-MIDNIGHT SILENT base stats and mods reworked. -Increased tech lvl gain from high skill individuals (A and above). -Decreased item unlock PS requirements. -FLY NEST now generates flies based on SRM collected and only tags ships if they are not revealed and you are within their lidar cone. -Melee impact sound now always gets created directly on target. -Some other gear rebalanced. -Fixed some mine mods not providing the correct ammo bonuses. -Fixed one A-ROD mod being misplaced.
Swirl Watch Version 1.212
-This update needs to reset your loadout. -WIRE TORP and micro breach modded BLAST PACK now kill silently. -Some other gear rebalanced. -Enemies use active sonar more proactively now. -Guards that spot multiple downed ships now take evasive action and report a potential attack. -Improved Z-layering of guard ships that jump. -Slight changes to music layer manager. -Fixed some problems with gadget AoE calculations. -Fixed some problems with tripwire gadget triggering. -Fixed tripwires not attaching correctly to movable objects. -Fixed some weapon's SUPF not resetting correctly when unequipping mods. -Fixed weapon distance fuse not taking effect. -Fixed some quadrant based objectives showing as location unknown after completion. -Fixed a problem with ammo modifying gadget mods. -Fixed mod unlock requirements not taking effect. -Fixed melee attacks adding too much EMP time to already disabled ships. -Fixed some problems with enemy sonar obstacle detection. -Fixed sonar support not triggering against certain investigations if they are resolved too quickly.
Swirl Watch Version 1.210
1.210 -Slightly increased overall PS gains on lvl2+ missions. -Slightly increased conversion rate for prisoner skill to tech lvl. -Gear mods become available earlier now (10 tech levels above base gear, was 30). -Cascade damage cap increased (30-->50). -Some items rebalanced. -Fixed drill projectile property not resetting correctly on weapon change. -Fixed capture net not spawning sound on correct position when hitting capture targets. -Fixed music volume not taking effect correctly when exiting deafen/reflex state (?).
Swirl Watch Version 1.206 (Precision Gear)
Changes/Balancing -Added a system that makes certain late game content appear less randomly. -Adjusted one box refinery sprite to better fit collider shape. -Lidar and weapon aim now slightly angle corrects towards center cursor when aiming far enough aways from your ship. -SRM dropped from guard deaths now decays faster. -Increased hitbox size for all wildlife. -Mines now spawn with slightly increased separation. -Hacking a mine that has already triggered now causes it to selfdestruct. -Certain long range weapons now have a slight delay to weapon sounds that makes it less likely that guards turn before shots reach them. -CMD-TKN can now order guards to occupied guard posts, forcing the current guard to change to a nearby patrol. -REPAIR BOTS gadget now makes it a bit more clear that it needs to be channeled to use. -TAG TOR ammo increased. -Mine gadgets ammo increased. -Some other items rebalanced.
Fixes -Fixed wrench refinery sabotage sound counting against no contact bonus. -Fixed photonized player shots not piercing deflector shields. -Fixed some help comms not triggering correctly. -Fixed some comms prefixes not adding spaces. -Fixed some comms sounds not obeying sfx volume. -Fixed problems with deactivating AoE damage mod on RIV-REV. -Fixed CROWD-SOURCED UPGRADES being part o the regular loot pool. -Fixed a problem where AVENGER RAINBOW loadout would overwrite current run loot pool (?). -Fixed problem causing CSO to sometimes announce specialist deployment that isn't actually happening. -Fixed double entry for blind duration in item stat sheets. -Fixed player being able to die in VR when playing ships with 0 base hp. -Fixed placed gadgets in current zone not being affected by stealth detection when picking up backscatter profiler. -Fixed some typos.
