New Stuff:
- 30 new passives added
- 11 new weapons added
- 6 new actives added
- Added AA Tank enemy as late game ground opposition
- Added customizable controller support
- Added an option for tooltips and extended item descriptions during intermission/pause
- Added color options for ship reticle and mouse cross-hair
- Chests containing weapons now look distinct from regular chests
- Finding weapons with strictly bad prefixes now grants you an SRM refund
- Added a couple new high end weapon prefixes
- Store ships now have one-time-use flare pods, allowng them to counter enemy homing missiles (once)
- Zone based wave objectives can now be auto completed with a few specific actives
- Laser and photon weapons now have a separate damage multiplier (scaling less with some damage up, but gained their own items to support them)
- More damage ups now only affect certain damage types (kinetic, explosive, photon, melee); item quotes will now mention which damage types they affect
- Added tooltips to option menu
- The game now automatically renders way larger when resolutions beyond certain thresholds are selected
- Added additional resolution options
- Added UI scaling options
Adjustments/Balancing:
- Hoopoonite Injector chain jump dodge time bonus decreased
- Slightly reduced store ship health
- Field Juggler Drones are more common in zone 4 now
- Scatter drones can no longer spawn in zone 4
- Zone 4 can now have the "Strafe Ground Convoy" objective
- "Survive" objective is given less often in zone 4 now
- "Destroy Mounted AA" and "Destroy Mobile AA" objectives have more varied targets in later waves
- Higher escalation levels now allow the final boss to choose more threatening attack phases earlier in the fight
- Added some sound and hitlag to successful player melee parry
- Reduced armor bonus for gold VOTL elites
- Your rivals explosive jumps detonate faster now
- Finishing a melee combo now initiates a slightly longer weapon cooldown
- "Raid SRM Storage" objective targets drop less SRM, but are more numerous now
- Heavy Railgun damage and jet weight penalty increased
- All normal grenade launchers shot lifetime reduced
- Whip multi strike charge time increased
- Whip damage sway decreased
- Machine Heart, Kinetic Heart, Lost Mission Intel and Perputual Energy Device effect chance now benefits from your current coolness
- Added custom behavior for mouse controlled items when game pad controls are enabled:
- Flock Drones fly in loose formation with your jet
- Turret Mount now auto-turns towards the closest enemy
- Hyperspace Gravitas creates an attractor beacon in front of your jet when jumping
- Shot Displacer fires shots from way in front of your jet
- G-Link ammo homes to a position in front of your jets
- Sector Shield auto turns towards the front of your jet
- You can now switch between mouse and key aim while on the title screen
- Title screen can now be controlled with mouse cursor
- Lowered health drop chance bonus of some items
- Nerfed Shield Coil a bit
- Cover Fire Algorithm fires way faster now
- Minimal shield regeneration is higher now
- Tier 1 fighters now generally explode into more debris on death
- Scatter Ammo shot size penalty now caps at x0.5
- Scatter Ammo fire rate penalty decreased, now also caped at x2.5
- First stack of Rubberized Ammo will now lower beam damage by 50%
- #shotBounce weapon prefixes now also lower damage of beam weapons
- Hardlight Crysalis buffed
- Slightly increased the time needed to hack store ships
- HE Ammo explosion size scales more with shot damage now
Bug Fixes:
- Fixed a theoretical scenario where axillary boosters would remain enabled during dodge jumps
- Fixed Hoopoonite Injector stacks and interaction with certain items allowing the player to remain in the jump state after chaining multiple jumps
- Fixed MK2 jet unlocks triggering repeatedly upon beating the game
- Fixed End-Tech Code Breaker active being able to be used on chests that are already unlocked
- Fixed a theoretical scenario where chest related actives could affect multiple chests if they are too close together
- Fixed Shard Shield activation not taking hitlag option value into account
- Fixed fighters colliding with ground not fully destroying them (leading to delayed SRM drops underground)
- Fixed a bug causing consecutive player homing shots to all home in on the target your previous homing shots had acquired first
- Fixed a Shield Replicant sound effect bug, causing it to play other pickup sounds on top
- Fixed a bug causing [redacted] to fire all its flares at once
- Fixed a few bugs causing weapons to drop with worse prefixes than intended
- Fixed Planetwide Cyper-Taunt only affecting your coolness after resetting it on the next hit
