- Swirl Watch Version 1.220 - 26 December 2025
-Some player ships now come with altered detection stats (sonar/lidar).-NAIL STRM ammo increased (350-->450).-NAIL-R base and mod damage reduced.-SMRT-DRT deploy cost reduced.-SRM SIEVES deploy cost reduced (10-->5).-BROADCAST DRONES PS bonus increased (10%-->25%).-Slightly reduced deploy cost on some weapons.-Some enemy specialists have lower base speed now.-Added help text for escape pods.-Changed some structure geometry to prevent guard pathing failures (reason undetermined). -Fixed Reactive Chaff Packs not providing max hp.-Fixed certain loadout slot icons having destruction collision.-Fixed Displacer Pad target indicator sometimes not getting removed on zone change.-Fixed guards being able to assist in stun recovery beyond range if their assist target was moved while undetected.-Fixed keybinds for inventory screens not rebinding correctly.-Fixed some adaptive difficulty comms playi…
- Hyperspace Deck Command Launched! - 8 October 2025
Hey There Hyperspace FansSleeper Games’ 4th release is here! Hyperspace Deck Command is a deck building rogue-lite that takes place in the hyperspace universe, millennia after the previous games. You’ll assemble 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. During battles you’ll always need to think ahead, since units in HDC operate on individual turn timers and every card you play brings them closer to carrying out their next action.The game also features a flexible dual-use status effect system where each effect works differently depending on if it is used on allies or enemies. Fuel can accelerate your own units, or set the enemy on fire. Shields can block damage on your ships, or contain enemy weapons to negate damage and status application alike. Fighter craft can intercept hostile b…
- Hyperspace Deck Command Demo 2 Is Here! - 9 June 2025
https://i.imgur.com/qfrJ8JO.png The new demo for Hyperspace Deck Command is now ready for Steam Next Fest. You can check it out here on Steam. This version features 2 full faction decks, 19 unlockable starter packs, a whole bunch of new enemy encounters, new upgrade and shop systems, as well as many fixes and quality of life tweaks. Feel free to share your feedback through the discord link ingame and stay tuned for the full 1.0 release later this year. Cheers Stefan - Sleeper Games
- Swirl Watch Version 1.214/1.215 - 5 December 2024
https://i.imgur.com/g9oOe0u.png 1.214 -MIDNIGHT SILENT base stats and mods reworked. -Increased tech lvl gain from high skill individuals (A and above). -Decreased item unlock PS requirements. -FLY NEST now generates flies based on SRM collected and only tags ships if they are not revealed and you are within their lidar cone. -Melee impact sound now always gets created directly on target. -Some other gear rebalanced. -Fixed some mine mods not providing the correct ammo bonuses. -Fixed one A-ROD mod being misplaced. https://i.imgur.com/wG1n8hN.png 1.215 -STEALTH gadget no longer takes effect while disguised (stealth time is saved until disguise wears off). -Stealth modded BLAST PACK now produces a nanowire explosion. -Some items rebalanced. -Fixed EXCAV RBL sticky damage not resetting when removing sticky mod. -Fixed a problem with FLY NEST.
- Swirl Watch Version 1.212 - 27 October 2024
Please note: For the last couple weeks there was a bug preventing tech level requirements for gear mods from taking effect, allowing unintended access to certain mods. This has now been resolved. If you unlocked new mods during that time they might now be unavailable, but your spent PS is not lost, those mods will become fully available again once you reached their required tech level. Sorry for the confusion. Swirl Watch Version 1.212 -This update needs to reset your loadout. -WIRE TORP and micro breach modded BLAST PACK now kill silently. -Some other gear rebalanced. -Enemies use active sonar more responsively now. -Guards that spot multiple downed ships now take evasive action and report a potential attack. -Improved Z-layering of guard ships that jump. -Slight changes to music layer manager. -Fixed some problems with gadget AoE calculations. -Fixed some problems with tripwire gadget…
- Swirl Watch Version 1.210 - 6 October 2024
1.210 -Slightly increased overall PS gains on lvl2+ missions. -Slightly increased conversion rate for prisoner skill to tech lvl. -Gear mods become available earlier now (10 tech levels above base gear, was 30). -Cascade damage cap increased (30-->50). -Some items rebalanced. -Fixed drill projectile property not resetting correctly on weapon change. -Fixed capture net not spawning sound on correct position when hitting capture targets. -Fixed music volume not taking effect correctly when exiting deafen/reflex state (?).
