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Hyperspace Deck Command Changelog Sticky

A topic by sleeper_games created Mar 11, 2025 Views: 378 Replies: 42
Viewing posts 1 to 30
Developer(+1)

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.

Developer unlocked this topic
Developer(+1)

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.

Developer(+1)

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.

Great to see so many good bug fixes so quickly!

Developer

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.

Developer

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.

Developer

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.

Developer

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.

Developer

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.

Developer

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.

Developer

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.

Developer

0.7.025 (Alpha)

Changes

-Expanded Trade Union player deck (12 new tech, 4 new units).

-Consumer and create random container effects are now modified by effect power.

-Cards are now removed from the loot pool once acquired. This should result in no more card duplicates being acquirable during a run except by using copy upgrades.

-Targeting buff now features into damage pre-calculation on damage icon.

-Kill-Director now start with Lure Projector instead of Traceable Scanner.

-CVG now has Depleatable 1 and is in the con depleatable loot pool.

-AM Porter Class now has Depleatable 2 and is in the con depleatable loot pool.

-Full containment now prevents "alter target point defense" effects.

-Troop-Carrier Refit upgrade is cut, but con flagships can have a similar starting effect.

-Units that do not have a timer can no longer enter stealth.

-Fighter small craft now sometimes jump to evade missile (purely visual).

-Small craft targeted by PD no longer immediately break off, instead they attempt their attack but miss (purely visual).

-Advancing enemies now jump into rear orbit positions, leaving immobile enemies in front of them.

Fixes

-Fixed Alif Payload upgrade not being limited to tech cards.

-Fixed Evac Displacer being able to target hand.

-Fixed boss phase changes not fully resetting boarding state.

-Fixed Squadron Planning not being able to target some small craft effects.

-Fixed unit death not resetting boarded state of ship object.

-Fixed a problem with Railgun Strike fire anim (?)

-Fixed tutorial never completing.

-Fixed a problem causing random bomber escorts to visual attack the target of other escorts bombing runs.

-Fixed bomber escorts not retargeting if another bomber escort takes out the front enemy.

-Fixed bomber escorts attacking dead units if no targets remain after they initiated their run.

-Fixed a problem with ram attack visuals.

-Fixed 0 dmg cards with damage bonuses not triggering crits against units with target lock.

-Fixed run launch being enabled after selecting another faction commander, allowing to start run without a flagship.

0.7.026 (Alpha)

-Replaced crit buff dmg preview with multiplier displayed next to current dmg.

-Fixed construct system reward locations never spawning.

-Fixed a problem with comms system.

-Fixed overdrive damage bonus not working (?).

-Fixed some problems with how certain cards are removed from loot pool.

-Fixed bonus damage per enemy not applying to cards.

-Fixed repair/slavage bots not self-destructing if a unit retreats.

Developer

0.7.027 (Alpha)

-Added text glyph for strike and container cards (WIP).

-Shop planets can no longer appear back to back.

-Adjusted shop planet icon.

-Improvised Upgrade now increases max timer by 1.

-Cut rear EMP support starting mod for potentially causing an infinite unit trigger loop.

-Fixed create random cargo not benefiting from EP mods.

-Fixed enemy CQB trigger effects not causing action timeout, allowing interfering actions.

-Fixed Shielded Battery applying energize to all allies.

-Fixed Overcharge Station also triggering on enemy containment.

-Fixed Repair Hive triggering on megaship.

-Fixed Jammeroid not covering bomber escorts.

-Fixed AM Arsenal not gaining AM on reinforcement timer.

-Fixed Salvo depleting too fast.

-Fixed Defense Battery also targeting what would be its regular target, regardless of timer.

-Fixed stealth interfering with which units are considered in front position.

-Fixed some damage bonus issues related to in which order attack effects happen.

-Other small fixes.

-Fixed some typos.

Developer

0.7.028 (Alpha)

-Floatoid Strike Bomber is now 1 damage apply 1 bomber, enemy only.

-Floatoid megaship stats and strike counts changed.

-Added 1 new Floatoid card to enable escort bomber plays.