- Fixed player beams moving off origin point when gaining homing force
- Fixed bad hitbox on enemy railgun shots
- Fixed firing with turret mount equipped not actually applying recoil in the direction your are firing
- Fixed weapon UI being respawned off position when entering pause while weapon card is shown
- Fixed store ship destruction not removing the objective direction ui element correctly
- Fixed Orbital Support: Bomb Displace repeatedly unlocking
- Fixed a bug where moving away from laser sniper choppers would displace them without removing their beam (potentially leading to instant damage from opposite side of the map)
- Fixed green "hazard ops" VOTL enemy attachments not spawning with the correct color
- Fixed a bug where enemy evade actions on hit are checked before shot EMP is taken into account
- Fixed irregular timing on Floatoid Cealaformer photon phase
- Fixed bad unlock text for Infrared Auto Laser
- Fixed Shield Coil not being in the loot rotation
- Fixed flock drones being unable to move again
- Fixed a variable bug causing drone count to never be considered below your current limit when attempting to convert dying enemies
- Fixed Flock drones being unable to move and reload
- Fixed missing behavior for Flock drones during credits sequence
- Fixed 4k resolutions breaking intermission store ship and chest positioning
- Fixed entering intermission scene with mouse aim enabled not hiding cursor correctly
- Fixed a bug where using Emergency Displace would deplete your shield overcharge
- Fixed shield overcharge decay not taking effect
- Fixed overcharge effects not displaying your shield
- Fixed a bug causing nuke base boss shield generator to not spawn a shield (?)
- Fixed a bug causing title button prompts to not spawn correctly
- Fixed SRM counter not remaining affected by UI scale option after picking up SRM
- Fixed SRM counter not resetting to base ui color correctly after scaling down
- Fixed large stacks of close by sticky detonation causing too excessive hitlag
- Fixed player melee attacks turning towards jet nose (not towards turret fire direction) while Turret Mount is equipped
Realspace Update Is Live! (40+ New Items, Controller Support And More)
Hyperspace Dogfights 1.1 Realspace is live!
Hyperspace Dogfights had a long beta phase with numerous content updates, but after the initial steam release there where still lots of small thing I considered worth adding. That and your feedback here on Steam lead to the development of Hyperspace Dogfights: Realspace,
a free content update that just went live!
The update throws 6 new active item, 11 new weapons and 30 new passive items into your jet-loot mix, many allowing for some unique new synergies and builds.
Alongside the new gear, the update also adds two of the most requested features: Item tooltips and controllers support. Tooltips can be configured or turned off in the options, the highest setting displays a detailed breakdown of the bonuses an item provide. Weapons and active items can also have extended tooltips detailing their effect as well as advantages and disadvantages. Tooltips appear both when selecting items during an intermission jump or on the pause screen. There is also an intermediate setting that only displays the item names and pickup quotes.
Controller support comes in the form of a new control pattern you'll need to select on the options screen. You'll also have to map your controller buttons before you can use your game pad. I recommend something like this:
And last but not least the game received plenty of small quality of life/fairness tweaks, as well as a large stack of bug fixes. A few highlights:
-You can now change the color of your jet's reticle.
- Additional weapons are easier to find due to their chests looking distinct.
- You'll get an SRM refund if looting a weapon with mostly negative prefixes (there are a dozen or so new weapon prefixes too).
- Store ships gained one-time-use flare pods to counter enemy homing missiles.
I hope you'll have some fun exploring the new stuff. The full changelog will follow shortly. If you find any new bugs please report them in the forum.
Enjoy!
Stefan – Sleeper Games
Announcing Hyperspace Dogfights: Realspace
Sleeper Games is proud to announce that Hyperspace Dogfights will receive a free content update September 13th on Steam!
In Realspace you'll take on crowds of enemies with proximity explosives, put up defensive barriers to deflect even the largest barrage or get whole stacks worth of passives with the new artifact printer. Weapons will be easier to find due to their new distinct looking chest types and in the late game you'll meet a new type of ground opposition. Oh and you'll get to punch gunships with a giant hardlight first.
