Description
Legacy of the Hyperborne
Build your RPG around the character your players want to become. Legacy of the Hyperborne connects class selection, quests, combat and progression in a single-player Unreal Engine foundation. Take on a quest, find equipment, develop abilities and carry that progress into the next encounter.
You start with a playable adventure in which dialogue, NPC routines, loot and character systems already work together. Adapt its Blueprints, DataTables and UI to create your own classes, stories and world.
Build with it. Learn from it.
Each Foundation includes new features and Foundation-specific gameplay, UI and content, brought together in a complete, editable Unreal Engine project. Study the Blueprints, data and project structure to learn how we built the experience, then adapt it for your own game.
Build with it. Learn from it.
Each Foundation includes new features and Foundation-specific gameplay, UI and content, brought together in a complete, editable Unreal Engine project. Study the Blueprints, data and project structure to learn how we built the experience, then adapt it for your own game.
Foundations by Hyper | Documentation | Discord | Watch the trailer on YouTube | Watch the Foundations trailer
Main quests, side quests and dialogue
- Quests: Main quests The Awakening and Defense of Stonefall connect staged objectives to the cave introduction and Stonefall story. Clearing the Rebel Camp is an optional quest, while Lost Heirloom is a side quest.
- Conversations: Character dialogue, world dialogue, subtitles and memory facts connect NPC conversations to the adventure. Conversations include Captain Renar, the Stonefall gates and the lost-heirloom storyline.
- Story presentation: Sequences, visual-novel scenes and the awakening intro movie support authored story moments.
- Interactive encounters: Lockpicking, stealing, a sacrificial-altar interaction and quest-gated object behavior add interactions beyond combat.
Classes, abilities and character progression
- Class selection: Vanguard, Arcanist and Wayfarer definitions provide editable classes, connected to character setup and appearance.
- Active abilities: Abilities include Fireball, Thunder Strike, Healing Light, Meteor Shower, Battle Cry, Arcane Shield, Power Strike and Ember Bolt.
- Passive abilities: Dual Blade Mastery, Health on Kill, Enduring Vitality and Vital Resurgence are included passives.
- Unlocks and effects: Ability unlock data, the skill-tree interface and effects such as Battle Cry, Arcane Shield and Regeneration support progression.
- Character development: Level management, level-up feedback, attributes and targeting connect progression to encounters.
Equipment, trade and discoveries
- List inventory: Carry items through the list-based interface, with equipment and character preview.
- Equipment: Melee weapons, bow and arrow equipment, rings, necklaces and tiered items connect discoveries to character choices.
- Vendors: Separate trade lists cover the blacksmith, herbalist, food merchant, general goods, healer and other NPC roles.
- Loot: Common through legendary loot lists, crate and vase interactions and corpse decomposition support encounters and their aftermath.
World building and interactive spaces
- Exploration spaces: Develop the Stonefall blockout and Hyper's own cave, with discoverable points of interest and fast-travel locations.
- Procedural cave dressing: PCG prop generators arrange barrels, crates, vases, hay and candles in the cave.
- Interactive props: Mesh-to-actor swap configurations connect selected crates, barrels and vases to interactive actors.
- Navigation: World map, compass, destination markers, teleport support and level-instance management.
- World feedback: Shared time, object pooling, interaction outlines, information prompts, HUD and exploration/battle music.
- Foundation maps: Stonefall blockout, Hyper's Cave 01 and a dedicated single-player main menu. The FAQ identifies the separate showcase environments.
NPCs and wildlife
- NPC routines: Guard patrol and training, merchant and villager configurations give NPCs distinct roles in the world.
- World inhabitants: Guards, villagers, merchants and rebel NPCs use the NPC behavior system, with patrol, guard, training, shop and social routines. Deer include doe, buck and antlered-buck configurations.
- Rebel encounters: Rebel camp, guard, patrol and Khaimera enemy configurations are included alongside Captain Renar and the Stonefall NPC roles.
Characters and movement
- Character options: Standard and Mover-based RPG characters, with traversal, perception, ragdoll, footsteps and character voice.
- GASP locomotion: Hyper-adapted Game Animation Sample Project locomotion is integrated with the character, equipment and gameplay systems.