-Fixed problems with front targeting update.

-Fixed effect power changes not working on cards that have no stat icons.

-Fixed Salvo not counting down on tech cards.

-Fixed reinforce timer tooltip not appearing if hovering mouse over timer number.

-Fixed a problem with hypershield conversion dongle.

0.7.030 (Alpha)

-Extended tutorial.

-Added encounter start comms featuring your Strategic Action HI (StrAcHI).

-StrAcHI might occasionally give tips during active ecnounters. (WIP, right now only points out retreat when ships are low).

-Stealth is now effected by effect power.

-Self-Forging Hull upgrade now is -4hp

-Flayer payload upgrade now provides a flat apply 2 bots.
-Fixed a problem with shot homing not resetting.

-Some other minor fixes.


0.7.031 (Alpha)

-Single faction runs now only generate commander faction card reward locations, preventing access to duplicate loot pool.

-Copy card effect is now Replicate keyword and inherits tech card buff too (am ammo etc).

-Fixed a problem with card reward generation (?).

-Fixed StrAcHI advising on ship retreat too early.


0.7.032 (Alpha)

Changes

-Added additional tooltips to flagship selectors, pointing out the general base stat differences between faction flagships.

-Adjusted some starting mods to improve Floatoid flagship generation.

-Flagship can now have some defensive status effects combined with other effects.

-Changed how some mods are restricted by Depleatable.

-There is now a limit for how many mines visuals can spawn.

-Security (Troop buff) at least equal to ship max hp now removes 1 stack of various on-ship debuffs every turn.

-Cauterize (Rad buff) is now fully implemented, reducing various external debuffs by ammount of rad applied.

-Light Destroyer is now 3/3/2 with no multistrike, but gains x2 damage from AM ammo
-Medic Class V9 is now 5/4/2

-Speaker Class is now 6/4/- and has apply 3 troop in front.

-Launch Plank is now 5/4/-

-Bot Host is now 4/5/-

-Optimizer Computronium now has Depleatable 3.

-Various other balance changes.

Fixes

-Fixed WIP End-Tech commander being selectable on title.

-Fixed a problem with Blade Missile anim.

-Fixed an item loot duplication scenario after visiting shops.

-Fixed enemy boarders sometimes playing their faction comms.

-Fixed missing Depleatable on Drone Interceptor.

-Fixed salvage hive sometimes targeting player units.

-Fixed redraw timer counting down when redrawing in high readiness phase.

-Fixed units retaining fast deploy when being discarded.

-Fixed gain SRM effects triggering twice.

-Fixed Salvo not depleting on tech cards.

-Fixed delayed effect float text not spawning correctly when played on hand cards.

-Fixed some typos.


0.7.033 (Alpha)

Changes

-You can now scroll the deck overview with cam keys and mouse wheel.

-Cam keys and mouse wheel inputs no longer affect orbit cam while in overviews.

-Containment Strike is now 2 damage, but Field Constructor has reduced HP (10-->5).

-Fuel-Strike System and Big Red now have range limit 2, allowing them to reach up to median orbit.

-Grid Assembler now has scatter.

-Refueling Hub is now 26/1/3 but no longer has scatter and does not apply cascade.

-Inventor Nano is now 8/4/-.

-Bot Host now applies 3 bot.

-Merc Fire Juggler deploy cost reduced (6-->4).

-SRM Salvagers now deal 2 damage and add 10 SRM to target drop.

-Diplomatic Craft is now 8/5/6 3Hsh

Fixes

-Fixed End-Tech starter being available prematurely.

-Fixed a bug allowing playing tech cards on megaship.

-Fixed retreat tip triggering on boarded player ships.

-Fixed unit cards loosing starting effect stacks when entering discard through redraw.

-Fixed a problem with create card mods.

Developer

0.8.500 (Alpha)

-Added End-Tech faction (21 ship cards, 7 constructs, 40 tech cards, new effects, new dongles)

-Some upgrades rebalanced.

-Boarded units can no longer target friendlies that have gain X effects or support effects (apply X to all Y etc).

