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Name

 Hyperspace Dogfights 

 

Developer

 Sleeper Games 

 

Publisher

 Sleeper Games 

 

Tags

 Indie 

 

Singleplayer 

Release

 2018-05-14 

 

Steam

 € £ $ / % 

 

News

 70 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 1 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/842170 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 0 .. 20,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Hyperspace Dogfights Linux [588.76 M] 


DLC

 Hyperspace Dogfights Deck Crew Volunteer 




LINUX STREAMERS (1)
skookiesprite




Hyperspace Deck Command Demo Released!

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


[ 2024-03-25 23:19:31 CET ] [ Original post ]

Hyperspace Dogfights Version 1.222 (End-Tech)

Heatsink Launcher now starts with 3 max charges.
- Hardlight Harpoon is now tier 2.
- Hardlight Harpoon no longer uses charge if it does not find a target.
- Some effect from Crowd-sourced Displacer are now capped.
- Changed Quantum Augment float text colors to better contrast with all possible intermission backgrounds.
- Added fallback behavior for player missile marks if no homing targets remain.
- Added fallback to ensure that a late game boss dies correctly.
- Fixed [redacted] being extremely astonished by your ability to parry melee.
- Fixed chest malfunctions never taking full effect on opening.
- Fixed some beams not being able to profit fully from high shot bounce stat (?)
- Fixed Active Amp being assigned to multiple loot pool tiers.
- Fixed scenarios in which jets could take damage from atmospheric entry when launching a new run (?)
- Fixed nearest threat indicator pointing towards non-threatening objects.
- Fixed underground ceiling shot collision not taking effect.
- Fixed fury shield dash applying regular dash counter-force.
- Fixed Sticky Ammo using wrong pause description.
- Fixed Heatsink Launcher breaking a late game challenge mode.
- Fixed Hardlight Harpoon sometimes turning into a permanent zero damage nanowire.
- Fixed Hardlight Harpoon being able to target attachments that have already been ripped.
- Fixed High Altitude Carrier launch force being applied to other fighter enemies.


[ 2023-05-03 18:25:45 CET ] [ Original post ]

Swirl W@tch is here! (Hyperspace Anthology Vol 2)

https://store.steampowered.com/app/2081970/Swirl_Wtch/
[previewyoutube=BZCXX7_GOro;full][/previewyoutube]
Attention all aces: My next game has just launched. In Swirl W@tch you will stealth-infiltrate the ravaging industries of Cloud 2, a vibrant gas-giant that has become the new Floatoid homeworld. Use sonar and lidar to track corporate guard forces, eliminate or capture ships using a plethora of gadgets and grow the resistance movement to unlock new gear. Swirl W@tch is available now for Windows PC and Linux. If you decide to get the game then please consider leaving a review, reaching at least 10 reviews is crucial for the game right now.
A thousand limbs uplift you!

As for Hyperspace Dogfights: Next bug fix patch is highest on my to-do list, will get done after wrapping up the Swirl W@tch launch.

Cheers
Stefan Sleeper Games




[ 2023-04-18 15:55:45 CET ] [ Original post ]

Swirl W@tch Releases On February 21st!



Attention all aces.

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 my previous games 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.

https://store.steampowered.com/app/2081970/Swirl_Wtch/

Cheers!
Stefan - Sleeper Games


[ 2023-01-18 11:36:46 CET ] [ Original post ]

Swirl W@tch Now Got a Demo on Steam!

Attention All Aces

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

https://store.steampowered.com/app/2081970/Swirl_Wtch/

[previewyoutube=2nFGIEiEVBY;full][/previewyoutube]]

Stefan - Sleeper Games


[ 2022-10-06 11:32:13 CET ] [ Original post ]

Swirl Watch Announced

[previewyoutube=2nFGIEiEVBY;full][/previewyoutube]

Hi Everyone
It has been six month since the release of ---Red---Tether--> and my next game is now well underway. Im 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


[ 2022-07-13 17:02:48 CET ] [ Original post ]

Hyperspace Dogfights Version 1.215 (End-Tech)



- 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


[ 2022-04-09 17:16:00 CET ] [ Original post ]

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


[ 2022-02-05 17:17:33 CET ] [ Original post ]

Red Tether Launched!

[previewyoutube=-uMTRZNrWMk;full][/previewyoutube]
[h3]Attention All Aces![/h3]
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 Id 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


[ 2022-01-18 18:48:14 CET ] [ Original post ]

Red Tether Releases on January 18th

Hi There Aces

[previewyoutube=ZqNXep-u9Ak;full][/previewyoutube]
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


[ 2021-12-19 18:58:48 CET ] [ Original post ]

---Red---Tether--> Demo Launch!

[h3]Hi There Aces[/h3]

News from the hyperspace universe: ---Red---Tether--> is featured during the ongoing Steam Next Fest and it just had its Demo released! Id love to hear your feedback if you give the game a try. It got a new teaser too:
[previewyoutube=ZqNXep-u9Ak;full][/previewyoutube]
If you wanna know more about the game then check out the recent progress updates or skim my previous post where I also wrote about ---Red---Tethers--> Hyperspace Dogfights relations. For the occasion, Dogfights will 30% off.

I hope you enjoy the demo!
Stefan Sleeper Games


[ 2021-10-01 20:10:09 CET ] [ Original post ]

---Red---Tether--> Announced

Hi There Aces

Turns out Ill 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. Youll 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 dont 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 tethers 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.

If that seems interesting to you then please consider whishlisting the game.

Cheers and stay tethered!
Stefan Sleeper Games


[ 2021-08-06 19:10:12 CET ] [ Original post ]

Version 1.208 (End-Tech) change_dog.txt



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 %


[ 2021-07-06 11:26:53 CET ] [ Original post ]

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 functios to trigger mutliple times when exiting intermission


[ 2021-04-26 21:29:43 CET ] [ Original post ]

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


[ 2021-03-22 20:33:26 CET ] [ Original post ]

Version 1.203 (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


[ 2021-03-22 20:28:36 CET ] [ Original post ]

Version 1.2: End-Tech Is Approaching

Hyperspace Dogfights will get another small content update. Version 1.2: End-Tech is about 40% done and planned to released within the next weeks. It will add about 30 new items, mostly as late game unlocks for Technophage wins and mastery. Offense orbitals, new explosive damage modifiers, different ways to temporarily empower melee and additional items that allow you more control over your jet build will get added to the mix.

As before, the update will be free of charge, but you can support the games continuous development by getting the Deck Crew Edition.

Cheers!
Stefan - Sleeper Games


[ 2021-03-01 12:08:36 CET ] [ Original post ]

Version 1.179 (No Masters) change_dog.txt

Flak Ammo and Scatter Ammo now also increase shot sway by a flat amount (affects weapons with otherwise close to perfect accuracy)
-Shuriken piercing and damage vs massive reduced
-Shuriken now profit from additional melee bonuses (pierce bonus and damage multiplier)
-Melee attacks spawned from flak effects no longer trigger melee shatter
-Forces from melee shatter no longer contribute to redout
-Adjusted volume on Overdrive Coil ignition sound
-Jet technophage unlocks now trigger directly on victory (as opposed to returning to title screen)
-Jet specific gear now unlocks on endless wave six for all MK2 jets and strays
-Fixed left over unlock triggers for jet-phages on endless wave six
-Fixed Shard Suspension not interacting correctly with accumulating damage melee strikes
-Fixed Orbital Support: Laser Show not being able to reach ground targets
-Fixed EMP effects permanently disabling enemy shield generator attachments (?)
-Fixed shot force increasing weapon prefixes not apply correctly to weapons with negative force
-Fixed sfx from high damage explosion not obeying action sfx timeouts
-Fixed a problem preventing SRM Decay Rail from scaling
-Fixed Greater Good using wrong threshold to calculate when it is lost
-Fixed Contempter Frigate attack blisters remaining disabled after attack jump if all boss attachments have been destroyed
-Fixed a problem preventing interceptor squadron from attacking if they get too enraged through multiple bonuses
-Fixed missing unlock condition on Hardened Barrier unlock message (400% overcharge)
-Fixed a couple unlock messages showing the wrong item
-Fixed decimate % counter getting confused by too hight decimate targets
-Fixed G-Link Ammo not enabling guidance reticle correctly when using controller
-Fixed bad cropping on some background stars


[ 2021-02-22 17:45:20 CET ] [ Original post ]

