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Paper Sky News

July Update

[p]Hello people,
This past month has been packed with work, and the one ahead is shaping up to be even more intense. Let’s start with some big news:
[/p][p][/p]
1 Month Challenge
[p]Since the March demo and the successful Mac port, I’ve been caught in a loop trying to improve the overall gamefeel and make the gameplay more accessible to casual players. It's been a real challenge to raise the casual experience without weakening the moderate and more demanding parts of the game.[/p][p]So I’m setting myself a clear goal: complete the final gameplay loop by the end of August. That means delivering a full world with all core features in place: world map travel, message powerups, open world challenges, and more. Because this milestone is focused on gameplay and design, it will only be available to beta testers, which is exactly what that tier was meant for. Some graphics-related settings also need testing, like the new shadow baking system (more on that below).[/p][p]This isn’t about making up for time lost in redesigns, it’s about keeping full game production moving forward.[/p][p][/p]
New Game Menu
[p][/p][p]There's a brand new logo for Paper Sky[/p][p]I've received a lot of feedback from controller users about how clunky and confusing it was to navigate the game menu, especially in two dimensions. So I’ve reworked the menu to be as linear and intuitive as possible, with clearer information on what each option does. This was one of the biggest feature requests back when I made Crumble, so it’s about time I fixed that mistake.[/p][p][/p][p]The visual design is still WIP. I’m aiming for a clean and modern layout, with hand-drawn UI icons to keep the vibe personal and light.[/p][p]A few new settings have been added like frame rate cap, Vsync and more. If there are any specific options you’d love to see, let me know in the comments.[/p][p][/p]
Shadow Baking Reworked
[p]This one’s more of a quiet improvement but still a meaningful one. I’ve redone how shadows are handled under the hood so they can scale better with the size and complexity of Paper Sky’s open worlds. One of the reasons the demo world felt small compared to how fast the paper plane flies was that larger worlds didn’t have proper shadow support across all assets or distances, so i kept it rather small.[/p][p]Now, assets can receive both baked and real-time shadows, which means even on lower graphics settings you'll still get some shadows without major performance issues.[/p][p][/p][p]The major issue could be seen at the start of this area where the old shadow baking pipeline could not handle large mesh.[/p][p][/p][p][/p]
Message crafting showcase
[p]Alright this one is a big one, I talked a bit about how the message system had to change due to player behaviors and also respecting nintendo switch guidelines, I've finished the implementation of it inside the game and it works like this:[/p][p][/p][p]I don't usually share rough prototypes but in this case it's more fitting for the gif format[/p][p]You’ll now be able to unlock words from other players’ messages, giving you new words to add to your own. These build up your personal message, and every combination you create will procedurally generate a unique full sentence. Right now there are over 15 quintillion possible variations.[/p][p][/p][p]But that’s not all.[/p][p]Each word you add to your message now affects your playstyle. You might gain extra jump charges, more boost bars, increased flight speed and a whole range of other modifiers. Every combination is unique and comes with its own strengths and trade-offs. Some words carry sad emotional weight, and while they offer powerful upgrades, stacking too many of them will make the game harder.[/p][p]Think of it as an interactive difficulty slider. Play with the words that resonate with you and see how they shape your journey. Once you finish the game, your message will be passed along to other players, creating something more honest and impactful than just writing freely in a textbox.[/p][p]There are also handcrafted message combinations. If you find one, it’ll unlock even stronger buffs. Think of them as easter eggs or gameplay assists.[/p][p][/p][p]These message-based modifiers layer onto the skins and paper plane models you can fold. So you could craft a message built around speed and lightness, choose a plane model that’s highly maneuverable, and pair it with a skin that increases air time. Plane models and skins are tied to in-game achievements.[/p][p]Because of all this, the old skill tree is gone. It just didn’t feel meaningful enough. Most players barely used it beyond the first upgrade during the demo, and I think this new system offers something much more intuitive and dynamic.[/p][p][/p]
World Map and Checkpoints
[p]To push immersion even further, I’ve added world landmarks that serve as both checkpoints and fast travel points. Since the game is all about flying and exploration, these landmarks are rare and have to be unlocked. They give you a way to move between worlds without having to backtrack for hours if you missed a challenge or achievement.[/p][p]These landmarks are also the only places where you can change your plane model and edit your message. It’s also where you’ll unlock any new words you've collected from others so far.[/p][p][/p][p][/p]
Gamefeel improved
[p]Overall I want Paper Sky to lean more onto the adventure and exploration side than the platformer aspect which irritates most players, I will leave it to specific part of the game such as challenges; so expect the first update to be easier to handle[/p][p][/p][p]I’ve improved how energy is conserved when transforming into the paper ball, so it now works much better in synergy with the paper plane, especially at high speeds. It’s also way easier to build up speed while rolling as the paper ball, making the whole process smoother and more fun.[/p][p]There’s also a work-in-progress feature that lets you transform with some initial speed, aimed at players who have a harder time building momentum before switching forms.[/p][p]I had some visual progress I wanted to share this month, but my graphics card is currently refusing to capture anything without glitching the whole thing with artifacts. So, visuals next month![/p][p][/p][p]I also adopted a new puppy this month:[/p][p]Meet Auri![/p][p]Alright that's it for now, cya.[/p][p]
[/p]