-Player units that retreat because of keyword now receive regular retreat repairs.

-Private Collector now scales from unit destruction only.

-Container Consume effect is now called Unload.

-Heg Franchise now starts with artillery.

-Fixed a problem with one Floatoid unlock.

-Fixed fully contained units triggering defense mines.

-Various other fixes.

-Fixed some typos.

Developer(+1)

0.8.503 (Alpha)

Changes

-Most draw effects advance redraw timer instead now.

-Advance Redraw and Delay Advance are now fixed keywords that do not have a number component (they always advance / delay by 1).

-Time dilation is also a fixed effect now.

-Frame Shift Engine now draws +3 if discarded during redraw and is unplayable.

-Some tech cards now have a "Complex Operation" debuff that prevents them from gaining fast deploy from any source.

-Some dongles re-balanced.

Fixes

-Fixed blade weaver creating more cards than intended.

-Fixed replicate effects sometimes applying fast deploy to cards (?).

-Fixed unknown upgrade in merc pool.

-Fixed rad damage not piercing and affecting max hp when triggered by Rapid Decay Field.

-Fixed scatter not being disabled by hack.

-Fixed invalid dongle ID in ET starter pool.

-Fixed Love not gaining multistrike.

-Fixed hack interfering with containment damage precalculation.

-Fixed hack not affecting pierce correctly.

-Fixed hack not affecting non-visual interaction between cards.

-Fixed hack not affecting reaction attacks correctly.

-Fixed truth not inflicting radiation.

-Fixed more problems with apply in front target type identification.

-Fixed some dongles not having correct apply limitations.

-Fixed retaliate resetting timer when denied by hack (?).

-Fixed Justice not inflicting radiation.

Developer(+1)

0.8.505 (Alpha)

-Regret now only scales from hypershield lost on allies.

-Compassion now only triggers from ally deaths during direct combat.

-Fixed some scenarios in which Regret might not scale from hypershield lost.

-Fixed bad card text on gain integration mod.

-Fixed some more problems with containment ui and hacking.

-Fixed Compassion not being able to instantly trigger from post-turn unit destruction.

-Fixed Compassion not triggering repeatedly if multiple units die post turn.

-Fixed Compassion not properly interrupting post-turn events resolving when triggering.

-Fixed mass produced units taking wear damage when updating other effected on turn end.

-Fixed acted-this-turn state not being correctly reset under certain trigger circumstances. 

-Fixed dongles inventory being displayed in incorrect inspect states.ss

-Fixed units not jumping back to their orbit when failing to selfdestruct due to hacking.

-Fixed hack not affecting stat based bonus damage.

-Fixed Broadcast Barge not dropping srm when retreating after combat.

Developer(+1)

0.8.510 (Alpha)

New Stuff

-Added 5 new enemy encounters.

-Slightly reworked system icon visuals.

Changes

-Card text now groups certain single word effects together with colons, using new lines more sparingly on cards with many keywords.

-Removed damage component from most starting cards and other tech cards.

-Add Integration is now generally a fixed effect with no number component that is unaffected by effect power itself.

-Sync-Turret now takes 4 damage when acting and no longer has Mass Produced.

-GP Consumer now starts with Dormant 2.

-The probability of both star systems choices having the same boss is a bit smaller now.

Fixes

-Fixed mercs having access to advanced cloak technology.

-Fixed cruiser bosse not buffing itself. 

-Fixed missing attack anim on attack-all dongle.

-Fixed hack and optimize not countering another.

-Fixed Regret gaining hypershield incorrectly in some certain circumstances.

-Fixed hand status appliance not updating rightmost card correctly.

-Fixed enemy security force playing comms when securing vessels.

-Fixed a problem causing cards that trigger redraw tp act multiple times on high turn speed setting. 

-Some other fixes.

Developer(+1)

0.8.512 (Alpha)

-Reduced GP shift manager small craft effects.

-Reduced enemy HP in Contempter Defense Fleet encounter.

-Reduced Founder Class mine gain on hit.

-Some other changes to new encounters.

