
Hyperspace Dogfights is a juicy jet-combat roguelite in which you blast, dodge and slice your way through masses of technologically inferior baddies. Your jet evolves differently on each run and becomes stronger and weirder by gathering some of the 300+ available items.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
its seriously good. play it.
Great game! More than just a hidden gem. There's a lot of content packed into it, and the gameplay kicks ass.
[i]Hyperspace Dogfights[/i] might be a fun game, but is so mired by issues that I ended up refunding it. [olist] [*] It won’t run as anything but a bordered window. No fullscreen, no fullscreen windowed. The window does not even have a custom program icon, nor is affected by system color settings. Just a bright, white, and distracting bar atop the game at all times. [*] The scaling of text and UI elements is both arbitrary and inconsistent. At 4K resolution, the tutorial text is illegible without leaning in towards my monitor and squinting. Yet, the text related to gameplay is so large and blocky that it’s distracting. The UI elements during gameplay are too small to parse, yet those within the menus are enormous. While it is possible to scale some of these elements, doing so pushes parts of them offscreen and breaks some sections of the menu. [*] The menus are only navigable by using the mouse. But not the main menu, that can only be navigated by the keyboard and is brought up by pressing [b]Escape[/b]. Clicking on the menu icons does nothing. [*] Controller support is abysmal. An Xbox controller was not autodetected. After activating it manually, none of the buttons were bound I had to bind each and every one manually. The game does helpfully show an image of suggested bindings, provided you have not scaled the UI up too high to push some of it offscreen. There are no icons or proper names for buttons. Instead, they are cryptically referred to with terms like [b]-AxisPovX[/b] or [b]B7[/b] or [b]+AxisZ[/b] in both the menus and UI elements. During the tutorial, inputs at various points are sometimes referred using these names, or the keyboard inputs, or sometimes even both. By the end of the tutorial I was mashing all four face buttons to proceed because I couldn’t remember which one was [b]B0[/b], [b]B1[/b], [b]B2[/b], or [b]B3[/b] and different sections required different inputs. [*] The game has serious problems with visual hierarchy, color, and clutter. Elements in the background have stronger contrast and more visual detail than either the player or enemies. The clouds have a huge amount of contrast, and the sun behind them has even more. Sometimes, enormous, blocky text appears behind all that with such weight as to obscure everything else. Yet, text elements more important to gameplay—dodging, incoming fire, etc.—remain tiny no matter what the scaling, and with colors that blend into the background. The “pixel size” of the player, enemies, bullets, missiles, and various text elements are all different and inconsistent. The effect of all this is overwhelming visual noise, and not in a good way. I found it difficult to track the player amid all this and to parse incoming enemies and attacks. If you’ve studied art, graphic design, or even just remember opposing and complimentary colors from elementary school, [i]Hyperspace Dogfights[/i] will likely frustrate you to no end. [*] The game was dropping frames when the action got heated. Yes, I tried adjusting the “hitlag amount,” which briefly pauses the action each time the player’s bullet connects. This appears to be technical issue, but I did not spend any time diagnosing it. (8th gen i5 CPU, 16gb RAM, GTX 2070 Super) [*] This is more subjective, but the sound effects and music were pretty basic. And playing with headphones, I did not notice much stereo separation or definition for the actions onscreen. Much like the visual elements, it seemed like a whole lotta noise. [/olist]
推荐又不推荐的样子,一般?反正可以试试 不支持所有手柄 键鼠操控可以按T切换成FPS也不提 明明可以写出来的 不过看起来也不会再更新了
i love this this for how immersive it can be. I come here in my quietude to live the mech-jet pilot in the endless space war. also, if you have one on hand, maybe try switching out the WASD keyboard controls with an arcade stick. It feels very responsive/ adds another dimension/ another way to play. :> RECOMMENDED: SOLAR JETMAN (1990)
To not distract the developer from making games, the positive review has been removed
[b]TL;DR:[/b] This game is amazing, and one of the best games I have ever played on keyboard. It's responsive, difficult and engaging, performs great, and it's one of the best purchases in my library. Hyperspace Dogfights feels like a pinnacle of its genre. I bought it because I was a huge fan of the Hyperspace Anthology, and deeply respect the developer, Stefan Widany (creator of not only many good game jam games, but also the first big mod for FTL: Faster Than Light, called "Captain's Edition"). I made the call to buy the Crew Edition from the start, and it was a good idea to do so. It takes the best lessons from all the games released at the time, and combines them with hilarious writing and flashy effects to keep you coming back every time. [h2]Non-spoiler praise[/h2] Hdogs brings something to the table that you don't see much outside of games like Titanfall: Complete skill expression. The movement system is built in such a way that you can always push your jet just a little further, jump a little bit later, strafe in a different direction while shooting, put one more bullet into the enemy. Your reaction speed and finger precision are the limit. Said movement is controlled by one of the finest control schemes I've had the pleasure to work with. This game has actively made me worse at other games like Hollow Knight simply from how simple and responsive it is. You need to contend with 3 verbs and six movement directions. It might take you an hour or two to get acquainted with rotation and strafing, and another couple to properly manage your resources, but as soon as you do, you'll never want to stop. On performance, like later games, this one slows down how it processes things if your system is taxed. You'll find almost no