- 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
Hyperspace Dogfights Version 1.212 (End-Tech)
With my new game ---Red---Tether--> launched I finally had time to put together a long due patch for Hyperspace Dogfights. To celebrate the launch, this update also includes a couple new items for you to play around with. Many are unlocked by reaching certain global completion percentage or are part of the loot pool from the get go. So you might find most of them immediately, depending on how far you progressed in the game. Hyperspace Dogfights Version 1.212 (End-Tech) - 6 new passives added (mostly unlocked by reaching certain global completion percentage) - 3 new actives added - Missile Maker is now tier 3 (was 4) - Reduced all explosive displacers dmg vs shield (25%-->10%, affects self damage) - Added some safeguards to ensure that entering intermission does not prevent dying store shops from dropping their SRM - Stimpack now applies enrage immediately on use, eliminating situations when active auto-skip on jump would prevent the full effect - Boss Rush now disables endless mode - Blade Hull collision damage taken reduction now affects ground and prop collisions - Fixed Blade Hull never actually reducing collision damage taken from enemy collisions :o - Fixed flak effects using current player muz flash anim instead of the one used by their shot - Attempted to fix an unclear case of item IDs not getting written into gear_get.txt when taking chest content - Fixed some typos
Red Tether Launched!
[previewyoutube="-uMTRZNrWMk;full"]
Attention All Aces!
The next game set in the Hyperspace universe has arrived. ---Red---Tether--> is now available for PC and Linux, featuring tether-based space battles that revolves entirely around linking yourself with opponents or them with each other. You crash vessels into another using contracting tethers, rip off enemy weapons and attachments with well placed harpoons and outmaneuver whole fleets by grapple-swinging around objects.
The tether-base combat is wrapped in a overarching roguelite package, featuring: - 6+ player ships that come with distinct play styles, advantages and challenges. - 70+ ship and tether upgrades to evolve your run. - 50+ pre-made waves +randomized endless mode. - 10+ star system with increasingly vicious fleet compositions thrown at you. - 16+ boss battles including various elite units, defense stations and giant command ships. - Black boxes with collectible lore and databases that index all unlockables. - Basic controllers support and assist options.
If you enjoyed Hyperspace Dogfights I’d be thrilled if you give Red Tether a try. Some elements will feel familiar, but the hole things plays a bit more tactically and methodical I think. If you end up getting it then please also consider leaving a review. The game depends on reaching at least 10 and then 50 reviews to get increased visibility on Steam and only you can make that happen.
Cheers Stefan – Sleeper Games
first day prototype VS now
Red Tether Releases on January 18th
Hi There Aces
[previewyoutube="ZqNXep-u9Ak;full"] My new upcoming game about crashing spaceships into another is pretty much complete. I'll be running a public beta here on Steam till ---Red---Tether--> officially releases on January 18th, so if you don't mind some bugs and want to give final feedback then head over to the ---Red---Tether--> store page and sign up for the playtest.
And while you are there maybe:
Hyperspace Dogfights is also due for another small bug fix patch, which I'll try to tackle after the release. Cheers! Stefan - Sleeper Games
---Red---Tether--> Demo Launch!
Hi There Aces
News from the hyperspace universe: ---Red---Tether--> is featured during the ongoing Steam Next Fest and it just had it’s Demo released! I’d love to hear your feedback if you give the game a try. It got a new teaser too: [previewyoutube="ZqNXep-u9Ak;full"] If you wanna know more about the game then check out the recent progress update or skim my previous post where I also wrote about ---Red---Tether’s--> Hyperspace Dogfights relations. For the occasion, Dogfights will 30% off.
I hope you enjoy the demo! Stefan – Sleeper Games
---Red---Tether--> Announced
Hi There Aces
Turns out I‘ll put out another game this year, or at least I hope so: ---Red---Tether--> just got officially announced and it is planned to be a small, faster release and overall more condensed experience than Hyperspace Dogfights. The game is about 50%. I wrote a bit about recent development progress and how that all relates to Hyperspace Harvest in another news post.