-Fighter, Bomber and Troop effects now get set to 0 while a unit is boarded.

-Upgrades can no longer be removed from cards that are already drawn or deployed pre-combat.

-Some other changes.

-Fixed GP Shift Manager acting too fast.

-Fixed Primed upgrade dongle not being removable.

-Fixed various problems with Digger Class enemy.

-Fixed inflict damage as status effects not being affected by hacking.

-Fixed megaship targeting cards being able to get apply dongles added.

-Fixed problems when scuttling units with revive abilites (scuttling now removes all boarders).

-Fixed energizing sometimes trigering attacks on units that do not have a timer.

-Fixed some card system locations showing wrong icon.

-Fixed a general problem with updating effect power.

-Fixed another issue causing some support effects to apply wrong troop effect

-Other small fixes.


0.8.520 (Alpha)

New Stuff

-Added 30 new fleet upgrades, many of which are faction specific.

-Added a new event after defeating major bosses that gives your a selection of fleet and ship upgrades.

Changes

-The original set of fleet upgrades is now only acquirable from defeating bosses.

-Bosses now purge all debuffs when they change phase.

-GP Shift Manager mode switch now starts with 3 additional targeting modes that target one orbit each.

-GP Shift Manager now starts with 40hp, but phase 2 has 50hp.

-Humility now has retaliate instead ofacting on timer.

-Triggering redraw through cards now resets redraw timer.

-Changed a few megaship effects to have them interact better with new fleet upgrades.

Fixes

-Fixed a bug allowing boss phase changes to initialize multiple times.

-Fixed Megaship not jumping correctly when triggering redraw through cards.

-Some other fixes.

Developer(+1)

0.9.000 (Alpha)

New Stuff

-Added coordinate system as late game difficulty modifiers, unlocked by winning with an ET deck.

-Added 8 coordinates, progressively unlocked by winning with other coordinates active. Coordinates can be be freely combined on the title screen.

-Added a new final encounter, available when playing on very high difficulty.

Changes

-Some changes to flagship generation base stat mods.

-Tech cards can now be EMPed in rare circumstances, preventing them from being played.

-Whenever the megaship is hit by EMP this now also applies the EMP to rightmost hand cards. Number of cards affected is equal to the amount of EMP. 

-Empathy HP increased (10-->16).

-Engineering Shuttles and Emergency Response Cube now also increase meg hp.

-Continental Projector now also grants +3 EM Addaption to megaship.

-Box Exterior HI now grants fast deploy to the first +5 cards that are being drawn.

-Bulk Magazine EP bonus reduced (4-->3).

-System choices can no longer have the same boss.

-Visual changes to some enememies in Contempter Defense Fleet encounter.

-Sapper Class applies 2 mines again.

-Baseline version of the GP CEO no longer gains fighters and security on phase change and got 2 more EM adaption.

-Selfdestruct is no longer affected by hacking.

-Instructor Class, Convert to Weapon and Hull Weaponizer now have their dmg component replaced with a effect power driven "suffer damage" effect.

-Hull Weaponizer now has apply 3 hull, but target also suffers 3 damage.

-Chancellor Class and Armored Asteroid now have Heavy Armor (damage reduction on high damage attacks).

-Wing Scout now starts with Squadron Planning instead of Burner Computronium.

-Burner Computronium is now in the Floatoid depletable pool.

-Medium Carrier and Assault Carrier now start with light fighter escorts.

-Evac Displacer no longer adds effect power.

Fixes

-Fixed a problem with boss phase transition.

-Fixed various make hand fast cards ignoring complex operations.

-Fixed on death effects triggering while units are in hand.

-Fixed Flank Speed being unaffected by effect power.

-Fixed a problem with duplicate items on boss debris event (?).

-Fixed orbit section support effects not using buff version on friendlies.

-Fixed a problem with how replicated cards inherit temporary status bonuses.

-Other minor fixes.

-Fixed some typos.

Looking forward to seeing this done someday!

(1 edit) (+1)

What exactly are mass produced units? I cannot get that commander unlocked requiring 15 mass produced units during a run. I have spawned hundreds of bombers and fighters, so this cannot be the solution.

