0平均 —
歷史峰值玩家0自開始追蹤以來
30 天遊玩時數—估計值
Steam 圖表 · 30 天玩家人數等待取樣中
正在收集每日樣本此遊戲尚未儲存任何每日樣本。累積最初幾天的歷史資料後,曲線就會出現。
24 小時—7 天—趨勢持平
評論23 篇評論
52.2%Mixed
12 篇好評11 篇負評
推薦數—評分
媒體
9 張圖片
遊戲資訊
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遊戲
發行日期2025年4月3日已在 Steam 上架 1 年
開發人員Sequin Games發行商Sequin Games類型動作免費遊玩
—成就—DLC3290500
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玩家數更新於 9月18日 下午01:42 UTC · 商店資料更新於 9月22日 上午11:10 UTC · 來源:SteamWebAPI
最低配備建議配備作業系統Windows, Linux (Proton)相同處理器Any相同顯示卡High-end GPU preferred.相同記憶體6 GB RAM相同儲存空間6 GB available space相同
關於 Hyperborea
Hyperborea is a modern take on the classic First-person shooter game Wolfenstein 3D - the game that kick started the FPS revolution has been re-imagined in modern high definition graphics that is sure to push modern graphics cards to their limits. Fresh and exciting visuals for a hyper-eccentric modern era. This game is not for the low spec'd. 😉
A game, a modern benchmark, a fun and relaxing shooter, will it run Hyperborea?
- You play the entire game armed with a very capable shotgun; but missing a shot will double the cool down time for the next shot. Staying in flow is vital.
- Always watch your back because it's side swipes from enemies when turning corners that can catch you out.
- There is no health in this game, if a monster gets near to you - that's it you die. You will however obtain a crucifix/caduceus for every 4 kills which will give you a short protection if caught by a monster, this protection lasts 3 seconds and protects you from the initial monster that caught you and any further monsters in the next 3 second time period.
- Monsters make no noise until you kill them, your only way of detecting them is visually when you see them or when the way-point hand begins to shake, it will shake more aggressively the closer you are and it will only shake when an enemy is somewhere in the direction you are currently facing.
- Fight your way through the hordes of enemies and complete the game, there's no story-line, just a mindless shooter with a progression through new and interesting high definition 3D content and world geometry, think of it as a relaxing adventure through a modern take on the classic Wolfenstein 3D game, the game-play is a satisfyingly repetitive shooter set in memorably themed environments where the visuals are ever changing as you progress from environment to environment on your quest to the ultimate final goal - whatever that may be.
Wow crazy sounds bro! Did you steal those from Doom?
Thanks, you are right those sounds are pretty wild! Believe it or not I did not steal those sound effects from Doom - actually the circumstances are far more interesting; Those sound effects have been created entirely from scratch by Per Kristian Risvik, the original Doom sounds having only been sampled at a measly 11 kHz Kristian took it upon himself to remake them from scratch in 32 kHz and did a marvellous job in doing so, sounding identical to the original sound effects in many cases but in a higher quality! Having based my game around providing an up-to-date Doom-esque/Wolfenstein 3D experience it just made complete sense to also include Kristians sounds! Check out Kristians website for more information about how he remade these remarkable sound effects from scratch, audio reverse engineering at it's finest!
Dude this game looks nuts ᕕ( ᐛ )ᕗ
You're right the game does look different, and it is technically quite a unique game indeed. At any point in the game your GPU could be rendering around 30 million triangles! If you are lucky the minimum it might be rendering in a single frame is 8 million triangles! In just 6 GB of disk space we are able to cram a whopping 184 million triangles of unique 3D content!! (184,597,952 triangles using 92,546,029 vertices to be exact). Not even a AAA game attempts to render the amount of triangles per frame that Hyperborea does - and get this, we even force the game to start in 16x MSAA if your graphics card supports it, otherwise we use the highest MSAA the GPU will let us use! (really, when was the last time you saw a AAA game even let you select MSAA, let alone upto 16x MSAA! this is real anti-aliasing not some temporal TSAA or DLSS AI slop). We render so many triangles that the bottleneck on most GPU's is the triangle rendering stage of the rasterization process! That means the MSAA or screen resolution in most cases makes little to no difference to the FPS - even at 1440p with 16x MSAA (that's 59 million pixels!!!) an original Intel Iris Xe iGPU from 2020 will get 30 FPS in this game. If you compare the performance of Iris Xe iGPU's since it's first release in 2020 and a modern intel CPU in 2025 the performance difference is only +13% making the Iris XE a good test case.
That's why we call Hyperborea a benchmark, it is a benchmark of triangle rasterization!