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Hyperspace Deck Command Demo 2 Is Here!


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

Swirl Watch Version 1.214/1.215



1.214
-MIDNIGHT SILENT base stats and mods reworked.
-Increased tech lvl gain from high skill individuals (A and above).
-Decreased item unlock PS requirements.
-FLY NEST now generates flies based on SRM collected and only tags ships if they are not revealed and you are within their lidar cone.
-Melee impact sound now always gets created directly on target.
-Some other gear rebalanced.
-Fixed some mine mods not providing the correct ammo bonuses.
-Fixed one A-ROD mod being misplaced.



1.215
-STEALTH gadget no longer takes effect while disguised (stealth time is saved until disguise wears off).
-Stealth modded BLAST PACK now produces a nanowire explosion.
-Some items rebalanced.
-Fixed EXCAV RBL sticky damage not resetting when removing sticky mod.
-Fixed a problem with FLY NEST.

Swirl Watch Version 1.212

Please note: For the last couple weeks there was a bug preventing tech level requirements for gear mods from taking effect, allowing unintended access to certain mods. This has now been resolved. If you unlocked new mods during that time they might now be unavailable, but your spent PS is not lost, those mods will become fully available again once you reached their required tech level. Sorry for the confusion.

Swirl Watch Version 1.212
-This update needs to reset your loadout.
-WIRE TORP and micro breach modded BLAST PACK now kill silently.
-Some other gear rebalanced.
-Enemies use active sonar more responsively now.
-Guards that spot multiple downed ships now take evasive action and report a potential attack.
-Improved Z-layering of guard ships that jump.
-Slight changes to music layer manager.
-Fixed some problems with gadget AoE calculations.
-Fixed some problems with tripwire gadget triggering.
-Fixed tripwires not attaching correctly to movable objects.
-Fixed some weapon's SUPF not resetting correctly when unequipping mods.
-Fixed weapon distance fuse not taking effect.
-Fixed some quadrant based objectives showing as location unknown after completion.
-Fixed a problem with ammo modifying gadget mods.
-Fixed mod unlock requirements not taking effect.
-Fixed melee attacks adding too much EMP time to already disabled ships.
-Fixed some problems with enemy sonar obstacle detection.
-Fixed sonar support not triggering against certain investigations if they are resolved too quickly.

Swirl Watch Version 1.210

1.210
-Slightly increased overall PS gains on lvl2+ missions.
-Slightly increased conversion rate for prisoner skill to tech lvl.
-Gear mods become available earlier now (10 tech levels above base gear, was 30).
-Cascade damage cap increased (30-->50).
-Some items rebalanced.
-Fixed drill projectile property not resetting correctly on weapon change.
-Fixed capture net not spawning sound on correct position when hitting capture targets.
-Fixed music volume not taking effect correctly when exiting deafen/reflex state (?).

Swirl Watch Version 1.206-1.208 (Precision Gear)

Changes/Balancing
-Added a system that makes certain late game content appear less randomly.
-Adjusted one box refinery sprite to better fit collider shape.
-Lidar and weapon aim now slightly angle corrects towards center cursor when aiming far enough aways from your ship.
-SRM dropped from guard deaths now decays faster.
-Increased hitbox size for all wildlife.
-Mines now spawn with slightly increased separation.
-Hacking a mine that has already triggered now causes it to selfdestruct.
-Certain long range weapons now have a slight delay to weapon sounds that makes it less likely that guards turn before shots reach them.
-CMD-TKN can now order guards to occupied guard posts, forcing the current guard to change to a nearby patrol.
-REPAIR BOTS gadget now makes it a bit more clear that it needs to be channeled to use.
-TAG TOR ammo increased.
-Mine gadgets ammo increased.
-Some other items rebalanced.

Fixes
-Fixed wrench refinery sabotage sound counting against no contact bonus.
-Fixed photonized player shots not piercing deflector shields.
-Fixed some help comms not triggering correctly.
-Fixed some comms prefixes not adding spaces.
-Fixed some comms sounds not obeying sfx volume.
-Fixed problems with deactivating AoE damage mod on RIV-REV.
-Fixed CROWD-SOURCED UPGRADES being part o the regular loot pool.
-Fixed a problem where AVENGER RAINBOW loadout would overwrite current run loot pool (?).
-Fixed problem causing CSO to sometimes announce specialist deployment that isn't actually happening.
-Fixed double entry for blind duration in item stat sheets.
-Fixed player being able to die in VR when playing ships with 0 base hp.
-Fixed placed gadgets in current zone not being affected by stealth detection when picking up backscatter profiler.
-Fixed some typos.

1.208
-Made certain combat float texts less spamy now.
-Fixed a problem causing simulations to spawn wrong enemy types.
-Fixed ship help comms not adjusting to selecting non-default ships.
-Fixed a problem where player ships would sometimes not apply correctly (?).