Mac OSx 64bit update
The MAC version has now been updated to be 64 bit and will now work with OSx Catalina and above.
The MAC version has now been updated to be 64 bit and will now work with OSx Catalina and above.

The MAC version has now been updated to be 64 bit and will now work with OSx Catalina and above.
The MAC version has now been updated to be 64 bit and will now work with OSx Catalina and above.
Hi Everyone, Version 1.22 has been uploaded. This update may not seem different on the surface however, due to the porting to console, there is a lot of fixes in regards to controller support, stability, and efficiency. -The game should now be fully playable with a controller wit
Hi Everyone,
Version 1.22 has been uploaded.
This update may not seem different on the surface however, due to the porting to console, there is a lot of fixes in regards to controller support, stability, and efficiency.
-The game should now be fully playable with a controller with no need to touch a mouse or keyboard.
-The game should use far fewer system resources at various times (not that it used much before).
-Various small rare bugs that caused a freeze or crash have been fixed.
-Windows and Linux are now 64bit only. If this is a problem for you please reach out to me and I can give you the old version. http://zotnip.com/contact/
In addition, the game is also NOW available on Nintendo Switch!
Whats next for Hyperspace Delivery Service?
-Mobile releases will be coming soonish. They are ready but since I'm one person, the amount of admin work each platform requires is more than I can handle with my "day" job. So Switch release now, then I'll do the others as I get time.
Thanks for playing!
This update is to fix the sound/music cutting out issue that can randomly happen. In addition there are a lot of behind the scenes engine updates that are included due to my work prepping the game for ports. Hopefully I'll be able to announce somewhat soon which platform the game
This update is to fix the sound/music cutting out issue that can randomly happen.
In addition there are a lot of behind the scenes engine updates that are included due to my work prepping the game for ports.
Hopefully I'll be able to announce somewhat soon which platform the game will come to next and what the plans and features for that release are.
Thanks for playing!
Hi Everyone, This is just a quick patch to fix a bug that resulted in many repeated random encounters. Even though there are random encounters in the game, the encounters aren't purely random. If they were, you may get a random occurrence where every encounter is the same. This g
Hi Everyone,
This is just a quick patch to fix a bug that resulted in many repeated random encounters. Even though there are random encounters in the game, the encounters aren't purely random. If they were, you may get a random occurrence where every encounter is the same. This gives the game a feel of more variety.
What have I been up to since launch?
I've mainly been preparing the game for launch on other platforms. I can't quite say which yet as I'm still in talks with some platforms. But while I'm figuring that out I'm moving ahead with the programming to get the game ready for various platforms. Hopefully I'll know soon enough!
Let me know how you've been enjoying the game since launch and thanks for playing!
An original soundtrack combining classic adlib soundcards with modern analog and digital synths by Mike Pinto (mikepinto.net). Comes with MP3, FLACC, and WAV files! Tracklist: Planet Tametaon Planet Agus Shuttle Launch Planet Arinn Space Battle Music 1 Planet Enamo Planet Titur P
An original soundtrack combining classic adlib soundcards with modern analog and digital synths by Mike Pinto (mikepinto.net).
Comes with MP3, FLACC, and WAV files!
Tracklist:
Planet Tametaon
Planet Agus
Shuttle Launch
Planet Arinn
Space Battle Music 1
Planet Enamo
Planet Titur
Planet Yptenuse
FPS Battle Music 3
Planet Phion
Planetary Arrival
Space Bar
Space Battle Music 2
The Unknown
Planet Nateri
Space Battle Music 3
VoidSpace
FPS Battle Music 2
Planet Taxid
Exploring Loop
FPS Battle Music 1
Planet Yo Prnti
Planet Inenum
Bad Ending
Good Ending
Unused Track 1
A few quick fixes and modifications this week! -Fix space controls getting glitchy where if using both mouse and keyboard to try and aim the ship at the same time. -Fix intel being given despite not having enough credits. -Fix local high score showing wrong number of days remaini
A few quick fixes and modifications this week!
-Fix space controls getting glitchy where if using both mouse and keyboard to try and aim the ship at the same time.
-Fix intel being given despite not having enough credits.
-Fix local high score showing wrong number of days remaining
-Add crew and ship health status buttons during interactive events
Thanks for playing!
Tomorrow (Tuesday June 25) I will be releasing the soundtrack on Steam!
Here is a quick patch to fix a couple issues in the FPS mini game. -Fix game sending you back to ship if have no ammo but have a melee weapon (security). -Fix blaster ammo not increasing if melee weapon is selected -Fix bug if returning to ship with enemies still around, you can
Here is a quick patch to fix a couple issues in the FPS mini game.
-Fix game sending you back to ship if have no ammo but have a melee weapon (security).
-Fix blaster ammo not increasing if melee weapon is selected
-Fix bug if returning to ship with enemies still around, you can get damaged while the screen displays the loot you are taking back to the ship.
