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Hyperspace Deck Command

Sci-fi deckbuilder with dual-use status effects. · By sleeper_games

Hyperspace Deck Command Changelog Sticky

A topic by sleeper_games created Mar 11, 2025 Views: 663 Replies: 53
Viewing posts 31 to 39 of 39 · Previous page · First page
Developer

0.9.505 (Alpha)

Changes

-Combo Tech now unlocks by completing encounter 9.

-Hack now changes card text color of everything it effects, effects that stay active while hacked remain black.

-Changed defect removal cost tiers.

-Playing any fast deploy cards now ends high readiness phase.

-Evolve now grants increasing ammounts of hypershield per death.

-Flares now force attackers to skip multistrikes and no longer deplete per attack.

-Gain flares on hit now interrupts multistrike (?).

-Units no longer display attack tells if they are effectively EMPed/Chaffed.

-Salvo can no longer be applied to cards with targeting restrictions.

-TU Aid Ship can now also gain some upgrades from your second faction.

-TU Aid Ship can no longer gain Copy Goo Globule.

-Mega Upgrades now only applies its effect during combat.

-Clarified Regeret damage gain ability.

-Removed a cut GP unit from the data cloud.

-Dongles that add depletable can no longer apply to unplayable cards.

-Coordinates: Intel Network now also upgrades bosses in encounter 3 and 6.

Fixes

-Fixed on-card-played effects triggering even when played card applies hack (?)

-Fixed Hack Amp not being reset between encounter.

-Fixed smallcraft thruster effects not getting removed when entering credits.

-Fixed turn end resolving before some delayed affects are executing.

-Fixed too high damage requirement on AM Ammo Printer.

-Fixed mass produced units not resetting hp correctly in death.

-Fixed EM effects continuing to suppress PD after unit has gained immunity.

-Fixed units becoming immune to EMP not resetting their target correctly.

-Fixed assist not triggering if hacked friendlies attack.

-Fixed bad float text positioning from gain damage on hit effects.

-Fixed megaship tech card weapons not resetting flare color correctly under certain circumstances.

-Fixed copied upgrades retaining removable from Copy Goo Globule.

-Fixed Copy Goo Globule not applying copied upgrades slot cost.

-Fixed non functional stealth on starting flagship that also have retaliate.

-Fixed Commanders being affected by hand optimize.

-Fixed some problems with deck overview card hierarchy.

-Fixed Peppo class stars not showing dyson top layer on title.

-Fixed defect removal cost not displaying in data cloud.

-Fixed Mirror Hull being unaffected by hacking.

-Fixed some action cam events ignoring options setting.

-Fixed per-enemy-on-orbit damage icon precalculation not taking effect power into account.

-Fixed per-enemy-on-orbit damage number problems in data cloud.

-Fixed a problem with gain small craft effects and effect power increases.

-Fixed player being unable to use front only tech on stealthed front units.

-Fixed repair rate allowing additional repairs to trigger when unit has 1 bot remaining.

-Fixed bosses executing remaining attacks after mid attack phase change (?).

-Fixed some problems with tech comms not receiving correct target name.

-Fixed Colossal Cargo Elevator not making created cards rapid if no cargo is in hand (?).

-Fixed units in hand not counting down some effects.

-Fixed discard pile tooltip not displaying card deck states correctly.

-Fixed system locations remaining interactable while being advancing into high readiness phase.

-Fixed Hyper Converter granting too much hypershield.

-Fixed units sometimes not taking self damage (?).

-Fixed card anims not sparkling in data cloud.

-Fixed timer modifying tech being playbale on non-unit hand cards.

-Fixed some problems when forced redraw or hand discard effects happen during high readieness phase. 

-Fixed salvo depleating leaving ammo loaded to be fired by resetting gun animation.

-Fixed damage per enemy on orbit sometimes not updating correctly when units die (?).

-Fixed assist reaction carrying over to subsequent encounter if it is triggered by boss kill.

-Fixed commander select comms on title not working.

-Fixed various problems with certain causes of unit deaths not triggering on death effects.

-Fixed upgrades not being removable during post-combat phase.

-Fixed Launch Guidance not getting removed when Missile Carrier retreats.

-Fixed erroniously displayed not target when guided attacks are performed against far orbits.


0.9.506 (Alpha)

-Fixed a problem with self-damage effects.

