Deploy your space forces across orbital lanes to protect your fabricator megaship from waves of advancing enemies. Use high-tech ability cards to support your vessels in combat. But consider your actions carefully: Units operate on individual turn timers and every card you play brings them closer to carrying out their next attack run.

Enhance your tactics with dual-use status effects!
Ability cards in Hyperspace Deck Command give you an extra bit of tactical flexibility. Every effect works differently depending on if you play them against allies or enemies. Do you want to shield your ship, or contain and prevent damage from a specific attacker? Do you deploy defensive mines around your front line unit or trap the approach vector of a specific enemy? Should your carriers deploy fighters to strafe targets, or send them to guard your own vessels?

Build highly customizable starting decks!
Explore star systems to collect new ships and technology cards. Modify individual cards with stackable upgrades or augment your entire fleet with powerful artifact tech. Combine dozens of possible fabricators, deck commanders, randomly generated flagships and auxiliary vessels into unique starting decks. Each choice grants different cards or units, allowing for thousands of combinations to start your run with.
Hey There Deck Commanders
The first content update for Hyperspace Deck Command is here! 1.1. Modified adds something for everyone, but mostly focuses on late game content.
But no matter where you are in the game, there are 21 new upgrade dongles you can slap on your cards. Some will require you to reach the late game with various commanders to unlock though.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44844033/cb738a0087039e3dbbfc156361a1bc221d3f739c.png\"][/img]
If you can reach encounter 6 youll now also get access to challenge locations in most star system.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44844033/c267a11d5ac7b7be67a72fb23f7765402dfabc4a.png\"][/img]As you can see these will grant additional rewards at the cost of making the encounter harder. Right now there are 8 challenge variants, with some appearing only after you unlocked certain factions.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44844033/2bfe246d3a7c4e00011f8d0df512fe5b1612a687.png\"][/img]
The big final addition of 1.1 is only accessible to those of you who can defeat the final encounter. Your next victory will unlock 37 individual run modifiers, many of which can be freely combined. The run modifiers range from some very simple alteration to complete game changers, like the new endless mode that has you face scaling, randomized encounters that can even features 2 new bosses. Many run modifiers will pose a significant challenge, but many can also make runs easier. Accordingly, card and upgrade unlocks are disabled when playing with certain run modifiers.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44844033/a84017eb260c8595e8f076bc6166cbed2d0e73e1.png\"][/img]
As with my previews games, the update comes for free. I hope itll add some cool new twists on the overall experience, even if you have already mastered big parts of the game. HDC is also 15% off for the Steam winter sale and my previous games got even bigger discounts. You can check out the rest of the Sleeper Games catalog here.
Cheers
Stefan Sleeper Games
Changelog
1.1.005 (Modified)
New Stuff
-Added 37 combinable run modifiers, unlocked by completing the final encounter.
-Among other things these include endless mode, various randomized starts, all faction runs and lots of ways to make runs way easier or harder.
-Added 2 new bosses (exclusive to endless mode).
-Added 8 different challenge locations to star systems, unlocked by reaching encounter 9.
-Challenge locations allow you to increase the difficulty of an encounter for an additional reward. This is optional for each encounter.
-Added 21 new upgrade dongles.
Changes
-Slightly reduced enemy SRM drop range.
-Random dongles on production worlds now cost 70/100.
-Reduced random price range on dongles.
Fixes
-Fixed salvage bot repairs sometimes not triggering.
-Fixed some turn end events continuing to resolve even after an encounter is completed.
-Fixed a bad interaction on rapid dacay and support rad effects.
-Fixed pull/push not resetting after dongle removal.
-Fixed some missing tooltips.
-Other small fixes.
-Fixed some typos.
1.0.030
Changes
-Flagship HP range decreased.
-Medic Class now applies support in front only.
-Priest Class hp increased (4-->6).
-Bot Host bot support nerfed (3-->2).
-Creativity is now 6/4/2 and has Integration 1.
-Salvaged EMP Device now deals 2 EMP but just has 1 bonus action.
-Defense Orb timer increased (3-->4).
-Heavy Jamming is now unplayable.
-Salvage Scanner now adds 1 SRM to target, grants +1 dmg and has no other restrictions.