- MetaHuman compatible: Use your own characters through visual overrides. Setup guide.
Menus, guidance and UI management
- UI management: The UI manager creates the in-game HUD and menus, manages menu visibility and focus, and connects Common UI widgets to the foundation interface.
- RPG interfaces: Quest journal and objective tracking, class and skill-tree screens, list inventory, equipment preview, vendors and dialogue connect the adventure to the player.
- Player guides: Prompts introduce movement, progression, lockpicking, attribute spending and the first equipment or potion discoveries.
Saving and transitions
- Saving: Hyper Global Save System connects configured world and character state to New, Resume and Load Game.
- Startup and transitions: Hyper Loading Screen provides loading presentation and tips. Hyper PSO Precaching helps prepare configured rendering pipelines.
Included Hyper plugins
- Hyper Automation: Replicated components for conveyors, production, routing, fluids, power and host adapters.
- Hyper Global Save System: Blueprint-accessible saving and loading, with actor persistence for streaming levels and World Partition.
- Hyper Loading Screen: Animated loading widgets, map profiles, progress feedback and interactive preview scenes.
- Hyper PSO Precaching: PSO preparation and reference preloading to help reduce first-use rendering hitches.
- HyperFPS: Procedural first-person aiming, sight alignment, weapon sway, recoil and arm IK.
- Hyper Instance Optimizer: Optional cook-time mesh instancing with spatial batching and inspectable optimization reports.
- HyperAIStudio: Optional editor tools for connecting external AI coding agents, sharing Blueprint context and checking project readiness.
Explore the RPG demo and access details, read the system guides, or compare the Hyper foundations.
Already own Hyper products? Check your personal offers on our website.
Frequently asked questions
Is everything I see included?
The gameplay, UI and game content shown on this page and in our videos are included, except for the separately licensed showcase environments listed below. You receive the editable Legacy of the Hyperborne Unreal Engine project, with its RPG systems, quests, classes, abilities and configurable data.
Hyper's own cave and introduction are included. Beyond that opening, you receive the Stonefall blockout map to build your world on. The showcase castle and the following Leartes/Cosmos environment packs are not included:
Medieval Castle Megapack (https://cosmos.leartesstudios.com/environments/bb-medieval-castle-megapack)
Ancient Ruins (https://cosmos.leartesstudios.com/environments/cgs-ancient-ruins)
Bandit Abbey (https://cosmos.leartesstudios.com/environments/bandit-abbey)
Merlin's Cave (https://cosmos.leartesstudios.com/environments/merlins-cave)
Hyper's included cave is our own environment, separate from Merlin's Cave. The links above credit the creators and let you license their showcase art separately. You can build on the supplied cave and Stonefall map without purchasing those packs.
Is this a finished game?
No. This is an editable game-development foundation with working, connected systems and playable content. It gives you a substantial starting point for building your own game. It is not a finished retail game with a complete campaign, final balancing and every detail polished for release.
The supplied project and any playable demo let you explore the systems in context: how interactions connect, how the gameplay is configured and where you can extend it. Learn from that setup, change the world and art direction, and develop the story or gameplay you want to create. We provide the foundation; you shape the game and bring it to release.
Can I publish a game built with this foundation on Steam?
Yes. With the appropriate license, you can use the foundation to develop and commercially release your own game, including on Steam. Follow the license that applies to your purchase, the terms for any separately licensed content you add and your chosen store's requirements.
We ask you to build on the foundation rather than upload the supplied project or demo unchanged. Give the game your own identity: adapt the art style and environment, develop your own story or gameplay, and test and polish the experience for your players. The project is here to support your creative idea and help you turn it into a game of your own.
For Fab purchases, the Fab Standard License (https://www.fab.com/eula?lang=en) permits commercial use in your game, but not resale or redistribution of the underlying asset as a standalone product.
Which license should I choose?
Individual is for emerging creators. Professional is for studios and enterprises. Both include the editable Foundation project, documentation, verified Discord access, product support and bug fixes.
Our Professional offer adds the Hyper Integration Service (https://gamesbyhyper.com/product/hyper-integration-service-module-bundle-setup/), team verification, a studio tag and priority support. You can also request a project showcase and release announcement through our channels. See the service page for integration scope and request details.
