Hyperspace Delivery Service cover
Hyperspace Delivery Service screenshot
Linux PC Mac iOS Switch Steam
Genre: Simulator, Strategy, Adventure, Indie

Hyperspace Delivery Service

Whats coming this week (or early next week!).

I decided this week to concentrate on adding a feature requested by multiple community members...Passengers!

It's taking a little longer than anticipated as there are turning out to be many more possibilities than I originally thought there would be involving passengers and possible events based off of having them. So I'm just building a system to handle this and coming up with some events that are within my ability to balance and manage.

I hope to have this ready by the end of the week or early next week. Passenger events are currently made so that it would take a bunch of playthroughs to hit all the permutations of passenger events. Some are CYOA and some are events that just happen to you. Passengers will not be at every planet. They will show up randomly in your communications but at a minimum and maximum amount of times throughout a game.

I should have some new art work coming in this week. So next week I'll add that into the game and then after that I'll begin on some new FPS variations and events.

One thing to keep in mind if your on the fence about buying into the Early Access is that the more Early Access sales I get, the more art I can get made.

Hope your enjoying and thanks for playing!

Quick patch released .32

I just released a patch to fix a bug with blockades not counting as cleared if began from the communications screen. Please let me know if you have any issues!

New Version Uploaded: Early Acces 03

A lot of bug fixes, some game play changes, and some new additions.

Notes on Early Access Version .3

-turn events altered weights (space tear happens less)

-added press any key skip during warp away from planet.

-Blockades – Alters prices, can bust through coms mission, affects leaving the system if not busted.

-Added Missile lock on. Last target to go through reticle is locked onto. Missiles will seek this target.

-fix supplies not being set from rewards

-Fix crew rest error if out of time

-Fix hacking will restart if already succeeded. Bug introduced from allowing further exploration

-Lowered hacking time for FPS hack game

-Added mines in space. Currently only encountered in blockades.

-Added ship flying power distribution. Set and balance engines/hull/weapons power for flight

-Fix rewards randomness error

-Space fix enemies spawning too close

-Added some new simple events with choices during warp. *More to be added!

-Added limitations on maximum amount of supplies allowed to hold and still be able to purchase new supplies. You can still go above this limit from rewards. But cannot purchase more than the limit

-Afterburner Ui shows afterburner in use or charging

-Fix med kit not being used if health is already high.

-Fix not being allowed same keys set for ground and space in custom controls

-Fix randomizing of alien comm heads

-Other bug fixes!

*Due to a change in the control system your custom control settings will be reset to defaults!

Please note that the recent patches have been focused on bug fixing as a priority over new content.

My goal for now is to have 1 patch out a week with emergency patches in between if possible and needed.

For next week I plan on adding some more variety and events with choices.

I also have a bunch of new art in the works which will be ready in the coming few weeks. Certain new FPS mini game types are going to rely on the new art, such as rescuing abducted crew mates on the surface, and so those will be ready as the art comes in.

Ideally I did not want to have any temp artwork in the game, but I may have to put a few place holders in while waiting for the final art. If that bothers anyone, please let me know in the comments and I can try to avoid working on sections that would require temp art.

Thanks for playing!

Week 2 Early Access Report

This has been another great week! Lots of amazing suggestions, bug reports, and comments.

I've been working hard this week on bug fixing, some balancing, a few event text additions, and also a few low complexity event additions to the game.

The big addition this week is blockades! I took this event directly from an Early Access player suggestion. Thanks to GameDragonZero for the suggestion! Planets now have a chance to be blockaded by robot pirates. While blockaded the prices at the store are a percentage higher.

To get the prices back down you have to take out the blockade in space combat. One unique addition to the blockade space combat are mines. Take out all the mines and pirates and the prices will return to normal.

Blockades also will show on the more info display for a planet on the nav screen so you can be ready before you arrive at a planet.

I'll put more details for other additions, fixes, and tweaks in the version notes when I release a new build in the next couple days.

Thanks for playing!



New Version Uploaded: Early Acces 028

Thanks for playing and keep all those bug reports and feature requests coming! I just uploaded a new update and you should be getting it soon. You can tell you have this version by checking the version on the bottom left corner of the main menu screen when you start the game.

Notes for Version 028:

-Add extra indicator when hitting enemy ships. Modified flying Ui is being made so this will change when that art comes in.

-Fix for space ui becoming offset

-Away missions will not end automatically now. You can continue to explore and return to the ship when ready.

-allow skipping pirate ships cutscene when they approach. (sligh glitch of extra "press any key" ui showing. Will fix in next update.

-Fix Space Rip help text

-allow view crew screen when preparing for space rips

-Show players credits amount on space rip screen

-fix order of back button for engines and repairs screens

-Fix flip y access toggle not saving

-Add mouse wheel sets ship speed in space

-Advanced repair parts now do more repair and cost less.