-Support in front mods can now apply to ships that can already apply on front (but not to ships with other indirect apply).
-Heavy Armor now has custom outline visuals on ships.
-Armor and hull reinforce outlines now sometimes cause shot deflection (purely visual).
-Saturation option is more granular now.
Fixes
-Fixed some inconsistencies with apply effects on multi action.
-Fixed hacking not preventing containment pierce.
-Fixed boarding scuttle sometimes getting delayed to next turn.
-Fixed some formatting in card text tooltip.
-Fixed Strafe Drive System preventing other mods from applying.
-Fixed Doctrine Citadel not reactively affecting units that have gotten increased op-size later.
-Fixed Hazardous Armaments requiring damage instead of apply capabilities.
-Fixed megaship attacks depleting target salvage bots.
-Fixed hand EMP not counting down directly after apply under certain circumstances.
-Fixed some scenarios in which small crafts resolving would not adjust to units being destroyed.
-Other minor fixes.
-Fixed some typos.
1.0.028 (Launch)
-Shadow Command now has Generator 2.
-Fixed \"target all orbit sections\" cards not spawning enough attack vfx.
-Fixed some issues with how hack and optimize counter another.
-Fixed legacy problems with how created cards get foiled/holod.
-Fixed some inconsistencies with strafe drive compatibility.
-Fixed AA-suppressed unit state sometimes not updating before post-turn effects are initiated.
-Fixed a scenario in which counter battery would not be correctly prevented by completing boarding action.
-Fixed a problem when love gains bonus action right before attacking.
-Fixed tether card comms never playing.
-Fixed strafe drive not triggering retreat repairs correctly.
-Other minor fixes.
-Fixed some typos.
Attention All Deck Commanders
With the 1.0 release wrapped up Im now looking forward to prototyping new games. But there are still some things I could not fit into the initial release version of Hyperspace Deck Command. Some of these features might still get added via content updates, releasing throughout the coming year, timed to some upcoming Steam events. Here is what I have currently planned:
\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44844033/65e28e706e9d7c9b7e8cffcaef78e61fec610a9a.png\"][/img]
As with my other games, the updates will be completely free. Stay tuned for more info once these get ready for release.
Cheers
Stefan Sleeper Games
1.0.023 (Launch)
-End-tech investigators encounter now interacts better with boarder infighting.
-Added some additional inspect text and card effect tooltips.
-Slight nerfs to some Low-Tech units.
-Fixed some general inconsistencies within inspect texts and tooltip texts.
-Fixed one temporary Floatoid card missing from the data cloud.
-Fixed a cut Low-Tech upgrade being left in the data cloud.
-Fixed incorrect mouse press tracking when removing upgrades with hold-to-drag inputs on.
-Fixed some inconsistencies when the last card played during high readiness phase creates fast deploy cards.
-Fixed apply in front not being able to target boarded allies.
-Fixed drive power bonuses not alleviating drive power penalties if applied after.
-Fixed some typos.
1.0.024 (Launch)
-Added card text visualization for how containment affects inflict status.
-Added icon visualization and for containment stacks being negated by pierce.
-Reduced SRM gain penalty on a late game challenge mode (25%-->20%).
-Increased hp and status gain on final boss phase II.
-Fixed trigger self attack not being affected by hack.
-Fixed units shields sometimes persisting after being destroyed.
-Fixed a situation in which context cursor would get stuck in inspect mode after unit destruction.
-Fixed some on-death effects not triggering.
-Fixed more turn timing problems related to decay amp.
-Fixed fighter escorts of recently destroyed units still intercepting incoming bomber escorts.
-Fixed multi-action units not re-targeting if a previous attack completes a boarding action against their target.
-Fixed some visual unit effect timing problems.
-Other small fixes.
-Fixed some typos.
1.0.025 (Launch)
-Added saturation option.
-Cascade now also reduces security by amount of cascade stacks (this happens on damage tick, before security clears hazards).
-Increased Eliminate on some cards.
-Increased recycle location spawn chance.
-Fixed context cursor becoming stuck in inspect mode (?)
-Fixed some problems with unit jump sfx.
-Fixed orbit push effects not updating orbital effects related to moved unit.