As might be able to tell, Red Tether will take place in the same universe as Hyperspace Dogfights. You’ll play a ragtag group of GC demil-observers, who suddenly find themselves right in the middle of the action. As the Contempter mobilize without warning, your ships become the first to stand against their massive outbound fleets. Even worse, the Contempter did not allow foreign war-tech inside their borders and concessions had to be made. So your ships only come equipped with little more than towing-harpoons and space-rope. But it is very advanced rope at least, so maybe you don’t need no fancy guns after all.
So while Red Tether might seem similar to Hyperspace Dogfights at first glance, combat will function very differently. Your main means of “offense” is your tether’s contracting force, which slowly pulls ships into another if you link them together. Movement relies on tethers just as much, since grappling to objects and swinging around them is much faster than using your engines. Deeper in the game, various hazards and ship defenses get added to the mix. I hope to create a kind of emergent fleet-destruction action-puzzle in the end, where your tactical decisions are just as important as your reflexes.
Hyperspace Dogfights 1.208 (End-Tech) -Flak shot sub-munitions can now inherit kill shot -Certain status effects (Cascade, EMP, Kill Shot) will now only be passed on to a single flak shot sub-munition -Added "Charge" section label in datacloud -Fixed Cover Fire Algorithm removing overcharge effects -Fixed Crowdsourced Displacer hyperdeath effect resetting current coolness -Fixed Shot Displacer cursor not interacting correctly with fire-direction altering passives -Fixed active item charge values not displaying as integers -Fixed some weapons that are described as scatter not actually counting towards unlocks that require scatter weapons -Fixed first intermission hiding escalation UI on the first 10 runs of a new profile -Fixed deflect power on stat sheets showing the multiplier instead of actual %
1.209 (End-Tech) -Fixed most explosive weapons not actually counting towards unlocks that check explosive weapon count -Fixed Buster Ammo pickup glitch -Fixed bug causing title carriers to not move correctly offscreen on very large resolutions
Version 1.206 (End-Tech) change_dog.txt
-Technophage related unlocks in the data cloud are now hidden until their phage is unlocked -Technophage related unlock conditions in the data cloud now mention which phage they correspond to -Adaptive Envelop now works based on damage taken from enemy shots and explosions (collision damage and player explosions do not count) -Adaptive Envelop shield gain threshold decreased (900%, was 1200%) -Adaptive Envelop stacks now also increase the shield gain from adaption -Killshot hitlag no longer triggers while you are in a jump -Improved sound handling for player homing missiles -Added cap for shield regeneration delay -Blue carrier elite variant now launches fighters immediately and has increased ad spawn rate and health -Fixed Processing Power: Weapons not affecting melee attack rate -Fixed Hyper Shields active not granting photon deflection for its duration -Fixed Blood Sacrifice still being able to deal lethal damage -Fixed missing pause description for love -Fixed lies in some data cloud unlock conditions -Fixed bad collision handling on Hardlight Phalanx Set (?) -Fixed a problem causing wave randomization functions to trigger multiple times when exiting intermission
1.206b (End-Tech) -Fixed a problem preventing wave randomization in bossrush mode -Fixed Foamed Cockpit not updating player health ui -Fixed a scenario where multiple stacks of Adaptive Envelop would not increase shield up to the max threshold -Dogtags stacks now also increases the damage bonuses you get for each escalation increase
1.206c (End-Tech) -Piercing shields with beams no longer triggers pierce damage reduction -Fixed missing shield max cap on Emission Mask -Fixed a recent problem causing [redacted] to permanently disable shield regeneration after attempting to fire a weapon -Fixed a bug causing Jump Blades to charge during intermissions
1.206d (End-Tech) -Fixed Mirror Paint and Ablation Layers not restoring during intermission
1.203 End-Tech Is Here!
After another week of testing, 1.203 End-Tech is now available for all you aces out there. The update largely revolved around item concepts I had in my backlog for a long time now. Among other things, in End-Tech you can: -Get more effective wingmans than those flimsy drones -Attack from within a jump, or have all your shots go into hyperspace when you dodge, both massively amplifying your attacks -Make your melee deflects more effective than actually attacking -Create dedicated boss-killer builds that work best against things larger than you -Put armor on your shields -Defy death -Gain limited control over the content of a chest?
