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
Hyperspace Dogfights
Sleeper Games
Sleeper Games
2018-05-14
Indie Singleplayer
Game News Posts 71
🎹🖱️Keyboard + Mouse
Very Positive
(103 reviews)
https://store.steampowered.com/app/842170 
The Game includes VR Support
Hyperspace Dogfights Linux [588.76 M]
Hyperspace Dogfights Deck Crew Volunteer
Juicy Combat
Out-boost your enemies, use gravity to your advantage and hyperspace-dodge through projectiles when things get too hairy.Loot
Make your jet stronger and stranger by gathering some of the 150+ currently available passive and active items. Use over 50 different weapons against your opponent, including aerial melee options.Opposition
Engage zone specific enemy types in air and ground combat. Confront ten distinct bosses or even try surviving beyond that in endless play.- OS: Ubuntu 14.04 64bit or higher
- Processor: 2.8 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVidia Gallium 0.4 NV 106 or better. OpenGL compatible
- Storage: 1100 MB available spaceAdditional Notes: Right now the game is not too well optimized for dual screen setups. You might need to turn one screen off.
- OS: Ubuntu 14.04 64bit or higher
- Processor: 3.2 GHzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: GeForce GT 710 or better. OpenGL compatible
- Storage: 1100 MB available spaceAdditional Notes: Right now the game is not too well optimized for dual screen setups. You might need to turn one screen off.
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