-Other small fixes.
-Fixed some typos.
1.0.026 (Launch)
-Boss debris location now draws more attention to itself.
-Added faction specific small craft formations (purely visual).
-Fixed some upgrade dongles being too wide for display on deck overview screen.
-Fixed TU mastery tech not unlocking correctly.
-Fixed a Contempter upgrade missing from the loot pool.
-Fixed some delayed effect timing problems (?).
-Fixed a problem where support effects might sometimes overwrite other delayed effects.
-Fixed unknown dongles in shops showing card previews.
-Fixed replicate not copying over temporary effect power bonus.
-Fixed some inconsistencies with comms timeout on title screen.
-Fixed a star system create scenario that could fail to spawn a tech card location (?).
-Fixed a problem with hypershield projectile deflection.
-Other small fixes.
-Fixed some typos.
1.0.014 (Launch)
-Fixed Evolve not taking effect.
-Fixed a unit missing from TU loot pool.
-Fixed target based damage bonuses interacting badly with multi-target attacks.
-Fixed Power Relay interacting badly with multi-target cards.
-Fixed reaction icon not updating once units adapt to EMP.
-Fixed high readiness upgrades not immediately making cards fast deploy in some circumstances.
-Fixed Controller not being affected by hack.
-Fixed bad float text on cargo rail reaction.
-Fixed low shot-count weapon visuals not playing out fully when breaking partial containment.
-Fixed some problems with attack visuals when a target all enemies unit attacks while fully boarded.
-Fixed subversion self attack getting overwritten by boarding infighting.
-Fixed a fighter escorts intercepting escort bombers from other orbits than their own.
-Fixed some incorrect tooltips.
-Other small fixes.
1.0.015 (Launch)
-Fixed problems with AM apply on multi action cards.
-Fixed a card missing from ET loot pool.
-Fixed an issue with card selection after deselecting a hand card with right click.
-Fixed a problem with some bonus damage pre-calculations.
-Fixed ASC jam aura not affecting units until they update from other source.
-Other small fixes.
-Fixed some typos.
1.0.016 (Launch)
-During encounters, deck overview is now replaced with draw pile and discard pile view depending on what icon you use to enter overview.
-Added header for overview modes.
-Plate Investor starts with 1 less Fleet Polarizer now.
-Fixed megaship faction self-combo cards not getting added to loot pool.
-Fixed a problem with universal action delay on attack animations.
-Fixed a cut Floatoid construct being visible in the data cloud.
-Other small fixes.
-Fixed some typos.
1.0.020 (Launch)
-All cards with name icons now have data entries.
-Ammo Elevator only affects 2 strikes now (scales with EP) and no longer grants AM.
-Some minor fixes.
1.0.021 (Launch)
-Added \"upgrade available\" notification.
-Added context cursor for when selecting inspectable objects.
-Minor improvements to map system highlighting.
-Clarified some tooltips and inspect texts.
-Some minor fixes.
-Fixed some typos.
1.0.022 (Launch)
-X-Ray Pulse Strike direct damage reduced (1-->0).
-Some additional enemies now start with security or fighter escort.
-Fixed some delayed damage effects being able to skip boss phase.
-Fixed a scenario in which bosses might get scuttled without having boarders.
-Fixed some turn progression issues with on-death effects (?).
-Fixed Fabrication Reset not removing target all enemies.
-Fixed Wing-Scout controller charges immediately affecting fighters applied from the card.
-Fixed unit attachments not animating while in data cloud.
-Other minor fixes.
-Fixed some typos.
1.0.012 (Launch)
-Improved projector type tech card animations.
-Status icon for intercept mines now animates if they got lethal.
-Fixed a problem with Mass Produced commander unlock condition (sorry).
-Fixed problems with redraw counter modifying effects.
-Fixed Automated Mining Hive sometimes overwriting location SRM drop count.
-Fixed mercenaries no longer showing their deploy cost after retreating.
-Fixed megaship range limit getting disabled by hacking.
-Fixed some problems with how status on hand card resolves.
-Fixed boss phase transition not correctly delaying some other turn progression aspects.
-Fixed some fleet upgrades getting added to loot pool despite still being locked.
