Name | Hyperspace Dogfights | ||
Developer | Sleeper Games | ||
Publisher | Sleeper Games | ||
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Release | 2018-05-14 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  1  | ||
Steam Rating | n/a | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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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 |
https://www.youtube.com/watch?v=aBZprZeheIE |
Heatsink Launcher now starts with 3 max charges. |
https://store.steampowered.com/app/2081970/Swirl_Wtch/ |
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Attention All Aces |
[previewyoutube=2nFGIEiEVBY;full][/previewyoutube] |
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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. |
[previewyoutube=-uMTRZNrWMk;full][/previewyoutube] |
Hi There Aces |
[h3]Hi There Aces[/h3] |
Hi There Aces |
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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. |
Flak Ammo and Scatter Ammo now also increase shot sway by a flat amount (affects weapons with otherwise close to perfect accuracy) |
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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. |
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.159 (No Masters) |
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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.
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 |
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. \_()_/ |
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Explosive melee strikes now spawn their explosions further away from you |
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New Stuff: |
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.110 (Realspace) |
.108 (Realspace) |
Plus here's a sneak peek at some new game prototypes I have been working on. |
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Lowered attack cooldown penalty after finshing melee combos |
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Hyperspace Dogfights 1.1 Realspace is live! |
Sleeper Games is proud to announce that Hyperspace Dogfights will receive a free content update September 13th on Steam! |
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Version 1.009 |
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Version 1.006 |
Version 1.005 is here, featuring some late-game adjustments and fixes as well as some changes by the community since launch. |
Another round of minor bug fixes. I'm still looking into the visual glitches/resolution problems a few players have encountered. |
The first bugfix update after the launch is here, also implementing some recent feedback from the community. |
Adjustments/Balancing: |
Version 0.994 |
Hi Steam Flyers |