stutters, and if there are any, you'll be actionable on the very next frame, with no timeloss. This game does benefit from bigger screens, but you can enter into the config file to reduce the zoom level if your screen is too small. [b]Do note that there's a small memory leak, and after 3 or 4 hours the game might crash[/b]. Just quit to desktop and reopen the game every few runs and you should be fine. This game looks like a bullet hell but plays very differently from games like Touhou or Deltarune. Reaction speed and relative direction matter more than position in the board or minute shifts into nooks into the bullet pattern. Your jet is a futuristic supercombatant but a few well-placed missiles can still make your spleen explode. The game runs on a "Static health, regenetrating shields" system that doesn't require you to look at the UI. Your shields regenerate when you don't shoot, and some attacks can bypass them, but you can use the other parts of your kit to shore up any weaknesses. Before I talk about the main gimmicks of the game, I want to take a second to mention how Hdogs handles the farming issue that has necessitated solutions since the days of Rogue. Stefan chose Escalation. As time passes and you clear levels escalation increases. It's basically space inflation. Everything gets more expensive, but more enemies spawn, and their modules improve, giving you chances to loot more money. It discourages saving up because that SRM is going to be worth much less later. Additionally, some enemies gain new patterns and bosses get more aggressive. This makes it risky to just hang around regenerating your shield every time you get hit, and encourages you to be on the attack, always. This plays into your main defensive option: The Jump. Jumping is on-demand invincibility, but it has a few caveats. First, it's long. While you are off in hyperspace, you can't attack. If you can't attack, escalation increases, more enemies spawn, etc. Second, you can't change direction. There's no air to push against, so you just slide in the direction you were going. This matters because of N°3: It can't be cancelled. More than once you'll dodge a stray stream of bullets and jump right into a mountain or laser beam. This can all be solved from practice, and as you improve, you'll find how skillful movement saves your hide more than once. Another great idea is aerial melee. There are weapons that make melee attacks, letting you joust with drones, deflect bullets, and tell enemy AWACs that they are already dead. It's integraded seamlessly and it's one of the more fun things to do in the early game. One thing to note is that there's no in-run save system. Runs take about 50 minutes to complete at full FPS, but if you need to interrupt your run, you may need to leave the game paused, which leaves you open to the aforementioned memory leak. It didn't happen much to me, but if you don't have much time to play, keep it in mind. The upgrade system is Isaac+. You get a random item per level, which costs based on how rare it is, and you can save shops to get identified gear at a markup. The upgrades are wildly varied, and most of them are hilarious and very fun, each lovingly labelled by your loyal Narrator HI, giving you insight into one of the few utopias that are still being written about to this day [spoiler]You are playing as Space UN, if it was The Culture and the Peacekeepers were a competitive gaming league [/spoiler]. You will need to be judicious with what you pick, as there are a few IPECACs running about. This integrates with the Coolness system. Like in bullet hells, the less you get hit, the better. Reward rarity increases, you get more hearts, more item picks, free money, and more. It can be hard to carry a flawless streak to the end, but if you do, you'll be extremely powerful. Lastly, the enemy variety is nothing to write home about, but they are all flexible enough to be a unique challenge on their own right, vulnerable to different things, and a different challenge to each jet. They also come in Isaac-like champion variants that add new attacks and special stats to them, to keep you guessing. You'll go from fighting modern fighting jets to discount mecha, and you'll stay in your toes the whole way through. On music, it's serviceable and unintrusive. The boss tracks are the highlight, with cycling patterns and staccatto synths as the main characteristics most of the time. The art is simple and readable, and has options to reduce the more nausea-inducing effects, although I never needed them. [h2] Spoiler notes, feel free to skip [/h2] [spoiler] The bosses are all generally fun to defeat. Some, like the carrier, can feel simple, but they do reward good positioning and speed. Some bosses like the Space Tether can feel hopeless, but with proper upgrade selection and tactics, you can no-sell their hardest attacks. The final boss is the most bullet-hell-like part of the game, and it's so well made that after beating it a couple of times, I managed to go back to Deltarune and beat [/spoiler] [spoiler] The CH3 secret boss without anyone dying with only deluxe dinners [/spoiler] [spoiler] in one attempt, despite not having played for months. Should the game feel too easy, you can unlock additional variants of your jets, including challenge variants that will feel familiar to Isaac players, and later challenge modifiers that modify how the game works, like a modifier that makes all the enemies more fragile, but you as well. [/spoiler] [h2] End of spoilers [/h2] The game can be replayed for hundreds of hours, and many players have beaten everything about it and keep coming back years after it's release. It's extremely fun, and the item descriptions keep making me reevaluate everything that came later in the franchise. It takes a rare breed to make such a masterpiece as one's first full game. If you liked the Anthology, I recommend you play this. And if you liked any part of this (except maybe the gameplay), I recommend you try the Anthology as well. Each one has a different genre, and they are all some of the best and cheapest games on the market. Go help some people and I'll respond to any questions in the comments.