- Swirl Watch Version 1.206-1.208 (Precision Gear) - 18 August 2024
Changes/Balancing -Added a system that makes certain late game content appear less randomly. -Adjusted one box refinery sprite to better fit collider shape. -Lidar and weapon aim now slightly angle corrects towards center cursor when aiming far enough aways from your ship. -SRM dropped from guard deaths now decays faster. -Increased hitbox size for all wildlife. -Mines now spawn with slightly increased separation. -Hacking a mine that has already triggered now causes it to selfdestruct. -Certain long range weapons now have a slight delay to weapon sounds that makes it less likely that guards turn before shots reach them. -CMD-TKN can now order guards to occupied guard posts, forcing the current guard to change to a nearby patrol. -REPAIR BOTS gadget now makes it a bit more clear that it needs to be channeled to use. -TAG TOR ammo increased. -Mine gadgets ammo increased. -Some other item…
- 1.2 Precision Gear Content Update Launched! - 14 May 2024
https://i.imgur.com/dSGmmQ3.png The second major content update for Swirl Watch is live, just in time for the endless replayability sale. 1.2 Precision Gear adds a much requested loadout system, allowing you to more easily manage your ship equipment. And you can fill those loadout slots with new 9 new items too, including many fresh gadgets that allow for new tactics, interactions and synergies. Teleport yourself or other objects across the map with the displacer pad, open new paths by consuming structures with the recycler torpedo or use some of the titular precision gear to take out CorPo ships with a single hit. https://i.imgur.com/7isDsao.gif The new sync-shot gadget drone always aims true and copies your own attack, enabling simultaneous takedowns of multiple guards if you are using high powered weapons. The bridge bore heavy weapon even homes in on enemy bridge section for big cri…
- Swirl Watch Version 1.200-1.202 (Precision Gear) - 14 May 2024
New Stuff -Added loadout slot system that allows to save and re-equip custom loadouts. -9 new items added. -New mods added to some existing items. -Reworked Rhizome Blue to allow turning it into a long range focused attack ship. -Added wildlife capture system with new bestiary entries and some wildlife related unlock conditions. -Rearranged title area so that simulations are easier to access after loadout changes. Changes/Balancing -When launched for the first time, this update needs to reset your loadout and mod selection. -Some items now require wildlife capture. If you already spent PS to unlock the item it will still be unlocked once you capture the required creature. -Ammo crates found in vaults now only contain a single random pickup (ammo, supf or capture balloons). -Shot cursor homing now only takes affect for as long as you are aiming. -AoE damage now factors less into how weap…
- Swirl Watch 1.2: Precision Gear is in the works! - 24 April 2024
https://i.imgur.com/BAAaszs.gif Just letting you know that I started work on a second small content update for the game, mainly focused on adding a much requested quality-of-life feature: A loadout system that allows you to more easily manage your gear set-ups once you’ve got many unlocks available. You’ll be able to store up to 5 loadouts in different slots and easily reequip them later from the title screen. Your mod slection will also be saved as part of your loadouts. https://i.imgur.com/V97Lm5U.png Alongside that the update will also add a bunch of new items, mostly implementing some gadget ideas I have been considering for a while now. Recycler nanites will get a bit of a rework and Rhizome Blue will become more of a long range attack ship through base changes and new mods. There will be a bunch of new mods for other things as well. https://i.imgur.com/vxLPegc.gif 1.2 Precision ge…
