Contents
Get Support
While in pre-lease, support is handled on discord, or as for my other addons always via email tool.
Please make sure to use the Get Support tool, when your report an issue.
How to report a HyperCursor bug
Please go over the following, and try to answer each on.
- What is the problem? Can you demonstrate it in a screenshot or video? Please do.
- What are you trying to do exactly? What have you done or tried to fix the issue?
- What Blender version are you using, on what operating system? What HyperCursor version? Send me your
system_info.txtfile as generated by HyperCursor's Get Support tool - Has there been any exception or error popup dialog? What does the system console look like?
- Can you reproduce the issue on a factory reset Blender, with only HyperCursor installed?
- How can I reproduce the issue? Supply a blend file, if possible or necessary.
HyperCursor
When is the public release?
Extremely difficult to say, but I'm working hard to make it happen ASAP, while also maintaining and improving my existing 5 addons under increasingly difficult market conditions.
HyperCursor development started in late 2020, and I began teasing it in Spring 2021 - which is five and a half years ago now, in October 2026.
Unlike my other addons, I never wanted to succumb to pressure and release it prematurely. Having learned the hard way what comes after a release in terms of additional workload from support work, and maintenance, and well-intended (but also never-ending) user expectations and suggestions - I didn't want to be rushed into this again with HyperCursor.
So I'm taking my time with this and intend to do it right. Get it out super solid, and extremely well documented, in particular with long-form video tutorials covering a process and not just individual features, which was always a major critique of my other addons. However, since a lot of people were quite excited about HC, I did compromise and decided to make it available for early access around Christmas 2022. This way people can get access if they really want, while I don't have the additional pressure and workload that comes with a public release.
I did not intend at the time that HyperCursor would still be in pre-release almost 4 years later. Release always seemed a few months away. However, ideas kept coming, new things were learned, and new tools and workflows were added or existing ones improved. I haven't exactly been dragging my feet all this time. In fact, I've done 26 HyperCursor (pre-)releases by 0.9.22. 8 of those were done in the past 15 months alone - since June 2025, when the previous version of this very post was written. And across the same five and a half years, 112 public releases of the other addons, some of which were also quite big in particular for MACHIN3tools.
And so now after almost 6 years of development, HyperCursor is massive and the most advanced tool set I've built to date. The codebase is as big as DECALmachine's and MESHmachine's combined. Many tools have been rewritten twice already, some three times. This is a natural process in software development, as you learn more, and as a tool evolves and you discover more about it and what it can become and how it could be used in ways that surpass what you originally intended.
0.9.22 is in amazing shape, and I'll be using it a lot more myself now and share that on patreon. Something close to it is what I imagine I'll be releasing publicly.
Back in May 2025 I expected one or two more pre-releases, mostly later-stage workflow tooling, and then the public release. What followed was ten more pre-releases, and a lot of them went back into the core tools. Those ten made the fundamentals so much more robust and polished. None of it was the plan back then: Create Split Boolean, Hyper Hooks, Face Bevel, Hyper Array parenting, reworked tooling around the Asset Browser, Adjust Array gizmos, Mirror Overlays, Booleans on inverted-space hosts, or the HyperCut Minimize rewrite. The only thing already on that list was the Slide Edge input-method update, which is working perfectly now with 0.9.22.
Loop Cut and Flatten are the only old tools still on their first generation that should get a rewrite. They are last for a reason. They are the least used or have the fewest problems. They are also easy to do, and I don't anticipate any issues there. Less than a week for both, done on the side, while the main effort for the coming weeks will be MACHIN3tools 2.0 again.
Some late-stage workflow tooling I won't go into detail about is still ahead, and I may not push it with the public 1.0 even, but as part of 1.1.
Two more feature releases, perhaps through 0.9.24, can still happen before the end of 2026, and that would put the addon close to a public release. I still won't ship it publicly then. I promised myself the public release comes with a big tutorial alongside, and I can't make that tutorial happen before the year is over. I will prepare for it with smaller videos, at least on Patreon. I have massively improved my video production pipeline this year and I'm ready to make use of it now.
Some documentation work has been started with the 0.9.18 release, and right now it lives in the What's New posts. They collect numerous images and short videos that go into real detail on specific tools and features, even though individual tools do not have their own pages yet.
How can I get the Pre-Release?
Via the Machine God tier on patreon. It's all the way to the right.
You only need to subscribe to it for one month, and can downgrade (or cancel) immediately after. Getting access to the HC pre-release entitles you to a full discount once the public release goes out.
I'd ask you to stay subscribed on Patreon if you want to keep having access to upcoming pre-releases, and you can use the Hype tier for that, if that is all you want.
Access is facilitated through my own server. An account will be set up manually, so feel free to contact me on patreon immediately after joining the god tier, but expect a bit of a delay. If you want to use a different email address for account creation, than the one you use for Patreon already, please tell me.