-Fixed some problems with upgrade slot usage calculations.

-Fixed combo tech unlocks not triggering.

-Fixed a problem with holo card messaging on victory.

-Fixed unplayable cards being valid target for hand EMP.

-Fixed a bad upgrade ID in merc list.

-Fixed a problem with reinforcement visuals when max hp is set back to base max hp during combat.


0.9.600 (Alpha)

-Added 4 new enemy encounters.

-Added 4 new enemies to various GP encounters.

-Reworked GP Investor effect to gain damage when non-damage cards are played.

-Fixed Erratic not taking effect if unit is acting on solar orbit.

4 new enemy encounters! Great stuff!

(3 edits)

What I still would love to figure out is how to put the video settings correctly, so that animations of explosions do not stall, there does not seem to be lag when ships jump in, and how to make my cards in hand smaller so that they do not cover the game behind it. For the latter, I know I can change screen resolution, but at some the cards seem really out of scale, covering up almost a third of the screen.

Furthermore, I unlocked the combo tech megaship. I assume this is also player content, but I cannot chose it in the title menu and I doubt that is something you can pick up along the way.


Could you also please implement a setting that the coordinates (difficulties) remain switched ON by default? I very often forget them when starting a new run and then mid-way in the run I notice, cause the game feels super easy and the have to restart all over WITH the coordinates on.


And lastly,  6 coordinates (195% difficulty) is driving me nuts. The added hull integrity of enemies really makes it extremely hard in the last level to beat the boss. But I suppose that it is how it should be...

Developer

0.9.601 (Alpha)

-Added additional enemies to End-Tech hack encounter.

-Fixed a wrong orbit spawn during consumer fight.

-Fixed one bad wave in new encounter 7.

-Fixed bad z-layering on map system icons.

-Fixed upside down unknown enemy icons in data cloud.

-Fixed some bot effects and unit cards not contributing to Automated Mining Hive yield.

-Fixed some non-functional content being visible in the data cloud.

-Fixed a problem with front only targeting against player units.

-Fixed another new problem allowing duplicate card upgrades in pools. 

-Fixed a problem with tech card comms not identifying their target correctly.

-Fixed some typos.

-Other minor fixes.


0.9.800 (Alpha)

-Added 31 new fleet upgrades.

-Added 31 new card upgrades.

-Added a new universal defect dongle.

-Some changes to true final boss.

-Revenge carrier now has timer based bomber escort gain to enabled interactions with certain fleet upgrades.

-Fabricator megaship now gains AM on kill.

-Minor fixes.

Developer

0.9.830 (Alpha)

Changes

-Player cards and upgrades now gets added to the data cloud when first seen during a run.

-Upgrades that create cards now also preview them next to their tooltip.

-Light Destroyer now has AM AMP 1 instead of AM effect multiplier.

-Scout Carrier card creation is now affected by effect power.

-Scout Carrier now starts with 2 stacks of fighter escort.

-Bonus damage VS small craft is no longer affected by effect power.

-Assist now takes precedence over any retaliate reactions triggered simultaneously. 

-Contact Unit now starts in its heavy jamming mode.

-Contact Unit now creates 2 heavy jamming and applies 2 hack at base value.

-Contact Unit now creates heavy jamming in draw pile instead of discard.

-Increased GP System timer (1-->2) and damage (2-->3).

-Context Recalculator Engine now triggers on turn 24, with its card dealing 30 scatter damage.

-Coordinates are now saved on selection instead of run launch.

-TU Contact Ledgers now also reveals +1 upgrade per production planet.

Fixes

-Fixed Context Recalculator Engine card not getting holod on win.

-Fixed Hidden Surgeon General affecting megaship.

-Fixed one dongle not despawning after closing data cloud.

-Fixed advancing enemies not updating their orbit effects correctly.

-Fixed Megaship Disrupt causing unintended card text line break.

-Fixe some problems with support units not displaying correct status tooltips.

-Fixed some problems with how Engine Degradation is acquired and runs are saved.

-Fixed merc deploy cost not being shown after an unit has been retreated.

-Fixed multi target crit attacks only triggering damage multiplier against main target.

-Fixed enemy support effects not targeting stealth player units correctly.

-Fixed a tech card system location not spawning on rare occasions (?).

-Fixed a problem with +damage per enemy on orbit preview.