Version 1.178 (No Masters) change_dog.txt



Changes/Balancing
-SRM Decay rail no longer scales linearly and now has diminishing returns
-Flexlight Bow shield delay increased
-Reduced Drone Flock fire rate penalty (15%, was 20%)
-Successfully using Blood Sacrifice now counts as taking one tick of damage and triggers on-damage effects (one time)
-Jet-Black Mirror Paint now also makes you deflect all photon attacks for 1 second after it activates
-Jet-Black Mirror Paint is tier 3 now (was 2)
-Piercing comes with stronger damage reduction on subsequent hits now (35%, was 10%)
-Piercing damage reduction no longer applies to melee
-Dmg vs Massive multiplier no longer applies to thrown melee
-Starfire weapon prefix now grants higher damage bonus if the affected weapon already uses photon attacks
-Rocket Drone attack rate buffed
-Rocket Drone now try to go on a suicide run after they have been killed
-Photon Juggler Drones now eject one last barrage of photon shots when they die
-Cealaformer beam attack now scissors inwards
-Cealaformer photon shot attack is now aimed more towards the player and can cover deadzones to the sides
-Photon Cealaformer (elite) beam attack now covers a larger cone faster but fires less beams (6, was 8)
-Bosses with missile phases now generally switch to other attacks faster if they have few vls attachments or none remaining
-Rival melee passives now affects how fast it goes into CQB mode
-Rival Mass Ammo shot speed penalty reduced
-War Room now destroys and respawns all it's shield units during defense phase
-War Room Shell emp range decreased (should no longer fire when you are already entering tunnels)
-War Room beam pulse turns speed while firing decreased
-Drone spawns on war room elite variant are now capped
-[redacted] is less capable of avoiding collisions now
-A certain speed related technophage now also enables redout
-Iron Dog now increases boss elite chance by 100% and also increases overall enemy spawns by 100% (within caps)
-Lowered Iron Dog regular enemy elite chance (20%, was 50%) and wave heart drop chance penalty (10%, was 25%)
-Decimate wave goal is now shown as completion percentage instead of actual enemy kill values
-Boss death DMZ effect no longer affects anti-matter storage balloons
-Boss flawless unlocks no longer requires bosses to be previously defeated
-Non explosive enemy shots no longer spawn rock particles
-Low damage player shots no longer spawn rock particles
-Added float text for melee shatter

Bug Fixes/Optimization
-Optimized how flock drones convert enemies
-Optimized how flock drones and other allies check for shot collisions
-Damage from Blood Sacrifice and Stim-Sixpack no longer resets coolness and no longer counts against flawless
-Vertice shield now needs to regenerate all damage it takes instead of resetting to 0hp on final hit
(previously it would reactivate immediately if shields are off cooldown)
-Changed speedrun clock text position to avoid clipping with changing intermission text
-Added safeguards to prevent a potential crash related to shard shield shot count calculation
-Fixed large amounts of deflection on a single player shot/melee block causing excessive redout
-Fixed shots deflected by H-Roll Barrier causing excessive hitlag (?)
-Fixed casualty count not rounding on jet stat sheet
-Fixed a problem causing enemy beams to not extend correctly while player is in jump state
-Fixed some enemy caps not increasing correctly in speedrun mode
-Fixed a problem preventing unlock sound from playing if a shot impact is currently in progress
-Fixed a problem where a discontinued cheat would still trigger cheat mode save lock
-Fixed bounty hunter database failing to activate when eliminating speedboat targets
-Fixed bad unlock icon on Photon Splitgun
-Fixed Fragmentation weapon prefix not overwriting fixed scatter patterns correctly
-Fixed two stray gear unlocks triggering repeatedly
-Fixed bad attach pos for angular attack tells on specific frames of armored suit (?)
-Fixed some typos

1.178b (No Masters)
-Guided Ammo now only affects shots fired from player craft (excluding certain active shots and deflects)
-Fixed a scenario where Sector/Vertice Shield would go offline for very long if it take excessive damage (now resets to current shield delay)
-Ultraviolet Chainlaser fire rate increased
-SRM decay rail now has a small jet weight penalty
-Increased Iron Dog enemy elite chance to 30%
-Fixed Iron Dog only increasing initial wave spawns


[ 2021-01-25 15:21:35 CET ] [ Original post ]

Version 1.174 (No Masters) change_dog.txt


-Fixed sector shield not blocking explosive shots correctly
-Fixed Akimbo prefix causing burst weapons to fire only to one side
-Fixed too low burst count on Kinetic Burst Cannon
-Fixed armored suit gun attack tell sometimes not being removed correctly if suit changes state
-Fixed lies in SRM Replicator tooltip (passively scales with damage upgrades, not escalation)
-Fixed intermission tooltips sometimes not appearing with mouse aim enabled
-Player beams and photon shots now pass silently through shields
-Bonus SRM wave completion reward now drops more and scales with zone count
-Bonus SRM wave completion reward is less frequent now and drop chance scales less with coolness (now 10%+cool x4, was 15%+cool x8)
-Rival can now adapt to EMP effects
-Kill shots now also deal x2 damage, making the effect a bit less useless against bosses
-Optimized the way pickups magnetize to player
-Corrected some typos


[ 2021-01-07 12:20:42 CET ] [ Original post ]

Version 1.171 (No Masters) change_dog.txt


- Small nerf to gamma laser damage (both to photon and explosive)
- Fixed several slow striking melee weapons not interacting with flak effects correctly
- Fixed enemy sector shields not growing to target size correctly
- Fixed Hyper Hot Combat Processing not updating ui text color immediately
- Fixed clouds not resetting to dark when canceling Cloud Hate activation in ruins zone
- Fixed bad offset on Fur MK 2 strafe engine ignition sprite
- Fixed bad gun mount on final boss elite variant
- Fixed [redacted] not showing up in pause screen correctly
- Fixed some typos


[ 2020-09-22 13:44:13 CET ] [ Original post ]

Version 1.168 (No Masters) change_dog.txt


1.168 (No Masters)
- Hatch Displacer downwards aim cone is wider now (40 --> 90) and increases with stacks up to a maximum of 140
- Hatch Displacer aim now sticks to cone edges whenever you aim outside the cone (not just when aiming upwards enough)
- Hatch Displacer now gives you full aim control if you aim within the cone
- Turret Mount no longer overwrites Hatch Displacer, but takes affect within the displacer cone and also increases it up to a maximum of 180
- Hatch Displacer attack cone now also scales with accuracy granting passives (current angle is shown on jet stat sheet now)
- Nerfed Hardlight Sai damage (5,3,3,6 +3? --> 3,3,3,5 +2?) and attack rate (1.5-->1.7)
- Buffed HE Burstcannon attack rate (0.8-->0.7) and explosive damage (4 +2? --> 6 +2?)
- Plasma weapon shot speed increased
- Tech Cruiser boss now alternates between jammers off + guns and jammers on + missiles
- Tech Cruiser jammer range decreased
- Tech Cruiser health increased
- Hight Altitude Carrier armor increased
- Space Tether EMP blister attack rate nerfed
- UI scale now applies to text and icon size on pause screen
- Adjusted how UI scale affects tooltip text size
- Fixed Technophage: True DMZ not preventing jump shots from Gun Drive
- Fixed missing armor on fast mover boss husks
- Fixed Technophage: Iron Dog not showing up on pause screen
- Fixed Bounty Hunter Database not spawning targets correctly
- Fixed Vertice Shield not being able to catch photon shots
- Fixed bad offset on tutorial floor
- Fixed a potential issue causing player weapons to permanently jam of they jump out of tutorial while having initiated a railgun burst
- Fixed some typos


[ 2020-08-04 14:36:25 CET ] [ Original post ]

Version 1.166 (No Masters) change_dog.txt


- Locked chests now have tooltips
- Increased tooltip text base size
- Added float text for missile redirection
- Added float text for wave completion drops
- Increased homing lock repel on flares active activation
- Invincibility effect is now applied more consistently and should properly work when receiving damage higher than your max shield
- Orbital Shield Plate and Sector Shield can now block enemy melee strikes if facing them
- Removed wonky speed based collision damage on initial prop collisions (now increased by a flat amount on each initial collisions)
- Initial prop collision damage now only triggers if you've been outside of rocks for at least 1 second prior
- If you use a cam zoom other than 1x the game will now zoom out during intermission to retain scene composition and item visibility
- Fixed tooltips being enabled too early when entering intermission, leading to tooltips spawning at bad positions
- Fixed missing tooltip on cam model option arrows
- Fixed bad z-layering on cam model options


[ 2020-06-25 00:09:01 CET ] [ Original post ]

Version 1.165 (No Masters) change_dog.txt



- You can now change the way the camera tracks your jet in the video options. Cinematic mode has it behave as before, Focused mode has it always follow your jet closely
- Added a limiter to prevent camera from moving too far away from player due to cam gravity attractor events (cinematic mode only)
- Maximum cam zoom is now limited to x3
- Enemies that perform jam effects now also spawn float text to make it more clear what is affecting you (includes blue jam tech elites)
- Fixed fast mover bosses not resetting to their current elite/debuff color after they jump
- Fixed ceiling and floor cam limits not being affected by cam zoom option correctly
- Fixed a sprite gap on fungal zone deep floor
- Fixed a problem introduced in 1.163 causing the the Fur MKI to start with 10 bonus coolness
- Fixed some typos and tooltips


[ 2020-06-21 21:31:36 CET ] [ Original post ]

Version 1.164 (Stray Dogs) change_dog.txt




- Controller options now show you a button mapping suggestion
- Game now defaults to completely unbound buttons/axis when first running the game,
should make it more clear that you need to rebind these differently depending on your controller model
- Camera now trails ahead slightly more snappy while boosting
- Improved z-layering on smoke clouds
- Fixed a problem arising from how initial prop collisions calculated damage based on all forces affecting the player
- Collision damage with props based on speed increases more linearly and predictably now
- Fixed prop collision damage float text appearing as two separate texts on initial collision
- Hyper Hot Combat Processing (the most innovative item you picked up in years) now overwrites UI text color to improve readability
- Fixed pretty dumb bug causing player shield to overcharge whenever it charges to full
- Fixed Fur MK1 not receiving active items correctly after launch
- Fixed laser sniper choppers not canceling their beam attack when wrapping around the zone to the left
- Fixed intermission x3 boost prompt not being shown when mouse aim is enabled
- Fixed nuke base elite attachments on rocks not wrapping around correctly


[ 2020-06-17 21:52:56 CET ] [ Original post ]

Version 1.163 (Stray Dogs) change_dog.txt



1.163 (No Masters)
- Lowered space tether segment health, but increased collision damage dealt
- Lowered the distance threshold at which homing missile warning sound switch to high beep
- High beep homing missiles sound now changes pitch depending on the distance to the closest missile
- Both the tutorial and death tips now mention how escalation impacts the game
- Clarified Hyperspace Gravitas tooltip in regards to how it works on controller
- Restructured how %/s effects are shown on weapon stat sheet
- On controller, Hyperspace Gravitas now spawns the gravity target further ahead of your jet
- Fixed a few assets not being pre-loaded correctly
- Fixed an issue causing dessert rock props to cache all other rock props
- Fixed Tripple Chaingun unlock message showing a different weapon
- Fixed carrier fight spawning incorrect floating island props (from other zones)
- Fixed Fur MK1 random gear spawning in an order that has the active remove previous pickup messages
- Fixed Fur MK1 launch not replacing the random passive item on pause screen correctly
- Fixed a potential problem causing player jet callsign to display incorrectly on some runs
- Fixed recon objective unlock message referencing the wrong item
- Fixed activating advance arrows via boosting not working when mouse aim is enabled even though boostx3 tooltip is still shown
- Fixed some typos


[ 2020-06-14 22:17:30 CET ] [ Original post ]

Announcing Hyperspace Harvest!

