1.15 No Masters Is Almost Here
- 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
- 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
- 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%
- 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)
- 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)
- 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
- 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
- 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 11:52:47 CET ] [ Original post ]
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
Weapon Changes/Balancing
- 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
Passives Changes/Balancing
- 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%
Actives Changes/Balancing
- 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)
Your Rival
- 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)
Space Tether
- 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
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.MINIMAL SETUP
- OS: Ubuntu 14.04 64bit or higher
- Processor: 2.8 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: NVidia Gallium 0.4 NV 106 or better. OpenGL compatible
- Storage: 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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