All in all, Realspace will feature:
- Over 40 new items for your jet
- Controller support
- Improved 4k monitor support
- Optional item tooltips for more clarity
- Many small quality of life tweaks
I'll still need a couple more weeks to finalize and test the content with the community, thanks for all your feedback so far! I hope that these additions will make the game a better experience for everyone.
Cheers!
Stefan – Sleeper Games
Version 1.011 change_dog.txt
Version 1.011
Adjustments/Balancing:
- Shot Radiation, Damage Cascade and EMP now effects Flak submunition
- Flak submunition deals more damage now, but has heavy damage reduction against massive enemies
- Flak Ammo shot speed reduction reduced
- Made some item descriptions less crytic
Bug Fixes:
- Fixed a problem preventing EMP shots procs from taking effect
- Fixed effect volume option not affecting Flock Drone firing sound (?)
- Fixed heart pickups sometimes not being destroyed on zone jump (?)
- Fixed visible edge on one background sun
- Fixed Eradicator Cannon being broken
- Fixed some item description typos
- Fixed performing a ripjump immediately unlocking kill shot ammo
Version 1.010 change_dog.txt
Version 1.010
Adjustments/Balancing:
- Knife damage bonus against massive increased
- Eradicator Cannon damage and shot size increased
- Some weapon tiers changed
- Missile Hardpoints targeting cone grows larger now, giving you more range to lock on
- Alien Gland now doubles your current remaining enrage time before adding it's own enrage, allowing it to synergies with other enrage sources
- Anchor active charges faster now and can store three charges
- Shield Replicant shield bonus is now capped
- Sector Shield and Vertice Shield are now rated one tier higher
- Boss shield generators are now a little larger and should stick out more
- Chest unlock costs now have (very high) caps depending on tier (matter only for endless pretty much)
- Anti-Matter Storage Balloons are now extremely resistant to crits
- Orbital Support: Weather effect time, lightening count and lightening damage increased
- Hybrid Corvette shields turn faster now
- Hybrid Corvette cycles faster through it's photon attack phases
- [redacted] has more range during its melee phase now
- Made it easier to bash down angular shields with high powered shots
- Gun Drive and Warped Warp Engine look more distinct now
- Skyborne base threshold to trigger regain is higher now, but scales down with additional skyborne stacks
- Skyborne threshold increase per successful regain is higher now and no longer scales with stacks
- Skyborne heart UI now fades out when your time to trigger regain is about to run out
- Removed misleading #pierce+ from bounce weapon prefixes
Bug Fixes:
- Fixed sound pitch change option not affecting several mid and late-game boss and enemy related sounds
- Fixed sound pitch change option not affecting some active and passive related sounds
- Fixed some scenarios where explosive weapons and Flak Ammo would not interact correctly
- Fixed Intermission not ending Orbital Support: Weather Effect
- Fixed Hyperspace Gravitas affecting player craft during credits
- Fixed [redacted]'s photon shots sometimes not spawning in the correct attack blisters
- Fixed some passive loot related unlocks triggering only after picking up another item later
- Fixed SRM counter not resetting to white after picking up SRM during intermission
- Fixed player beam impact sounds always being played at 100% volume regardless of distance to enemy
- Fixed missing pixel on one player mouse crosshair
- Fixed player Missile Hardpoints active targeting cone not disappearing when canceling targeting by jumping
- Fixed The Eye MKII starting with an invisible half heart
- Fixed Strike Configuration unlock not displaying it's text correctly
- Fixed bad [redacted] MKII unlock text
- Fixed enemies otherwise immune to damage cascade not being able to resist the effect of Containment Shutdown
- Fixed a bug causing weapon drops to not receive prefixes, defaulting to #veryAverage
Optimization:
- Added experimental 4k auto resolution option that scales down your game on very large screens;
should stretch pixel perfect on fullscreen, while making the game easier to read
- Made loading in boss husks more economic, potentially eliminating lag spikes there
- Made the way player grenade shot gravity is handled more economic
- Optimized some checks for player shots that arm themselves after firing
Version 1.009 change_dog.txt
Version 1.009
Adjustments/Balancing:
- Space elevator defence sliders will now try to counter you with specific attacks if you hang out too close to the base/top of the tether
- Reduced overall cloud density a bit
- Rival base shot speed, base speed and health decreased
- Rival with glass configuration has way less HP now
- Rival can no longer have Random Ammo as a passive
- Rival having Rail Fitted Ammo increases shot speed less
- Rival now has access Battle Pill instead of Ace Injector, granting it a one time heal and stat up instead of repeated heals
- Rival passives grant less damage bonus overall and a high damage rival build can be countered more easily with shield ups now
- Tier 2 and tier 3 fighter point value increased (leading to slightly less spawns)