After many months of prototyping and updates for HDog I have now settled on a Sleeper Games next project. Hyperspace Harvest has been in development on and off since almost a year, but it was in late 2019 that I started to solely focus on it. The game will be a Farming/Action hybrid taking place in the weirder part of the Hyperspace universe: Within the ecosphere of a giant space whale god-animal. Its core gameplay is split between chilled farm management and intense bullet-hell dungeon-crawling, with an overall focuses on deep customization of crops, tools, gear and weapons.

If you want to know more you can check the newly published Steam page for the game. Also please consider puting the game on your whishlist so I have a chance against the almighty algorithm. <3

Ill be posting some dev logs about the game's progress in the coming months, you can also track the current development on the public HHarvest dev Trello.

Here are a couple gifs showcasing how the prototype changed over time.



The game started out with a square-based tileset, which was later replaced with a more distinct hex tile look that's also easier to manage on save/load.

[img]https://i.imgur.com/K6FQ6eh.gif[/img
]
The player farm can have multiple base layouts and is dynamically populated with resources. The red skin tiles are your growing space.



The slot based gear modding system was also introduced really early and reworked multiple times. I'm still iterating on this one, and the whole VR tileset will probably get another overhaul. Weapons/Crops/Tools etc are created by combining certain base mods, which then open up more slots to further augment the item.



Dungeon missions are accessed through multiple hub rooms across the whales surface. In combat you'll have to manage your Vet Suits energy in order to charge your shields and ranged weapons.



Similar to Hyperspace Dogfights, you'll move from encounter to encounter (in separate rooms) and complete objectives to proceed. Right now there are two tilesets for combat, with premade rooms that are randomly selected. Additional tilesets will all explore a different anatomic region of the whale. You'll fight inside bone marrow, neurons, metal implants etc. Individual missions can also have modifiers like the darkness shown above.



You'll also explore the whale's surface and meet the various denizens and hanger ons that populate it. Some of these are sentient extensions of the whales body, other are just stranded on the whale like you.



The whale's visitor mall has been rep-opened on your arrival. This is where you can get new bio code to create new crops/weapons/tools. Rewards for missions will also almost always come in the form of additional code fragments.

For now I tried making resource gathering actions a bit more involved than just pressing a button.



Better timing in these minigames yields you more resources but I'm not sure how far I'll go with this. Simple actions like cutting down overgrowth will also just require simple inputs.



The whale bioluminescent ecosphere of the whale actually has a day-night cycle. The whale's body also goes through a longer cycle of death and rebirth that is not unlike seasons.


The intro sequence was the last thing I worked on and puts the game near the events of Hyperspace Dogfights. Your suit AI can project a little avatar that will give you company and advice throughout your space whale adventure.



If this tickled your interest then please consider whishlisting the game. <3 <3 <3
Cheers!

Stefan - Sleeper Games


[ 2020-06-10 15:21:39 CET ] [ Original post ]

Version 1.162 (Stray Dogs) change_dog.txt



1.162 (No Masters)
- Reworked beam collision, fixed hit detection on long range beams (both hostile and player)
- Shield indicator now has a faint amount of base visibility even in situations where your shields are just slightly below full
(matters for certain jets with low starting shields that take damage from certain shots unless they are at their max shields)
- Small enemy attachments no longer have any density, some bosses also have reduced density (results in less melee shatter and better pierce shots)
- Some larger enemies have slightly higher density now
- SRM Rail shot size scales slower and caps lower now
- Melee size is now caped at 400%
- Forces from player melee swings no longer increase redout
- Fixed too high density on corvette boss and nuke base shield generator
- Fixed final boss attachments not displacing correctly
- Fixed hardlight shuriken active drawing some stats from your current weapon
- Fixed a problem causing melee multistrikes to apply additional melee force on player


[ 2020-04-27 18:03:59 CET ] [ Original post ]

Version 1.161 (Stray Dogs) change_dog.txt



1.161 (No Masters)
- Rival Skyborne no longer triggers if rival is at full health
- Transmute Debris now scales with wave count
- Store can no longer appear right before the boss, eliminating a scenario where this would prevent forced weapon drop per zone
- Photon Ammo photon damage bonus and photon chance increased
- HE Ammo and Sticky Ammo now also grant a bonus to explosive damage
- Hyperspace Gravitas is now tier 2 (was 3)
- Somatic Infrared is now tier 3 (was 4)
- Improved collision on some Ruins zone ground props
- Increased SRM Decay Rail money consumption
- Fixed a problem preventing rival Skyborne threshold from increasing correctly
- Fixed rival always having Skyborne enabled (?)
- Fixed short prefix applying an incorrect damage bonus
- Fixed first wave not increasing escalation over time correctly
- Fixed a bug causing the game to remove an additional heart container if Greater Good is acquired after already causing high civilian casualties
- Fixed Greater Good not removing heart containers correctly if multiple stacks of the passive are equipped
- Rephrased speedrun phage unlock message to better reflect the unlock condition


[ 2020-03-20 14:06:52 CET ] [ Original post ]

Version 1.140 (Stray Dogs) change_dog.txt

.159 (No Masters)
- Player explosive weapons now have their damage vs shields reduced by 75%, affecting performance against both enemy and your own shields
- Sticky explosions and explosive shots from active now also deal 75% reduced damage vs shields
- Chest tooltips for unidentified items are now universal, no longer unintentionally revealing the category of the item
- Chests being unidentifiable impacts unlock cost by less now
- Fixed Ultraviolet Autolaser not displaying pause tooltip correctly
- Fixed a problem related to escalation increase and [redacted] stray
- Fixed unidentified loot chance not affecting chests with active items correctly
- Fixed Photon Duplex drawing prefixes from burst pool instead of scatter, potentially breaking the weapon
- Fixed boss elite replacement attachments not attaching correctly to certain bosses (?)
- Fixed boss rush mode breaking enemey spawns in endless mode (?)
- Fixed a problem allowing player max health to exceed the maximum of 10 hearts with certain item combinations, breaking the ui
- Fixed some typos

1.160 (No Masters)
- Added some additional variants for enemy death spark vfx
- Added float text for when radiation procs finish corroding enemy armor
- Added custom laser phase for Photon Cealaformer elite variant
- The shield focused Cealaformer elite variant now also has lower shield cooldown
- Bosses will now adapt to being stunlocked with jam/disorient
- Tether EMP spread during swipe phase is now more random
- Somatic Infrared fire rate, cascade chance and crit chance nerfed
- Photon Duplex shot count reduced
- Photon Duplex/Dual Scattergun/Heavy Kinetics fire rate nerfed
- Modified Ripjump icon to make it interact better with mouse select
- Fixed Phase Proxy Cluster submunition explosions size still being smaller than shot hitbox
- Fixed picking up Gladiator Aegis still not immediately disabling jump
- Fixed bad chatter ID for Sniper Chopper hit chatter
- Fixed bad pickup quote ID on Hyperspace Suspension
- Fixed certain attachments still not attaching correctly to carrier elites
- Fixed Speedrun Mode zone and wave type limitations not applying correctly
- Fixed some typos


[ 2020-03-13 21:00:58 CET ] [ Original post ]

Hyperspace Dogfights 1.15: No Masters is live!



Attention All Aces
The 1.15 update just dropped on all platforms! New endgame content awaits if you can manage to beat the game with at least 3 Technophages active. That's right, you can now do runs with multiple phages active simultaneously for extra challenge. The phage selection UI on the title screen has been reworked to support this and also shows unlock conditions for all new and old phages after you unlocked your first one.

[h3]End Game Content[/h3]
After your first multi-phage win youll get access to a chain of new challenge modes in the form of additional phages. There is a boss rush mode, a speedrun optimized mode, a hardmode that has you face more elite enemies and the star of the show: Technophage Hardgrade, which upgrades the final boss and gives it an additional third phase.
If you manage to master all these modes then there is one more Phage that strongly changes how the game is played. More of a final reward than an additional challenge, but I wont spoil the effect here.

[h3]Flawless Unlocks and Boss Elites[/h3]
But even outside those challenge modes there is a ton of new stuff to find. There are 13 new items, most of which are unlocked by flawlessly defeating bosses. Additionally, these unlocks will allow the corresponding boss to spawn as one of three elite variants in subsequent runs. Boss elites have increased stats and/or new behaviors but they also drop more SRM and grant you an additional free chest if you can defeat them.