-Fixed some effects not resetting correctly on dongle remove.
-Fixed some bad unlock conditions in data cloud.
-Fixed some support affects displaying bad text during inspect.
-Fixed Evolve not being modified by effect power.
-Fixed victory turn not counting towards turn end unlocks.
-Other small fixes.
-Fixed some typos.
1.0.004 (Launch)
-Removed some pre-launch stuff from the pause menu.
-Some changes to Lane-Guard Scanner (general guidelines till apply.)
-Fixed EM Addapted units not displaying attack tells while EMPed/Chaffed.
-Fixed some effects not being correctly affected by hacking when it is canceled out by optimize during the same turn.
-Fixed damage reduction effect calculating wrong at increased effect power.
-Fixed Megaship Disrupt taking effect while unit is boarded.
-Fixed some support targeting not showing inspect text.
-Fixed some typos.
1.0.006 (Launch)
-Tutorial recap now points out that LMouse also moves units.
-Status effects that simply count down on turn end now resolve faster and do not trigger action cam.
-To prevent unfortunate accidents, tech cards with damage components >0 now don\'t lock onto your own units as easily.
-Unlocks now happen faster during victory sequences and final encounter returns to title earlier after unlocks are displayed.
-Fixed a general problem with status icon scaling.
-Fixed EMP application not converting Chaff to EMP if unit is EMP immune.
-Fixed cards retaining upgrade compatibility visuals when exiting deck overview under certain circumstances (?).
-Fixed Megaship disrupt causing more redraw delay than shown.
-Fixed some effects displaying incorrectly on units with negative effect power.
-Fixed Hidden Surgeon General triggering on initial enemy spawn at wave 0.
-Fixed secondary card spawn effect sometimes spawning wrong amount of cards.
-Fixed a problem with go button highlighting on title screen.
-Other small fixes.
-Fixed some typos.
1.0.010 (Launch)
-Added visualization for orbit range while deploying/moving units.
-Secondary input now deselects held cards and units.
-Stock Take now grants fast deploy to the cargo it creates.
-Fixed problems with playing suffer damage cards on units in hand.
-Fixed turn speed setting not affecting certain timers during post turn status resolve.
-Fixed being able to remove dongles from other card in background while inspecting a card in deck overview.
-Fixed dongles being removable on title screen when entering deck overview of a loaded run.
-Fixed broken attack animations after pierce effects reset.
-Fixed bonus actions not getting used up if a multistrike unit kills a forced target before using its last attack.
-Fixed card highlighting issues when scrolling with cursor at screen bottom.
-Other small fixes.
-Fixed some typos.
Get to your ships, we are launching now!
After 20 month in development, your intervention force is now ready for deploy! Hyperspace Deck Command is the 3rd entry in the Hyperspace Anthology has you build a massive space force from unit and tech cards, which you then deploy in lane-based battles against an enigmatic opponent from outside the galaxy.
The 1.0 release includes:
5 combinable factions from the Hyperspace universe, each with distinct, effects, starting cards and play styles.
[/*]15 dual-use status effect that work differently against allies/enemies.
[/*]9 star systems to traverse and explore, with various locations that can alter your deck.
[/*]25+ enemy encounters with increasingly vicious boss ships each.
[/*]Hundreds of modular card dongles and fleet-wide upgrades to enhance your build.
[/*]Over 400 cards total.\n
[/*]
Get Hyperspace Deck Command here on Steam at a 10% launch discount. The Sleeper Games Complete bundle and Hyperspace Anthology bundle have also been update to included the game.\n
The demo will continue to be available if you want to try out the game beforehand. Progress from the demo will carry over seamlessly to the main game.