-Fixed cards that start with optimize not displaying correctly in data cloud.

-Fixed some location background acting like intractable locations when exiting pause.

-Fixed replicate cards not replicating the effects of certain removable dongles.

-Fixed compromised frame not using 2 upgrade slots.

-Fixed enemy fuel missile weapon attachment changing animation after firing.

-Fixed TU Contact Ledgers not affecting stores in same system where the upgrade is acquired.

-Fixed CEO phase 2 not having infighting limitations on gain effect.

-Fixed exiting deck overview while on store screen also exiting store screen.

-Fixed card targeting/unit holding continuing after entering pause.

-Fixed exiting deck overview while holding dongle no updating card glitch visuals.

-Fixed boarded Legend units still triggering retaliation when attacking units with regular retaliate.

-Fixed problems with multi-action retaliate units triggering each other.

-Fixed timeline problems with assist units when triggered by certain other reaction or multistrike.

-Fixed retaliate units not resetting their timer correctly after entering death duels with other retaliate units.

-Fixed unit attacks still triggering retaliate if they happen to hit fully boarded retaliate enemies due to scrambled, scatter etc.

-Fixed unit attacks that complete boarding on an enemy still triggering retaliate and subsequent timer resets.

-Fixed scrambled units only targeting enemies instead of friendlies when infighting.

-Fixed boarded units being able to target allied units that have entered stealth.

-Other small fixes.

Developer

0.9.840 (Alpha)

-Added 4 new tech cards.

-Added 5 new strikes to TU random pool.

-Changed TU self-combo unlocked.

-Moved Anti-Light Charge Ray to Low-Tech pool.

-Fixed data cloud not showing on timer enemy restriction.

-Fixed cards with no direct targeting being able to get scrambled defect. 

-Fixed some bad formating on card text.

-Fixed too long attack animations on units with very high base damage.

-Fixed hold to drag option not correctly affecting repositioning of unit.

-Fixed a problem with how holo visuals are displayed during inspect.s

-Fixed some damage sources not awarding kill credit.

-Fixed Hidden Surgeon General affecting deployed units.

-Fixed scrambled units that infight against their own orbit being able to target themselves. 

-Fixed tut recap being enabled during actual tutorial runs.

Developer (2 edits)

0.9.850 (Alpha)

Changes

-Added upgrade store system location.

-Added consumable tech system location.

-Added phase 2 for GP Consumer fight. 

-Added some discovery stats and credits to the data cloud.

-Added some additional tooltips, float text and inspect texts. 

-Unit death explosions now also slightly move existing debris.

-Improved bot self destruct FX.

-Bonus action now loses all stacks after action, instead of just 1.

-Merc Flak Frigate is now 6/3/3 and has Intercept 4 instead of damage per orbit enemy.

-Governor Class (previously President Class) now gains bonus action on kill.

-Floatoid Habitat now has Modular Armor 1 instead of original effect.

-Love is now 6/4/3.

-GC Intervention Chest no longer scales with effect power.

-Construct Field-Amp dongle now also adds mass produced.


Fixes

-Fixed optimize not counting down.

-Fixed Termination Attack gaining damage from optimize.

-Fixed some inconsistencies in data cloud.

-Fixed time dilation secretly being affected by effect power.

-Fixed Fuel Amp not affecting Flank Speed.

-Fixed some problems with data cloud icon positioning.

-Fixed some VFX problems on projector style weapons.

Developer (3 edits)

0.9.900 (Alpha)

-Added data entry framework, accessible from card inspect.

-Title commander bios have moved to their commander card data entry.

-Intercept mines now also deal damage if a unit acts without target.

-More attack cards can now target player side.

-Overthrow strike only applies crit VS bosses now, but can target player side.

-Increased upgrade store price scaling.

-Copying a card now resets deck overview to include newly created cards.

-Added warning for when selecting strike compatible upgrades while mil grade copy goo is active.

-Added option to decrease ui scale.

-Title difficulty setting is now framed as coordinate data.

-Title ships spawning no longer triggers action cam.

-Fixed bad card button scaling and text positioning.

-Fixed screen overlay exit button sometimes persisting in main scene.

-Fixed boss fleet upgrade duplicates.

-Fixed Construct Field-Amp getting added to global upgrade pool.

-Fixed crit share applying to units without attack.

-Fixed dongle tooltips appearing while dragging dongles.