Just released a patch to fix the bug introduced from last nights quick patch where the game freezes after a successful FPS mission. I am SO SORRY for letting that bug slip in there. Thank you so much for playing!
Just released a patch to fix the bug introduced from last nights quick patch where the game freezes after a successful FPS mission. I am SO SORRY for letting that bug slip in there.
Thank you so much for playing!
Few quick fixes and clarifications! -Fix FPS hacking sound possibly getting stuck on loop -Adjust keyboard aiming to have weight (gradual steps) -Fix food usage on easy mode -Activate ship supply limits -Clarify store limits vs ship supply limits -Fix for allowing FPS missions if
Few quick fixes and clarifications!
-Fix FPS hacking sound possibly getting stuck on loop
-Adjust keyboard aiming to have weight (gradual steps)
-Fix food usage on easy mode
-Activate ship supply limits
-Clarify store limits vs ship supply limits
-Fix for allowing FPS missions if no ammo but security officer is alive
2 quick fixes! -Fix bug that could happen if you retreat at the same time as your ship is being destroyed. -Fix getting reward in blockade mission if retreating.
2 quick fixes!
-Fix bug that could happen if you retreat at the same time as your ship is being destroyed.
-Fix getting reward in blockade mission if retreating.
Another quick bug fix! -Fix for if you repair ship after a space mission, go on FPS mission, when you return to ship your ship health reverts to before the repair. -Fix void space aliens attacking outside of void space. Thanks for playing!
Another quick bug fix!
-Fix for if you repair ship after a space mission, go on FPS mission, when you return to ship your ship health reverts to before the repair.
-Fix void space aliens attacking outside of void space.
Thanks for playing!
Been a fun first day of release! Thanks everyone so much for playing! This change log includes patches 1.01, 1.02, and 1.03 -Fix spelling mistake -Add option to disable/enable vsync and frame rate lock. Set disabled by default now. -Remove med bay button from space rip encounter.
Been a fun first day of release! Thanks everyone so much for playing!
This change log includes patches 1.01, 1.02, and 1.03
-Fix spelling mistake
-Add option to disable/enable vsync and frame rate lock. Set disabled by default now.
-Remove med bay button from space rip encounter. It was not supposed to be there.
-Add filter for objectionable words in name generator
These are the voyages of the good ship Rock Paper Spacegun. Our one year mission; to deliver a parcel. After a busy seven months in early access, Hyperspace Delivery Service , a mash-up of every early DOS-era space sim, is out now. Developed by the appropriately spacey sounding Z
These are the voyages of the good ship Rock Paper Spacegun. Our one year mission; to deliver a parcel. After a busy seven months in early access, Hyperspace Delivery Service, a mash-up of every early DOS-era space sim, is out now. Developed by the appropriately spacey sounding Zotnip, it’s part trading sim, part space combat, part Wolfenstein-era FPS and optionally a little bit roguelike. It’s also incredibly nostalgic if you grew up playing games that looked and sounded like this through the tail-end of the ’80s and dawn of the ’90s. Below, a new trailer and some quick thoughts.
After 7 months in Early Access and so many fixes, adjustments, and new features, Hyperspace Delivery Service has reached version 1.0 and is now officially available. I can’t thank enough all the of the Early Access players who helped shape the game and make it the best it could b
After 7 months in Early Access and so many fixes, adjustments, and new features, Hyperspace Delivery Service has reached version 1.0 and is now officially available.
I can’t thank enough all the of the Early Access players who helped shape the game and make it the best it could be. Your feedback and support have made this game far better than it could have been without you.
To celebrate the release of the game, the soundtrack is also now available on bandcamp
It will also be available as DLC on STEAM as soon as it makes its way through valves approval process (it could be 2 weeks).
What's next for Hyperspace Delivery Service?
Beyond fixing any bugs that popup upon this release, first up is a mobile port of the game. I'm also attempting to see if I can find a console maker willing to accept the game. As for new content, I'm going to see how the game does and what kind of community there may be and desire for more. I feel as though the game has reached a good balance of complex decisions with a simplistic gameplay loop. It's not intimidating yet provides flexibility and requires strategy to win.
Thank you everyone for your support and thanks for playing!
CREDITS:
Programming, Design, Music, Audio
by Mike Pinto (Zotnip Games)
Art: Dimitry Kolesnikov
Art: Pablo Messuti
Art: Cecilia Souza Santos - Cecihoney
Additional Art: Desix Studios
Additional Help:
Patrick Chase, Arvid Gifford, Michael Masnik, Joey Pinto, Robin Pinto, Steven Savage
Changelog for version 1.0:
-Fix FPS mini screen showing success message
-Fix errors when 1 character left and death occurs
-Fix oxygen extraction letting you extract without enough fuel
-Add blockades to intel screens
-Items are now lost if death occurs during FPS. Including any ammo brought to surface.
-Ammo amount selection screen added to FPS
-Fix MAC version not starting
This update contains a few very minor adjustments and fixes. -Menu alignment fix -Fix distant walls color in FPS -Add extra warnings before traveling to planets for blockade and fuel extraction -spelling fixes.