On Fab, the tiers are called Personal and Professional. On our website, they are Individual, Studio and Enterprise, with the Professional benefits applying to Studio and Enterprise. Choose the tier that matches the store's eligibility rules. Fab Personal and Professional grant the same usage rights.
I already own Hyper products. Do I have to pay full price?
Not necessarily. We offer existing Hyper customers personal deals based on the products they already own. Sign in to Personal Offers in your account (https://gamesbyhyper.com/my-account/my-library/?library_tab=personal-offers#personal-offers) to see what is available to you. These offers are handled through our website.
See the Foundations by Hyper overview (https://gamesbyhyper.com/foundations/) for the full foundation range and more information.
Is a public playable demo available?
A public demo is not available yet. The trailer shows the project in play; see the foundations page (https://gamesbyhyper.com/foundations/) for information and future demo announcements.
Can I add Games by Hyper modules to this foundation?
Yes, with compatible versions. The foundation already combines its systems into one experience, so adding modules is optional. We recommend this work for intermediate to advanced Unreal Engine users.
Use the same Unreal Engine version and matching Hyper generation. Our free Integration Tool (https://gamesbyhyper.com/product/integration-tool/) and integration guide (https://gamesbyhyper.com/docs/getting-started/use-the-automatic-integration-tool/) help with compatible Hyper projects.
Extend selected logic or features carefully. Foundations contain their own gameplay code, UI, DataTables and settings. Importing a module can overwrite those files, so seamless integration is not guaranteed. Work in a separate copy, review conflicts and merge the changes you need before testing the result.
Explore optional modules on the Games by Hyper website (https://gamesbyhyper.com/shop/) or our Fab store (https://www.fab.com/sellers/Games%20By%20Hyper).
Can I reuse foundation features in another project?
Yes, within the applicable product license. Shared Hyper systems use the modular framework, while foundation-specific features can depend on that foundation's character, UI, data and game flow. Extracting those features may require manual integration.
Use matching Unreal Engine and Hyper versions, keep a backup and follow the integration guide (https://gamesbyhyper.com/docs/getting-started/use-the-automatic-integration-tool/). We recommend this work for intermediate to advanced users.
What hardware do you recommend for development?
For working with our larger projects in Unreal Editor, we recommend 64 GB RAM, a recent-generation CPU, a fast SSD with ample free space and a capable NVIDIA GeForce RTX 30, 40 or 50 series graphics card. GPU performance tier and available VRAM matter as well as the generation.
This is our development recommendation for large projects. Requirements for your packaged game depend on its content, resolution, graphics settings and target platform. Smaller maps and individual Hyper modules can have much lighter requirements.
How is the performance?
Hyper's gameplay systems are designed for efficient execution with low overhead. The complete world still determines the workload: scene complexity, textures, dynamic lighting and shadows, weather effects, loaded World Partition regions and the number of active AI characters all affect performance. Large AI populations and busy multiplayer scenes also need CPU and networking budgets.
A large world running in Unreal Editor can be demanding even when the gameplay code is efficient. Measure a packaged build on your target hardware after startup preparation has finished. Editor frame rates and first-launch compilation are not representative of steady gameplay, and we do not promise a fixed frame rate for every project or computer.
Why is the project large, and why can the first launch take a long time?
The supplied meshes, textures, animations and other source content take storage space. Unreal also needs room for derived-data caches, build files and packaged output, so allow more free SSD space than the download size alone.
On first launch, Unreal may compile shaders, generate derived asset data and compile project or plugin code when required. Loading a large map adds more work. Give that preparation time to finish before judging performance. Later launches can reuse cached data, although engine, content or configuration changes can require new preparation.
Does this foundation use GASP locomotion?
Yes. It includes a Hyper-adapted version of Epic Games' Game Animation Sample Project (GASP). We have adapted its locomotion to the foundation's character, equipment and gameplay systems, so it is already part of the supplied project.
Was Hyper made with AI?
No. Our team designed and built Hyper's core framework and gameplay architecture. The wider ecosystem represents 75,000+ hours of development, integration, multiplayer engineering, testing and documentation over years of work.