1.2 Precision Gear Content Update Launched!
The second major content update for Swirl Watch is live, just in time for the endless replayability sale. 1.2 Precision Gear adds a much requested loadout system, allowing you to more easily manage your ship equipment. And you can fill those loadout slots with new 9 new items too, including many fresh gadgets that allow for new tactics, interactions and synergies. Teleport yourself or other objects across the map with the displacer pad, open new paths by consuming structures with the recycler torpedo or use some of the titular precision gear to take out CorPo ships with a single hit. The new sync-shot gadget drone always aims true and copies your own attack, enabling simultaneous takedowns of multiple guards if you are using high powered weapons. The bridge bore heavy weapon even homes in on enemy bridge section for big critical damage. And on top of that, the Rhizome Blue ship got new mods and base stats that benefit long-range precision builds. Other existing gear like recyclers and coppy-goo got major reworks as well and a bunch of items got some new mods to give them new functionalities. Also newly added: A wildlife capture system that gives you access to certain unlocks, as well as new bestiary entries for Cloud 2’s distracting critters. But in order to go on animal rescue runs you will need to unlock the net launcher first. This new gadget can be used to capture ships too, at range and even when they haven’t been incapacitated. Most of the new gear becomes available in the mid and late game. Loadout slots also require wins on various difficulties. So if you are already progressed well into the high level missions you will have many new options available immediately, otherwise the game will ease you into these new systems, as it does with the original content. Some of the new items got their own training sims and some more demanding simulations scenarios have also been added, allowing you to stress test your builds in more complex and dangerous scenarios. And of course the update also includes a bunch of small changes and fixes (full changlog here). As with all my updates, 1.2 is now part of the game for free. I hope you get something out of it.
Up next I'll be focusing on finisching the next entry of the Hyperspace Anthology: Hyperspace Deck Command. It has a demo available if you want to check it out. There are still some minor additions to Swirl Watch I want to implement, but that will probably only happen after HDC is out. Until then, a thousand limbs uplift you!
Stefan – Sleeper Games
Swirl Watch Version 1.200 (Precision Gear)
New Stuff -Added loadout slot system that allows to save and re-equip custom loadouts. -9 new items added. -New mods added to some existing items. -Reworked Rhizome Blue to allow turning it into a long range focused attack ship. -Added wildlife capture system with new bestiary entries and some wildlife related unlock conditions. -Rearranged title area so that simulations are easier to access after loadout changes.
Changes/Balancing -When launched for the first time, this update needs to reset your loadout and mod selection. -Some items now require wildlife capture. If you already spent PS to unlock the item it will still be unlocked once you capture the required creature. -Ammo crates found in vaults now only contain a single random pickup (ammo, supf or capture balloons). -Shot cursor homing now only takes affect for as long as you are aiming. -AoE damage now factors less into how weapon max ammo is calculated. -Player shutdown time from EMP explosions is now based on EMP damage taken (capped at 4s, previously fixed 2s). -Cursor homing and fragmentation shots now only apply to weapons that fire physical projectiles. -Weapon mods that increase damage are now generally cheaper, due to how they also affect max ammo. -Recycling now takes time, makes noise and can be applied to living ships through certain means (acting as an armor strip DoT). -TAG TOR is now more focused on being an AoE tag tool, with a new gadget filling the role of continuous AoE detection. -WIRE TOR is now undetectable to CorPo APS and can not be intercepted. -NANO WIRE upgrade no longer has any damage falloff, but also deals reduced damage (20-->10). -UNIVERSAL COPY GOO has been converted into a gadget that can be used on a single unequipped upgrade. -PRINTER now drops printed upgrades instead of auto-equipping. -Several other items rebalanced.
Fixes -Fixed a problem with capture witnessed comms. -Fixed Cargo Friend bestiary entry never unlocking. -Fixed cascade weapon mods not applying their effect. -Fixed a problem with one mod for a late game weapon. -Fixed some SLDG PMP mods having their effects mixed up. -Fixed WRNCH ARM not being able to sabotage industrial accelerators. -Fixed player being able to jumpstart disabled and dying ships into a weird temporary zombi state. -Fixed a problem with CHARGE SPUR emp damage calculations. -Fixed a potential situation that would enable ship capture without having vac balloon ammo available. -Fixed a problem preventing individual laser fence posts from being EMPed multiple times in a row. -Fixed wreckage being spottable if they spawned after alert wears off but their source died during combat. -Fixed opening gear menus requiring too much time during reflex mode. -Fixed bridge lock indicator remaining displayed if switching target to an non-critable object while aiming.