- Swirl Watch Version 1.138-1.140 (Resistance Supplies) - 3 April 2024
1.138 -Altered threshold of what is considers low range combat for adaptive difficulty scaling. -Lethal combat kills now increase both long and short range threat profiling (was just short range before). -Enemy mines now stay revealed after being fully identified. -Changed mine detection UI to better contrasting color in zone 5. -Increased rate at which ship resource manager calls in escorts. -Some item and mod costs rebalanced. -Flare Printer mod: increased max ammo (1-->4) and lowered regen delay (20s-->12s). -Longnailer supf mod nerfed (20-->15 shots suppressed) -Increased artillery gadget base damage (80-->100). -Small objects (ships, floating chunks, wildlife) no longer block sight-line for artillery targeting. -Increased Charge Spur emp multiplier (40%-->120%). -Nerfed recycler wreckage disassembly SRM gain (3-->2). -Fixed recycler not using up charges when disassembling wreckage.…
- Hyperspace Deck Command Demo Released! - 25 March 2024
https://www.youtube.com/watch?v=aBZprZeheIE Hi there Sleeper Games crowd. To be a part of Steam’s ongoing Deckbuilder Fest I put together an early experimental demo for Hyperspace Deck Command, my upcoming sci-fi deckbuilding roguelite that will also be the third entry in the Hyperspace Anthology. You can try it right now here on Steam. The game has only been in development for 5 months now, so this is still just a small part of what is yet to come. In the demo you can fight your way through 5 different simulation encounters using a randomized starter deck, culminating in an super long final battle hat requires a powerful fleet and proper mastery of the game’s fresh dual-use status effect system. A lot of main features (starting deck selection, card upgrades, stores) are still missing though, but I hope you get a few hours of fun out of it regardless. I'm sure it makes up for the lack o…
- Swirl Watch Version 1.134 (Resistance Supplies) - 31 October 2023
-WRNCH ARM should now be able to sabotage any sabotage targets. -Strange matter spills can no longer hide ships. -Added a safeguard to prevent an unclear scenario in which H-WAVE RADAR would stop working after zone transition. -Fixed a issues when boss enemies try to personally call off alerts. -Fixed enemy placed gadgets not being tagged on hack. -Fixed disguise tutorial becoming available too early. -Fixed resupply marker desc showing resupply cost even when having free resupplies available. -Fixed boss intel not always tagging all bosses. -Fixed weapons with adaptive spread receiving their max accuracy when quick selected. -Fixed various issues with several specific gear mods. -Fixed issues when reaching negative max health (?). -Fixed a problem with hiding ships when multiple circular hazard are in range. -Fixed EVOLVING VERMIN not affecting hack-modded tripwire. -Fixed LIGHT ABSORB…
- Swirl Watch Version 1.133 (Resistance Supplies) - 10 October 2023
-Enemy mag mines now cause occasional cam glitches when they are nearby. -Enemy mag mine explosions now have minor damage drop off. -Reduced adaptive difficulty minefield scaling. -Fixed a problem with evacing from lvl 5 missions phase 3. -Fixes melee locked state when minor object are destroyed while in a certain part of the boarding process. -Fixed dealing EW damage to units hidden in circular hazard creating repeated "Hidden!" text. -Fixed some issues with hiding things in circular hazards. -Fixed some issues with item stacking. -Fixed some instances of repeated report attempts during comms blackout. -Fixed enemy DIR MINE not triggering sound response on detonation.
