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Energy Hook is a grapple-and-swing-and-run-on-walls-for-style game by Jamie Fristrom, creator of the Spider-Man 2 game.
Energy Hook is a grapple-and-swing-and-run-on-walls-for-style game by Jamie Fristrom, creator of the Spider-Man 2 game.
1,622 backers pledged $41,535 to help bring this project to life.

Recent updates

Emergency Update

Posted by Happion Laboratories (Creator)

Some rumors are going around that Energy Hook will ship on the Vita & PS4 before the PC versions. THIS IS NOT THE CASE.

If there's one thing all Kickstarter backers hate (and rightly so) it's when somebody else gets the stuff they backed before them. So, before you believe the news feeds and come burn my house down, let me assure you you'll get your stuff first!

I'm going to simultaneously ship the PC versions with the Vita. Not only that, I'm going to try to make sure all the gamma backers have their keys in March, even though the game won't be done yet. Just like how I've already given out beta keys even though I wouldn't call the game "beta" yet.

How'd this rumor get started? Well, there was some unclear wording on one of the press releases which seemed to spread like wildfire. I guess that's one way to get coverage...

In other news, the holidays are over and right now my priority is getting the higher level backers their stuff. If you're one of them, expect some messages about what format to get me images for billboards and presidents and whatnot soon!


Holiday Update

Posted by Happion Laboratories (Creator)

Okay, all kinds of good news.

If you haven't heard, Unity fixed the framerate problems I was having and there's a new build up on the Humble store with all kinds of good stuff. If you're a Beta backer or higher, you should be able to go here and get a pretty great game. I still wouldn't call it "Beta", it's not feature or content complete yet, but it's yours to play with. Also, I've heard some complaints about the jetpack cooldown and some exploits in the trick-attack modes and those are high on my list to fix, but already it's a really fun game with good feel and lots to explore, if I do say so myself.

And other good news is I've officially signed with Sony to bring the game to the Playstation 4 and Vita. It's a Christmas miracle, and I couldn't have done it without you! I know, because I pitched the game to Sony's Pub Fund before the Kickstarter and they turned me down. Your support both helped show them that people really do want to play this game and helped me improve the game to the point where they were excited to get it on their systems. 

Thanks to the spark you've all given me, I actually made just enough to pay the bills this year, and Happion Labs seems to be on its way to becoming a viable business!

Happy holidays - and I think I'm going to celebrate now with some cheap wine and Desktop Dungeons. :)

Well, crap

Posted by Happion Laboratories (Creator)

I was getting ready to release a new build - one that I wouldn't be willing to call Beta, but still a definite level up over the last build, with ragdoll physics when you bail (hey, that was a stretch goal we missed, and I did it anyway!) and new levels, when I discovered the framerate is in the toilet. It's nearly unplayable. How could I not have noticed this before? Well, because usually I do my work in the Unity Editor, where the framerate was fine, but when I created a standalone build - you know, the things people actually play, the framerate was crap. Apparently this is a known problem with the latest version of Unity ( but unfortunately I can't go back to a previous version, because upgrading to the new version converted my project, and when I try to go back it crashes.

So what about all you Beta backers who were expecting to get your Beta build this month? Well, I've told my friends at the Humble Store to give you access to the Alpha build. The build that's almost two months old now. I'm not sure if they're going to be able to turn it around before November's over, but it should be coming Any Day Now. Honestly? There's something to be said for waiting until Unity does an update and I can get you the latest stuff. Some people reported a pretty 'meh' experience with the last build, and I'm addressing their concerns with the latest stuff.

In other news, and I hope this isn't an overly personal over-share, my dad died last month. That's held me up some, but honestly, I wouldn't have gotten the game to a state I'd be willing to call 'Beta' anyway. I'm to blame.

But I figure the important thing is I get a build into your hands, though, even if it's not feature complete or whatever. Right?

Looking into the farther future, I'm probably not going to ship the game until April of next year. And of course I promised March for the Gamma backers. Don't worry - just like with the Beta backers, I will put a build into your hands (and this time I'll leave myself a bigger turnaround window in case there are unforeseen problems like this) - it just won't be quite done yet. And you'll all get bottomless updates, of course, so when I am finally willing to call the game 1.0 you'll have it.