- "Decimate" wave goal scales slightly faster and caps higher now
- Gunships that are going down because their engine is shot will now be treated as dying when initiating wave jumps and should grant you their SRM drop accordingly
- Increased and de-randomized the amount of additional damage AM storage Balloon can take before auto triggering their danger mark detonation
- Smart Bomb charges faster with damage now
- Final Boss is overall a little more aggressive now
- Timing required to dodge the final bosses EMP beam combo is a little more lenient now
- Final boss melee phase will always spawn at least one nano wire, even when all it's field generators are destroyed
- Hostile beams telegraph a little more clearly when they'll start dealing damage
- Rocket drones will engage you from further away now
- Flak Ammo sub-munition shot lifetime increased
- Cloud Computing grants better homing and larger damage bonus when firing through clouds
Bug Fixes:
- Fixed EMP shots sometimes disabling player weapon/active permanently for real this time
- Fixed Frag Cannon shot explosion being slightly off centre
- Fixed boost counter arrows to skip credits not registering mouse clicks
- Fixed final boss shell husk not being removed on wave jump, for real now
- Fixed intermission Go! arrow not disappearing when entering credits
- Fixed repeatedly selecting player carriers contributing to certain unlock related stats, potentially triggering unintended unlocks
- Fixed a bug preventing background cloud opacity from taking effect
- Fixed G-Link Ammo not changing player shot colour
Version 1.008 change_dog.txt
Version 1.008
Adjustments/Balancing:
- Removed some hyperspace burn from store ships to have it obscure chests less
- Made some item quotes a little less cryptic
- Fury Dash no longer lowers your jump time
- Fury Dash regenerates more shield now
- Some enemies drop more shield replicants now
- Recon areas should no longer get placed in collision with floating island props
- Enemy homing missile explosions exercise less force one your jet now
- Sticky explosion hitlag reduced
- Sticky explosion hitlag now only triggers for close by enemies
- Maximum amount of player flock drones is now capped depending on how many flock drone stacks you have
- Party Ammo is a little easier to unlock now
- Made unlock conditions for [redacted] a tad more obvious
- Boost ignition will no longer affect camera if it is already further ahead than the boost cam position
- Jet Back Mirror paint now deflects all photon attacks currently in contact with you when it triggers (should deflect dual beam attacks this way)
- Grenade launchers damage buffed
- HE-Rail buffed
- Blade Hull affects accuracy and recoil more
- Hopoonite Injector now extends the time of your final jump for each additional chain jump you performed
- Firestormer active now has a slight dmg-charge timeout
- Stacks of Flare Factoria now lower flare drop intervals (alongside still giving you more flares to drop)
- Made the check for whether player shots are in the "collided" state slightly more economic
- Photon shots now loose any bounce they have if piercing shields and should no longer bounce of shields
- Floatoid Cealaformer and its shield have more health now
- Objective marks in the ruin zone should now contrast better with nigh vision
- Blade Hull and Glass Configuration are now rated tier III
- Waves can no longer spawned epic rated enemy types (Flak Mechs, Super AWACS, Armored Suits etc) in the first few spawn events of a wave
- Only roughly a third of hostile trash rated drones will hunt you down, the rest will slowly spread out to guard an area
- Triggering guarding drones attacks has a chance to agro them into hunting you
- Field drones will always hunt you
- Rocket drones will never hunt you
- Drones now have variable attack ranges, with every type except field drones needing to be closer in oder to fire
- Armored Suit attack range decreased
- Armored Suits need to be further away in order to repair themselves now
- You can now parry Armored Suits melee attack with your own melee
Bug Fixes:
- Fixed fullscreen tick box not displaying your current selection correctly when first entering the options menu
- Fixed SRM Storage Balloons dropping additional shield replicants each time they are hitflashed
- Fixed The Eye's carrier shield being slightly off center
- Fixed The Eye MKI starting with an additional invisible half heart
- Fixed Smart Bomb firing double shots
- Fixed Orbital Support: Bomb Displace unlocking repeatedly
- Fixed final boss fight sometimes having Anti Matter Storage balloons present
- Fixed run end arrows not disappearing after advancing into endless mode
- Fixed [redacted] not disappearing after going into endless mode
- Fixed a bug that didn't allow grenade launchers to profit from Flak Ammo
- Fixed Cloud Computing being able to affect shots a second time after their flak effect triggers
- Fixed Flak Ammo child shots not inheriting homing properties correctly (at all actually), leading to some nicely ridiculous behavior with G-Link Ammo
- Fixed intermission hyperspace streaks spawning on screen on some resolutions
- Fixed credits not being skipable if you initiate them after death in endless mode
- Fixed endless mode always taking place in ruins zone (?)
