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 ---Red---Tether--> 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.
And for actual ---Red---Tether--> news: There are things planned for 2023, but I'm not sure how much time can dedicate to extending the game (somewhat depends on how Swirl W@tch does on launch). The thing that irks me the most about RT right now is that too much content is locked away behind endless mode and that interceptions runs are pretty long depending on how you play. So a general game-mode rework is on the table. As for content I still want to add more context to the game's events, in the form of item descriptions and pilot banter. And down the line there I'm looking at concepts for ship b variants and more distinguishable zones 4 and 5 in terms of hazards and enemies.
Cheers! Stefan - Sleeper Games
Swirl W@tch Releases On April 5th
Greetings RTP members.
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 ---Red---Tether--> 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.
And for actual ---Red---Tether--> news: There are things planned for 2023, but I'm not sure how much time can dedicate to extending the game (somewhat depends on how Swirl W@tch does on launch). The thing that irks me the most about RT right now is that too much content is locked away behind endless mode and that interceptions runs are pretty long depending on how you play. So a general game-mode rework is on the table. As for content I still want to add more context to the game's events, in the form of item descriptions and pilot banter. And down the line there I'm looking at concepts for ship b variants and more distinguishable zones 4 and 5 in terms of hazards and enemies.
Cheers! Stefan - Sleeper Games
Swirl W@tch Releases On April 17th
Greetings RTP members.
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 April 17th. 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 ---Red---Tether--> 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.
And for actual ---Red---Tether--> news: There are things planned for 2023, but I'm not sure how much time can dedicate to extending the game (somewhat depends on how Swirl W@tch does on launch). The thing that irks me the most about RT right now is that too much content is locked away behind endless mode and that interceptions runs are pretty long depending on how you play. So a general game-mode rework is on the table. As for content I still want to add more context to the game's events, in the form of item descriptions and pilot banter. And down the line there I'm looking at concepts for ship b variants and more distinguishable zones 4 and 5 in terms of hazards and enemies.
Cheers! Stefan - Sleeper Games
Red Tether Version 1.104-1.109 (Hazard Squad)
1.104 (Hazard Squad) -Coolant missile direct damage nerfed (6 --> 4, ultra version unaffected) -Zero Scatter-System attack cooldown nerfed (2 --> 2.5, ultra version unaffected) -All coolant shot damage nerfed (3 --> 2) -Saw Friend rev up rate now scales with ship pull -Saw Friend global damage vs hostile buffed (+33%) -Saw Friend is now affected by Sharp Tips (base damage), Hammer Lance (armor stripping) and Tug Targeting (crit chance) -Hacked Cargo Rail now holds fire while you are near upgrades to avoid unfortunate accidents -Increased initial attack delay for warrior class spawns -Increased lock on range for all small craft (+25%) -Made one hazard squad unlock a bit more obvious -Fixed planet-killer asteroid being able to call in new honor guard while previous one isn't completely defeated yet -Fixed explosion shield impact sfx not being affected by sfx volume option -Fixed run load being enabled after returning from interception/endless victories -Fixed noticeable inconsistencies with harpoon effect timeout on builds that have 1s+ tether cooldown (?)
1.105 (Hazard Squad) -Fixed a problem preventing a hazard squad ship unlock
1.106 (Hazard Squad) -Coolant missile direct damage nerfed (4 --> 3, ultra 5) -All coolant shot damage nerfed (2 --> 1, ultra 2) -Fixed primary harpoon being unable to initiate target homing against smallcraft -Fixed broadside attachments fire angle being affected by rip damage events -Fixed a problem causing tether cooldown from teleporting harpoons being applied 2 times from secondary harpoon
1.108 (Hazard Squad) -Added float text for when non-homing harpoons pass by smallcraft. -Fixed a different problem preventing sharp tips and hammer lance to trigger on primary harpoon. -Fixed hammer lance rip damage float text not being displayed with appropriate <- -> tags. -Fixed a scenario where soundtrack would continue to play after returning to title. -Added additional safeguards to ensure that small craft engine sound stops playing when no ships remain.
1.109 (Hazard Squad) -Increased cursor move rate on controller inputs -The game now only saves after zone transitions for more consistent save integrity -Fixed items not being added to pause inventory correctly if they are picked up during autosave -Fixed saw friend getting scaled incorrectly after boss fights end -Changed unlock condition text for shipyard unlocks to more clearly distinguish between boss variants
Red Tether Version 1.104-1.108 (Hazard Squad)
1.104 (Hazard Squad) -Coolant missile direct damage nerfed (6 --> 4, ultra version unaffected) -Zero Scatter-System attack cooldown nerfed (2 --> 2.5, ultra version unaffected) -All coolant shot damage nerfed (3 --> 2) -Saw Friend rev up rate now scales with ship pull -Saw Friend global damage vs hostile buffed (+33%) -Saw Friend is now affected by Sharp Tips (base damage), Hammer Lance (armor stripping) and Tug Targeting (crit chance) -Hacked Cargo Rail now holds fire while you are near upgrades to avoid unfortunate accidents -Increased initial attack delay for warrior class spawns -Increased lock on range for all small craft (+25%) -Made one hazard squad unlock a bit more obvious -Fixed planet-killer asteroid being able to call in new honor guard while previous one isn't completely defeated yet -Fixed explosion shield impact sfx not being affected by sfx volume option -Fixed run load being enabled after returning from interception/endless victories -Fixed noticeable inconsistencies with harpoon effect timeout on builds that have 1s+ tether cooldown (?)