Developer

Those are units that have the Mass Produced keyword, right now only some ET constructs have that, so you need to look for construct locations to get that.

(1 edit)

Oh, that*s why I never came across them! I usually avoid constructs altogether, as they seem of little value to me (weak and die quickly, take up valuable orbital spots for ships, use up an action to play something better etc.

However, as you do not start with any of those mass produced constructs, how can you ever deploy 15 of them throughout a single run?

Developer(+1)

Mass Produced lets you redeploy a construct after it is destroyed, you can deploy it multiple times per encounter.

(+1)

Ok, I tried and failed. It is very rare to get one of those constructs and when you do it is very often too late to get 15 deployments. I think you should lower the count to 12 or so.


By the way, amazing game with amazing gameplay! I unlocked already 4 of the coordinates. Will there be a big final fight to defeat the HEG swarm for good at the end?

Developer(+1)

You'll find out with enough coordinates. :)

I think it is currently fine. But it is somewhat RNG dependent if you get them early or not. Even so, I actually deployed one around 10 times in a single engagement late in my run and did the rest while fighting the CEO. Try to look out for construct drops with a deck that benefits or built around redraws

Good idea to combo the construct with a redraw deck. Haven't tried that one yet!

Still, I feel that constructs are overall not as useful as compared to tech cards and ships. I might have missed something to see their full potential, though.

From the ones you can pick up at the beacons some are very potent.

A few that are my beloveds are an LT one that applies Energize onto any ship that you played a tech card too. Which can be very potent depending on what kind of deck you have especially if you have Energize AMP upgrade on anything.
My favourite FLO one is the ECM Jammeroid I think it's called, which negates the point defence so your small craft won't deplete.
A generic pool one is mass produce 3 hypershield, great to block a lot of damage and your next redraw you could pull it again.
Another generic is a 1 hypershield mass produced construct that has a 3 timer and 6 damage shot. Everytime a mass produced unit acts it deals self damage but with how it helps to redeploy them sooner I do not mind generally. If you want them to stick around you could apply more shields to it

But overall, there's a fair few useful ones and anything that can take a hit from a boss instead of your ships is pretty nice.

(2 edits)

Yeah, I mostly use them as cheap cannon fodder, to be honest.

I still think the mass produced ones show up to randomly, too rarely. Last run I needed to go to the fifth system and only then found a place to pick a construct - just to find out that not a single mass-produced construct was among them. So I completely canceled the otherwise great run and had to start over. Pretty frustrating as I am just trying to unlock that commander.

My least favorite faction is the trade union, by the way. I understand their strategy and purpose, but prefer to quickly move in and waste the enemy instead of slowing the opponent down and have fights that drag on endlessly. Further, in deck-builders, I generally dislike factions that function well only based on an additional resource (cargo in this case) that otherwise is not of any use in the game. I always think that this unnecessary complexity is not needed and no fun whatsoever and those factions fall flat for me because of that.

Edit: found a way to cheat me into getting a mass produced construct. If there isn't one as one of the three options, just quit to the title screen and reload. You get a completely different set of construct options.

Developer (1 edit) (+1)

0.9.102 (Alpha)

-AM Seed no longer triggers from any status damage.

-Escort Hunter Killer is now 3 timer but no longer applies crit.

-Plasma Catalyst no longer has Depletable and is now in the regular TU tech pool. 

-Oxidizer Tank now applies 2 fuel.

-Phoenix System now eliminates half the boarders aboard when activating.

-Fixed repair bots healing additional hp.

-Fixed various problems related to ships not retreating when loading a run.

-Fixed various problems with commander card texts.

-Fixe a problem with jump anim end-flare.

-Fixed being able to remove multiple upgrade dongles at the same time.

-Fixed a problem with comms portraits not being reset correctly.

-Fixed Copy Goo Globule triggering on previous upgrades when removable upgrades are removed.

-Fixed saves persisting after player death.

-Fixed final encounter not exiting to title after completion.

-Fixed run load no setting current wave correctly (?).