- Fixed Factoria Flares being able to be dropped during jumps
- Fixed End-Tech code breaker not working with mouse aim, again
- Fixed game not remembering whether you have mouse aim enabled
- Fixed wrong color on "combusting" weapon prefix text
- Fixed [redacteds] call-sign not displaying correctly
Version 1.006 change_dog.txt
Version 1.006
- Fixed strafe key bindings not taking effect
- Fixed a bug interfering with combat sound layer fade in
- Fixed nuke bass attachments not displacing correctly when looping around the level
- Fixed player artillery using the enemy explosion sprite
Version 1.005 change_dog.txt
Version 1.005 is here, featuring some late-game adjustments and fixes as well as some changes by the community since launch.
I've gotten lots of cool input from the community since launch. Added larger and configurable cursors for mouse aim. Also you can now strafe even while using keyboard controls.
Version 1.005
Adjustments/Balancing:
- Strafing is now controlled via separate keys and is enabled even if you don't use mouse aim
- Added strafe key configuration to the controls section of the pause menu
- Boosting now chancels reverse thrust and strafe and you can no longer initiate these actions while boosting
- Added new mouse crosshair variants
- Your reticle selection now affects how your mouse cursor looks when mouse aim is enabled
- Made mouse aim crosshairs larger overall
- Pressing tab now toggles mouse lock on/off if enabled
- Mouse Lock captures earlier to avoid failed capture on very erratic movement
- Adjusted damaging explosion sprites to be more in line with other effects
- Choice chests no longer pretend that they are tier three
- Added custom shot sprites for 6 damage kinetics to make them more distinct from about-to-fire-photon shots
- Player jump mines deal explosive damage now and are affected by explosive dmg modifiers
- Player jump mine hitlag reduced
- Melee shot deflection hitlag reduced
- Explosion enemy hitlag reduced
- Large player flares now break up if hit by explosions (instead of straight up tanking the shot)
- Warhead Workflow cooldown decreased
- Missile Hardpoints and Rocket Pod charge a little slower now
- Rocket pod profits a little less from charge increasing passives
- Strike Configuration active charges way faster by dealing damage now and also charges slightly every second
- Reduced damage bonus against massive enemies on some melee weapons
- Added some minor visual aids to [redacted] to show you that you can [redacted]
- Added some float text for when Machine Heart procs
- Armored Suits and all enemy drones might stop pursuing you once they've taken some damaged and attack you again later
- Armored Suits can now repair themselves while out of combat
- Made it a little harder to bait Armored Suits into melee attacks
- Armored Suits now actually have some armor (and a tiny bit more health)
- Middle shots of Armored Suit bursts are now 6 damage kinetic
- Slightly buffed Armored Suit burst rate
- Tier 3 fighters use their homing missile more sporadically now
- Tier 3 fighters attack a little less relentlessly
- Mine layer attachment fire rate decreased
- Celaformer elite mine layer attachment fire rate increased
- Max antimatter balloon count scaling decreased
- Ace Fighter and Command Gunship wave kill goal scales slower now
- Piercing player shots now loose all their hitlag after piercing the first enemy
- Friendly artillery fire will now be canceled if it'll hit within the store ship hack zone
- Made ruin zone backgrounds a little less dark
Bug Fixes:
- Some minor changes to how resolution and going into fullscreen is handled
- Shortened some sound effects, potentially improving stability with pitch changes enabled
- Fixed difficulty text briefly displaying -10% after launch (?)
