Most frame-rate problems in Hull Rupture are not the game's general speed. The developers break performance issues into three separate causes, and only some of them are yours to fix. The notorious slowdown around wave 38 to 40 was an Endless Mode balance problem rather than an engine problem, so the wave you are on decides which of the three causes you are looking at.
The three causes of Hull Rupture performance issues
1. Bugs that cause performance issues. These are being found and fixed gradually, and the work is ongoing. Nothing to do here but play and report.
2. Slowdowns after wave 40. The developers say they did not expect so many players to get that far, and that they had missed the mark with the Endless Mode balance again. At release Endless Mode becomes a separate mode with its own settings so it can be balanced and optimized separately, which is what addresses this. The endless mode guide covers that rewrite.
3. General performance before wave 40 with no bug involved. The developers make no promises yet, saying their main priority is finishing all the gameplay systems needed for release. This is the category where your own hardware and settings are the only levers, and the system requirements guide tells you what the machine has to look like.
What players actually reported
The frame rate collapsing around wave 38 and again around wave 40, with some runs becoming unplayable, is the most common report — and it is the Endless Mode cause rather than a general engine problem. Which is why separating the causes matters: if your slowdown is a wave-40 symptom in a Classic run, you are looking at a different fix from a stutter at wave 10.
Reporting a problem
The game writes logs you can attach to a report:
- Windows:
C:\Users\<username>\AppData\LocalLow\Konfa Games\HullRupture - macOS:
~/Library/Application Support/com.KonfaGames.HullRuptureor~/Library/Application Support/Konfa Games/HullRupture - Linux:
~/.config/unity3d/Konfa Games/HullRupture
Two related details come out of the same logs. The game runs on Unity — engine version 6000.0.84f1 in the demo log — and uses Sentry for error reporting, and players who block all outbound traffic have reported that the demo would fail to start or would hang on exit because of it. If your machine blocks outbound connections entirely, that is worth checking before you assume the installation is broken. The system requirements guide lists what each platform actually asks for.
What you can actually change
Because the third cause has no promised fix and the first is being patched gradually, the lever you control is which state you are in when the frame rate drops. Endless Mode is now a separate mode, so a Classic run does not carry the late-game tuning that produced the wave 38-40 collapse — and if your machine is close to the minimum spec, the requirements guide is the other half of that conversation.