Cheers
Stefan Sleeper Games
[hr][/hr]scroll down to enter ancient history zone
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44844033/6a9b89631a46acbd8bdbbf43c2880777e5936a0a.gif\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44844033/afe1bf55eff2e72f4c3e8b75dd4c8595b89b10c7.gif\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44844033/98b4e308df0955b3f5e6c19ae3601e6a10bc91ee.gif\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44844033/466b8452cf4a5a8339c26ce9115c4c8ab010931b.gif\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44844033/3fcf90e5bdca374a3038b4d1697ceee676e1227f.gif\"][/img]
Hi There Aspiring Deck Commanders
Hyperspace Deck Command 1.0 is now scheduled for full release on 7.10.2025! To prepare for release I updated the demo with some new features that just about made it into the final game. Heres whats new:
Commander Cards
The commander deck component now comes with a new card type that represents your chosen commander. Commander cards grant powerful bonuses to the ship they take charge of and can be used once per encounter. Commander choice now has a stronger impact on your run, with commanders often boosting their signature effects and play style.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44844033/412143ad56fa38e5caedf3df91db02ea29dbbcf6.png\"][/img]
Boss Debris Event
Defeating the major bosses at encounter 3 and 6 now spawns special boss reward events that allow you to acquire multiple card upgrades or fleet upgrades. But watch out, when choosing an item youll loose track of whatever got thrown to the other edge of the system, limiting subsequent choices.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44844033/44d3350bbc577849bc7635db2e5a2a6f42d86de9.png\"][/img]
New Fleet Upgrades
A whole bunch of new fleet wide upgrades can now be found during runs, some of which are specific to your deck factions.\n
Data Cloud
You can now view all available cards and upgrades in the new data cloud, accessible from the button above your discard pile.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44844033/77de6899d804b4cca118c53f9655121411ea1722.png\"][/img]
Various Fixes And Improvements
Runs now auto save. Tooltip size is customize. More keys work in new situations. Tons of bugs fixes.
1.0 Features
Alongside all these new demo additions I also worked on a ton of stuff that will only be available in the full game. The 1.0 release will feature 5 playable factions, over 450 cards, optional late game difficulty settings, a new final challenge, unlockable combo cards that only appear when playing specific faction combinations as well as hundreds of 150+ upgrades for cards and your whole fleet. If you are interested in the full release then make sure to wishlist the game and dont miss the launch on September 9th.
Cheers
Stefan Sleeper Games
-Some changes to ensure correct tutorial progression.
-Some tut holos now point more clearly to what they refer to.
-Fixed tutorial text going off screen under certain circumstances.
-Fixed title screen tutorial fading weirdly if selecting a deck component before tut spawns.

The new demo for Hyperspace Deck Command is now ready for Steam Next Fest. You can check it out here on Steam . This version features 2 full faction decks, 19 unlockable starter packs, a whole bunch of new enemy encounters, new upgrade and shop systems, as well as many fixes and quality of life tweaks. Feel free to share your feedback through the discord link ingame and stay tuned for the full 1.0 release later this year.
Cheers
Stefan - Sleeper Games
Hey there, aspiring deck commanders.
As the year comes to a close I thought I give you all a quick update on how the game is doing. The current plan is to do an open alpha test early next year. I then want to put together another demo for the second Next Fest in 2025 and ideally the full release will happen soon after that.
Here is what got done this year.
Run Systems
After the first demo release I worked on a lot of overarching run systems, like shops and upgrades you can attach to cards to give them additional effects.

The upgrade system will carry a lot of weight in terms of how you build your deck, handling not only a wide variety of card improvement but also card removal and duplication, through specific upgrades found in their own separate events.

Upgrades can be stored and you can apply them whenever you are outside a combat encounter. So youll be able to save removal and duplication for later if you have no good use for these action at the moment you get access to them.
Starting Deck Selection
The rest of the year I mostly spent with defining the games player factions, their dual status effects and their cards. The game is planned to have 5 playable factions, 4 of which are now pretty much done, with some still needing a few more cards to fully flesh out their deck. This matters mostly for when playing one-faction decks, but decks can also mix two factions and most of the time youll want that to get greater flexibility.
Deck factions are determined by which commander and megaship you select to start with. Your commander also provides tactical cards and a construct unit. Your megaship determines your basic attack cards. Further you get to select a randomized flagship and an auxiliary vessel as backup. All of these deck elements have 3 variants per faction, allowing for a nice bit of build variety even when just selecting your starting deck.
Floatoid Deck
The second faction I implemented after Low-Tech are the Floatoids. Since the events of Swirl Watch they have liberated their new homeworld and have become a small but well regarded member species of the galactic community. As hinted in the other games they excel as smallcraft pilots and in Hyperspace Deck Command they provide carrier focused decks that attack with fighters and bombers.