-Fixed copy goo blob being assigned no rarity level.

-Fixed a problem with ui layer button selection.

Developer

0.9.902 (Alpha)

-Fixed not being able to buy store cards.

-Fixed card data button not functioning in data cloud.

-Fixed wrong loot tier on H-Booster.

-Fixed a problem with how bonus action counts down.

-Fixed megaship targeting enemies not being excluded from infighting.

-Fixed bad contrast glow on LT fleet upgrades.

-Fixed bad tooltip on am amp.

-Fixed some typos.

Developer

0.9.950 (Alpha)

Changes

-One fleet upgrade per faction now has unlock conditions. 

-Context Recalculator Engine now shows the turns left until it triggers.

-Coordinates: Courier Intercepts now shows current megaship damage taken.

-Assault Rig now requires the target to have a damage component.

-Changed how retaliate starting mods affect damage.

-Discarding hand now visually moves cards to discard pile.

-Added visualization for deck reshuffling.

Fixes

-Fixed some problems with weapon animations not resetting when certain keywords reset.

-Fixed GP Consumer phase one jumping back to outer orbit before being scuttled by boarders. 

-Fixed various problems with Contingency Bomb death explosion.

-Fixed problems with electric arc and AM bonus dmg visuals not appearing.

-Fixed AM bonus dmg explosions continuing for too long on large AM stacks.

-Fixed loading a run deselecting all coordinates for future coordinate settings.

-Fixed entangled card text appearing as if affected by hacking.

-Fixed other reaction types overwriting and triggering from forced self-attack.

-Fixed bad tooltips from allies and self support effects.

-Fixed Unshielded Reactor unlock triggering from units without timer.

-Fixed suffer EMP effect not being reset correctly on dongle changes.

-Fixed a scenario where loaded megaship hp would apply to new run.

-Fixed fabricator damage taken in regards to tech defects not being saved and loaded.

-Fixed some issues with megaship HP getting overwritten (?).

-Fixed Overload Strike not interacting with EMP that it applies itself.

-Fixed Decay Amp on attacks resolving before attack applies its radiation (?).

-Fixed in front support targeting position 1.

-Fixed Asset Cleaner not debuffing allies when boarded.

-Fixed some problems with how bonus actions are reset.

-Fixed no-timer retaliation attacks preventing unit from suffering revenge EMP.

-Fixed oxidizer tank interacting inconsistently with multistrike.

-Fixed some scenarios where units would act before entangle and other effects could resolve.

-Fixed investor still gaining damage after being destroyed.

-Fixed title flagship buttons not resetting correctly when deselected by switching commander faction.

-Fixed multi-action fast deploy cards allowing to play other cards before first card has resolved.

-Fixed a scenario in which cards would tigger redraw multiple times (?).

-Fixed hand draw issues when triggering redraw as last high readiness action.

-Fixed security success comms using wrong faction data.

-Fixed some timing problems with revenge effects during accelerated multi action turns.

-Fixed shield visuals not generating on on units that have some form of containment.

-Fixed mass produced units takin wear damage even when not finishing their turns due to interrupt (?).

-Fixed some typos.

Developer

0.9.960 (Alpha)

-Fixed an encounter one boss never spawning.

-Fixed a wear and tear damage not taking effect.

-Fixed a scenario where turn advance would be re-initiated by other effects (?).

-Fixed cam sound playing even when current cam state wasn't changed on input.

-Other minor fixes.

-Fixed some typos.


0.9.970 (Alpha)

-Wing-Scout and Data-World unlock condition changed. 

-Defect application now triggers screen text.

-Added limit for how many fighter craft and bots can be displayed per ship.

-Bots and boarding shuttles now spawn faster from cards with very high effect numbers.

-Changed tooltip box scaling to better adjust to very short tooltip texts.

-Adjusted overall font status glyph alignment.

-Restored original LT ramship attack visual behavior.

-Fixed problems when using escape while inspecting card loot choice.

-Fixed Improvised Upgrade showing as locked without condition in data cloud.

-Fixed gain bonus action on kill not resolving correctly if unit already has bonus actions.

-Fixed mine visuals displaying on top of unit UI.

-Fixed some z-layering issues with bot craft.

-Fixed TU Ram Ship moving to wrong orbit position after attack.

-Other small fixes.

-Fixed some types.

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