0.9.200 (Alpha)

-Added 17 new combo units.

-Added 10 new combo tech cards.

-Added music track for final encounter.

-Coordinates: Reward Program now uses dongles that better fit some bosses.

-Reduced Unload on some tech.

-Reduced hack applications on most tech cards.

-Charge is now called EM Offense, no longer counts down on activation and gets modified by effect power.

-Meg attack visuals can now also fire from recently launched small craft, allowing some cards to have additional flavor.

-Commander cards can no longer target bosses.

-Fixed commander tech cards not playing comms correctly.

-Fixed Flagships not creating cargo.

-Fixed screenshot mode enabling pause blur.

-Fixed target all enemies not being affected by hack.

-Fixed some problems related to unit forced targets not being reset after turn end.

-Fixed tech card defects not immediately applying when skipping turn end for various reasons.

-Fixed fleet upgrades granting additional card upgrades when being loaded on title screen.

-Fixed some circumstances where card status could become negative.

-Fixed Megaship hp not being saved.

-Fixed Subversion Core not triggering self-attack.

-Fixed Oxidizer Tank not working on allies.

-Fixed final encounter spawning system locations.

-Fixed final encounter not ending.

-Fixed wrong encounter progression when starting a new run after previewing a saved run on title screen.  

Developer

0.9.201 (Alpha)

-EMP and Chaff status can now persist on cards that have EMP immunity, but will not take effect.

-Security no longer requires to reach ship max HP to clear debuffs.

-Fixed commanders not being applicable to ships they commanded before.

-Fixed problems with some new card anims.

-Fixed a problem with photon shot anim.

-Fixed a missing effect during final encounter.

-Fixed boss states not being correctly considered during final encounter.

-Fixed secured state not updating correctly on enemies.

-Fixed hack text effect applying even when hack attempts are countered by optimization.


0.9.300 (Alpha)

-Added data cloud for viewing all available cards and upgrades.

-Player cards and upgrades get added to data cloud when first acquired.

-Enemy units get added to the data cloud when first defeated.

-Defeating the final boss now permanently changes all regularly acquirable cards in your deck to foil version (purely visual).

-Defeating the true final boss then again changes them permanently to faction specific holo versions (purely visual).

-Esc now generally gets you out of overview modes instead of opening pause on top.

-Tooltip text size now adapts to resolution. 

-EM Adaption now counts down when EMP counts down, instead of on apply.

-Offense keywords now count down again.

-Fixed ship security not updating correctly.

-Fixed shield amp displaying as affected by EP.

-Fixed hacking text glitch not displaying.

-Fixed Controller taking effect while unit is not deployed.

-Fixed rad debuff becoming negative from decontaminate.

-Fixed title buttons being interactable while in overview states.

(2 edits)

In 9.300 I can no longer add cards to my deck. The "Add to Deck" button below cards is not working. You can click but nothing happens.

Developer

0.9.301 (Alpha)

-Cam keys now move camera in data cloud.

-Added customizable cam keys for left/right cam movement in data cloud.

-Added tooltip scale option.

-Increased tooltip base size.

-Fixed add to deck button not working.

-Fixed some problems with Offense keywords.

-Fixed some data cloud elements not being removed on exiting data cloud.

0.9.305 (Alpha)

-Your "HDC" save folder is now in Home instead of Documents (necessary to enable Steam cloud save).

-These update needs to reset your config file in order to work.

-Added additional loot distribution variants for boss debris event.

-Fixed exiting data cloud sometimes offsetting UI layer badly.

-Fixed a problem with scaling tooltip boxes.

-Fixed self-combo cards being unintentionally limited to one faction decks.

-Fixed CEO defeates below 200% difficulty not granting foil cards.

-Fixed commander cards not receiving holo glitter color change.

-Fixed holofied End-Tech unit cards using wrong holo anim.

-Fixed exiting deck overview during item events removing skip button.

-Fixed fleet upgrades getting stuck on screen under unclear circumstances (?).

-Fixed loading into encounters after major bosses adding additional engine degradation.

