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Hyperspace Deck Command News

Hyperspace Deck Command 1.0.014-1.0.020 (Launch)

[p]1.0.014 (Launch)[/p][p]-Fixed Evolve not taking effect.[/p][p]-Fixed a unit missing from TU loot pool.[/p][p]-Fixed target based damage bonuses interacting badly with multi-target attacks.[/p][p]-Fixed Power Relay interacting badly with multi-target cards.[/p][p]-Fixed reaction icon not updating once units adapt to EMP.[/p][p]-Fixed high readiness upgrades not immediately making cards fast deploy in some circumstances.[/p][p]-Fixed Controller not being affected by hack.[/p][p]-Fixed bad float text on cargo rail reaction.[/p][p]-Fixed low shot-count weapon visuals not playing out fully when breaking partial containment.[/p][p]-Fixed some problems with attack visuals when a target all enemies unit attacks while fully boarded.[/p][p]-Fixed subversion self attack getting overwritten by boarding infighting.[/p][p]-Fixed a fighter escorts intercepting escort bombers from other orbits than their own.[/p][p]-Fixed some incorrect tooltips.[/p][p]-Other small fixes.[/p][p][/p][p]1.0.015 (Launch)[/p][p]-Fixed problems with AM apply on multi action cards.[/p][p]-Fixed a card missing from ET loot pool.[/p][p]-Fixed an issue with card selection after deselecting a hand card with right click.[/p][p]-Fixed a problem with some bonus damage pre-calculations.[/p][p]-Fixed ASC jam aura not affecting units until they update from other source.[/p][p]-Other small fixes.[/p][p]-Fixed some typos.[/p][p][/p][p]1.0.016 (Launch)[/p][p]-During encounters, deck overview is now replaced with draw pile and discard pile view depending on what icon you use to enter overview.[/p][p]-Added header for overview modes.[/p][p]-Plate Investor starts with 1 less Fleet Polarizer now.[/p][p]-Fixed megaship faction self-combo cards not getting added to loot pool.[/p][p]-Fixed a problem with universal action delay on attack animations.[/p][p]-Fixed a cut Floatoid construct being visible in the data cloud.[/p][p]-Other small fixes.[/p][p]-Fixed some typos.[/p][p][/p][p]1.0.020 (Launch)[/p][p]-All cards with name icons now have data entries.[/p][p]-Ammo Elevator only affects 2 strikes now (scales with EP) and no longer grants AM.[/p][p]-Some minor fixes.[/p][p][/p][p]1.0.021 (Launch)[/p][p]-Added "upgrade available" notification.[/p][p]-Added context cursor for when selecting inspectable objects.[/p][p]-Minor improvements to map system highlighting.[/p][p]-Clarified some tooltips and inspect texts.[/p][p]-Some minor fixes.[/p][p]-Fixed some typos.[/p][p][/p][p][/p]

Hyperspace Deck Command 1.0.012 (Launch)

[p]1.0.012 (Launch)[/p][p]-Improved projector type tech card animations.[/p][p]-Status icon for intercept mines now animates if they got lethal.[/p][p]-Fixed a problem with Mass Produced commander unlock condition (sorry).[/p][p]-Fixed problems with redraw counter modifying effects.[/p][p]-Fixed Automated Mining Hive sometimes overwriting location SRM drop count.[/p][p]-Fixed mercenaries no longer showing their deploy cost after retreating.[/p][p]-Fixed megaship range limit getting disabled by hacking.[/p][p]-Fixed some problems with how status on hand card resolves.[/p][p]-Fixed boss phase transition not correctly delaying some other turn progression aspects.[/p][p]-Fixed some fleet upgrades getting added to loot pool despite still being locked.[/p][p]-Fixed some effects not resetting correctly on dongle remove.[/p][p]-Fixed some bad unlock conditions in data cloud.[/p][p]-Fixed some support affects displaying bad text during inspect.[/p][p]-Fixed Evolve not being modified by effect power.[/p][p]-Fixed victory turn not counting towards turn end unlocks.[/p][p]-Other small fixes.[/p][p]-Fixed some typos.[/p][p][/p]

Hyperspace Deck Command 1.0.004-1.0.010 (Launch)

