Development on the game is pretty much done. If you want a retrospective on its making you can check out the game dev Trello: https://trello.com/b/JEMcU3rX/hyperspace-dogfights-development
Additional content still under consideration:
New Bosses?
The boss pool could still be expanded, ideally with 1 new boss per zone.
Still More Items?
Not all areas of the game are fully explored via items yet and there are still concepts that would allow for fresh new synergies.
Post Launch Content Updates So Far
The End-Tech update added 38 new late game items, unlocked in endless mode and through technophage wins. Many of the items explore new mechanics or make better use of previously established ones. The update also finally added an unlock menu to the game. This "data cloud" is accessible from the pause menu and shows unlock conditions, tooltips and descriptions of all the gear in the game. Jets and zones also got completely new entries there. The End-Tech update again featured many quality of life tweaks and bug fixes and also came with some minor visual additions in the form of a new hitspark system.
The No Masters update focused on providing additional late game challenges. These came in the form of new Technophages that add modes like bossrush, speedrun optimized seeds and an “Iron Dog” hard mode. One phage also adds a completely new phase to the final boss fight. A set of new items was added again, unlocked by flawlessly defeating bosses. Bosses also gained the ability to spawn as elite variants, changing their stats and/or behavior. A couple new minor mechanics where added and some of the game's VFX/SFX where improved.
The Stray Dogs update added 5+ new player jet variants to the game. The strays all came with their own specific quirks, meant to provide a fresh new midgame challenge. The new jets all came with new items and unlocks too.
The stray jets also gave you access to the first set of Technophages, challenge-mode passives that can be equipped on any jet via the title screen. Some have only mildly annoying effects, but most require you to rethink how you approach a run.
The Realspace update added 47 new items that didn’t make it into the 1.0 release. Two of the most requested features where also implemented: Item tooltips and controllers support. The tooltips where later extended even further by adding a jet stat sheet to the intermission, showing how all your jet stats are currently affected by items. Controller support was added and made fully customizable through the options menu.
Alpha Versions Up To Release
Version 1.0: Launch (shipped)
Final Tunage
Some minor features like the escalation meter where still added shortly before release. The tutorial was also reworked and streamlined to better fit the game's tension level. I did multiple optimization passes to eliminate certain lag spikes and improve performance. The game also got a proper credits sequence. Finally, the game's launch trailer was produced.
Alpha 0.95: Full Spectrum (Shipped)
Multiple Player Ships, Unlock System
This update gave you multiple player ships to choose from. One of the ships continues to start with a random loadouts, the others got their custom, fixed starting gear, leaning towards a certain play-style.
Unlock restrictes where also added, limiting the initial loot pools to fewer items and adding the possibility of item unlocks as rewards for certain feats.
Alpha 0.9: Vis Light (Shipped)
Loot tiers, choice chests, stores
This update extended the impact of the game economy and gave you some ways to actually build your jet in a certain direction. Chests that offer a choice of items as well as stores where added. The later can now be accessed during the intermission scene between waves. Store ships got their own wave type that unlocks the store for the remainder of the current zone.
Alpha 0.85: Radio Waves (Shipped)
More Wave Objectives, Elite Enemies, UI Tweaks
This update focused on implementing feedback I got at the Strassbourg Fantastique festival, giving combat more purpose with new, randomized goals per wave. Those range from recon mission to target elimiminations or ground assaults. Enemies can now become elites, both randomly or as part of wave goals. The UI was made a little more unified visually and juiced up some more.
Alpha 0.8: Gamma Ray (Shipped)
More Bosses, Boss Pools for Each Zone
The bosses present in the first Alpha release became the boss pool of zone one, with new bosses populating later zones. One more final zone had been added, featuring a final boss encounter.
Alpha 0.74: X-Ray (Shipped)
Zone Variety, Enemy Variety
This update added all the different zone types where before there was only dessert. Features that where present in the original zone where implemented across all zones (Rock Structures, Floating Islands). The zones all got a specific enemy mix and enemy spawning was restructured taking the new zone into account. Many new enemies where added.
Alpha 0.73: Ultraviolet (shipped)
More Passives, Actives and Weapons
The intial alpha version I mostly had a lot of straight forward stat items in the loot pool. For Ultraviolet I focused on passive items with more complex effects. I also extended the weapon roster with more melee options and new takes on ranged gear.
Alpha 0.XX: Infrared (shipped)
Intial Alpha Release
The first alpha release was limited to the things shown in the devlogs, with a couple months of polishing spent to make it all come together a bit more.
Previously on Hyperspace Dogfights' Development: Prototype Dev Vlog
Dev Vlog #9 ( Week 18 )
More actives, 2nd Boss
Dev Vlog #8 ( Week 16 )
Tutorial simulation, even more items
Dev Vlog #7 ( Week 13 )
First boss, full options menu.
Dev Vlog #5 ( Week 10 )
Added waves, enemy spawning behavior, intermission scene and item chests.
Dev Vlog #4 ( Week 8 )
Added passive and active items, as well as the supporting ui.
Dev Vlog #3 ( Week 7 )
Added lots different ship guns and the supporting ui.
Dev Vlog #2 ( Week 5 )
Implemented additional enemy types.
Dev Vlog #1 ( Week 4 )
Basic air combat and jet behavior.