A whole bunch of the items are unlocked from the start and will show up in your loot pool immediately, but most of them are late game unlocks but. Almost all of them require a win at least. The entire MK1 jet line has unlocks for reaching endless wave six, which now makes this a consistent thing across all jets. Another big set of unlocks is gated behind Technophage wins. Additional wins with these challenge passive also net you new mastery unlocks after six Technophage wins with various jets of your choosing. The Technophage unlocks all require playing with a single phage only, multi-phage runs don't count. But hey, you don't need me to tell you this, you can just look it up in the cloud:
So yeah, the new items aside I also finally figured out a robust way for adding an unlock menu to the game. The new "Data Cloud" can be accessed at any time from the pause menu. It shows you previews of all the items in the game, except a couple secret ones ;), and gives you hints on how to unlock them. Item tooltips and descriptions also become available in the cloud, after you have collected the item at least once during a run. Jets variants and zones got completely new descriptions for the cloud.
Alongside the new content you also get the usual load of bug-fixes and quality of life tweaks. There is a new, larger mouse reticle that should be easier to track in case that is an issue. Shot impact text has been cleaned up, with guaranteed procs no longer overwriting damage numbers. There is also a small vfx addition in the form of new hitsparks that appear on impacts and collisions and even get affected by shot procs and opponents armor. Full change_dog is available in here.
Please note that Hyperspace Dogfights is a complete commercial failure, but is being update regardless. Version 1.203 End-Tech did take about a month to make and is free for everyone who owns the game. I you want to support the game's continuous development, you can become a deck crew volunteer. A big thanks goes out to the community and everyone who shared input, gave early feedback and did test runs on the beta branch.
See you in the doomed blue skies! Stefan - Sleeper Games
Version 1.203/1.204/1.205 (End-Tech) change_dog.txt
New Content -27 new passives added -8 new weapons added -3 new actives added -Added as unlocks for: MK1 jets endless wave 6, jet-phage wins, challenge-phage mastery (wins across 6+ jets), zero casualties run, flawless run -Added a couple new weapon prefixes that make use of recently added weapon stats -Added unlock menu ("Data Cloud") to the pause screen, showing tooltips and descriptions for unlocked items and silhouettes and unlock conditions for locked items -Added a new hitsparks that trigger on all kinds of impacts (affected by enemy armor, shot procs and weapon type, replaces old shield particle system)
Balancing -Coolness impact on loot quality is 50% random now -Chest spawns above tier 1 now add a small amount of downgrade chance to that chest tier (+1%/+4%/+10%; up to 20%/40%/60%) -Ranged and melee attack rate are different stats now and some items affect them separately -Passive choice chests can no longer contain the same item multiple times (?) -Shot proc chance minimums are capped now, counteracting situations where massive amounts of fire rate or shot count would eliminate proc chances altogether -Vastly increased the threshold at which bosses become immune to damage cascade -[redacted] armor increased -Carrier engine crit exposure nerfed and health increased -Drone enemies now have small amounts of armor -Nerfed shuriken and bow shot collision timeout -Added damage charge timeout to: Bomb Bay, Rocket Rack, Rocket Pod -Kinetic Burst Cannon burst count and fire rate increased -Advanced Kinetics damage increased -Kinetic Repeater base damage increased, fire rate decreased -Phase Flak damage increased -Electron lazer fire rate nerfed -Halberd fire rate and damage buffed -Experimental Coilage max shield gain and gain rate nerfed -Broken Heart now breaks two hearts -Perfect Prism is now tier 3 (was 2) -Replacement Body is now tier 3 (was 4) -Determination Core is now tier 4 (was 3) -Simple EMP Device is now tier 2 (was 3) -Radiation Shielding now affects nanowire -Top speed and boost ignition are now capped at 1000% -Flock drones now take 6 damage per second when colliding with floor or props (instead of instantly dying) -Special Ammo now also grants a bonus to sticky payloads, photon armor piercing and EMP weapon crit chance -Hardlight Crysalis has an additional effect now -Phase weapons can now be fired during jumps -Hyper Shields/Hyper Hardening invincibility now deflects all attacks, including photon. Icons have changed to _reflect_ that. -Bullet repel effects (like from Reverse-G Field) now culminate in a radial deflect when they end -H-Roll Barrier duration nerfed -Hyper Shields and Hyper Hardening duration nerfed -Hyper Shields and Reverse-G Field charge requirements changed