[p] 1.0.004 (Launch)[/p][p]-Removed some pre-launch stuff from the pause menu.[/p][p]-Some changes to Lane-Guard Scanner (general guidelines till apply.)[/p][p]-Fixed EM Addapted units not displaying attack tells while EMPed/Chaffed.[/p][p]-Fixed some effects not being correctly affected by hacking when it is canceled out by optimize during the same turn.[/p][p]-Fixed damage reduction effect calculating wrong at increased effect power.[/p][p]-Fixed Megaship Disrupt taking effect while unit is boarded.[/p][p]-Fixed some support targeting not showing inspect text.[/p][p]-Fixed some typos.[/p][p][/p][p]1.0.006 (Launch)[/p][p]-Tutorial recap now points out that LMouse also moves units.[/p][p]-Status effects that simply count down on turn end now resolve faster and do not trigger action cam.[/p][p]-To prevent unfortunate accidents, tech cards with damage components >0 now don't lock onto your own units as easily.[/p][p]-Unlocks now happen faster during victory sequences and final encounter returns to title earlier after unlocks are displayed.[/p][p]-Fixed a general problem with status icon scaling.[/p][p]-Fixed EMP application not converting Chaff to EMP if unit is EMP immune.[/p][p]-Fixed cards retaining upgrade compatibility visuals when exiting deck overview under certain circumstances (?).[/p][p]-Fixed Megaship disrupt causing more redraw delay than shown.[/p][p]-Fixed some effects displaying incorrectly on units with negative effect power.[/p][p]-Fixed Hidden Surgeon General triggering on initial enemy spawn at wave 0.[/p][p]-Fixed secondary card spawn effect sometimes spawning wrong amount of cards. [/p][p]-Fixed a problem with go button highlighting on title screen.[/p][p]-Other small fixes.[/p][p]-Fixed some typos.[/p][p][/p][p]1.0.010 (Launch)[/p][p]-Added visualization for orbit range while deploying/moving units. [/p][p]-Secondary input now deselects held cards and units.[/p][p]-Stock Take now grants fast deploy to the cargo it creates.[/p][p]-Fixed problems with playing suffer damage cards on units in hand.[/p][p]-Fixed turn speed setting not affecting certain timers during post turn status resolve.[/p][p]-Fixed being able to remove dongles from other card in background while inspecting a card in deck overview.[/p][p]-Fixed dongles being removable on title screen when entering deck overview of a loaded run.[/p][p]-Fixed broken attack animations after pierce effects reset.[/p][p]-Fixed bonus actions not getting used up if a multistrike unit kills a forced target before using its last attack.[/p][p]-Fixed card highlighting issues when scrolling with cursor at screen bottom.[/p][p]-Other small fixes.[/p][p]-Fixed some typos.[/p]

Hyperspace Deck Command Launched!

[h3]Get to your ships, we are launching now![/h3][p][/p][p]After 20 month in development, your intervention force is now ready for deploy! Hyperspace Deck Command is the 3rd entry in the Hyperspace Anthology has you build a massive space force from unit and tech cards, which you then deploy in lane-based battles against an enigmatic opponent from outside the galaxy.[/p][previewyoutube][/previewyoutube][h3]The 1.0 release includes:[/h3]
  • [p]5 combinable factions from the Hyperspace universe, each with distinct, effects, starting cards and play styles.[/p]
  • [p]15 dual-use status effect that work differently against allies/enemies.[/p]
  • [p]9 star systems to traverse and explore, with various locations that can alter your deck.[/p]
  • [p]25+ enemy encounters with increasingly vicious boss ships each.[/p]
  • [p]Hundreds of modular card dongles and fleet-wide upgrades to enhance your build.[/p]
  • [p]Over 400 cards total.
    [/p]
[p]Get Hyperspace Deck Command here on Steam at a 10% launch discount. The Sleeper Games Complete bundle and Hyperspace Anthology bundle have also been update to included the game.
[/p][p]The demo will continue to be available if you want to try out the game beforehand. Progress from the demo will carry over seamlessly to the main game.[/p][p][/p][p]Cheers[/p][p]Stefan – Sleeper Games[/p][p][/p][hr][/hr][p]scroll down to enter ancient history zone[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]

Release Date And New Demo Features

[h3]Hi There Aspiring Deck Commanders[/h3][p]Hyperspace Deck Command 1.0 is now scheduled for full release on 7.10.2025! To prepare for release I updated the demo with some new features that just about made it into the final game. Here’s whats new: [/p][p][/p][h3]Commander Cards[/h3][p]The commander deck component now comes with a new card type that represents your chosen commander. Commander cards grant powerful bonuses to the ship they take charge of and can be used once per encounter. Commander choice now has a stronger impact on your run, with commanders often boosting their signature effects and play style.[/p][p][/p][h3]Boss Debris Event[/h3][p]Defeating the major bosses at encounter 3 and 6 now spawns special boss reward events that allow you to acquire multiple card upgrades or fleet upgrades. But watch out, when choosing an item you’ll loose track of whatever got thrown to the other edge of the system, limiting subsequent choices.[/p][p][/p][h3]New Fleet Upgrades[/h3][p]A whole bunch of new fleet wide upgrades can now be found during runs, some of which are specific to your deck factions.
[/p][h3]Data Cloud[/h3][p]You can now view all available cards and upgrades in the new data cloud, accessible from the button above your discard pile.[/p][p][/p][h3]Various Fixes And Improvements[/h3][p]Runs now auto save. Tooltip size is customize. More keys work in new situations. Tons of bugs fixes. [/p][p][/p][h3]1.0 Features[/h3][p]Alongside all these new demo additions I also worked on a ton of stuff that will only be available in the full game. The 1.0 release will feature 5 playable factions, over 450 cards, optional late game difficulty settings, a new final challenge, unlockable combo cards that only appear when playing specific faction combinations as well as hundreds of 150+ upgrades for cards and your whole fleet. If you are interested in the full release then make sure to wishlist the game and don’t miss the launch on September 9th.[/p][p][/p][p]Cheers[/p][p]Stefan – Sleeper Games[/p]