- Swirl Watch Version 1.130 (Resistance Supplies) - 6 October 2023
New Stuff -Help comms for items and mods now have TacHI telling you the items description/tooltip. This works even for items you haven't unlocked or printed. -Once friendly ships come back online you can now tell them to move towards your ship using the comms input. Changes/Balancing -Spot indicators for spotting ships that are very far away no longer completely fade out. -Computronium can no longer hide objects. -Attached BLAST PACK now detonates if the object they it is attached to dies. -Phase torpedos and displacer artillery now deals much reduced damage VS structure. -ENTANGLE ammo reduced (20-->16) -STAGED DISPENSERS and ESCAPE TWEAKS for CHAFF TORP are now mutually exclusive, but work with all other mods. -HULL EATER MANDIBLES consume health gain threshold increased (5-->10) -Presidential Rail-Yacht spot rate and vision range increased. -Informer Class AM-Micro damage, redundant…
- Swirl Watch Windows 1.121/1.122 (Resistance Supplies) - 17 September 2023
1.121 (Resistance Supplies) -Melee now auto-targets disabled ships again if there are only disabled ships in range. -Fixed some instances of objective texts not scaling correctly. -Some title holo text is now affected by UI scale. -Fixed comms speech not being affected by SFX volume option. 1.122 (Resistance Supplies) -Slightly reduced enemy spawns on higher mission lvls. -Prisoner UI should now correctly support up to 5 lines. -Beam-barge attack rate reduced. -WRNCH ARM can no also sabotage pipeline elements. -Fixed a problem with item unlock tracking. -Fixed a problem with vertical pipe generation (?). -Fixed a some situation in which guards would still be able to assist hidden disabled ships. -Fixed guards sometimes attempting to wake up inactive reinforcements when assisting nearby disabled ships. -Fixed some objectives causing other objective to show unintended location tags. -Fixe…
- Swirl Watch Version 1.120 (Resistance Supplies) - 12 September 2023
-Added manual entry for CorPo threat profiling. -Changed some wording on threat profiling stats section. -Guard post color pattern is now more distinct from ships. -When multiple melee targets are in range, but none is target locked, your ship will now prioritize attacking non-disabled ships instead of the one closes to your cursor (should counteract unintended jumpstarts.) -UI scale options now affects objective text and number menu tooltip header. -Fixed backscatter profiler not enabling stealth detection. -Fixed mission success comms sometimes playing after return from death. -Fixed a situation in which getting rediscovered while alert end comms have already initialized would still end alert.
- Swirl Watch Version 1.116/1.118 - 1 September 2023
1.116 (Resistance Supplies) -Fixed a bad on-board printer interaction. -Fixed a problem with several late game mission help comms. -Fixed some unintended interactions between randomized runs and ship unlocks. -Fixed missing help comms on some objects. -Fixed a destruction scenario where mine trigger ranges would not be cleaned up correctly. -Fixed utility torp range modifier not taking effect after launch. -Fixed selecting Wizzard Bright disabling afterburner on other ships. -Fixed player deflector destabilization also affecting other deflectors. -Fixed a problem with strafe speed calculation. -Fixed some problems with using ROD TUR on the title screen. -Fixed ROD TUR not being valid target for tripwire. -Fixed a problem with ship initialization during final mission. -Fixed some typos. -Clarified some unlock conditions. 1.118 (Resistance Supplies) -Fixed some bad formating on WHISPER CH…
- Swirl Watch Version 1.115 (Resistance Supplies) - 28 August 2023
-Skiff HAPS and Skiff RD now look a bit more distinct. -Skiff RD now has a secondary critical hit zone (engine). -Some shield items rebalanced. -Enemy AoE shots are now very safe and can't hurt enemies anymore. -Box interdictors are now hack immune. -Fixed donated item never resetting. -Fixed a problem with AROD TURRET not calculating shot speed correctly. -Fixed a couple circumstance in which depleted gadgets could be removed during simulations, leading to them not being reset correctly if simulations reset. -Fixed some bad fence post positioning in zone 4. -Fixed idle comms not being affected by comms blackout. -Fixed sat-scan investigate comms playing repeatedly (?). -Fixed missing help comms on Floatsam. -Fixed some item texts.
- Swirl Watch Version 1.112 (Resistance Supplies) - 24 August 2023
Swirl Watch Version 1.112 -Added random gear donations: Once you got enough unlocks, a random tool, gadget or ship now becomes free to use. The free item changes every time complete a mission. -Prisoner exchange display can now handle more lines. -Extended some holo texts in Tut10. -Added help comms for tutorial objectives. -Tut10 now continuously removes capture ammo to prevent a softlock scenario after resupplying. -Reworked Tut10 into an open area to prevent another softlock scenario. -Reworked GT1 to allow for additional interactions and somewhat easier completion. -Suspicious actions while disguised are now reported to CSO and can not burn your disguise while comms blackout is in effect. -Fixed disguise burnt comms burning fresh disguises if acquired while comms still progress. -Fixed weapon overheat rate increasing with fire rate changes. -Fixed a problem with randomized loadouts.…