Hyper is the market leader in publicly available modular Unreal Engine frameworks. Its value is in the systems working together: shared data, consistent interfaces, multiplayer behavior and connected gameplay systems. Generating individual features with AI does not automatically produce that complete, tested architecture.
A small amount of replaceable example art, such as icons and meshes, was created with AI. Other art is made by us, commissioned from artists or sourced under CC0 from projects such as Poly Haven (https://polyhaven.com/) and ambientCG (https://ambientcg.com/).
Can I use Hyper with AI assistants?
Yes. Hyper is an exceptionally valuable framework for AI-assisted Unreal Engine development. Its generic, modular architecture is a particular strength: shared interfaces, consistent data structures and reusable components give an assistant a clear way to understand how the systems fit together. The same patterns recur across the framework, so an assistant can use that context when extending features, tracing bugs or adding your own gameplay.
You start with the hard part already connected. Gameplay, UI, multiplayer and persistence have an existing structure. AI can work within that foundation instead of generating isolated features that you still need to combine. That makes Hyper more valuable in an AI workflow: you bring the game ideas, and both you and your assistant build on the same coherent, editable core.
Our Hyper AI Integration Studio (https://gamesbyhyper.com/product/hyper-ai-integration-studio/) helps assistants inspect Unreal projects and work with Hyper-specific project knowledge and context. We use it internally for debugging and development too. It is an optional separate download; see the Studio guide (https://gamesbyhyper.com/docs/project-foundations/hyper-ai-studio/) for setup.
AI development assistance does not grant permission to train or fine-tune models on proprietary Hyper content, or to create or share training datasets from it. Use provider settings and terms that keep your project content out of model training. See the AI-use terms (https://gamesbyhyper.com/terms-of-use/#ai-training) and your applicable product license.
Can I use MetaHumans or my own characters?
Yes. Hyper is MetaHuman compatible through its visual override workflow. You can use your own character appearance while retaining the connected gameplay character.
Assign your MetaHuman or custom character assets, set up the animation Blueprint and configure retargeting or Copy Pose From Mesh for your skeleton. MetaHumans also need their Epic-provided setup logic. Follow the character and MetaHuman visual override guide (https://gamesbyhyper.com/docs/getting-started/set-up-your-own-character/) for the steps and reference setup.
Which Unreal Engine and Hyper version should I use?
For new Hyper framework projects, we recommend V5 on Unreal Engine 5.8. The framework generations correspond to these engine versions:
V5: Unreal Engine 5.8.
V4: Download under Unreal Engine 5.7. V4 projects also work on Unreal Engine 5.8 after switching the project version. C++ plugins must be compiled for UE 5.8.
V3: Unreal Engine 5.5 and 5.6.
V2: earlier Unreal Engine 5 releases, through 5.4.
V1: Unreal Engine 4.
This is the framework's version history, not a promise that every foundation is available for every older engine. Check the supported versions on the release you download. Modules must match the project's Unreal Engine version and Hyper generation; independent plugins have their own compatibility requirements.
Is this foundation bug-free, and how do I report an issue?
No. We cannot guarantee that a framework of this size will be completely bug-free. We investigate reproducible technical problems in the supplied project and prioritize fixes by their impact.
A bug stops advertised functionality from working as intended, such as a broken interaction, an unusable UI control or saved progress failing to load. Preferences about the story, pacing, visual transitions or scenery placement are usually design feedback. If a transition fails or scenery blocks gameplay, report the technical problem.
Check the issue in an unmodified copy on a supported engine version and review existing reports. Use the official bug-report form in our Discord (https://discord.gg/gbycyH4C9B), including the foundation name, Hyper and Unreal Engine versions, reproduction steps and relevant logs or screenshots. See our support guidelines and bug-report process (https://gamesbyhyper.com/docs/) for details. Reports help us improve the foundations; a specific fix date or a completely bug-free result cannot be guaranteed.
Where can I find foundation information, setup guides and support?
Start with the Foundations by Hyper overview (https://gamesbyhyper.com/foundations/) for the range and general foundation information. Use the getting-started guide (https://gamesbyhyper.com/docs/getting-started/start-here/) and system documentation (https://gamesbyhyper.com/docs/) for setup. Join the Games by Hyper Discord (https://discord.gg/gbycyH4C9B) for product questions and the developer community.