So here I was searching on steam for something unique that's close to a rogue-like. After hours of searching I stumbled upon this little gem at first I honestly wasn't expecting much did the first run died a few minutes later. Then did the second run tried my best at maneuvering as you can go forward back and sideways did pretty good this time able to clear a stage got a new weapons and upgrades but then later died again. So the third time I tried my very best got some interesting upgrades then lost to a boss. Then I realized I just want to play more of this stuff every time I play so I decided to give it a review so here I am saying its a good game. By good I mean loads of items to choose from, different classes of ships, interesting ways of moving your ship, both ground and flying enemies and probably more. P.S. I didn't had three runs in total at the time wrote this review I may have way more I just generally suck at playing video games so don't judge me.
I'm older, I've never been into overly twitchy/fast-paced games, and "bullet hell" is always a turnoff for me. I've always liked more medium-paced, physics-based games. If you're like me, hold up a sec and check this out. Hyperspace Dogfights is a fantastic game, like a more physics-based, Finnish-style cave-flyer Time Pilot.* — DETAILED GAME SUMMARY (Skip if you just want the bottom line) — The main gameplay loop is flying around a super-fighter with some sort of randomized weapon loadout, fighting never-ending waves of enemy fighters, bombers, gunships, tanks, boats, AA gun emplacements, etc. Each enemy killed gives you credits you can spend on upgrades. In each level, you have a definite mission to complete, and once it's completed you can either leave right away, or stick around to blow more enemies up to earn more credits. The difficulty in each level grows over time, so the reward/risk ratio increases. There's always a pull to stick around to earn enough points to stay ahead of the curve. Once you've completed a level, you go to an intermission screen where a (usually unrevealed) upgrade is offered for a certain amount of points -- a different gun you can switch back and forth between, a passive upgrade, a special weapon, etc.. Once you're ready, you start the next mission. The missions are randomized, roguelike, and there's some interesting variety in them. In-game, you have a shield that decreases when you take damage, but regenerates when you're not firing. If you're hit while your shield is down, you lose half a "heart". You have 3 hearts, which amounts to the ability to take 6 hits before game over. Hearts sometimes drop randomly to repair your ship, and sometimes you can buy them with credits. Some upgrades increase your maximum hearts. — BOTTOM LINE — It's a great "zoning" game with a lot of roguelite-style variation that feels like it never plays the same twice. UI is a little unconventional, which, as far as I'm concerned, is always negative, but it's at least self-explanatory, simple, and works. Really great game that's just some good, more cerebral arcade-shooter fun that has a good pace for people who aren't into the complete twitch-style bullet hell stuff, which I'm not. I'd say it's a medium-speed roguelite arcade shooter that is fast enough to challenge without overwhelming, and slow enough to enjoy and watch the boomies. A favorite of mine that stays on the HDD for when the mood strikes me. Highly, highly recommended. — WHAT THE HELL IS A CAVE FLYER — * Cave-flyers are a distinctly Finnish genre of game that arose out in the indie game development scene in the 1990s, inspired by the old Thrust-style arcade games and the Worms games like Liero. They primarily featured side-view 2D flight combat in relatively restricted environments, often with destructible environments and multiplayer play. Wings, Auts, and Triplane Turmoil are examples. * Time Pilot was a series of two arcade games from the 1980s that featured a hyper-futuristic plane fighting in aerial combat against waves of fighter planes, bombers, and flying fortresses, played in top-down 2D. The primary thing that set it aside is that movement was free in any direction, unlike your average scrolling arcade shooter.
Been playing this for years, but only recently on Steam. Revisiting again and buying it properly this time (sorry!) Stefan, you make an intriguing glimpse at larger lore in all of your games, they are mechanically engaging, generally balanced, with the right amount of challenge and incentive to make it harder on ourselves as we're ready to. Arcade-esque roguelike gameplay in a high-sci-fi setting. Scratches the itch for me <3
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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