-Omni HE Displacer shot friction reduced. -Fixed Artifact Lottery not appearing in data cloud until first acquired. -Fixed a problem with End-Tech Autoloader unlock.
Hyperspace Deck Command Demo Released!
https://www.youtube.com/watch?v=aBZprZeheIE
Hi there Sleeper Games crowd. To be a part of Steam’s ongoing Deckbuilder Fest I put together an early experimental demo for Hyperspace Deck Command, my upcoming sci-fi deckbuilding roguelite that will also be the third entry in the Hyperspace Anthology. You can try it right now here on Steam.
The game has only been in development for 5 months now, so this is still just a small part of what is yet to come. In the demo you can fight your way through 5 different simulation encounters using a randomized starter deck, culminating in an super long final battle hat requires a powerful fleet and proper mastery of the game’s fresh dual-use status effect system. A lot of main features (starting deck selection, card upgrades, stores) are still missing though, but I hope you get a few hours of fun out of it regardless.
I'm sure it makes up for the lack of content with an abundant supply of bugs, so feel free to contact me on discord with reports (link in the pause menu). I'm looking forward to your general feedback too! Please wishlist the game on Steam if you want to support its development.
https://store.steampowered.com/app/2711190/Hyperspace_Deck_Command/ Cheers!
Stefan – Sleeper Games
Hyperspace Dogfights Version 1.222/1223 (End-Tech)
1.222 (End-Tech) - Heatsink Launcher now starts with 3 max charges. - Hardlight Harpoon is now tier 2. - Hardlight Harpoon no longer uses charge if it does not find a target. - Some effect from Crowd-sourced Displacer are now capped. - Changed Quantum Augment float text colors to better contrast with all possible intermission backgrounds. - Added fallback behavior for player missile marks if no homing targets remain. - Added fallback to ensure that a late game boss dies correctly. - Fixed [redacted] being extremely astonished by your ability to parry melee. - Fixed chest malfunctions never taking full effect on opening. - Fixed some beams not being able to profit fully from high shot bounce stat (?) - Fixed Active Amp being assigned to multiple loot pool tiers. - Fixed scenarios in which jets could take damage from atmospheric entry when launching a new run (?) - Fixed nearest threat indicator pointing towards non-threatening objects. - Fixed underground ceiling shot collision not taking effect. - Fixed fury shield dash applying regular dash counter-force. - Fixed Sticky Ammo using wrong pause description. - Fixed Heatsink Launcher breaking a late game challenge mode. - Fixed Hardlight Harpoon sometimes turning into a permanent zero damage nanowire. - Fixed Hardlight Harpoon being able to target attachments that have already been ripped. - Fixed High Altitude Carrier launch force being applied to other fighter enemies.
1.223 (End-Tech) - Fixed some player missiles not having ahead position set. - Fixed some inconsistencies with shot effect chances on burst fire weapons.
Hyperspace Dogfights Version 1.222 (End-Tech)
- Heatsink Launcher now starts with 3 max charges. - Hardlight Harpoon is now tier 2. - Hardlight Harpoon no longer uses charge if it does not find a target. - Some effect from Crowd-sourced Displacer are now capped. - Changed Quantum Augment float text colors to better contrast with all possible intermission backgrounds. - Added fallback behavior for player missile marks if no homing targets remain. - Added fallback to ensure that a late game boss dies correctly. - Fixed [redacted] being extremely astonished by your ability to parry melee. - Fixed chest malfunctions never taking full effect on opening. - Fixed some beams not being able to profit fully from high shot bounce stat (?) - Fixed Active Amp being assigned to multiple loot pool tiers. - Fixed scenarios in which jets could take damage from atmospheric entry when launching a new run (?) - Fixed nearest threat indicator pointing towards non-threatening objects. - Fixed underground ceiling shot collision not taking effect. - Fixed fury shield dash applying regular dash counter-force. - Fixed Sticky Ammo using wrong pause description. - Fixed Heatsink Launcher breaking a late game challenge mode. - Fixed Hardlight Harpoon sometimes turning into a permanent zero damage nanowire. - Fixed Hardlight Harpoon being able to target attachments that have already been ripped. - Fixed High Altitude Carrier launch force being applied to other fighter enemies.
Swirl W@tch is here! (Hyperspace Anthology Vol 2)
https://store.steampowered.com/app/2081970/Swirl_Wtch/ Attention all aces: My next game has just launched. In Swirl W@tch you will stealth-infiltrate the ravaging industries of Cloud 2, a vibrant gas-giant that has become the new Floatoid homeworld. Use sonar and lidar to track corporate guard forces, eliminate or capture ships using a plethora of gadgets and grow the resistance movement to unlock new gear. Swirl W@tch is available now for Windows PC and Linux. If you decide to get the game then please consider leaving a review, reaching at least 10 reviews is crucial for the game right now. A thousand limbs uplift you!
