Increased difficulty alone won’t sustain long-term interest in the game.
I find the current design direction—particularly the character-based restrictions—deeply frustrating. Instead of encouraging creativity and experimentation, these limitations stifle player freedom and reduce build variety.
Take Windblown as a comparison: I can choose from 21 weapons, 15 trinkets, and 120 gifts. Despite having a similar number of weapons and trinkets as HLB, the build possibilities feel endless. In HLB, after accounting for character restrictions, I’m left with roughly 30 Holobytes and very few viable combinations. Every run ends up feeling the same because I’m forced to min-max using the same handful of “good” Holobytes. The rest of the time, I’m stuck re-rolling in a shop, chasing decent affixes. That’s not engaging gameplay—where’s the meaningful choice?
It’s widely agreed that Holobytes feel underwhelming. They’re positioned as “special” compared to status effects or affixes, yet in practice, they serve the same role and rarely define a character’s identity. If identity is the goal, then tie it to species—give each one unique traits or passives. But don’t limit the already narrow pool of equipment.
If HLB is to thrive as a roguelike, it needs a major systemic overhaul. Specifically, Status Effects, Weapon Affixes, and Holobytes should be unified into a single, flexible system. Call them Holobytes—it’s a great name.
Here’s how it could work:
• All Gear: weapons, rails, armor, amps, and accessories has a set number of Holobyte slots based on it's tier.
• These Slots also have tiers that determine the maximum tier of the Holobyte to equip (Higher tier weapon>higher amount of slots>higher tier slots)
• Holobytes effects scale with weapon level.
• Holobytes need to have their own tiers again (unsure why it was removed this patch)
• Breakers can have unique Holobytes for their identity