This update contains a few very minor adjustments and fixes.
-Menu alignment fix
-Fix distant walls color in FPS
-Add extra warnings before traveling to planets for blockade and fuel extraction
-spelling fixes.
As we inch closer to the release date (June 5!) I'll be releasing some smaller patches to fix last minute bugs and add some quality of life improvements. -Fix random crashes when only 1 crew member is alive. -Add disable bridge noise checkbox in audio options -reorder difficulty
As we inch closer to the release date (June 5!) I'll be releasing some smaller patches to fix last minute bugs and add some quality of life improvements.
-Fix random crashes when only 1 crew member is alive.
-Add disable bridge noise checkbox in audio options
-reorder difficulty choice to before name choices in new game
-Add the currently set keys to the "Hold position" text when scanning locations
-fix still getting reward if retreat from void mission
-Add new artifact related achievement
-Add achievement for not killing any robots and making delivery
-Fix radiation density in FPS radiation mission
-make certain text more clear
-other quality of life improvements involving text changes
Thanks for playing!
Hi Everyone, I've chosen an official date to exit early access and officially launch the game. The date is June 5th 2019 ! Just right around the corner! There is still time for a few more bug fixes between now and then but that is the date. Now is the time I'm going to start send
Hi Everyone,
I've chosen an official date to exit early access and officially launch the game. The date is June 5th 2019! Just right around the corner!
There is still time for a few more bug fixes between now and then but that is the date. Now is the time I'm going to start sending out review codes for any press who needs time to play the game and write a review for the release.
Thanks to everyone who took part in the Early Access and all your comments helped to shape the game.
Thanks so much for playing!
This is a quick patch to fix a couple FPS Issues. 1: Fix FOV in FPS due to smaller screen size 2: Fix FPS Ai sprite animations glitching 3: Added some helper text when starting a new game to give new players a little more instructions.
This is a quick patch to fix a couple FPS Issues.
1: Fix FOV in FPS due to smaller screen size
2: Fix FPS Ai sprite animations glitching
3: Added some helper text when starting a new game to give new players a little more instructions.
The latest update is ready and uploaded! Lots of changes and fixes are in this update. Some visual elements you may have gotten used to are now changed but I think for the better in the long run. Lets see how everyone reacts to the changes and then I'll announce an official relea
The latest update is ready and uploaded! Lots of changes and fixes are in this update. Some visual elements you may have gotten used to are now changed but I think for the better in the long run. Lets see how everyone reacts to the changes and then I'll announce an official release date!
-Fix radar in bridge view
-Limit max amount of intel can get
-FPS return to ship message shows key
-Fix death by sickness showing wrong sickness name
-Fix med kit name miss match
-Spelling fixes
-Legibility changes to map
-Remove medbay screen and combine with crew screen. Crew screen now has medkit buttons next to each crew member.
-Fix Mines being too far in blockade. Make blockade slightly easier
-Fix food use display on nav screen
-clear up pace screen (add help button)
-show ammo on FPS choice screen
-Fix bridge sprites not updating after player death in FPS rescue mission
-Escape (back) key now works to close various menus instead of always opening in game menu. Will open in game menu if not showing other menus.
-NEW control system. This means any previous customization's will be gone. I also reset the speed control for the ship to +,- instead of q,e. The reason for the change is to be able to support more controllers without issues.
-fix warp sound not obeying volume control
-Fix FPS enemy pushing player out of bounds
-New achievement for 1000 days
-Easy mode now harder
-Show damage to ship visually on bridge.
-New FPS framing. Show portraits of chosen crew with 3 levels of damage.
-Space combat will now always take place from the bridge view. This gives a better connection to the crew and what their doing while in combat. It makes it more obvious that your fighting from your ship and not in a shuttle.
-Better support for ultra-wide monitors.
-Fix star spacing on map screen
-Other bug fixes.
Few, lots of stuff there. I plan on announcing a release date soon. At this point I need to be careful because if I release too close to the steam summer sale, I think that could be an issue. But if I release too soon, it won't give reviewers enough time to review the game. I could see saying 2nd week of June. Otherwise it'd be mid July. Anyone have any thoughts there?
Hi Everyone, Unfortunately the current update is delayed due to sickness. I had to take a few days off and because of that I got behind on "day job" stuff which pushed the dev time of the game to next week. At this stage, I need to complete testing of the new update, and I have a
Hi Everyone,
Unfortunately the current update is delayed due to sickness. I had to take a few days off and because of that I got behind on "day job" stuff which pushed the dev time of the game to next week. At this stage, I need to complete testing of the new update, and I have a little more art coming in that I'll now just wait for at the end of this coming week to incorporate. So now we're basically 2 weeks behind on this update.
The new update will be worth the wait though and with it the game should be complete!
While we wait, here's a sneak peak at 2 more portraits of bridge crew.


Thanks for playing!