-show pirate enemy ship health in space battles. (awaiting final Ui for this but enabled with basic Ui for now.)

-Now will show rewards BEFORE accepting a mission. Missions still have a chance at giving a bonus reward that is not visible before.

-Added more death/injury texts

-Random injury, Random death, random time alterations, pirate attacks, and random damage events all use text shuffle bag now and save their state. This means you will see all event text at least once before repeats. This does not yet apply to random supply losses. More of these event texts will continually be added throughout Early Access.

-Add distance indicator while at warp so you can more easily tell how far you have to go.

-Other minor bug fixes.

Please note that if I did not get to a bug fix you submitted it will likely be in an upcoming update. Thank you!

Week 1 Early Access Report

It's been a great week so far on Early Access. Thank you everyone for the great support!

I have a new build almost ready to upload with over 17 fixes/modifications. I'll upload that likely on Friday afternoon.

My plan right now is to fix all (or most) bugs that popup that players report as well as make some of the more simple modification requests. After this phase I will begin deciding on what bigger modifications to make to the game and proceed to implement those as time allows.

I also am using the money generated from Early Access sales to pay for more artwork to help inject more variety into the visuals.

Thanks so much for playing and keep an eye out for the updates!

Minor Bug Fix for High Scores Uploaded Early Access 027

There was a bug where the first high score was not being displayed. I've found the bug and now issued a patch to fix! You should get an update soon and be able to see your high scores now.

In addition to that bug there was a bug in saving the days spent in game for computers set to non-english languages. That is now fixed as well.

Just a note, if a bug is reported and it is a quick fix, I'll upload an immediate fix for it as soon as I can. Some bugs are not quite as simple and so will take a little longer to upload fixes for.

Thanks for playing the Early Access!

New Version Uploaded: Early Acces 025

This is a quick patch to fix 2 issues.

-Fix for computers that have their default language set not to US English. When loading, the decimal was getting parsed wrong due to certain default languages using different character codes.

Previous saved games unfortunately cannot be fixed automatically. However, I purposely have left saved game files not obscured and so you can open your saved game file in a text editor and edit these variables to around what you may remember before the error occurred: GameTimeSpent and SupplyLastScanTime. I believe that should put you back to around where you were.

-Fix for mouse leaving the screen for multi monitor setup and for windowed mode.

Please keep the comments and bug reports coming.

Thanks for playing!

Early Access released!

I'm very excited to announce you can purchase the Early Access version on steam! Below is part of the Early Access interview from the store page so you can get an idea of what is involved in this Early Access.

Thanks for playing!

Why Early Access?

“While the game is already fully playable from start to finish, I feel that it needs more time and player feedback to help shape and balance the difficulty. If I release the game in Early Access I can get feedback which can help determine difficulty level and which (if any) additions the community would enjoy the most and which will end up in the final product.”
Approximately how long will this game be in Early Access?
“6 - 12 months.”


How is the full version planned to differ from the Early Access version?

“The final game MAY or MAY NOT contain some or all of the following elements depending on time, generated income from Early Access, and player interest based on feedback from Early Access. To be clear, this is a wish list, but not necessarily feasible or even necessary to play and enjoy the game.

-More arrival scene drawings and music
-More mini games and variety in mini games
-Leaderboards
-Ship and player upgrades
-Achievements
-Space Ship comm taunting
-More varied enemy ship Ai behaviours
-Crew discussions during travel
-Menu for viewing previously viewed arrival drawings and music
-More and different space mini games
-More and different FPS mini game types
-Reputation system
-Kids mode (disable violent parts)
-More in depth controller support. Show buttons based on type of controller (xbox, ps4, etc).

Please keep in mind I am not saying any and/or all these items will make it into the game. They are just things I'd like to see implemented depending on time, funds, and the amount of potential interest from the community.”

What is the current state of the Early Access version?

“The current version is fully playable from start to finish and a complete game in its own right.
I consider this the most basic form of the game that is fully playable and enjoyable. If the game was just what it is now, I would still be proud and happy with it. It just needs a bit more balance.

The features implemented in this version include:
-Travel to each planet along the hyperspace delivery route.
-Trade, purchase, sell supplies
-Manage supplies such as fuel, oxygen, food, health kits, and more
-Multiple FPS mini game types
-Multiple Space flying mini game types
-Repair your ship
-Rest your crew
-No temporary art work.
-30 minutes of original music
-Local high scores
-And much more!”


How are you planning on involving the Community in your development process?
“I am hoping the community will share their experience with the game in detail so that I can use that feedback to help shape the balance and difficulty. I can also use the community's opinions to help shape both further development and the current and possible future mini games.”