- Fixed another bug causing large husks to never reset their hitflash color
- Fixed player death shot particles on player jump mine always being emitted at 0°
- Fixed Floatoid Celaformer death bloom not obscuring the boss enough
- Fixed intermission not resetting enrage state correctly
- Fixed a stray event being active during pause
- Fixed collision on explosions being active longer than intended
- Fixed returning from pause resetting the cursor position, potentially triggering instant wave advance
- Fixed mouse cursor resetting position in certain circumstance when mouse aim is enabled
- Fixed pause selector not being removed once last existing chest is opened and destroyed (?)
- Fixed Warhead Workflow being somewhat impeded by using single shot weapons (charges always now, not only while actively firing)
- Fixed End-Tech Code Breaker not working with mouse aim enabled (?)
- Fixed attempting to use End-Tech Code Breaker while no chest is selected contributing to "amount of actives used" stat and related unlocks
- Fixed difficulty text not being hidden when entering credits
- Fixed some parts of the pause menu still using sounds pitch variation even if disabled
- Fixed a bug preventing Machine Heart from healing you when entering intermission
- Fixed Hyperspace Gravitas not appearing on pause screen
- Fixed pulsing photon shots not being deflected correctly
- Fixed [redacted] not moving attack tells with shots in some circumstances
- Fixed [redacted] skipping one phase
- Fixed player Flock Drones becoming intermission behavior not taking effect
- Fixed enemy homing missiles deflected with vertice shield having too little shot speed
- Fixed tier one Flock Drones using the wrong shot sprite
- Fixed some scatter weapons with #AoE prefix detonating their shots too early
- Fixed player jet weight penalty capping too late, allowing to make your jet to heavy to fly
- Fixed infinite shot lifetime on Hardlight Shuriken
- Fixed some inconsistencies for when player get EMPed
- Fixed EMP permanently disabling player weapon and active UI (?)
- Fixed EMP not hiding player weapon ui glow
Version 1.002 change_dog.txt
Another round of minor bug fixes. I'm still looking into the visual glitches/resolution problems a few players have encountered.
Adjustments/Balancing:
- The game now gives some indication about your current difficulty value ("Escalation:" below wave counter)
- Player death sequence now displays your run stats
- Pressing escape during the death sequence now lets you skip it
- Some bosses now spawn with target markers, especially the ones spawning far away and at not so obvious locations
- Plasma weapon cascade chance increased
- Shard Shield shot piercing scales slower with shield regeneration now
- Planet-wide Cyber Taunt taunts more effectively now
- Rocket Pod active shot hitlag reduced
- Enemy railgun shots and small mines now deal area damage
- Your rival's DMZ field now recharges slower
- Your rival heals less by skyborne procs
- Improved intermission boost arrow collision to interfere less with clicking on items
- You can now longer jump while Hyper Shield is being used
Bug Fixes:
- Fixed a bug preventing Shard Shield active from spawning shots correctly
- Fixed Floatoid Cealaformer Boss not being displaced correctly when traveling to far away from it
- Fixed a bug where obliterating all carrier engines would prevent the boss from dying upon hitting the ground
- Fixed Hyperconductor not modifying the currently stored charge of your active, leading to overcharged actives if full on pickup
- Fixed Smart Bomb active not actually charging by damage
- Fixed narrator being able to comment on locked carriers when selecting them on the title screen
- Fixed cursor reset from picking up certain items immediately triggering intermission end on some resolutions
- Fixed tutorial end not applying cloud opacity correctly
- Fixed mouse aim cursor appearing behind clouds, for real this time (?)
- Fixed enemy gunships resetting their color when completing a jump
- Fixed nuke boss red screen bug, for real this time (?)
- Fixed a bug causing Kill Shot Ammo to unlock on first kill shot proc (?)
- Fixed enemy husks never resetting their hitlag color
- Fixed some leftover mission text during the nuke boss fight
- Fixed large mine layer turrets still spawning small mines on death
- Fixed a bug causing heart pickups to continuously trigger SRM counter scale up during intermission
- Fixed photon shots deflected with H-Roll Theory not retaining their shield piercing
- Fixed new player intermission help text never appearing