Brian Luzietti's almost finished the music, and it's rad, so we should be able to get the soundtracks into the hands of the Beta-and-above backers soon.

I have some other big news, which I've leaked hints of on my stream, but I'll keep on keeping that a secret so I have something to say in a future update.

Finally - shout outs to Keegan O'Rourke, Antonio Revard, and Jim McAllister - these guys have volunteered their spare hours to make the game better, and have produced a lot of cool art. You can see it on and Check it out! And also shout outs to Daniel Morris and James Zachary, who leveled up the animation. Possibly the best thing about the Kickstarter was finding these people who have been willing to really help. Cheers.

Did I say monthly updates?

Posted by Happion Laboratories (Creator)

Okay, it's been over a month. Anyhow.

I just released a build which I'm calling the 'all of the stretch goals are kind of in now' build!

Jetpack Customization Screen
Jetpack Customization Screen

Yes, some of them, like the leaderboards and new levels, are in a very rough just-barely-working state. But they're in. And they work. Barely.

So, now that I've made good on my promises, it's a process of improving, fixing, polishing. You know how it is. That last 10% takes 50% of the time. 

I'm still on track for having something I'd almost be willing to call Beta in November, and shipping in March.

Here's the release notes for the latest goodies:

Distribution, New Stuff, and Seattle Indies Expo

Posted by Happion Laboratories (Creator)
1 like

Hello everyone!

I'm excited to announce that I have partnered with the Humble Store (from the fine folks who run the Humble Bundle) for direct distribution of Energy Hook. What does this mean? It means from here on out, you can get your Energy Hook builds through the Humble Store.

To redeem your key, go here. Use the email that we have on file from Kickstarter.

As I make new builds, you can use the Humble Store to download the latest versions, up to the final Release version and beyond. The PC, Mac, and Linux versions, and the soundtrack will all eventually be available for direct download DRM-free via the Humble Store when they are released. If and when the game is on Steam, you’ll receive a Steam redemption code as well. 

I chose to partner with the Humble Store for several important reasons: they are really awesome folks! They were super helpful and very flexible, which was a huge help when considering how to distribute Kickstarter reward downloads. They unify and make consistent the Kickstarter distribution with direct orders, which will save me a lot of time that I can spend on the game instead. 

Humble Store Accounts: If you don’t already have a Humble Store account, you can create one here: This is not required, but I'd recommend it. 

Email Matching (IMPORTANT!) Your Humble Store account email must be the same email that you used for the Kickstarter, otherwise you will not be able to add Energy Hook to your Humble Library. What if they don’t match? I do have the ability to manually make any changes should something be incorrect, so fret not; just send me an email explaining what needs to change:

Open For Business

Speaking of selling direct, I'm turning that on tomorrow (August 18)! Now that the alpha backers have kicked the tires for over a month, I'm going to let people who missed the Kickstarter in on the action, selling early access direct from Tell your friends!

I'll even have a little party at at noon PST to celebrate throwing the switch. (Watch me embed HTML into my website, live! If you think your heart can take it!)

If you're a beta or gamma backer, and you've changed your mind and CAN'T WAIT TO TRY IT, I unfortunately don't have an automated way of upgrading your pledge, but you can message me ( and we can do it through PayPal.

So What's New In The Game?

  • new experimental and challenge levels
  • physics overhaul with angular momentum and slopes
  • first-person support that's been through a few iterations and is "getting there"
  • Oculus Rift support
  • new animations
  • spinning and flipping
  • various bug fixes and tweaks

Saving your progress, unfortunately, didn't make it into the latest build, but it works on my machine. That'll be coming in a week or two.

See me at PAX - I mean, SIX

I'm too late to get into the Indie Megabooth at PAX this year, but I'll be showing off the game nearby at SIX, the Seattle Indie Expo. If you're at PAX or in Seattle (you don't need a membership to PAX to come to SIX) come hang out! It's free!