Will foundation features also be available as standalone Hyper modules?
Yes, where they make sense as independent products. We plan to keep expanding the Games by Hyper store (https://gamesbyhyper.com/shop/) with reusable systems and packages, giving you the option to buy individual parts instead of a complete foundation.
A generic skill tree is a good candidate for a future standalone system. Legacy of the Hyperborne also has interactions that combine several systems: breaking a prop can involve mesh-to-actor swaps, Chaos and other logic. We do not plan to publish each of those combined interactions, or the RPG's story and quest content, as separate modules.
A foundation gives you the connected gameplay, including the specific logic that brings its systems together. That integration is part of its value. Games by Hyper focuses on reusable technical modules, and we announce new standalone products separately as they are ready.
How is my personal offer calculated?
Sign in with the account linked to your purchases. Relevant verified Hyper products determine your ownership discount. Larger systems count more. Smaller paid systems build up together towards higher offers, with a shared limit. Templates and overlapping systems count once. The maximum is 40%, or 30% for The Ones Before and Industry Zero. While the pre-order bonus is available, it adds an extra 10% pre-order discount, up to 50% or 40% in total. Open the calculation beside your price to see what has been recognized.
Will my ownership discount remain after pre-order?
Yes. Your ownership discount remains available in your account after pre-order, so you can plan your purchase. The extra 10-point pre-order bonus is temporary and ends when that Foundation leaves pre-order or the launch offer is ended. No end date has been announced. New qualifying purchases can update your ownership discount.
How does my personal offer work during a sale?
We automatically apply the better of your personal price, an eligible complete-collection price and the current public price for each Foundation. These offers are compared, not added together. Other coupons cannot be combined. Your ownership discount is not reduced because you originally bought a qualifying Hyper product during a sale.
Compatibility and file information
- Development platforms
- Windows
- Distribution method
- Complete project
- Target platforms
- Windows
Versions and compatibility
| Version | Release | Unreal Engine |
|---|---|---|
| V5RPG Adventure Foundation project files. Release: 5.0 (2026-10-30). Download not available yet. | 5.0 | 5.8 |
Implementation and interaction
- Code framework
- Blueprint, C++
- Blueprints
- 1,314
- C++ classes
- 311
- Modular / extensible
- Yes
- Multiplayer ready
- No
- UI components
- Yes
- Input methods
- Keyboard, Mouse
Game template
- Sample levels
- Yes
- Customizable game systems
- Yes
- Included art assets
- Yes
Included assets (estimated)
- Static meshes
- 188
- Skeletal meshes
- 32
- Materials
- 393
- Material instances
- 257
- Textures
- 2,604
- Animation sequences
- 1,235
- Animation montages
- 168
Asset counts are estimates and may change with product updates. Supplied demo and example content is included. Separate parts and variants count individually; mesh counts are assets, not placed objects.
Rendering and audio
- Global illumination
- Lumen
- Reflections
- Lumen
- Graphics API
- DirectX 12
- Nanite
- Yes
- MetaSounds
- Yes
Asset specifications
- Meshes: 188 static meshes and 32 skeletal meshes.
- Materials: 393 materials and 257 material instances.
- Textures: 2604 texture assets.
- Animation: 1235 animation sequences and 168 montages.
Counts are approximate and may change with updates. Includes supplied playable content. Parts and variants count separately; meshes count assets, not placed objects.
Setup notes
- Rendering: Lumen global illumination; Lumen reflections; DirectX 12.
- Includes Nanite-enabled static meshes. Nanite documentation.
- Uses MetaSounds. MetaSounds documentation.
- Additional engine plugins: Chooser, CommonUI, GameplayStateTree, MotionWarping, Mover, PCG, PCGGeometryScriptInterop, PoseSearch, SmartObjects, StateTree. Enabled in the supplied .uproject.
- Optional plugins: FSR.
- Setup: Use the matching engine for bundled C++ plugins, or rebuild with a C++ toolchain.
- MetaHuman compatible: Custom characters via visual overrides. Setup guide.