1.105 (Hazard Squad) -Fixed a problem preventing a hazard squad ship unlock
1.106 (Hazard Squad) -Coolant missile direct damage nerfed (4 --> 3, ultra 5) -All coolant shot damage nerfed (2 --> 1, ultra 2) -Fixed primary harpoon being unable to initiate target homing against smallcraft -Fixed broadside attachments fire angle being affected by rip damage events -Fixed a problem causing tether cooldown from teleporting harpoons being applied 2 times from secondary harpoon
**1.108 (Hazard Squad)** -Added float text for when non-homing harpoons pass by smallcraft. -Fixed a different problem preventing sharp tips and hammer lance to trigger on primary harpoon. -Fixed hammer lance rip damage float text not being displayed with appropriate <- -> tags. -Fixed a scenario where soundtrack would continue to play after returning to title. -Added additional safeguards to ensure that small craft engine sound stops playing when no ships remain.
Red Tether Version 1.104-1.106 (Hazard Squad)
1.104 (Hazard Squad) -Coolant missile direct damage nerfed (6 --> 4, ultra version unaffected) -Zero Scatter-System attack cooldown nerfed (2 --> 2.5, ultra version unaffected) -All coolant shot damage nerfed (3 --> 2) -Saw Friend rev up rate now scales with ship pull -Saw Friend global damage vs hostile buffed (+33%) -Saw Friend is now affected by Sharp Tips (base damage), Hammer Lance (armor stripping) and Tug Targeting (crit chance) -Hacked Cargo Rail now holds fire while you are near upgrades to avoid unfortunate accidents -Increased initial attack delay for warrior class spawns -Increased lock on range for all small craft (+25%) -Made one hazard squad unlock a bit more obvious -Fixed planet-killer asteroid being able to call in new honor guard while previous one isn't completely defeated yet -Fixed explosion shield impact sfx not being affected by sfx volume option -Fixed run load being enabled after returning from interception/endless victories -Fixed noticeable inconsistencies with harpoon effect timeout on builds that have 1s+ tether cooldown (?)
1.105 (Hazard Squad) -Fixed a problem preventing a hazard squad ship unlock
1.106 (Hazard Squad) -Coolant missile direct damage nerfed (4 --> 3, ultra 5) -All coolant shot damage nerfed (2 --> 1, ultra 2) -Fixed primary harpoon being unable to initiate target homing against smallcraft -Fixed broadside attachments fire angle being affected by rip damage events -Fixed a problem causing tether cooldown from teleporting harpoons being applied 2 times from secondary harpoon
Red Tether Version 1.104 (Hazard Squad)
-Coolant missile direct damage nerfed (6 --> 4, ultra version unaffected) -Zero Scatter-System attack cooldown nerfed (2 --> 2.5, ultra version unaffected) -All coolant shot damage nerfed (3 --> 2) -Saw Friend rev up rate now scales with ship pull -Saw Friend global damage vs hostile buffed (+33%) -Saw Friend is now affected by Sharp Tips (base damage), Hammer Lance (armor stripping) and Tug Targeting (crit chance) -Hacked Cargo Rail now holds fire while you are near upgrades to avoid unfortunate accidents -Increased initial attack delay for warrior class spawns -Increased lock on range for all small craft (+25%) -Made one hazard squad unlock a bit more obvious -Fixed planet-killer asteroid being able to call in new honor guard while previous one isn't completely defeated yet -Fixed explosion shield impact sfx not being affected by sfx volume option -Fixed run load being enabled after returning from interception/endless victories -Fixed noticeable inconsistencies with harpoon effect timeout on builds that have 1s+ tether cooldown (?)
Swirl W@tch got a demo for Steam Next Fest!
Attention RTP Members
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
Red Tether Version 1.100 (Hazard Squad)
New Stuff - Added 3 new ships that carry elemental-based upgrades - Added 9 additional upgrades to unlock - Added a separate hazard storage section to the starting area that houses the new ships - Added a new boss to zone 2 that focuses on chem burn attacks - Reworked and buffed Unknown Ship Class boss, now revolves around coolant attacks and appears in zone 3 - In the starting zone, the game now shows the furthest wave you've reached
Changes/Balancing - Engine heat is now a separate stat that affects various things like de-freezing, engine overheating and fuel spill ignition - Engine Overwrite Kit now increases engine heat by 5% and emission mask reduces it by 10% - Speed-crashes now damage tethers (with base tether hp that will destroy them after 3 crashes) - Removed speed bonuses from Crash-Saw - Docking with H-Kite Assemblies now extinguishes fires - Coolant effect wearing off now causes 1s shield delay - Added custom shield warning sfx for freeze effects - Enemy attack delay from stealth now also affects fighter crafts - Emission mask: Targeting delay reduced (1s-->0.5s) but also grants +10 second targeting delay on wave start now - Missile launchers are no longer affected by stealth - Wire mines are now immune to most status effects - Debris is now immune to EMP and electric damage - Most ultra attachments are now immune to EMP
Fixes - Fixed railgun shot flares not being removed if railgun shots happen to hit a shielded enemy - Fixed boss waves still spawning wave hazards - Fixed lightning hitting EMP immune hulls showing ~0~ damage instead of RESIST! - Fixed Alif Strand not providing intended tether hp bonus