Quality of Life -Added a new, larger reticle for maximum traceability on mouse aim -Jet stat sheet now takes more factors into account for when it shows acceleration -Shots with guaranteed emp, photon shield pierce or sticky effects no longer overwrite damage number float text, but float text still changes color to visualize the guaranteed proc taking effect. -If non-multiplied accumulating damage exceeds the remaining health of a hostile you now get OVERKILL! text -Slowed melee attack rate no longer decreases combo window -Speedrun mode no longer allows boss elites to spawn unless boss elite chance is increased by other items -A couple old-school weapons have their paintjob changed to better reflect their power level
Bug Fixes -Removed a potential cause of large amounts of residual forces in flock drones after leaving an intermission -Reworked weapon anims to have them sync better with changing fire rates -Fixed SRM Decay Rail not reducing it's damage correctly when it increases in shot count -Fixed explosions missing some effects if not spawned from shot->enemy collisions -Fixed a scenario where player armor piercing bonuses would be applied multiple times to player attacks -Fixed some inconsistencies for when player shield damage text is displayed when taking damage from explosions -Fixed melee weapons continuously shattering if particles are disabled in options -Fixed turn rate caps not being applied on Zero Friction parts -Fixed Sentient Battery only granting its increased bonus charge to low-req actives if they are acquired after the battery -Fixed a late game technophage not showing victories on title screen -Fixed slow melee attack rates locking player out of performing melee combos -Fixed credits music track persisting for game relaunch -Fixed a few instances of locked items being added to the loot pool if specific other items are unlocked -Fixed Hyper Hot Combat Chip still affecting time in intermission and credits -Fixed double entries for accuracy on jet stat sheet -Fixed hatch displacer accuracy bonus overflow due to lacking cap -Fixed revealed items in regular locked chests not showing their tooltip when using mouse item -Fixed rage squadron acting too chill -Fixed double entries for accuracy on jet stat sheet -Added a minor timeout to active activation in an attempt to fix a rare crash -Fixed a problem prevent weapons that deal both explosive and direct damage from using accumulating damage modifiers -Fixed hatch displacer accuracy bonus overflow due to lacking cap -Fixed a tiny chance of active drops exceeding the per-zone limit -Fixed SRM Replicator tooltip breaking if it is put into a chest while in the used state
1.204 (End-Tech) -Fixed a problem causing technophages to show as locked in data cloud, regardless of unlock state -Multi-phage runs no longer disable phage victory/mastery unlocks -Instead, a few specific Technophages that are classified as "run changer" now disable phage victory/mastery unlocks for challenge phages -Fixed Stygian Material not showing up in pause screen
1.204b (End-Tech) -Fixed a problem where beams not directly fired from player would be treated like projectiles for impact generation, leading to a visual glitch -Added notification after carrier launch when playing with run changer Technophages
1.204c (End-Tech) -Fixed player bombs not getting balistic gravity assigned -Fixed run-changer phages partially enabling god mode -Force Gun now fires full auto
1.205 (End-Tech) -Store ships now drop leveled amounts of SRM on death -AA tank shields turn a bit slower now -AA tank objective target count max and scaling decreased -AA tank objective generates targets with more distance between them now -Kinetic heart scales slower now -End-Tech scanner can now also be used to reveal ??? items -Fixed bad chest content ID for Orbital H-Weapon -Fixed beams fired from gun drive displaying projectile shot impacts (?) -Fixed double entry for accuracy on jet stat sheet -Fixed Projected Lenses pause entry -Fixed enemy melee strikes continuously colliding with sec-shield/orbital plate if not also connecting with the player -Fixed kinetic heart not updating health UI correctly -Fixed a few scatter weapon prefixes not interacting correctly with fixed spread weapons