[h3]Boss Rebalance[/h3]
Some bosses, especially zone 3 ones, saw some major balance changes. The Space Tether counteracts cheesy strategies more and I attempted to make its attack phases more equal in terms of threat level. Your rival now has an additional movement pattern that is supposed to make it an easier target but potentially also a greater threat for periods of the fight. In part, this should also counteract situations where a fast rival can make the fight drag on excessively.

[h3]Tiny Features[/h3]
Alongside all this I also added a couple new minor features. There is a redout mechanic as a penalty on certain items now, causing you to shortly loose visual awareness if you pull too many G with your maneuvers. A few melee related items now allow you to parry enemy laser beams, giving you another way to deal with these high threat attacks aside jumping and mirror plating. Some new enemy destruction effects and boss death sounds where added too.

[h3]Better 4k Support[/h3]
I also tried to address the issue of the game not scaling well on very hight resolutions/large screens once more. The display options now let you control the games FOV/Cam Zoom independently from resolution. If you feel like the game objects and units are overall too tiny then crank that value up till it fits your taste.

I hope the update offers sweet new challenges for you seasoned Aces out there and also improves the game for newcomers. For a more detailed changelog you can check the full change_dog here.

[h3]Supporting Sleeper Games[/h3]
Hdog 1.15 No Masters is free for everyone who owns the game, just like the two content updates that came before. But for those of you who wanted to further support Sleeper Games and HDogs development I added the Deck Crew Edition DLC, essentially a donation that shoots me a few bucks extra. Purchasing the DLC itself gives you no additional content, aside from a title screen text that reminds you of my eternal gratefulness.
<3 <3 <3


[ 2020-03-09 19:02:08 CET ] [ Original post ]

1.15 No Masters Is Almost Here

The third free content update for Hyperspace Dogfights is feature complete and tested! I'm only really waiting for Steam staff to finish reviewing the volunteer dlc component. Accordingly, the update should go live in the next couple days. In the meantime, you can check out the preliminary change log here.

Hot New Stuff


  • Added a chain of five new Technophages:
    Hardgrade: evolves the final boss fight
    Iron Dog: enables hard mode
    Regicide: enables boss rush mode
    Time Killer: Enables speeddrun mode (always same bosses, wave count and zones, no objectives that have fixed minimal time to complete)
    [Redacted]: [Redacted]

  • Multiple Technophages can now be active during a single run and all Technophages can be freely combined, you can play bossrush with the new final fight and Plate Flood enabled etc.
    (in fact the first new Phage is unlocked by getting a win while you have at least 3 other Technophages active)

  • Added three elite versions for every boss in the game. The chance for them to appear is pretty low and only comes into play if you previously flawlessed the boss, unless you increase elite chance through certain items that is. Boss elites have increased stats and/or new behaviors but they also drop more SRM and grant you an additional free chest if you can defeat them.

  • 13 new items added, most of which are unlocked by defeating bosses without taking damage

  • A few rare items now allow you to parry laser beams, granting you another way to deal with these high threat attacks. The Fang Stray starts with this ability and no longer needs to tank hits at a certain point in the game. (You need to face the source of the beam and strike into it right when it is about to hit you to pull this off, tricky timing and positioning requirements.)

  • A few items can now have you suffer from redout if you pull too many Gs, but this only comes into play once you strap ridiculous amounts of engine upgrades onto your jet. A few passives can also make you resistant to the effect.

  • Replaced HDogs adaptive res-scaling with a "Cam Zoom" setting in the display options. This effectively allows you to change the games FOV to your taste. Adjust this value if the game appears overall too small for your liking. This is most likely the case if you play on 4k monitors/very high resolution.

  • Added some new vfx for enemy destruction, player shield overcharge/recovery and player weapon impacts. Added new sfx for boss destruction.




General Changes/Balancing:
- Reworked phage selection ui
- Title screen now shows tooltips for technophages
- After you unlocked your first Technophage, the game now displays all locked ones on the titles screen with tooltips showing their unlock conditions
- Differentiate damage float text scaling to telegraph relative damage dealt a bit better
- Dmg float text now has - markers if an enemy has effective armor that reduced the attacks damage
- Attempted to make unlock conditions a bit more consistent:
Wins with jets now universally unlock the next variant,
jet specific phage unlocks moved to stray endless wave 6
- Enemies that deploy flares will now briefly scramble your weapons if you are turned towards them
- Armored suits no longer count as massive
- Naval cruiser boss now spawns with an escort of three destroyers
- Lowered knockback force on all enemy explosive shots
- Ruins zone is more rare now
- Deflecting enemy explosive shots now has them go on a longer, safer collision timout (0.2 seconds)
- Additional objects, including large bosses, now count as player obscuring and show the flashing position marker if you collide through them

[h2]Weapon Changes/Balancing[/h2]
- Reworked armor piercing so that weapons can have individual AP (now also appearing on the weapon stat sheet)
- Granted some innate AP to all railguns, ultraviolet lasers and few selected melee weapons
- SRM Rail now gains AP alongside piercing
- Sai gained a lot AP at the cost of some damage
- Maw damage buffed, dmg vs massive reduced
- Phalanx trike range increased
- Field Mace damage and piercing increased
- Increased piercing and ap on several other melee weapons
- Gamma Laser damage and explosion size buffed
- Dual Scattergun now has a duplex trigger (fires first barrel on press, second on release)
- K-Wave Cannon damage, fire rate and boost accuracy nerfed

[h2]Passives Changes/Balancing[/h2]
- Melee blocks now loose size depending on blocked damage and will eventually shatter, resulting in your block going on full cooldown
- Accordingly, melee size upgrades now make your block more durable in that regard
- Gladiator Aegis now only grants empty heart containers (not filled ones)
- Anomaly Ammo now reduces shot size
- Your own rules now allow you to deal collision damage during jumps
- Furi Dash now overcharges your shields if they are not above max already
- Furi Dash now has you retain a small amount of your jump boost when dashing
- Kinetic Heart is now tier 3 (was 4)
- Radical Decalls now also increase enemy elite spawn chance
- Stealth passives now reduce escalation by a minor amount
- Removed attack rate penalty on Warhead Workflow and Missile Maker
- Maker passives stacks now scale slower but also indefinitely
- 2 previous technophages now have slightly different effects in order to make them combine better
- Technophage: Plate Flood now also makes enemies a bit more resistant to crits
- A couple healing sources now technically count as heart pickups to enable synergies with a certain new passive
- Recoil modifier is now capped at 20%/300%
- Dodge boost modifier is now capped at 500%

[h2]Actives Changes/Balancing[/h2]
- Added a couple new effects to Crowdsourced Displacer
- Planetwide Cyber-Taunt now grants a greater coolness bonus, but also increases enemy elite chance more on each use
- Orbital support that requires line of sight is now unable to reach the command system
- Rocket Pod damage nerfed
- Revealing chest content with End-Tech Scanner should now immediately show the chest content's tooltip
- End-Tech Scanner should now also automatically identify chest content if it is unidentifiable (reveals ??? items)

[h2]Your Rival [/h2]
- Your rival learned how to circle strafe, which makes him both more dangerous and vulnerable for short periods of the fight
- Rival will switch to CQB strafing more often as the fight goes on, counteracting situations where a fast rival might lock you in a continuous standoff
- Your rivals can overall use its offense actives more often
- Your rivals skyborn threshold now increases each time it triggers, requiring them to deal damage 1 more time for each successfull regain
- Your jet will now give you a warning shortly before your rival uses it's DMZ field active (the effect itself can be dodged)

[h2]Space Tether[/h2]
- Space tether boss segments that are near the ground and top clouds now have increased HP +armor and look different
- Tether rocket phase is shorter now and fires fewer shots
- Tether kinetic gun attachments have more health and armor now, but are no longer immune to homing lock
- Tether kinetic wave fires faster now, but the phase lasts less long
- Tether now switches faster to a new phase after firing missiles
- Tether map swipe phase now fires way more EMP shots
- Changed tether forced attack phase behavior if player is near ground/top clouds
- Tether defense sliders can move down and up further now

Optimization/Effects
- Attempted to optimize mouse lock function by having it execute at the start of each frame
- Improved screen glitch visuals
- Enemy beams now flash white just before they start to deal damage
- Rapidly switching active no longer spams pickup quotes
- Shell casings fade out more efficiently now
- Increased shell casing fade out on fast firing weapons
- Slightly optimized enemy/player shot collision checks
- Added a cap for hitlag caused by deflecting multiple enemy shots simultaneously
- Slightly differentiated sfx for reverse thrust and strafe
- Boost ignition sound effect is a little less dominant now
- Impact sounds will bunch up less if a large amount of enemies is hit simultaneously by an attack/explosion
- Optimized air and ground prop loading on wave initialization

