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A member registered Feb 27, 2017 · View creator page →

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0.7.022 (Alpha)

Changes

-Expanded Floatoid player deck (7 new tech, 6 new units)

-You can now skip and salvage most system location rewards for 10 SRM. You can no longer exit these events otherwise.

-Added a framework for units to trigger outside a regular turn (only matters for very some very specific reaction/fast interactions)

-Added fallback for removing unused float text.

-Minor improvements to inspect text wrapping.

-Ultra Swarm is now apply 3 bomber.

-GP Upstart HP reduced (4-->2)

Fixes

-Fixed a problem with shot impact force when applied to size 0 units.

-Fixed GP Resource Manager EMP adaption icon not being removed after phase change.

-Fixed various card targeting issues related to retreating units updating orbit positions incorrectly.

-Fixed card self-copy effect copying unintended upgrades.

-Fixed shield visuals depleting too fast if shields get fully depleted without unit taking hull damage.

-Fixed problem causing specific on-hit effects to overwrite another.

-Fixed some on-deploy effects not showing on title screen flagship card text.

-Fixed mines visuals not firing.
-Fixed some typos.

-Various other small fixes.

0.7.018 (Alpha)

Changes

-Extended upgrade pools with a whole bunch of new dongles (11 global, 10 low tech, 18 con, 12 flo)

-Enemy mercs can also have some of the new upgrades.

-SRM system locations now scales with zone count.

-Gun Platform is now 10■ 6◔ 3▶.

-Some minor changes to encounter spawns.

-GP Resource Manager can no longer trigger directly after changing phase.

-Escort bombers no longer target boarded units.

-Improved unit jump in preview.

-Support effects (Apply X to Y) no longer target fully boarded units.

-On death support effects now switch alignment if the dying unit is fully boarded.

-Eliminate troops is now a numbered keyword and some boarding cards now eliminate a small ammount of troops on target.

-Nightmare Operators now has Eliminate 10 (instead of all).

Fixes

-Fixed flank speed being applicable to non-timer units.

-Fixed missing description on final encounter.

-Fixed "Gain x" effects overwriting another if multiple ones happen on the same unit.

-Fixed store UI remaining stuck on screen after buying out upgrade pool.
-Fixed some addaptive comms text not displaying reference.

-Fixed Salvo not depleting on some cards.

-Fixed reinforcement timer not updating after wave advance.

-Fixed a problem preventing mode switch from taking effect.

-Fixed a specific boss phase change not updating attack tells.

-Fixed some issues resulting from how unit are removed from orbit when retreating.

-Fixed guns updating to VLS mode flipping player units.

-Fixed escort bombers being unable to attack if the front enemy on orbit is untargetable.

-Fixed various problems with escort bomber attacks.

-Fixed some problems with scrambled multistrike tech cards.

-Fixed damage reduction card effect interacting badly with effect power.

-Fixed removable upgrades displaying remove cursor in situations when you can not remove them.

0.7.014 (Alpha)

Changes

-Reworked how turn end is resolved, effects now happen one by one and are telegraphed more clearly.

-Float text now generally uses outlines for better readability.

-Enemies now properly jump when advancing an orbit.

-Boarder combat now resolves only one stack per turn, allowing to use security to stall boarders and other effects to support ongoing boarding actions in different ways.

-Since any stacks of security prevents ships from being fully boarded, this now allows to temporarily regain control of a ship by sending even a small security forces.
-Security regaining control of a boarded ship now also sets that ship's timer to 1 if it was already ready to act/acting.

-Radiation debuff now kills one stack of security per turn.

-Player unit repair on retreat reduced (6-->4).

-AM Seekers: reduced AM applied (2-->1).

-AM Porter Class: removed consumable.

-Breach Strike Pod: removed scrambled.

-Grund Breeder starting cards apply more boarders again.

Fixes

-Fixed various problems arising from some turn end effects resolving simultaneously.

-Fixed a problem with background parallax.

-Fixed ability railgun failing to animate under certain circumstances.

-Fixed system star tooltips not appearing.

