Super Hexagon Neo
Super Hexagon: The Neo Update (Part 1)
There is now a public beta branch on Steam for Windows/Linux/macOS, which contains an update we've internally codenamed "Neo".
This was jokingly named after the Doom 3 "neo" folder, since id Tech 4 was a pretty major rewrite of Tech 3; in addition to new features, supposedly one of the reasons for their rewrite was easier long-term maintenance. This update sits firmly in the latter category: We've gone into the old source code and made significant changes to the engine, while keeping the game itself exactly as you remember (minus the bugs, hopefully!).
There's a lot of technical goo in this update, so here's a short version that skips most of the details:
The long version:
What to expect from Neo Part 1:
The framework has been completely rewritten from scratch, so 100% of the system-level code is brand new and shared across all three desktop OSes. Super Hexagon was originally written with openFrameworks, and each platform ended up having its own unique version, meaning every platform behaved differently, had different features, was buggy in different ways, and so on. This problem is mostly our fault as the application maintainers; normally you try to stay in sync with upstream, but for various reasons this didn't happen and we diverged enough to where it was easier to take a small, rough version of the ABI we used and write something that was made just for the PC version of this game.
With the Neo update, all three desktop platforms use exactly the same code with exactly the same features, and as weird as it sounds they should now all be buggy in exactly the same way, should bugs arise. Just about the only thing that was kept from the old framework was the text renderer, since most of the work gets done by FreeType anyway. Aside from that, it's such a big rewrite it had to be split up into sections:
But what about Part 2?
The Neo update is being developed in parallel with a major update that's been deployed to Android and is in progress for iOS/tvOS and the Mac App Store - they're currently two separate branches, with the long-term goal being to merge them into a single, "final" version of the game. The idea is that the features that were a priority for mobile will eventually be folded into PC, and vice versa. Some of the mobile features include high-framerate support, robust touch support, and a new text engine that supports localized text! Part 2 doesn't have any deadline so it will be a while before that releases, but it seemed important to get all the other changes out and available for PC since the bit-rot was starting to set in and players were in some cases completely unable to play the game at all.
With that in mind, please give the Neo branch a try and let us know what you think!