Bug fixes
- Fixed a rare crash caused by certain float text (allies taking damage, collison damage) becoming impossibly large
- Fixed a problem allowing your rival's on-jump effects to trigger repeatedly even if the boss is already jumping
- Fixed a couple combat chatter messages not displaying correctly or on wrong triggers
- Fixed Crowdsource Displacer effect and item anim being messed up if it triggers SRM Replicator
- Fixed Crowdsource Displacer not triggering artillery effect correctly
- Fixed melee sheath anims still appearing while infected with [redacted]
- Fixed Cloud Recon making clouds appear during intermission
- Fixed duplex trigger weapons jamming if both salvos are fired during the same frame
- Fixed a space tether death choreography not executing correctly if their segment max health is increased beyond a certain point
- Fixed launch base boss launching nuke instantly if launchpad max hp has been lowered enough by items
- Fixed HE ammo not calculating the an attack's remaining kinetic damage correctly
- Fixed AM mission completion value not being saved correctly, leading to one item being potentially locked forever
- Fixed a charge related item not being added to the loot pool correctly
- Fixed Quantum Augment being able to change your boost ignition into the negative
- Fixed Quantum Augment being missing a turn rate up effect
- Fixed Quantum Augment not obeying global stat caps in some areas
- Fixed Contempter Frigate sometimes firing it's kinetic blisters from its previous position while it is already in an attack jump
- Fixed a problem preventing deep floor from being displayed correctly on certain resolutions
- Fixed Gladiator Aegis block move being unavailable until first weapon switching if you pick it up during a wave
- Fixed a bad combat chatter ID on the final boss
- Fixed homing flechette using the wrong casing anim
- Fixed phalanx having a freakishly large dmg multiplier against massive
- Fixed a problem causing knife strike sound to use multiple sfx simultaneous
- Fixed an issue preventing enrage crit chance bonus from affecting weapons that have no natural crit chance
- Fixed #dmgSway weapon prefixes not affecting explosion damage sway
- Fixed Phase Cluster Proxy using too small explosion size for submunitions
- Fixed Sector/Vertice Shield unintentionally blocking hostile photon shots
- Fixed enemy Flak Gun attachment not having a true color value to revert back to after color changes wear off
- Fixed a missing text id in GC mission progress chatter
- Fixed Orbital Support: Armor Strip unintentionally affecting enemy shields too
- Fixed some typos


[ 2020-03-03 12:52:47 CET ] [ Original post ]

Hyperspace Dogfights 1.15: No Masters is in the works

I though I was done with this game, but then I read through some reviews and that page long lore discussion on the discord and when I got stuck thinking about another content update it was already too late. I know full well that working another month on a game that basically nobody buys isn't a smart business move, I guess your're lucky that I don't understand capitalism. \_()_/

Update 1.15 No Masters will center around boss battles and new late game challenge modes. These will again come in the form of Technophages, challenge passives that you activate on the title screen. While the previous Technophages mostly affected your jets stats, the 5 new ones will make broader changes to the overall structure of the game. There will be a boss rush mode. There will be an "Iron Dog" hard mode, a variation of something that previously only existed as a cheatcode. And more. I hope to push your dogfighting skills to the limit, while also implementing some stuff that previously got cut due to time concerns.

If you are still new to the game you won't see the challenge modes for a while, but additionally there will be a full set of new boss unlocks, all tied to defeating bosses without taking damage. So even on regular runs you'll have new things to strive for.

The update is still early in development and I'm not quite sure how long certain features will take to implement. But I hope to finish it in February. There might be a public beta for the update at some point, so stay tuned. Same as the two previous content updates, No Masters will be free of charge. I'm considering adding an optional "Air Support" dlc package that allows you to shoot me a few bucks at your own volition.

Also the game is 20% off during the lunar new year sale, so now is your chance to get into some juicy item-stacked airobatics if you don't own HDog yet. Peace.

Stefan
Sleeper Games


[ 2020-01-24 13:43:41 CET ] [ Original post ]

Version 1.140 (Stray Dogs) change_dog.txt


1.140 (Stray Dogs)
- Flock drone damage now scales with your kinetic damage multiplier
- Flock drone health now scales with your max shield
- Flock drones now regenerate using your shield regeneration x2
- Increased money drain when SRM Decay Rail is equipped
- Jump friction bonuses are capped lower now
- Boss husks now have a lot of armor, preventing active charge farming after boss kills
- Fixed Artifact Stack Printer calculating additional stacks incorrectly if used to print copies of another printer
- Fixed melee attacks gaining unintended shot speed from Nova Broadside
- Fixed a rare scenario where enemy boss engine burn would not be removed correctly after the boss has been defeated
- Fixed repeatedly selecting [Redacted] MKII increasing hack time bonus on any subsequent runs
- Fixed some typos


[ 2020-01-08 00:46:54 CET ] [ Original post ]

Version 1.138b (Stray Dogs) change_dog.txt

Explosive melee strikes now spawn their explosions further away from you
- SRM Decay Rail is now rated tier 3
- SRM Decay Rail money consumption now scales (-0.2 SRM every 10s for each wave you've completed)
- Weapon stat sheet in intermission now lists your current SRM consumption on SRM Decay Rail
- Weapon stat sheet in intermission also lists explosion size now
- Switched to expressing explosion size in pixels since the bonuses where always additive
- Reduced hitlag on flak shot submunitions
- Lost Mission Intel now also grants a bonus to recon speed
- Sentient Combat AI now also grants a bonus to hacking speed
- Jet stat sheet in intermission now also lists hacking and recon speed bonuses
- Fixed Cealaformer shield collision not deactivating correctly after being depleted in specific cases
- Fixed Anomaly Ammo explosion size penalty applying incorrectly
- Fixed some bosses being able to become targets for Bounty Hunter Database
- Fixed missing pause description on Ultraviolet Auto Laser
- Fixed Infrared Autolaser not appearing in pause screen correctly
- Fixed a problem causing Armored Suits to not avoid the ground correctly while EMPed
- Fixed a few typos


[ 2019-11-11 22:21:17 CET ] [ Original post ]

Version 1.136b (Stray Dogs) change_dog.txt



1.136b (Stray Dogs)
- Nerfed boss nanowire damage
- Nerfed Rival Warped Warp Engine damage
- Buffed Heavy Railgun damage, shot speed and shot collision size
- Optimized collision boxes on some player shot
- Added some safeguards to weapon switching that should reduced bugs where player weapons become permanently unavailable
- Fixed [redacted] title text rainbow flashing even when no victory has been achieved yet
- Fixed cloud recon not applying cloud transparency immediately if gained as starting loadout for Fur MKI
- Fixed store ships being able to die to dots after the wave objective has already been completed
- Fixed a scenario where a certain Technophage penalty might not take effect
- Fixed Glass Configuration and Trigger wire killing the player if acquired at low max health
- Fixed [redacted] nemesis unlock triggering repeatedly
- Fixed a certain Technophage lowering player max shield beyond the global cap
- Fixed overlapping splash text when advancing through waves quickly
- Fixed missing line in one survive objective splash text
- Fixed bad explosion point on certain frames of the Electron Laser beam


[ 2019-09-06 18:57:38 CET ] [ Original post ]

Version 1.135 (Stray Dogs) change_dog.txt


1.135 (Stray Dogs)
- Increased Armored Suit spawns in endless mode
- Slightly buffed G-Link Ammo cursor homing effect
- K-Wave Gun damage nerfred
- Eradicator Cannon damage buffed
- Force Scattergun knockback nerfed
- Hyperspace Oddity/Your Own Rules jump shield stress chance nerfed
- Jump shield stress can no longer deal heart damage, instead leaving you at near zero shield
- Shard shield now has a (high) cap on shard count
- Phase Aggregator affects Shard Shield shot count by less now, but also impacts shot damage by a bit
- Inflicted sticky payload on enemies changes their color now
- Shots can no longer apply their sticky payload a second time after piercing an enemy
- Fixed explosive shots loosing all explosive damage after bouncing off enemies in specific cases
- Fixed some inconsistent telegraphing for when Quantum Augment affects attack rate
- Fixed a bug causing too many particles to spawn when many high damage player shots hit rock props simultaneously
- Fixed high enough Nanowire stacks being able to hit store ship during wave intermission
- Fixed stim effect from Crowdsourced Displacer making you addicted to stims, without a reliable way to get more
- Fixed jets stat sheet not calculating melee strike size correctly
- Fixed active charge bar displaying as empty if active is charged by maker passive procs
- Fixed too short shot lifetime on Electron Laser beam due to premature animation end
- Corrected some tooltips and typos



[ 2019-06-03 21:21:14 CET ] [ Original post ]

Version 1.134 (Stray Dogs) change_dog.txt


Hyperspace Dogfights was released one year ago! Time for another quick patch round.