-Fixed a problem with scatter card aim ui alignment when using non 100% cam zoom.

-Fixed stealth starting mods not taking effect.

-Fixed reinforcement timer being intractable while also interacting with certain system locations (?).

-Fixed some problems when apply troop units attack units that are already boarded.

-Fixed Self-building Spikers not copying their upgrades.

-Fixed some inaccuracies in how temporary cards are removed.

-Fixed status buff upgrades overwriting inate card support effects.

-Fixed some problems with boarded ships triggering retaliation from ships that already have reaction behaviors.

-Fixed some issues related to orbits not resetting their unit counts correctly when entering a new star system.

-Fixed chaff debuff not actually suppressing ship ASC capabilities.

0.7.012 (Alpha)

-Added new possible encounter to star system 4.

-Guard Sloop is now 8■ 3◔ 2▶ and no longer shields itself on hit.

-Stealthed units now do not trigger fighter/bomber dot damage until the unit is targetable again.

-Adjusted some turn progression timers.

-Units that do nothing without a target no skip multistrike attacks if their first attack has no target.

-More changes to how ui layer scaling and resolution is handled.

-Fixed a problem with how containment damage penalties are display

-Fixed complete containment not preventing application of certain effects.

-Fixed end-tech encounter not being placed correctly.

-Other small fixes.

0.7.010 (Alpha)

-Added new possible encounter to star system 2.

-Some changes to flagship generation.

-End Tech encounter switched place with second Low Tech encounter in star system progression.

-Turns now take individual card effect delays into account and will generally initialized faster.

-Units that are close to acting now periodically flash their timer.

-Completing boarding actions now interrupts units and sets their timer to 1 if they where about to act.

-Fixed some UI elements not adjusting correctly to cam zoom.

-Fixed some issues preventing ui layer zoom being handled independently from cam zoom option.

-Fixed upgrade dongles sometimes remaining visible on world layer after inspecting a card.

-Fixed some instances of support effects erroneously displaying as if not having a target.

-Fixed containment damage penalty displaying on units that have pierce.

-Fixed some visual problems with gain bot effect.

-Fixed cargo terminal unlock only taking effect after returning to title.

-Fixed factory reset removing starting mods.

-Fixed removable mods not resetting cards correctly.

-Other small fixes.

0.7.007 (Alpha)

-Added new possible encounter to star system 3.

-GP Resource Manager changed.

-Flare Barge and Armed Transport now suffer chaff when acting action.

-Some small fixes.

0.7.005 (Alpha)

Fixes

-Fixed a crash happening when "gain multistrike on draw" shows a number.

-Fixed units without timers gaining an additional attack turn after retaliating.

-Fixed some scenarios where enemy infighting from boarding would apply buffs instead of debuffs.

-Fixed some problems with multistrike units that attack forced targets and do not expand all their attacks.

-Fixed scrambled units being able to target themselves if retaliating against their own orbit section.

-Fixed boarding effects still being applicable too constructs.

-Fixed salvage bot repairs not taking temporary changes to unit max hp into account.
-More small fixes.

Changes/Balancing

-Bomber escorts no longer target boarded ships.

-Flare barge is now 4/5/-1 apply 2.

-TU encounter no longer has waves that spawn 2 flare barges.

-TU encounter final wave can no longer spawn a flare barge.

-GP Consumer is now 2 size.

-GP Consumer no longer gains AM.

-GP Consumer now start with timer 2, giving you one turn to redraw before it enters CqB (?).

-Final encounter now starts with additional low tier enemies on inner orbit.

-GP CEO hp increased.

Yeah, card unlock system is still work in progress. There will be several combo cards for each faction combinations unlockable through wins and subsequent challenge runs.

0.7.003 (Alpha)

Fixes

-Fixed missing card on a Con hull commander.

-Fixed scrambled tech cards targeting whatever is highlighted.

-Fixed corpses taking up orbit space until orbit stat is update from other actions.

-Fixed missing title tooltips for Contempter auxiliaries.

-Fixed a problem on units that apply multiple support effects.

