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Full Hyperspace Dogfights update
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What changed
- Gameplay
Hi There Aces
Turns out I‘ll put out another game this year, or at least I hope so: ---Red---Tether--> just got officially announced and it is planned to be a small, faster release and overall more condensed experience than Hyperspace Dogfights. The game is about 50%. I wrote a bit about recent development progress and how that all relates to Hyperspace Harvest in another news post.
As might be able to tell, Red Tether will take place in the same universe as Hyperspace Dogfights. You’ll play a ragtag group of GC demil-observers, who suddenly find themselves right in the middle of the action. As the Contempter mobilize without warning, your ships become the first to stand against their massive outbound fleets. Even worse, the Contempter did not allow foreign war-tech inside their borders and concessions had to be made. So your ships only come equipped with little more than towing-harpoons and space-rope. But it is very advanced rope at least, so maybe you don’t need no fancy guns after all.
So while Red Tether might seem similar to Hyperspace Dogfights at first glance, combat will function very differently. Your main means of “offense” is your tether’s contracting force, which slowly pulls ships into another if you link them together. Movement relies on tethers just as much, since grappling to objects and swinging around them is much faster than using your engines. Deeper in the game, various hazards and ship defenses get added to the mix. I hope to create a kind of emergent fleet-destruction action-puzzle in the end, where your tactical decisions are just as important as your reflexes.
If that seems interesting to you then please consider whishlisting the game.
Cheers and stay tethered! Stefan – Sleeper Games
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