- Player homing shots should no longer home in on store ships
- Increased homing lock repel force when store ships use flares
- Drone Egg ally spawns are now limited to 15 drones (+your current limit from Drone Flock if you have it equipped)
- Nerfed "frenzied" weapon prefix accuracy penalty
- Fixed floating islands not being removed when entering intermission, potentially leading to off-screen loss of drones
- Fixed some hitbox inconsistencies on Electron Laser
- Fixed Kinetic Heart regeneration being able to trigger even when player is already dead
- Fixed multi shot Flexlight Bow (from Flak Ammo) using combo dmg instead of charge damage for its flak calculation
- Fixed Random Ammo not applying dmg penalty to photon and melee attacks
- Fixed Camera getting confused when killing Contempter Frigate right during its attack jump
- Fixed missing explosive damage bonus on Mass Ammo
- Fixed some typos
- Corrected some tooltips


[ 2019-05-14 21:09:24 CET ] [ Original post ]

Version 1.133 (Stray Dogs) change_dog.txt



- 2 new passives added
- Support artillery attacks will now get canceled if they target too close to the nuke boss warhead
- Triple Barrel Chaingun starts with less dmg multiplier if Contained Explosion is equipped
- Your Own Rules and Hyperspace Streamlining are now tier 2 (was 3)
- AM Tipped Payloads is now tier 3 (was 2)
- AM Tipped Payloads increases explosive damage by less now, but increases explosion size a bit more
- Nerfed Wireless Energy charger per sec (1 --> 0.5)
- Wireless Energy is now tier 1 (was 2)
- Fixed Crowdsourced Displacer receiving charge req increase when rolling the cyber taunt effect, making it unusable until swapped in and out with another active
- Fixed HE Cluster Launcher screwing up the weapon portion of the pause screen if equipped
- Fixed some weapon properties not being applied correctly to backwards shots fires from Gun Drive
- Fixed scenario where two chests could be selected and interacted simultaneously during wave intermission
- Corrected some typos


[ 2019-04-29 21:28:18 CET ] [ Original post ]

Version 1.131 (Stray Dogs) change_dog.txt


- Skyborne damage requirement no longer completely resets after each wave, instead it decays each wave by an ammount that scales with Skyborne stacks
- Skyborne tooltip is more detailed now
- Your current Skyborne regain requirement is now listed on your jet stat sheet
- Nerfed Shard Shield damage and shot count scaling
- Sniper Choppers will aim a little more carefully now before initiating their attacks
- AM Storage Balloon spawn count is now capped (very highly)
- Fixed a problem with some new weapon unlocks not being loaded correctly
- Fixed a scenario where HP altering passives would prevent War Room Shell from dying
- Fixed Technophage: True DMZ not bestowing the full charge per damage bonus on starting actives
- Fixed Technophage: True DMZ not disabling melee charge attacks correctly
- Fixed some ground enemies dropping shield replicants regardless of cap
- Fixed Tactical Nuke not displaying the non-retaliation active icon after being used for the second time
- Fixed a bug causing the nuke base shield generator to imidiately spawn a new shield whenever it has been taken down
- Fixed a bug causing the nuke base shield generator to spawn a new shield while dying
- Fixed run end arrows not appearing in endless (?)
- Fixed low flying Super AWACS sometimes spawning in collision range with low floating islands (?)
- Fixed a bug allowing single shot weapons to fire two projectiles when initiating fire state quickly two time while the game is under strong hitlag (?)
- Fixed title carrier hangar cover not showing the correct variant cover when returing to title after launching runs with Stray jets


[ 2019-03-29 22:43:48 CET ] [ Original post ]

Version 1.130 (Stray Dogs) change_dog.txt


- Dying in endless no longer triggers wave completion unlocks for the current wave
- Taking heart damage should now removes player EMP effects
- Fixed a ui scale related bug causing active to be show as fully charged after returning from pause menu
- Fixed Shot Displacer cursor angle not resetting when entering intermission
- Fixed a bug causing bombs/rockets spawned by actives/passives to phase through geometry for a short while after deployment
- Fixed Skyborne tooltip not mentioning that it also decreases player invincibility time
- Fixed a problem causing VOTL enemies to phase through the ground if killed by ground collision
- Fixed a bug causing wins with MK2 jets to also fainbow flash stray jet title text
- Fixed title carriers not changing to stray variants correctly when returning to title after stray jet where selected


[ 2019-03-17 18:36:19 CET ] [ Original post ]

Version 1.124/1.125 (Stray Dogs) change_dog.txt

New Stuff:
- Reaching endless mode wave 6 now unlocks challenging "Stray" variants for the jet you are playing with
- Beating the game with the Strays unlocks Technophages, challenge passives equipable via the title screen that can be used on any jet
- Added 15 new weapons
- Added 6 new passives items
- Added 1 new active item
- Added manual block mechanic as part of two new melee weapons and one passive: jump replaced by forward melee block while holding jump button, scales with jump time and melee size
- Added duplex trigger mechanic on one new scatter weapon: single barrage, fires second barrage on trigger release
- Added framework that allows 2 new weapons to periodically change their stats depending on certain non weapon-related stats
- Endless mode now has some additional unlocks tied to it, up to wave 30
- Added a couple new late game weapon prefixes
- Unlock messages now give some hints about what triggered the unlock
- Refurbished Heart UI to be a bit more readable and more consistent with the rest of the UI
- Added something secret
- Numerous fixes and balance changes, see Stray Dogs Beta logs in change_dog.txt for a detailed breakdown

1.125 (Stray Dogs)
- Contained rogue self-replicating drone swarm that was flooding the loot pool
- Fixed an problem preventing new item pause descriptions from being displayed


[ 2019-03-09 00:19:29 CET ] [ Original post ]

Hyperspace Dogfights 1.124 (Stray Dogs) is here!



The Strays are here!
Surviving endless mode for a couple waves will now unlock the "stray" variant for your current jet. The strays all come with their own particular challenge. The Paw Stray deals bonus damage, but can only fire downwards. The Fang Stray can deflect enemy shots with a melee block move, but is unable to perform regular dodge-jump. With the Fur Stray you'll have to adapt to constantly fluctuating jet stats and random active effects. All the jets got Stray variants, so you get 5+ new jets to unlock.
With these new loadouts you'll need any help you can get. Luckily endless mode now also features a whole new range of endgame jet weapons and gear to unlock. Surviving up to wave 30 will stock up your arsenal for future runs.



Technophages!
Those of you who want to push their piloting skills even further can unleash Technophages, challenge-mode passives that can be equipped on any jet via the title screen. These rogue nanobot plagues will alter the game world in some fundamental ways. Some have only mildly annoying effects, but most will require you to somewhat rethink your strategies. Technophages become available one at a time after beating the game with the Stay jets.

Quality of life tweaks!
Alongside the new loadouts and gear I went through multiple bug fix passes and worked in some quality of life tweaks too. Unlock messages will now give some indication about what triggered the unlock. Both the heart UI and the intermission stat sheet have been reworked to be more legible. Tooltips have been extended in some places and include a few more weapon and gear properties.

Enjoy!
Stefan - Sleeper Games


[ 2019-03-08 23:59:08 CET ] [ Original post ]

Announcing Hyperspace Dogfights 1.12: Stray Dogs



The rejected, the retired, the eccentric and the vain. Those where the strays, pilots that where constantly riding the edge of what was considered expectable on-mission behavior by GC main. Their crafts where highly modified and often artificially downgraded versions of our usual jets. In fact their flight mission often ended in disaster. But what they lacked in performance, they gained in popularity among our war audience and AI benefactors. So we had to keep them around.

Sleeper Games is proud to announce that Hyperspace Dogfights will get another free content update in March.

The Stray Dogs update will focus on late game content for the most seasoned pilots among you. Youll unlock challenging new stray loadouts for all jets, available once you mastered endless mode with MKII variants. The new loadouts come with 20+ new pieces of gear, often adding unique new twists to the established mission gameplay.

On top of that, mastering the strays will grant you access to Technophages: challenge mode passives that you can equip on any jets via the title screen. Technophage effects range from mild annoyances, like making all loot unidentifiable, to vicious trails of you piloting skill, like sudden death mode.

I hope the update will bring some freshness for those of you who have already mastered the game. Some of the new gear will also be available early on and the update adds some new secrets as well, so there should be something for everyone.

Cheers!
Stefan Sleeper Games


[ 2019-02-25 15:12:54 CET ] [ Original post ]

Version 1.119 (Realspace) change_dog.txt


1.119 (Realspace)
- Contained Explosion is tier 3 now
- Contained Explosion: Nerfed base damage multiplier per shot on all scatter weapons (can still escalate to broken levels if stacked ;)
- Scatter weapons that gain 360 flak shells from Flak Ammo now also get vastly increased accuracy for their initial shot
- Flak Ammo attack rate penalty decreased (20%, was 25%)
- Increased rivals knock-back resistance
- Reverted store ship homing lock immunity
- Bow shot and Hardlight Slab have smaller hitboxes now
- Fixed escalation text being positioned badly if returning from pause during intermission
- Fixed too large hitbox on the deflected version of heavy kinetic shots
- Fixed bad explosion point on Auto Scatter shots
- Fixed flak submunitions not inheriting sticky property correctly
- Added some saveguard ensuring the game doesn't launch with left over dummy targets in the combat scene
- Clarified some tooltips
- Fixed some typos


[ 2019-01-24 23:41:56 CET ] [ Original post ]

Version 1.116 (Realspace) change_dog.txt


1.118 (Realspace)
- Added some additional possible jet and weapon properties to the intermission stat sheets
- Picking up items that lower you max health while having only 1 max heart will no longer kill you (instead leaves you at 1 heart container)
- Enemies can now be immune to missile lock, this includes most larger bosses (not their attachments), jam domes, but also store ships and enemy husks
- Player homing locks can no longer track enemies that are immune to homing lock, they will seek out the closest non-immune enemy instead
- Missile Hardpoints, Missile Manufacturer tracer shots and jump redirection will no longer work against enemies that are immune to missile lock
- Last Resort Pod now fires faster in bursts of 5 with lower damage but more numerous shots
- Taking heart damage now auto charges Last Resort Pod to full
- Thanatos Turbine now only grants +200 charge to your active on heart damage and no longer increases charge count if stacked
- Lowered Hyper Shield charge requirement
- Hyper Shield gains charge faster from shield regeneration now
- Increased Hyper Shield duration (15s, was 9)
- Decreased Reverse G-Field duration (12s, was 15)
- Reverse G-Field is now tier 4 (was 3)
- Missile Hard-Points is now tier 3 (was 4)
- Gunships can no longer dodge jump if they are already dying or their boosters have been taken out
- Fixed a rare bug where the store ship would obscure shop chest prices (?)
- Fixed missing frame on Rainbow Unicorn Flamingo item anim
- Fixed an possible issue where sticky shot chance might interfere with explosive damage actives
- Fixed nuke base angular shield not being displaced correctly when looping around the zone
- Improved some tooltipps
- Fixed some typos



[ 2019-01-09 23:05:28 CET ] [ Original post ]

Version 1.116 (Realspace) change_dog.txt



1.116 (Realspace)
- Intermission stat sheet now displays your callsign too
- Space Teather defense sliders now continuously fire homing missiles when you remain between them too long
- Space Teather segment health increased
- Zero Friction Parts now decrease jet friction by far less
- Fixed player being able to take more heart damage even while jet is already dying
- Fixed some formating on intermission stat sheets
- Fixed some issues preventing Broken Heart from negating Love
- Fixed a bug causing enemy shield particles to be emitted at a slightly off angle when hitting enemy angular shields
- Fixed corvette jump markers not resetting their angle when marking the jump in point
- Corrected some tooltips


[ 2019-01-06 18:07:46 CET ] [ Original post ]

Version 1.115 (Realspace) change_dog.txt



Slightly bigger patch this time. Thanks for all the feedback that came in since December.