As for Hyperspace Dogfights: Next bug fix patch is highest on my to-do list, will get done after wrapping up the Swirl W@tch launch.
Cheers Stefan – Sleeper Games
Swirl W@tch Releases On April 5th!
Attention all aces.
My next game now has a release date! Swirl W@tch aims to take stealth-infiltration gameplay to a fresh new setting: The crushing depths of an over-exploited gas giant. Use sonar and lidar to track guards, employ a wide variety of tactics and gadgets against them and grow the movement to unlock new gear.
Swirl W@tch releases on February 21st. After ---Red---Tether--> this will be the second entry in the Hyperspace Anthology, a collection of top down sci-fi games that will share a similar artstyle, but will explore vastly different genres. If you got something out of my previous games then please consider wishlisting the game. I'm very much dependent on what little launch visibility my games can get and wishlists features into this substantially as far as I can tell.
My next game now has a release date! Swirl W@tch aims to take stealth-infiltration gameplay to a fresh new setting: The crushing depths of an over-exploited gas giant. Use sonar and lidar to track guards, employ a wide variety of tactics and gadgets against them and grow the movement to unlock new gear.
Swirl W@tch releases on February 21st. After ---Red---Tether--> this will be the second entry in the Hyperspace Anthology, a collection of top down sci-fi games that will share a similar artstyle, but will explore vastly different genres. If you got something out of my previous games then please consider wishlisting the game. I'm very much dependent on what little launch visibility my games can get and wishlists features into this substantially as far as I can tell.
My gas-giant-stealth-infiltration-immersive-simlet Swirl W@tch got a new demo out. Head over to the game page if you want to give it a try and maybe whishlist it while you are there. Also I'd love to hear your feedback! <3 <3 <3
Hi Everyone It has been six month since the release of ---Red---Tether--> and my next game is now well underway. I’m happy to officially announce Swirl Watch, a stealth-action roguelite that takes place in the dense atmosphere of an over-exploited gas giant. If you want to know more you can check it out here on Steam. Please wishlist to support its development.
Swirl Watch is about 60% complete and I plan to have a demo available in September. The game uses a similar art-style and perspective as ---Red---Tether-->, but explores a vastly different genre, something I might continue with further games so that they form sort of top down space-game anthology. I hope you get something out of Swirl W@tch once it is finally complete.
Cheers Stefan – Sleeper Games
Hyperspace Dogfights Version 1.215/1.216/1.218 (End-Tech)
1.215 (End-Tech) - Flexlight Bow charge damage buffed (6-->9) - Adjusted text colors for Quantum Augment effect to be better contrast with various possible backgrounds - Added a safeguard that makes combat chatter display a default [unintelligible] if it fails to load a chatter entry - Slightly optimized the way loot id is checked when picking up items - Lowered count requirements for death/games played unlocks - Space tether kinetic barrage wave count reduced (4-->3) - Space tether rocket phase now starts with higher fire rate but slows down over time - Space tether emp phasees: attack rate nerfed - Space tether segments are now valid homing targets (but are still immune to missile redirects) - Fixed situations in which opposing side space tether would not randomize it's attack phase correctly (?) - Fixed stray pixels on a shore rock sprite - Fixed a Mil-grade Cornucopia not unlocking correctly (?) - Fixed Shield Overcharger requiring 10 times more max shield to unlock than advertised - Fixed some item related unlocks requiring another item to be picked up in order to trigger - Fixed uranium armor self damage resetting coolness - Fixed missing description for Mirror Sphere active - Fixed a missing entry on wave advance chatter - Fixed boss rush not disabling endless mode correctly on specific run conditions - Fixed some typos
1.215b (End-Tech) - Fixed a bad interaction between kill shot procs and night vision zone - Added a safeguard to counteract situations in which the space tether would not randomize an attack phase correctly - Space tether defense sliders are now immune to most status effects
1.216 (End-Tech) - Drone Flock now adds a marker on your ship to make it stand out more from your flock - Lowered damage flock drones take from prop/ground collisions (12/s-->4/s) - Fixed player sometimes being able to take ground/ceiling collision damage during jumps - Fixed player position helper appearing too early when colliding with command system zone ceiling - Fixed some typos
1.218 (End-Tech) - Fixed a Mil-grade Cornucopia not unlocking correctly, again (?) - Fixed player gaining more charge from damage than intended - Fixed some enemy wrecks still granting charge when damaged - Fixed boss rush mode still enabling endless under certain conditions (?) - Taking heart damage should no longer interfere with accumulating damage - Fixed some typos