-Fixed some general problems with fighter dogfights resolving.

-Fixed reducing hp from hull effect not triggering death reactions.

-Fixed cards not applying scrambled correctly.

-Fixed drive modding upgrades always making cards immobile.

-Fixed Engineer Class megaship not resetting it's attacks correctly.

-Fixed some unintended upgrade duplication.

-Fixed some exotic problems when using Copy Goo Globule to copy Copy Goo Blob.

-Fixed Traffic Control HI not working against targets that have cascade.

-Fixed Bulk Launch Prep not targeting being able to target hand cards.
-Fixed attacks from fully contained units triggering hit reactions (retaliate, AM seed damage etc).
-Fixed more start mod configurations that could lead to a timer of 1.
-Fixed bonus damage vs X effects not being affected by crits.

-Fixed units loosing their regular turn action if they react during a turn on which they go to 0 timer.

-Fixed retaliation against boarded units not switching to bebuff effects.

-Some other fixes.

Changes/Balancing

-Pull/Push tether tech can now only target size 1.

-Units no longer reset their timer when deployed (now reset on being drawn), allowing you to energize/modify timers in hand.

-Fleet name generation is more varied and less focused on commander now.

-Units with self destruct or no attack will no longer retaliate against boarded allies.

0.7.002 (Alpha)

Fixes

-Fixed a card play softlock related to how certain cards restrict hand targeting.

-Fixed some element of enemy cards being shown near system star (?).

-Fixed Salvo not resetting between encounters.

-Fixed support effects triggering even when unit gets delayed by flares.

-Fixed units that do not have an attack getting affected by their hypothetical target's flares.

-Fixed some problems with cam zoom option.

-Fixed some flagship on deploy effects not showing while on title screen.

-Fixed bad card ID in shops when playing with Flo loot pool.

-Fixed some effects still applying if a unit is fully contained.

-Fixed merc cards leaving deck when other cards die.

-Fixed rebinding camera key not taking effect.

-Fixed bomber escort being reduced by target AA even when other status effects should prevent that.

-Fixed Nomad Scrapyard calculating its HP lost incorrectly.

-Fixed Copy Goo Globule not taking effect.

-Fixed upgrade limit not taking effect.

-Fixed problems with some unlocks.

-Fixed missing animation for crit multiplier dongle.

-Fixed temporary card effect power bonuses resetting on discard.

-Various other fixes.

Changes/Ballancing

-Game is more selective in what allows cards to target hand.

-Cam zoom option now defaults to adaptive on first launch.

-Units that become immune to EMP now instantly clear remaining chaff debuff.

-Units with Rush or Erratic can no longer jump to full orbits.

0.7.000 (Alpha)

-Added 3 new factions with 3 dual use status effects each.

-Added a ton of new new player cards, especially for low-tech deck.
-Added title screen with deck component selection system

-Added card upgrade system. Upgrade dongles can now be found at new star system locations.

-Added fleet upgrade system. Fleet upgrades grant globabl bonuses that can affect multiple cards, but are more rare to find (very work in progress).

-Added production planet locations that act as shops.

-Added addtional system locations for gaining card duplicate and card removal options.

-Added more encounters and final boss.

-Added comms system (very WIP).

-Added particle effects (optional)

-Added turn speed option.

-Improved status glyphs within text and added additional highlighting to card effect text.

-You can now retreat units by draging them to your discard pile (lower right). This allows you to redraw and redeploy them later, units also recover 6 hp when retreating.

-AM seed debuff now amplifies any damage a unit takes, including dot, crash dmg etc.

-Various fixes.


0.7.001 (Alpha)

Fixes

-Fixed a general softlock due to failed support effects.

-Fixed various support effect not working.

-Fixed megaship healing between encounters.

-Fixed a problem with fullscreen mode.

-Fixed problems with some unlock conditions.

-Fixed some problems with Arsenal Vessel targeting.

-Fixed mobility related upgrades not updating unit drive lvl correctly.

-Fixed a problem with megaship EMP gun attachment anim. (?)