These are basically damage over time effects, just with a lot of visual fluff to them. Wings of craft launch each time you apply the effects, they do attack runs each turn and when the DoTs tick down that is illustrated by ship point defense shooting down crafts. When applied to your own ships, fighters become escorts that will dogfight with enemy small crafts, allowing you to counter enemy DoTs.
Many Floatoid ships are carriers that do not attack directly, instead they create one-time-use attack cards that can be played without advancing a turn, essentially allowing them to target any unit in the system. As you might expect, carriers are best kept in your backline and need to be protected by more durable units. The Floatoids themselves do not field many heavy ships, but can extend their lifetime with repair bots that restore hull every turn. Those can also serve as lifesteal salvagers when applied to enemies.

Much of the tech the Floatoids discovered in Swirl Watch is also still in use. Advanced stealth coatings can prevent their ships from being targeted and reactor entanglement is still being used to transmit damage or EMP effects between ships.

Trade Union Deck
After that I worked on another faction that I dont want to spoil too much untill the alpha drops. They are a multi-species trade union that works closely with the galactic community, but still uses comparatively low level tech.
Contempter Deck
I moved on to faction 4, which might again be familiar if you played any of the other Hyperspace Games. The Contempter return once more, but in the millennia that have passed since the previous games they have entered an age of reform, becoming a mostly well behaved GC member. Their warring days are long over, but the events of Hyperspace Deck Command require them to reactivate some of their now ancient invasion fleets. Some of their tech is so outdated that it can seriously interfere with your runs, by producing useless or negative cards you have to manage.
They still focus on brute force and heavy armor, starting with somewhat unwieldy decks full of special strikes and they have a large variety of direct attack cards available. The Hull effect allow them to extend the already big hp pools of their ships, or to weaken enemies by reducing their max hp. Mines argument their defenses with damage dealt to attackers.
[img]https://i.imgur.com/vJzje6g.gif [/img]
Their third effect allows you to send boarders to ships. Once your boarding force exceed the ships max hp you take it over wholesale. Boarded ships attack friendlies, which will always try to retaliate against the occupied vessel. Applied to your own ships, boarders act as a security force that can fight of enemy borders, making this another effect that can counter itself.
Many Contempter ships you can field are updated versions of crafts seen in Red-Tether.

Still To Do
Up next I want to set up enough enemy encounter for what Id consider a full run, as well as an unlock system for some basic progression. After that the game will move into the first alpha test. Then I still need to add faction 5, way more enemy encounters, additional upgrades and artifacts to find, as a well as some minor features like a card index and additional shops.There is still a lot to do but Im confident that HDC will be ready for release within the next 6 months.
Cheers!
Stefan Sleeper Games
https://www.youtube.com/watch?v=aBZprZeheIE
Hi there Sleeper Games crowd. To be a part of Steams 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 games 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 Anthology Vol 3 will be a card battler roguelite! You will build decks that combine ships and technologies of various old and new factions, fight lane-based battles using units that act on individual turn timers and explore remote regions of GC space to uncover cards and upgrades. Similar to Swirl Watch, your run starting conditions will be highly customizable. Hyperspace Deck Command will also feature a somewhat unique dual-use status effect system, with card effects changing depending on if you play them on allies or enemies. This grants you a nice bit of additional tactical flexibility with every card. Figuring out when to use which function of the dual-use effects will be a big part of the game.

Hyperspace Deck Command has been in development for just 3 months now, but Im working towards releasing a first experimental demo in march. The full release is currently planned for late 2024. If this sounds interesting then please consider adding the game to your wish list.

Cheers
Stefan Sleeper Games
Minimum Setup
- OS: Ubuntu 14.04 64bit or higher
- Processor: 2.8 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVidia Gallium 0.4 NV 106 or better. OpenGL compatible
- Storage: 500 MB available space
Recommended Setup
- OS: Ubuntu 14.04 64bit or higher
- Processor: 3.2 GHzMemory: 8 GB RAM
- Graphics: GeForce GT 710 or better. OpenGL compatible
- Storage: 500 MB available space
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