I also started working on a wiki for the game, under construction here: http://hdog.wikia.com/wiki/Hyperspace_Dogfights_Wiki

1.115 (Realspace)
New Stuff:
- Hitting the reverse thrust key/button during an intermission now displays stat sheets for your jet, your current weapon and your current active
- Added some more late game weapon prefixes

Balancing:
- Enemy EMP shot speed increased
- Love now only grants an empty heart container, but heals you for up to 4 half-hearts (without you being able to know how much health you received)
- Nerfed Broken Heart a bit (now +3 max shield, was 4)
- Slightly nerfed shield regeneration bonuses from a couple passives
- Random Ammo damage sway bonus increased (now +3, was 2)
- Random Ammo now also affects explosive damage sway and base damage
- Flexlight Bow damage increased
- Increased crit chance on a couple heavy melee weapons
- Rocket Pod now properly profits from Sentient Battery, gaining about 25% more shots as additional charge
- Hyperspace Streamlining now also adds a small chance to evade kinetic attacks
- Heavy Chaingun screenshake decreased

Bug Fixes:
- Fixed a problem preventing nuke base shield generator from deploying its shield
- Fixed a global variable bug making all enemies agro slightly slower
- Fixed a bug screwing up passive UI positioning when returning from pause
- Fixed boss jump zone markers permanently haunting your run if you manage to kill the bosses during a jump
- Mouse aim: Fixed intermission tooltips requiring pixel perfect collision with mouse to spawn
- Fixed Compassion tooltip not mentioning that it drops health pickups
- Fixed Love tooltip not mentioning that it also increases chance of chest content being unidentifiable
- Fixed SRM Replicator not being usable during intermission (?)
- Fixed a bug granting a very tiny Impact Heart-like regeneration chance to all jets
- Fixed melee charge attacks not being correctly affected by prefix damage bonuses
- Flechette Battery and Smart Dart Battery should now be correctly affected by Flak Ammo, with their child shots inheriting sticky payloads
- Fixed a bug where non-auto weapons would not advance timers for Payload Printer and Warhead Workflow correctly
- Fixed Payload Printer and Warhead Workflow being able to deploy even when player isn't currently attacking
- Fixed a potential problem preventing wave objective gunships from spawning
- Fixed some typos

Linux
- Attempted to fix glew library issue


[ 2019-01-05 21:02:38 CET ] [ Original post ]

Version 1.110 (Realspace) change_dog.txt

.110 (Realspace)
- Fixed a bug preventing rebinding the next weapon key
- Fixed a bug causing store hearts to either be classified as unknowns passive or contained in malfunctioning chests
- Adjusted chest positioning during intermission to ensure all chest content is selectable in specific circumstances
- Fixed a positioning glitch for when opening tier 1 weapon chest
- Chest content now gets larger when selected
- Fixed some issues with chest content z-layering
- Slightly increased choice chests unlock cost
- Shock Shielding now grants immunity to EMP effects, but also lowers max shield by 0.5
- Extended some tooltips
- Added some splash screen tips


[ 2019-01-02 22:53:11 CET ] [ Original post ]

Version 1.108 (Realspace) change_dog.txt

.108 (Realspace)

- Fixed your rivals hp bar not reacting to boss taking damage (?)
- Fixed flare tooltips remaining on screen if picking up flares last during tutorial (?)
- Fixed a bug causing auto weapons to continuously fire when using the keyboard key
- Fixed no money warning using bad color for srm count text
- Fixed bad key reference in one tutorial message
- Clarified some tooltips


[ 2018-12-28 19:19:50 CET ] [ Original post ]

Hyperspace Dogfights Is 15% Off During Steam Winter Sale

Plus here's a sneak peek at some new game prototypes I have been working on.









Happy Hollidays!


[ 2018-12-21 15:18:25 CET ] [ Original post ]

Version 1.107 (Realspace) change_dog.txt



1.107 (Realspace)
- Message texts are now typed out instead of being fully visible from the get go
- Fixed store heart chest being able to malfunction, hiding their content
- Fixed a bug causing collected passives to be displayed off center
- Fixed a theoretical position bug that could prevent the player from moving the pause selector to the right if certain items are position leftmost during intermission
- Fixed res apply button not resetting its clicked-on state correctly, potentially causing problems with resolution and fullscreen states
- Reworked some res and fullscreen changes when returning from pause menu/relaunching after death
- Added additional saveguards to ensure the game defaults to windowed after applying resolutions
- Fixed a bug where entering pause after launching in fullscreen on auto resolution would resize the game window to default resoltion (windows only)
- Fixed some typos


[ 2018-12-06 23:28:59 CET ] [ Original post ]

Version 1.106 (Realspace) change_dog.txt

Lowered attack cooldown penalty after finshing melee combos
- Fixed some typos
- Fixed unlock message icons not being removed correctly on player death
- Fixed a bug preventing Double Heart unlock from taking effect
- Fixed Hyperspace Streamlining being permanently locked
- Fixed a theoretical bug preventing Money Implies Poverty from unlocking


[ 2018-11-20 19:37:03 CET ] [ Original post ]

Version 1.105 (Realspace) change_dog.txt



1.105 (Realspace)
- Attempting to pick up a full heart while missing only a half heart now heals and turns the full heart into a half heart
- Sniper choppers railguns and laser as well as boss beams telegraph their attacks more excessively now
- Fixed some weird weapon name word doubling due to certain prefixes
- Fixed high jump boost stat causing Furi Dash to move your craft backwards
- Fixes Random Ammo tooltip not mentioning base damage penalty
- Fixed bad title on Mirror Cannon weapon card
- Fixed A Ton Of Money not working if part of the Fur's starting loadout
- Fixed multiple bad text ID calls for corvette boss combat chatter
- Fixed a bug causing EMP Rail unlock trigger repeatedly (endlessly? :o)
- Fixed AA-Tanks using old sprites and points on Windows version
- Fixed a variable problem preventing Lost Mission Intel from taking effect
- Fixed some typos in combat chatter and loot tooltips
- Fixed another variable bug preventing player flock drones from spawning


[ 2018-09-25 16:55:02 CET ] [ Original post ]

Version 1.102/1.103 (Realspace) change_dog.txt


Version 1.102 (Realspace)
Adjustments/Balancing:
- Orbital Support: Bomb Displace damage per enemy is more random now
- Orbital Support: Bomb Displace max payload per enemy decreased
- Fullscreen box changed to toggle
- Reverted to forcing fullscreen on entering main game scene, due to some isolated bugs related to not doing that

Bug Fixes:
- Fixed a bug causing tooltips to spawn on locked chests
- Fixed picking up Swag Hull granting a stack of Glass Configuration on top
- Fixed Artifact Stack printer granting one stack too many
- Added some safeguard to ensure fullscreen is truly deactivated on toggle

1.103 (Realspace)
- Fixed an bug/exploit where selecting the Eye MK1 repeatedly would stack various damage bonuses
- Fixed a possible bug involving title narrator comments


[ 2018-09-17 20:50:40 CET ] [ Original post ]

Version 1.101 (Realspace) change_dog.txt



Version 1.101
Adjustments/Balancing:
- Chest quality range starts out slightly lower and scales slower with wave count
- Player coolness inpacts chest quality more now

Bug Fixes:
- Fixed game exiting and reentering fullscreen after death or after returning from pause while fullscreen is enabled (?)
- Fixed entering controll options screen showing wrong buttons/axis for some controller mappings
- Fixed some bugs related to changing from and to fullscreen if no new resolution was applied beforehand
- Fixed some problems with the fullscreen tick box animation not displaying correctly when entering the video options
- Fixed a bug preventing Fringe-Region Connections passive from unlocking


[ 2018-09-14 21:10:32 CET ] [ Original post ]

Version 1.100 (Realspace) change_dog.txt


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


[ 2018-09-13 17:04:42 CET ] [ Original post ]

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


[ 2018-09-13 17:01:39 CET ] [ Original post ]

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 this additions will make the game a better experience for everyone.



Cheers!
Stefan – Sleeper Games


[ 2018-08-16 22:23:59 CET ] [ Original post ]

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


[ 2018-06-26 15:39:47 CET ] [ Original post ]

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


[ 2018-06-19 22:06:25 CET ] [ Original post ]

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


[ 2018-06-08 20:58:15 CET ] [ Original post ]

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


[ 2018-06-06 00:36:30 CET ] [ Original post ]

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


[ 2018-06-01 16:34:56 CET ] [ Original post ]

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


[ 2018-05-31 22:36:08 CET ] [ Original post ]

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


[ 2018-05-24 15:35:08 CET ] [ Original post ]

Version 1.001 change_dog.txt

The first bugfix update after the launch is here, also implementing some recent feedback from the community.