-Fixed map icons showing wrong frame after loading a run (?).

-Fixed pause exit tooltips not mentioning run auto save. 

Developer (1 edit)

0.9.500 (Alpha)

Changes

-Added upgrade slot ui.

-Added tooltip preview for cards being spawned by other cards.

-Added credits sequence after true final boss.

-Added unlock framework for combo cards.

-Added additional labels to data cloud.

-Wining with card creation cards now also foils/holofies the cards they create (complication cards still excluded).

-Wining with any TU deck component now foils/holofies all cargo that this deck has access to.

-Strike Package now becomes foil/holo when winning with Cargo Terminal, regardless if the card is still in your deck.

-Multistrike is now called Multi Action.

-Instead of Multi Action, Charge-Wave Gun and Love now gain a new Bonus Action effect, which counts down after triggering.

-Added addtional inspect data to convey actions and bonus actions.

-Contingency Mines now gains effect power on draw instead of multi-strike.

-Boarded enemies attack more freely again.

-Enemies that would scale rapidly from frequent infighting with boarders now only trigger their effects when triggering on timer.

-Boarded enemies jump back to outer orbit if enemy advance triggers while they are on solar orbit.

-Boarders now hold of with scuttling bosses until ending a turn with all bosses boarded.

-Scuttling now ignores all revive effects.

-Security now also reduces hack.

-ET Commanders can now upload themselves into constructs.

-Mass produced units dying does not kill commanders.

-Mass produced units retain more of their stats now when reviving.

-Peace-Planet and Death Glimmer reworked.

-Some more create card effects now scale with effect power.

-Bulk Supply Bay is now TU.

-Collossal Cargo Elevator now creates 2 random cargo.

-Hazardous Goods now applies random status.

-Cargo can no longer gain defects.

-Rapid tech cards no longer cause any action cam tracking.

-Revolutionary Class now has stubborn.

-GP Entrepreneur now has target megaship instead of scatter.

-Fleet upgrade system locations now offer a choice of two fleet upgrades.

-Evolved Nano Vermin now also subverts security.

-Garrison Hub Module is now the size of Detroit (a lovely city).

-Copy Goo Blob can now affect constructs.

-TaCHi comms are now skipped if you interact with a card.

-Post combat phase now immediately removes all temporary cards.

Fixes

-Fixed a problem with enemies that spawn stealthed.

-Fixed final encounter ending without all bosses defeated (?).

-Fixed target all orbit section tech also affecting megaship.

-Fixed shot speed issues on loitering gun strike.

-Fixed a problem with Readiness Optimizer.

-Fixed missing slot bonuses on Engineer Class V16.

-Fixed automatically added upgrade on player cards not getting added to data cloud.

-Fixed Rata Phase Torpedo not deducing decontaminate.

-Fixed hack countering optimize not resolving correctly.

-Fixed run load remaining enabled after winning a run.

-Fixed some typos.

Spoiler question: I unlocked a new ship after mastering 5 coordinates. Is that a player ship or an enemy ship?

Developer

Thats a player ship, pretty much all unlocks are player content.

Ah, I see. It is not one of the ships I can select right from the start but which I might find later in the game as a card, right?

Developer

Victory unlocks generally grant combo cards and those can be found on runs. They are not starting cards. You can see them in the data cloud grouped next to the combo labels.

(1 edit)

Unfortunately, this so called Blade Ship does not show up in the data cloud. Do I have to find and recruit it in a run first?

Developer

Yeah thats how it works right now.

Developer

Hyperspace Deck Command 0.9.502 (Alpha)

-Fixed combo card unlock conditions not showing in data cloud.

-Fixed Decay AMP not being correctly reset between fights.

-Fixed rapid decay effects not removing security.

-Fixed Warrior Refit being applicable to constructs.

-Fixed a problem with bonus actions resetting incorrectly.

-Fixed on-hit support effects targeting boarded allies.

-Fixed camera controls remaining enabled during credits.

-Fixed victory unlock visuals sometimes getting cut off by game end.

-Fixed decay amp sometimes not resolving before other units act (?).