Hyperspace Dogfights — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Announcing Hyperspace Deck Command Flipside! | 2026-09-25 | Hi everyone, Sleeper Games’ next project has just been announced! Hyperspace Deck Command Flipside is a sequel to my 2025 Deckbuilder, spicing up its classic timer-base space combat with a whole new level of deck flexibility, by letting you flip cards between two mode. Enemies can also flip, making them more challenging and unpredictable. On top of that you’ll get new factions, new enemy encounters, new dual-use status effects and and a weird galaxy to explore.Head to the games steam page if you want to learn more and make sure to wishlist the game if you are interested.CheersStefan - Sleeper Games |
| Hyperspace Deck Command Launched! | 2025-10-08 | Hey There Hyperspace FansSleeper Games’ 4th release is here! Hyperspace Deck Command is a deck building rogue-lite that takes place in the hyperspace universe, millennia after the previous games. You’ll assemble a massive space force from unit and tech cards, which you then deploy in lane-based battles against an enigmatic opponent from outside the galaxy. During battles you’ll always need to think ahead, since units in HDC operate on individual turn timers and every card you play brings them closer to carrying out their next action.The game also features a flexible dual-use status effect system where each effect works differently depending o |
| Hyperspace Deck Command Demo 2 Is Here! | 2025-06-09 | https://i.imgur.com/qfrJ8JO.png The new demo for Hyperspace Deck Command is now ready for Steam Next Fest. You can check it out here on Steam. This version features 2 full faction decks, 19 unlockable starter packs, a whole bunch of new enemy encounters, new upgrade and shop systems, as well as many fixes and quality of life tweaks. Feel free to share your feedback through the discord link ingame and stay tuned for the full 1.0 release later this year. Cheers Stefan - Sleeper Games |
| Hyperspace Dogfights Version 1.224 (End-Tech) | 2024-08-10 | -Omni HE Displacer shot friction reduced. -Fixed Artifact Lottery not appearing in data cloud until first acquired. -Fixed a problem with End-Tech Autoloader unlock. |
| Hyperspace Deck Command Demo Released! | 2024-03-25 | https://www.youtube.com/watch?v=aBZprZeheIE Hi there Sleeper Games crowd. To be a part of Steam’s 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 mas |
| Hyperspace Dogfights Version 1.222/1223 (End-Tech) | 2023-05-03 | 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 being extremely astonished by your ability to parry melee. - Fixed chest malfunctions never taking full effect on opening. - Fixed some beams not being able |
| Swirl W@tch is here! (Hyperspace Anthology Vol 2) | 2023-04-18 | https://store.steampowered.com/app/2081970/Swirl_Wtch/ 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 Dogf |
| Swirl W@tch Releases On April 5th! | 2023-01-18 | https://i.imgur.com/QjZMEtQ.gif 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. https://i.imgur.com/eO2RMTA.gif 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 o |
| Swirl W@tch Now Got a Demo on Steam! | 2022-10-06 | 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! |
| Swirl Watch Announced | 2022-07-13 | Hi Everyone It has been six month since the release of ---Red---Tether--> and my next game is now well underway. I’m 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-gam |
| Hyperspace Dogfights Version 1.215/1.216/1.218 (End-Tech) | 2022-04-09 | https://i.imgur.com/VKvUQeX.gif 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 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 n |
| Hyperspace Dogfights Version 1.212 (End-Tech) | 2022-02-05 | 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. https://i.imgur.com/TmGY99E.png 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 (w |
| Red Tether Launched! | 2022-01-18 | Attention All Aces! 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 you |
| Red Tether Releases on January 18th | 2021-12-19 | Hi There Aces 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: https://i.imgur.com/aXqAQzz.gif Hyperspace Dogfights is also due for another small bug fix patch, which I'll try to tackle after the release. Cheers! Stefan - Sleeper Games |
| ---Red---Tether--> Demo Launch! | 2021-10-01 | Hi There Aces News from the hyperspace universe: ---Red---Tether--> is featured during the ongoing Steam Next Fest and it just had it’s Demo released! I’d love to hear your feedback if you give the game a try. It got a new teaser too: If you wanna know more about the game then check out the recent progress update or skim my previous post where I also wrote about ---Red---Tether’s--> Hyperspace Dogfights relations. For the occasion, Dogfights will 30% off. I hope you enjoy the demo! Stefan – Sleeper Games |
| ---Red---Tether--> Announced | 2021-08-06 | Hi There Aces Turns out I‘ll 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. https://i.imgur.com/lZ0wmdr.gif As might be able to tell, Red Tether will take place in the same universe as Hyperspace Dogfights. You’ll play a ragtag group of GC demil-observers, who suddenly find themselves right in the middle of the action. As the Contempter m |
| Version 1.208 (End-Tech) change_dog.txt | 2021-07-06 | https://i.imgur.com/TX7lkH7.png 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 th |
| Version 1.206 (End-Tech) change_dog.txt | 2021-04-26 | https://i.imgur.com/C6qU6OJ.gif -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 de |
| 1.203 End-Tech Is Here! | 2021-03-22 | https://i.imgur.com/p9LNlnf.png 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 |
| Version 1.203/1.204/1.205 (End-Tech) change_dog.txt | 2021-03-22 | https://i.imgur.com/U1NXgSj.gif 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) B |
| Version 1.2: End-Tech Is Approaching | 2021-03-01 | 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 |
| Version 1.179 (No Masters) change_dog.txt | 2021-02-22 | -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 unloc |
| Version 1.178 (No Masters) change_dog.txt | 2021-01-25 | https://i.imgur.com/ipblv0y.png 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 |
| Version 1.174/1.175/1.176 (No Masters) change_dog.txt | 2021-01-07 | https://i.imgur.com/IKuTvIy.png -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 rewar |
| Version 1.171/1.172 (No Masters) change_dog.txt | 2020-09-22 | https://i.imgur.com/OUoPV6W.png - 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 not showing up in pause screen correctly - Fixed some typos 1.172 (No Masters) - Fixed axis sign not saving correctl |
| Version 1.168 (No Masters) change_dog.txt | 2020-08-04 | https://i.imgur.com/Pr1WmTs.png 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 |
| Version 1.166 (No Masters) change_dog.txt | 2020-06-24 | https://i.imgur.com/aJyOn7p.png - 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 |
| Version 1.165 (No Masters) change_dog.txt | 2020-06-21 | https://i.imgur.com/YJGL4rG.png - 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 af |
| Version 1.164 (No Masters) change_dog.txt | 2020-06-17 | https://i.imgur.com/82w62FA.png - 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 sepa |
| Version 1.163 (No Masters) change_dog.txt | 2020-06-14 | https://i.imgur.com/kRVPkow.png 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 as |