Skip to content
Games by Hyper
Sign Up / Login
Games by Hyper

Generic

  • QuickStart
  • Support
  • Purchase Options
  • Roadmap
  • FAQ
  • Learning
  • For Professional Studios

Templates

  • Template Logic and flexibility

Shared Infrastructure

  • Gameplay Tags
  • Datamanagement
  • Folder Structure
  • Object Pooler

Item Management

  • Inventory
  • Jigsaw Inventory
  • List Inventory
  • Respawn Actor Manager
  • Hotbar
  • Crafting
  • Item Allocator
  • Vendor
  • Icon Creator
  • Interactive Foliage

Interaction and Feedback

  • Interaction System
  • Outliner System

UI

  • Main Menu
  • HUD
  • Information Prompt

Locomotion

  • Animation Framework
  • Extended Movement Component
  • Leader Posing
  • Custom-Skeletal-Meshes

Combat

  • Attribute Manager
  • Team Affiliation
  • Equipment Manager
  • Ragdoll System
  • Ability System
  • Target Locking
  • Weapon Attachment System
  • Combat-framework
  • Actor Health
  • Lootable Corpse

Construction and Survival Mechanics

  • Building System
  • Mineable Rocks
  • Tree Cutting
  • Farming System
  • Fishing System
  • Swimming System
  • Bury Storage
  • Skinning System

Game Management

  • Global Save System
  • Respawn System
  • Session Manager
  • Game Mode System
  • Spectate System
  • Player Manager
  • Team Manager
  • Score Manager
  • Permission Manager
  • Level Instance Manager

Multiplayer

  • Online Multiplayer Framework
  • Replication Subsystem
  • Chat System
  • Console Command Manager

AI

  • Routine Driven NPC Framework
  • Perception System

Exploration and Narrative

  • Dialogue System
  • Memory System
  • Quest Manager
  • Map System
  • Teleport System
  • Guide System
  • Event Manager
  • Visual Novel System
  • Region Manager
  • Inspection System
  • Sequence Manager

Progression and Leveling

  • Level Manager
  • Unlock System
  • Reputation System

Character and Player Systems

  • Mount System
  • Emote System

Environmental Control and Immersion

  • Time and Day Night Cycle management
  • Weather System
  • Background Music System
  • Footstep System

Environment Building

  • Mesh to Actor Swap System
  • Forest-Basic
  • Level Instances
View Categories
  • Home
  • Docs
  • Roadmap

Roadmap

< 1 min read

Roadmap Philosophy

Hyper focuses on production stability first. Roadmap items shift based on:

  • Unreal Engine version changes
  • Customer feedback
  • Technical feasibility
  • Ongoing support load
  • Release cycles for major systems

Roadmap entries are never promises but transparent plans.

This is our current roadmap.

Current Development Themes

  • Hyper v3 ecosystem completion
  • Enhanced multiplayer infrastructure
  • New AI archetypes and advanced combat logic
  • Ecosystem-wide consistency updates
  • Efficiency improvements and better modularity
  • New survival, building, and environment modules
  • Expanded crafting and inventory solutions
  • Hyper Dialogue, Quest, and NPC systems expansion
  • New standalone modules derived from MST Pro

Engine Migration Focus

  • Preparing for UE5.8 compatibility
  • Ensuring core systems maintain performance and reliability

Long-Term Direction

The long-term vision is an even more robust ecosystem where all Hyper modules operate seamlessly together and scale from small projects to large AAA productions for every game genre and every platform.

What are your Feelings
Still stuck? How can we help?

How can we help?

© 2026 Games by Hyper

X Reddit Patreon Discord Linkedin YouTube

Review Cart

No products in the cart.

We noticed you're visiting from Netherlands. We've updated our prices to Euro for your shopping convenience. Use United States (US) dollar instead. Dismiss

  • Hyper Bundle Configurator
  • Shop
    • Game Templates
    • Courses
    • Loyalty Store
    • Survival Modules
    • RPG Modules
    • Environment Building
  • My account
  • Become a Member
  • Cart
  • Get Help
    • FAQ
    • Upgrade your Game Template
    • Documentation
  • About Hyper
  • News & Updates