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Hyperspace Deck Command News

Hyperspace Deck Command 1.1 Modified Released!

[h3]Hey There Deck Commanders[/h3][p][/p][p]The first content update for Hyperspace Deck Command is here! 1.1. Modified adds something for everyone, but mostly focuses on late game content.[/p][p][/p][p]But no matter where you are in the game, there are 21 new upgrade dongles you can slap on your cards. Some will require you to reach the late game with various commanders to unlock though.[/p][p][/p][p]If you can reach encounter 6 you’ll now also get access to challenge locations in most star system.[/p][p]As you can see these will grant additional rewards at the cost of making the encounter harder. Right now there are 8 challenge variants, with some appearing only after you unlocked certain factions.[/p][p][/p][p]The big final addition of 1.1 is only accessible to those of you who can defeat the final encounter. Your next victory will unlock 37 individual run modifiers, many of which can be freely combined. The run modifiers range from some very simple alteration to complete game changers, like the new endless mode that has you face scaling, randomized encounters that can even features 2 new bosses. Many run modifiers will pose a significant challenge, but many can also make runs easier. Accordingly, card and upgrade unlocks are disabled when playing with certain run modifiers.[/p][p][/p][p][/p][p]As with my previews games, the update comes for free. I hope it’ll add some cool new twists on the overall experience, even if you have already mastered big parts of the game. HDC is also 15% off for the Steam winter sale and my previous games got even bigger discounts. You can check out the rest of the Sleeper Games catalog here. [/p][p][/p][p]Cheers[/p][p]Stefan – Sleeper Games[/p][p][/p][p][/p][h3]Changelog[/h3][p][/p][p]1.1.005 (Modified)[/p][p]New Stuff[/p][p]-Added 37 combinable run modifiers, unlocked by completing the final encounter.[/p][p]-Among other things these include endless mode, various randomized starts, all faction runs and lots of ways to make runs way easier or harder.[/p][p]-Added 2 new bosses (exclusive to endless mode).[/p][p]-Added 8 different challenge locations to star systems, unlocked by reaching encounter 9. [/p][p]-Challenge locations allow you to increase the difficulty of an encounter for an additional reward. This is optional for each encounter.[/p][p]-Added 21 new upgrade dongles.[/p][p][/p][p]Changes[/p][p]-Slightly reduced enemy SRM drop range.[/p][p]-Random dongles on production worlds now cost 70/100.[/p][p]-Reduced random price range on dongles.[/p][p][/p][p]Fixes[/p][p]-Fixed salvage bot repairs sometimes not triggering.[/p][p]-Fixed some turn end events continuing to resolve even after an encounter is completed.[/p][p]-Fixed a bad interaction on rapid dacay and support rad effects.[/p][p]-Fixed pull/push not resetting after dongle removal.[/p][p]-Fixed some missing tooltips.[/p][p]-Other small fixes.[/p][p]-Fixed some typos.[/p][p][/p]

Hyperspace Deck Command 1.0.030 (Launch)

[p]1.0.030[/p][p]Changes[/p][p]-Flagship HP range decreased.[/p][p]-Medic Class now applies support in front only.[/p][p]-Priest Class hp increased (4-->6).[/p][p]-Bot Host bot support nerfed (3-->2).[/p][p]-Creativity is now 6/4/2 and has Integration 1.[/p][p]-Salvaged EMP Device now deals 2 EMP but just has 1 bonus action.[/p][p]-Defense Orb timer increased (3-->4).[/p][p]-Heavy Jamming is now unplayable.[/p][p]-Salvage Scanner now adds 1 SRM to target, grants +1 dmg and has no other restrictions.[/p][p]-Support in front mods can now apply to ships that can already apply on front (but not to ships with other indirect apply).[/p][p]-Heavy Armor now has custom outline visuals on ships.[/p][p]-Armor and hull reinforce outlines now sometimes cause shot deflection (purely visual).[/p][p]-Saturation option is more granular now.[/p][p][/p][p]Fixes[/p][p]-Fixed some inconsistencies with apply effects on multi action.[/p][p]-Fixed hacking not preventing containment pierce.[/p][p]-Fixed boarding scuttle sometimes getting delayed to next turn.[/p][p]-Fixed some formatting in card text tooltip.[/p][p]-Fixed Strafe Drive System preventing other mods from applying.[/p][p]-Fixed Doctrine Citadel not reactively affecting units that have gotten increased op-size later.[/p][p]-Fixed Hazardous Armaments requiring damage instead of apply capabilities.[/p][p]-Fixed megaship attacks depleting target salvage bots.[/p][p]-Fixed hand EMP not counting down directly after apply under certain circumstances.[/p][p]-Fixed some scenarios in which small crafts resolving would not adjust to units being destroyed.[/p][p]-Other minor fixes.[/p][p]-Fixed some typos.[/p]

Hyperspace Deck Command 1.0.028 (Launch)