Swirl Watch 1.2: Precision Gear is in the works!
Just letting you know that I started work on a second small content update for the game, mainly focused on adding a much requested quality-of-life feature: A loadout system that allows you to more easily manage your gear set-ups once you’ve got many unlocks available. You’ll be able to store up to 5 loadouts in different slots and easily reequip them later from the title screen. Your mod slection will also be saved as part of your loadouts. Alongside that the update will also add a bunch of new items, mostly implementing some gadget ideas I have been considering for a while now. Recycler nanites will get a bit of a rework and Rhizome Blue will become more of a long range attack ship through base changes and new mods. There will be a bunch of new mods for other things as well. 1.2 Precision gear will launch within the next weeks, but I can’t say when for certain yet. See you then. A thousand limbs uplift you!
Swirl Watch Version 1.138 (Resistance Supplies)
-Altered threshold of what is considers low range combat for adaptive difficulty scaling. -Lethal combat kills now increase both long and short range threat profiling (was just short range before). -Enemy mines now stay revealed after being fully identified. -Changed mine detection UI to better contrasting color in zone 5. -Increased rate at which ship resource manager calls in escorts. -Some item and mod costs rebalanced. -Flare Printer mod: increased max ammo (1-->4) and lowered regen delay (20s-->12s). -Longnailer supf mod nerfed (20-->15 shots suppressed) -Increased artillery gadget base damage (80-->100). -Small objects (ships, floating chunks, wildlife) no longer block sight-line for artillery targeting. -Increased Charge Spur emp multiplier (40%-->120%). -Nerfed recycler wreckage disassembly SRM gain (3-->2). -Fixed recycler not using up charges when disassembling wreckage. -Fixed recycler targeting sometimes not obeying range restrictions. -Fixed certain enemy sonar emitters not reacting to damage. -Fixed ships/wrecks becoming hidden while held if they are disabled/created within concealing circular hazards. -Fixed a collision issue on a structure in [redacted]. -Fixed a situation in which multiple non-NPC objects could be tagged/affected by a single shot. -Fixed player exiting deafened state not resetting certain sfx volumes correctly. -Fixed bad damage calculation on Charge Spur collisions. -Fixed a potential zone softlock that can happen if a comms encryption key satellite is destroyed after objective completion. -Fixed guards reporting volunteer ships as hostile in distress after they have been disabled and dropped by the player (?) -Fixed being player being able board-grab ships through walls with high enough melee range. -Corrected some tooltips.
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
Swirl Watch Version 1.134 (Resistance Supplies)
-WRNCH ARM should now be able to sabotage any sabotage targets. -Strange matter spills can no longer hide ships. -Added a safeguard to prevent an unclear scenario in which H-WAVE RADAR would stop working after zone transition. -Fixed a issues when boss enemies try to personally call off alerts. -Fixed enemy placed gadgets not being tagged on hack. -Fixed disguise tutorial becoming available too early. -Fixed resupply marker desc showing resupply cost even when having free resupplies available. -Fixed boss intel not always tagging all bosses. -Fixed weapons with adaptive spread receiving their max accuracy when quick selected. -Fixed various issues with several specific gear mods. -Fixed issues when reaching negative max health (?). -Fixed a problem with hiding ships when multiple circular hazard are in range. -Fixed EVOLVING VERMIN not affecting hack-modded tripwire. -Fixed LIGHT ABSORBING HULL not taking effect. -Fixed hazard spawners not creating sound on death. -Fixed missing disguise anim for corpo square. -Fixed bad fence generation on a late game map. -Fixed some object placement issues. -Fixed some issues with text formating. -Fixed some incorrect tooltips. -Fixed some typos.