
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.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 7 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About






Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
One of the best roguelikes I have ever played. The visuals are beautiful and the combat is fluid and satisfying.
To not distract the developer from making games, the positive review has been removed
[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]
A surprisingly great game that is nonetheless approximately as underrated as AI War II. Some upgrades are actively harmful, some are ludicrously strong, but you can choose not to nab an upgrade and you get enough upgrades in a given run that the balance works out. I try not to be nasty about other reviewers, but complaints about "frame-dropping" are almost certainly from those who didn't go into Settings and realize that the pauses are deliberate to help you in high-intensity situations, and can be switched off. That being said, there IS an awful-awful-awful green-on-black stage that is not at all accessibility friendly, and is hellish to navigate in general. Aside from that, though, I very much enjoy this game, making one of the only games in this genre I like at all. It isn't my usual jam.
Jets with swords.
It's a good time~
I am BAD at this but I enjoy it. Reminds me of Luftrausers by Vlambeer except you can reverse-thrust and the screen shakes a whole lot. EDIT: You can turn off screen shake and hit lag.
Fully an awesome game with loads of content, rewarding loop, the agility to nope your way out of many a situation. Don't expect great graphics, but do enjoy a dynamic environment of a lot of varied foes. Good Game!!
good
Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $29.5K | 120 | 78% | $9.99 | |
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