[p]1.0.028 (Launch)[/p][p]-Shadow Command now has Generator 2.[/p][p]-Fixed "target all orbit sections" cards not spawning enough attack vfx.[/p][p]-Fixed some issues with how hack and optimize counter another.[/p][p]-Fixed legacy problems with how created cards get foiled/holod.[/p][p]-Fixed some inconsistencies with strafe drive compatibility.[/p][p]-Fixed AA-suppressed unit state sometimes not updating before post-turn effects are initiated.[/p][p]-Fixed a scenario in which counter battery would not be correctly prevented by completing boarding action.[/p][p]-Fixed a problem when love gains bonus action right before attacking.[/p][p]-Fixed tether card comms never playing.[/p][p]-Fixed strafe drive not triggering retreat repairs correctly.[/p][p]-Other minor fixes.[/p][p]-Fixed some typos.[/p]

Current Update Plans

[h3]Attention All Deck Commanders[/h3][p][/p][p]With the 1.0 release wrapped up I’m now looking forward to prototyping new games. But there are still some things I could not fit into the initial release version of Hyperspace Deck Command. Some of these features might still get added via content updates, releasing throughout the coming year, timed to some upcoming Steam events. Here is what I have currently planned:[/p][p]
[/p][p]As with my other games, the updates will be completely free. Stay tuned for more info once these get ready for release.[/p][p][/p][p]Cheers[/p][p]Stefan – Sleeper Games[/p]

Hyperspace Deck Command 1.0.023-1.0.026 (Launch)

[p]1.0.023 (Launch)[/p][p]-End-tech investigators encounter now interacts better with boarder infighting.[/p][p]-Added some additional inspect text and card effect tooltips.[/p][p]-Slight nerfs to some Low-Tech units.[/p][p]-Fixed some general inconsistencies within inspect texts and tooltip texts.[/p][p]-Fixed one temporary Floatoid card missing from the data cloud.[/p][p]-Fixed a cut Low-Tech upgrade being left in the data cloud.[/p][p]-Fixed incorrect mouse press tracking when removing upgrades with hold-to-drag inputs on.[/p][p]-Fixed some inconsistencies when the last card played during high readiness phase creates fast deploy cards.[/p][p]-Fixed apply in front not being able to target boarded allies.[/p][p]-Fixed drive power bonuses not alleviating drive power penalties if applied after.[/p][p]-Fixed some typos.[/p][p][/p][p]1.0.024 (Launch)[/p][p]-Added card text visualization for how containment affects inflict status.[/p][p]-Added icon visualization and for containment stacks being negated by pierce.[/p][p]-Reduced SRM gain penalty on a late game challenge mode (25%-->20%). [/p][p]-Increased hp and status gain on final boss phase II.[/p][p]-Fixed trigger self attack not being affected by hack.[/p][p]-Fixed units shields sometimes persisting after being destroyed.[/p][p]-Fixed a situation in which context cursor would get stuck in inspect mode after unit destruction.[/p][p]-Fixed some on-death effects not triggering.[/p][p]-Fixed more turn timing problems related to decay amp.[/p][p]-Fixed fighter escorts of recently destroyed units still intercepting incoming bomber escorts.[/p][p]-Fixed multi-action units not re-targeting if a previous attack completes a boarding action against their target. [/p][p]-Fixed some visual unit effect timing problems.[/p][p]-Other small fixes.[/p][p]-Fixed some typos.[/p][p][/p][p]1.0.025 (Launch)[/p][p]-Added saturation option.[/p][p]-Cascade now also reduces security by amount of cascade stacks (this happens on damage tick, before security clears hazards).[/p][p]-Increased Eliminate on some cards.[/p][p]-Increased recycle location spawn chance.[/p][p]-Fixed context cursor becoming stuck in inspect mode (?)[/p][p]-Fixed some problems with unit jump sfx.[/p][p]-Fixed orbit push effects not updating orbital effects related to moved unit.[/p][p]-Other small fixes.[/p][p]-Fixed some typos.[/p][p][/p][p]1.0.026 (Launch)[/p][p]-Boss debris location now draws more attention to itself.[/p][p]-Added faction specific small craft formations (purely visual).[/p][p]-Fixed some upgrade dongles being too wide for display on deck overview screen.[/p][p]-Fixed TU mastery tech not unlocking correctly.[/p][p]-Fixed a Contempter upgrade missing from the loot pool.[/p][p]-Fixed some delayed effect timing problems (?).[/p][p]-Fixed a problem where support effects might sometimes overwrite other delayed effects.[/p][p]-Fixed unknown dongles in shops showing card previews.[/p][p]-Fixed replicate not copying over temporary effect power bonus.[/p][p]-Fixed some inconsistencies with comms timeout on title screen.[/p][p]-Fixed a star system create scenario that could fail to spawn a tech card location (?).[/p][p]-Fixed a problem with hypershield projectile deflection.[/p][p]-Other small fixes.[/p][p]-Fixed some typos.[/p]