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Hyperspace Deck Command Demo Released!

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 mastery of the game’s fresh dual-use status effect system. A lot of main features (starting deck selection, card upgrades, stores) are still missing though, but I hope you get a few hours of fun out of it regardless.

I'm sure it makes up for the lack of content with an abundant supply of bugs, so feel free to contact me on discord with reports (link in the pause menu). I'm looking forward to your general feedback too! Please wishlist the game on Steam if you want to support its development.
https://store.steampowered.com/app/2711190/Hyperspace_Deck_Command/
Cheers!
Stefan – Sleeper Games

Swirl Watch Version 1.134 (Resistance Supplies)

-WRNCH ARM should now be able to sabotage any sabotage targets.
-Strange matter spills can no longer hide ships.
-Added a safeguard to prevent an unclear scenario in which H-WAVE RADAR would stop working after zone transition.
-Fixed a issues when boss enemies try to personally call off alerts.
-Fixed enemy placed gadgets not being tagged on hack.
-Fixed disguise tutorial becoming available too early.
-Fixed resupply marker desc showing resupply cost even when having free resupplies available.
-Fixed boss intel not always tagging all bosses.
-Fixed weapons with adaptive spread receiving their max accuracy when quick selected.
-Fixed various issues with several specific gear mods.
-Fixed issues when reaching negative max health (?).
-Fixed a problem with hiding ships when multiple circular hazard are in range.
-Fixed EVOLVING VERMIN not affecting hack-modded tripwire.
-Fixed LIGHT ABSORBING HULL not taking effect.
-Fixed hazard spawners not creating sound on death.
-Fixed missing disguise anim for corpo square.
-Fixed bad fence generation on a late game map.
-Fixed some object placement issues.
-Fixed some issues with text formating.
-Fixed some incorrect tooltips.
-Fixed some typos.

Swirl Watch Version 1.133 (Resistance Supplies)

-Enemy mag mines now cause occasional cam glitches when they are nearby.
-Enemy mag mine explosions now have minor damage drop off.
-Reduced adaptive difficulty minefield scaling.
-Fixed a problem with evacing from lvl 5 missions phase 3.
-Fixes melee locked state when minor object are destroyed while in a certain part of the boarding process.
-Fixed dealing EW damage to units hidden in circular hazard creating repeated "Hidden!" text.
-Fixed some issues with hiding things in circular hazards.
-Fixed some issues with item stacking.
-Fixed some instances of repeated report attempts during comms blackout.
-Fixed enemy DIR MINE not triggering sound response on detonation.

Swirl Watch Version 1.130 (Resistance Supplies)

New Stuff
-Help comms for items and mods now have TacHI telling you the items description/tooltip. This works even for items you haven't unlocked or printed.
-Once friendly ships come back online you can now tell them to move towards your ship using the comms input.

Changes/Balancing
-Spot indicators for spotting ships that are very far away no longer completely fade out.
-Computronium can no longer hide objects.
-Attached BLAST PACK now detonates if the object they it is attached to dies.
-Phase torpedos and displacer artillery now deals much reduced damage VS structure.
-ENTANGLE ammo reduced (20-->16)
-STAGED DISPENSERS and ESCAPE TWEAKS for CHAFF TORP are now mutually exclusive, but work with all other mods.
-HULL EATER MANDIBLES consume health gain threshold increased (5-->10)
-Presidential Rail-Yacht spot rate and vision range increased.
-Informer Class AM-Micro damage, redundant system and detection increased.
-Blinking while disguised is now considered sus.
-Final zone objective now calls more reinforcements.
-The increased melee cooldown on misses no longer triggers during reflex mode.
-You can now melee attack while boosting forward.
-Simulations that allow to use your loadout can no longer be launched while you are over budget.
-Whether your melee jumpstarts is now determined when you initiate a melee combo, eliminating situations in which ships getting disabled before finisher would result in unintended jumpstarts of just disabled ships.
-Enemy patch preview is updated more consistently now.

Fixes
-Fixed a problem preventing specialist spawns in certain zones.
-Fixed HEX-9 supf mod providing too large bonus.
-Fixed HULL EATER MANDIBLES tooltip not loading.
-Fixed inconsistent fixed objective reveal when using SAT SCAN.
-Fixed TAG BOW dealing minor hack damage when impacting structures.
-Fixed some unintended ship types being able to lead 3-ship squadrons.
-Fixed some problems related to carried crates still being regarded as vault content.
-Fixed some bad interactions when ships with attached BLAST PACKS perform jumps or retreats.
-Fixed CSO soft-alert idle comms sometimes ordering unintended specialist units to patrol.
-Fixed some instances of weapon SUPF text not updating.
-Fixed death zones obscuring credits text.
-Fixed minefields not spawning maybe?
-Fixed guards that enter assist state being able to assist hidden guards if they are in range with visible guards.
-Fixed some issues with Ambiphone and sound range.
-Fixed consecutive torpedo launches interfering with range of previous ones.
-Fixed situations in which too many run bonuses would lead to text overlap on score screen.
-Fixed EMPed structures become immune to destruction.
-Fixed missing equip sound on some ships.
-Fixed EMP collisions not being affected by object EW defense.
-Fixed a problem with executive skiff EW armor calculation.
-Fixed a situation in which the final mission would spawn without comms stations.
-Fixed music on alert not obeying volume option for a few seconds.
-Fixed locked items not updating their SRM cost listing after gaining PS from simulations.
-Fixed some instances of weapon inventory box being to small to list all mod text.
-Fixed a bad interaction with Diver Violet and melee range upgrades.
-Fixed guards jumping out of boarding state remaining partially in boarding state (?).
-Fixed some typos.

Swirl Watch Windows 1.121/1.122 (Resistance Supplies)

1.121 (Resistance Supplies)
-Melee now auto-targets disabled ships again if there are only disabled ships in range.
-Fixed some instances of objective texts not scaling correctly.
-Some title holo text is now affected by UI scale.
-Fixed comms speech not being affected by SFX volume option.

1.122 (Resistance Supplies)
-Slightly reduced enemy spawns on higher mission lvls.
-Prisoner UI should now correctly support up to 5 lines.
-Beam-barge attack rate reduced.
-WRNCH ARM can no also sabotage pipeline elements.
-Fixed a problem with item unlock tracking.
-Fixed a problem with vertical pipe generation (?).
-Fixed a some situation in which guards would still be able to assist hidden disabled ships.
-Fixed guards sometimes attempting to wake up inactive reinforcements when assisting nearby disabled ships.
-Fixed some objectives causing other objective to show unintended location tags.
-Fixed superfluous brackets on evac objective.