-Fixed orbit slot increase from fleet upgrades not taking effect. (?)

-Other minor fixes.

Changes/Ballancing

-Flare Barge (TU enemy): effect power reduced (2-->1).

-Kinetic Kill Vehicle (Con enemy): added retaliate.

-Arsenal Vessel (ET enemy): damage reduced (3-->2), added artillery

-Units that drop bonus SRM on death now do so when they escape combat while boarded.

-Improved missile impact sound mixing.

-Reduced screenshake from consecutive missile explosions.

Yeah that's pretty much how it works.

(1 edit)

Choice chests still have tiers, but there is no way to tell it's tier beyond taking a guess based on it's price. That's just one of their downsides beyond their price.

That other chest you mentioned probably came from a destroyed store ship. Some store items from a destroyed store ship will still be available as loot, in the form of malfunctioning chests that periodically spark when on the intermission screen. Those chests have a chance to just explode when opened.

Yeah that's what that meant. Flawlessing the zone boss is alsow required for this. (There might have been a situation where you took heart damage and immediately healed from a nearby heart.)

Planet wide escalation increases over time (shown under your health in the top left). This increases overall difficulty of subsequent waves, in terms of enemy spawns, objective requirements and some other things. Escalation also affects some bosses and chest prices, generally you want it to not massively outpace your wave count. 100% per zone is a considered a low escalation run.

Yep.

Every time you jump, missile tracking markers get pushed away from your jet by a certain amount. That's what these upgrades affect.

Each homing missile has a rectangular green tracking marker that follows you around and shows where the missile is tracking towards right now. If you jump while this marker is on top of an enemy then you'll redirect the missile and it will usually lock on to that enemy instead. 

Generally it'll behave like it is on your side after that, it'll lock on  to other enemies if the target is destroyed etc. You can even redirect multiple homing missiles simultaneously as long as all their homing markers are on an enemy when you jump.

Redirection does not work for cruise missiles, the ones that use a spinning cross as homing marker.

Sorry about that. Thanks for letting me know, should be fixed now.

Version 0.300 (post jam)

-Increased player turn speed.

-Test fire blocks on the title screen can no longer burn down by themselves.

-Fixed bad block placement in deployment 6.

-Fixed a problem with player death sequence.

There was an ending there yes, maybe that is broken somehow. What happens if you get there, you just can't advance and nothing happens?

Ok I made some adjustments to how the UI layer is handled when changing resolution. Let me know if the problem persists on 0.303.

You mean text on the cards I guess? I'll look into ways to make that scale according to resolution. Can you by any chance post a screenshot for how the game looks for you?

Thanks, I'll look into it.

Window size is based on resolution, you can change that in the video options menu.

Sure why not.

Ok I'll look into it.

All the way through? Was there a situation where you or enemies exited the arena entirely?

What bugs did you encounter?

(1 edit)

Yes, just copy over the contents of the saves and fallback folders from your itch install to the new steam install and you should be good.

To clarify:  Half of the vfx are by me, but not originally made for the jam. The other part is from packs and had to be adapted to the artstyle. Everything else was made during the jam, but I wasn't sure whether all this counts as the "majority of assets".

(1 edit)

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 counterforce.
- 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 Hight Altitude Carrier launch force being applied to other fighter enemies.

Yes.

(1 edit)

I don't do the music myself and I rely on soundpacks as the basis for the SFX, everything else is by me. So there is no larger team, no.

Yes.

Do you have some specific communities in mind?

This is a bug I'm still investigating. Likely this is connected to the game not fully preventing you from going into pause directly after an unlock triggered. You can recover your profile if you go into your fallback folder, copy the latest prof_save_crypt_fallback (the one that has been changed most recently before the loss) into the saves older. Rename it to prof_save_crypt and the game should accept it as your current profile.

Hi Antifect, thanks for taking the time to put this together, I'll take it into account if I make another patch. Some of this isn't possible due to the way the game was set up early on. The pause menu can't sufficiently communicate with the main game etc but I'll see what I can do regarding the bugs.