Adjustments/Balancing:
- Most title carriers are now selectable before being unlocked, showing you their unlock conditions
- Added a little thing to the title screen showing that the options menu exists
- Minor streamlining changes to the tutorial
- Detonating the nuke boss warhead now only deals a half heart damage (and can be resisted if you have very strong shields)
- The Fang's Blade Hull now grants you immunity to damage from small debris
- Reward chests no longer appear physically in your mission area after completing a wave (needlessly confusing)
- Added an option to turn off rising sound pitch for systems on which this cause problems
(disabled by default, reenable it if you didn't have any crashes before, its one of my favorite features)
- Added an option for mouse lock, preventing you from clicking outside the game window in windowed mode
- Zones can no longer drop more than two actives
- Cam gravity on regular enemy deaths no longer triggers if you are far away
- Katana J-Strike now deals accumulating damage like its normal strikes
- SRM Bomb now gives you even more bang for your buck
- Shattering your melee weapon now tripples the cooldown of your next attack
- Player Flock Drones regenerate slower now

Bug Fixes:
- Fixed one tutorial message not mentioning mouse command used for dodge jumping
- Fixed number keys spawning leftover trailer splash text
- Fixed tutorial sim player ship not launching with intended color
- Fixed ground collisions causing civilian casualties regardless of whether there are buildings on the ground
- Fixed some typos in GC mission chatter
- Fixed offscreen title carriers sometimes appearing on screen after changing resolutions in options
- Fixed a problem preventing gunships from using their dodge jump
- Fixed player homing lock sound not being affected by effect volume option
- Fixed/limited a potential crash cause by lowering the range at which sound effect pitch can increase in all instances
- Fixed tutorial ending not removing large player flares and flare crackle correctly
- Fixed a but where the nuke boss death bloom would not get removed correctly if the player goes into intermission immediately after
- Fixed a theoretical scenario where non-integer chest quality randomization would spawn chests with inaccessible content (?)
- Fixed player Flock Drones getting stuck after a while ()


[ 2018-05-17 23:03:03 CET ] [ Original post ]

Version 1.0 Changedog

Adjustments/Balancing:
- Enemy attack tells are now displayed on top of any clouds or smoke
- Enrage crit chance bonus increased
- Containment Shutdown now also gives a minor bonus to boost ignition
- Containment Shutdown now goes on a very short cooldown when igniting your boost
- Cam shake on taking damage is stronger now
- Made unlocking something a little easier
- Added some additional effects to accentuate player taking heart damage
- Boost ignition now lowers current Containment Shutdown cooldown instead of resetting it to really low
- The Fur now starts with a prefix on its weapon

Bug Fixes:
- Fixed a few UI assets not being preloaded correctly
- Fixed tutorial dummy targets teleporting around on death
- Fixed title screen hyper streaks not animating correctly on launch
- Fixed tutorial removing enemy missile marks too late
- Fixed a few seconds of the player having tutorial ghost weapons equipped after tutorial ends
- Fixed top turret attack tells sometimes not moving with shots
- Fixed flak ammo shot color being applied to charged melee
- Fixed enemy explosive shots not triggering splash sound on water collisions (?)
- Fixed a bug causing stacked hitlag to break further hitlag activations


[ 2018-05-13 22:56:15 CET ] [ Original post ]

Version 0.994: Tutorial fix and minor cleanup

Version 0.994
Adjustments/Balancing:
- Tutorial clouds no longer cause player position helper to appear
- Player position helper (when obscured by ground/clouds) draws more attention to itself now
- Added some more post-death tips
- Kinetic turrets now have a minimal range
- Kinetic turrets burst rate decreased
- Large player flares are no longer destroyed by explosion
- Boost ignition no longer moves camera when near ground/top clouds
- Hardlight Sai now has a four hit combo with an initial forward attack allowing for easier shot deflection
- Hardlight Sai combo finisher hits a little harder
- Hardlight Sai fling attack deals a little less damage now

Bug Fixes:
- Fixed tutorial wave advance being broken
- Fixed initial ground impact particles not being spawned on player position
- Fixed tutorial railgun spawning with a prefix
- Fixed Tech Market crash still not updating prices for currently spawned store chest
- Fixed returning to title from pause when tutorial is active displaying the active charge bar
- Fixed some bad intermission instruction text positioning
- Fixed entering intermission still not removing smoke particles and emitters
- Fixed a bug preventing profile from saving


[ 2018-05-12 17:37:27 CET ] [ Original post ]

Hyperspace Dogfights' 1.0 Release Is Coming Up

Hi Steam Flyers

After 18 months in development, HDog is finally approaching the 1.0 release on Steam. On the 14.05.2018 you'll be able to blast of into colorful missions full of explosions and weird jet loot.



Since the last Steam announcement we continued to add content to the game. Here's a quick recap:
(January) HDog Alpha 0.851: Radio Waves has been shipped. This update focused on wave goal variety and UI improvements.



Early in development I floated the idea of having a large pool of available goals for each wave, but then scratched that in favor of a more arcady design. In Strasbourg we discussed whether the player might feel lost at times if no clear purpose is given and I was encouraged to revisit the differentiated wave goals. In the process of implementing the goals I also added a more direct splash text framework to telegraph goals. In general I tried to move away from ui text to tell you about wave goal progress, instead many new goals work with symbols and bars exclusively.

So how does this look in game then? When starting a wave you now always get some splash-text in the close background, telling you your wave goal (I'm considering supporting this text with images to create proper splash screen for boss fights). Wave goals range from recon mission to various types of target elimination. You'll raid convoys, eliminate enemy aces or take down storage balloon. The previous “decimate enemy forces” wave goal is also still there, but way less prevalent, with survival waves being another spin on that. Wave objectives might till get extended further, with the UI moving away from plain text some more.



The update also featured many small tweaks and fixes. I tried to build more of a connection between the ui and player actions/reactions, by blowing up UI elements like the heart ui or the SRM counter whenever their values change. Your ship now constantly explodes while you are on your last half heart, simple thing but I'd probably never considered it if it wouldn't have been suggested directly at Strasbourg Fantastique. The player being jammed/interdicted became more relevant even in the early game with the recently added Naval Cruiser boss, so I revisited the UI connected to that. The game now tells you more clearly that your jet is interdicted and late game EMP enemies also cause custom UI effects now, causing your entire UI to reboot after EMP effects wear off. I'm still not entirely happy with the UI, other devs pointed out that some important stuff like health is too far away from the visual focus (your jet) and I agree, so I might still iterate more on this. Oh and your active now wiggles in anticipation when charged, that's important!



There are dozens of conceptual or half-designed items I still want to add. The game is in a state where this is really easy (unless their mechanics require something entirely new that is). Wiring a new weapon into the game takes can take less time than making the weapon sprites, but with all the testing and tuning that comes afterward it still always takes longer than expected still. So I try to not do this and save stuff for a post release content patch, but couldn't resist the temptation this time. The nine new guns make use of previously added status affects, so you got stuff that's really good at EMPing enemies or causing the damage-over-time cascade effect. One new late game melee option, the Halberd, can be used to pull escaping enemies towards your. There are also two guns that fire those nasty photon shots used by some late game enemies and bosses, allowing you to better deal with shields by simply piercing them. And there are a few bread-and butter kinetic guns.

(March) HDog Alpha 0.901: Vis Light has been shipped. This update focused on jet build choices and loot management.

The loot system has been re-organized, with chests now having color-coded tiers, each tier with its own loot pool. You'll need to hunt down those sweet red chests if you want access to the more broken weapons and items (looking at you, shot displacer). Chest quality increases the further you'll get into the game and how well you play also features into it (as in how many times you consecutively flawlessed a wave).



But the loot revision isn't all about limiting you, rather the contrary. The new zone store and choice chests actually give your more control over how your jet evolves throughout the game. Choice chests give you a choice of three items after you opened them (you can only pick up one). The zone store comes in the form of a store vessel. You'll have to hack and defend it during its own new wave type in order for it to become available for the remainder of the zone. The store ship will then come alongside during each hyperspace jump and you can access it's store chests there. Until the end of the zone, which will now destroy all remaining chests and pickups, as well as the store ship. Overall the whole loot management aspect of the game got funneled more into the intermission scene. For now I cut the possibility of opening chests during wave combat, since that didn't mix well with choice chests and store offers. But the intermission scene now allows for better chest interaction in return, enabling button controls to interact with items. If you use button controls you no longer need to switch to mouse each time you'll go into the intermission and if you you have mouse aiming enabled the intermission will use mouse controls too.



When testing the new stuff I also came across a whole lot of problems with the recently added wave objectives. So yeah, lots of bug-fixes, again. I also nerved zone two a whole lot, so it should feel less like a brick wall now. Zone three is where the game seriously tries to kill you, but you should be able to get to the second set of bosses more consistently now.
The final alpha content update (0.95, Full Spectrum) will give you multiple player jets to choose from and will start gating some content via an unlock system. After that its just bug fixing, testing and tuning till the release.

(April) HDog Alpha 0.96 has been shipped. This update added additional player jets to choose from and introduced persistent unlock progression.



Since that we basically just deal with bug reports now and prepare for the final release. :)

<3 <3 <3 Much Love! <3 <3 <3
Stefan


[ 2018-05-02 13:53:20 CET ] [ Original post ]