June Update

[p]This month marks the end of the rework phase since the new demo release and post-mortem. I’ve watched around 50 playthrough videos from demo players to paid playtesters to really pin down the few elements that still weren’t clicking. I’ve implemented most of those fixes in the game, and some are still WIP but will be added as level design progresses. I reckon I’m about 2 months behind now overall, but I’m not too worried if it means delivering a better experience within the same scope I promised at the start.[/p][p]Let’s dive into the main changes for Paper Sky (June Edition):[/p][p][/p]
New Message System
[p]One major issue with the demo’s message system was the freeform writing, which unfortunately opened the door for offensive content. I initially believed the number of people who’d abuse it would be negligible, spoiler: I was wrong. Nearly 5% of demo players wrote "bad" messages, even using alternate alphabets to bypass the filter.[/p][p]The new system I came up with this month makes players find and unlock words from messages left by others. Words now have powers and stats that carry through people's journeys. The more words appear in messages, the more maneuverability and abilities it grants for your paper plane. This means I am binning the "tech tree" ability system and make it more simple and modular.[/p][p]This eliminates the risk of offensive messages entirely. I’ll also be working with professional translators to reward coherent or funny messages with gameplay bonuses.
For instance if your message makes sense like a cheering up message would be, then you have more boosts etc...[/p][p][/p]
Fauna & NPCs
[p][/p][p]Some words can only be unlocked by visiting specific animals and NPCs. These unique words are fixed across playthroughs, helping players target specific upgrades and plan their builds more easily.[/p][p][/p]
Boost Re(Re)Worked
[p][/p][p]From all the playthroughs, one thing was clear: the “stepped” boost system wasn’t as intuitive as I thought. Instead of refining the tutorial, I decided to change the system entirely.[/p][p]Boost now works with a traditional boost meter: as long as you have energy, you can boost; essentially entering a free-flying state. Energy regenerates by flying close to surfaces or doing acrobatic moves (like entering wall holes), which already reward players with a significant boost.[/p][p]Also, I heard feedback about the plane feeling “too floppy” compared to real paper. I’ll be improving the shader for that. It’s tricky to fully capture paper physics with just math, but I’ll get closer.[/p][p][/p]
World Checkpoints
[p]A major missing feature was landmarks—natural goals to help players navigate the world.
Now, these huge landmarks will combine upgrades, messages, and checkpoints in one. They’ll be visible from far away and let you:[/p]
  • [p]Save/load progress[/p]
  • [p]Teleport via the world map (once discovered)[/p]
  • [p]Upgrade or fold a new plane[/p]
  • [p]Edit your message[/p]
[p]Skins and unlockable planes will be tied to in-game achievements, which also sync with Steam achievements for PC and Steam Deck players.[/p][p]That’s it for this month.
Sorry for the lack of visuals; last month was packed with work.[/p][p]I hope you have a nice week, and see you all next month.[/p]

May Update

[h3]We're in June already??
Alright here's what happened in May:
[/h3][p][/p]
New Trailer
[p]Like I said last week, Paper Sky was part of the AG French Direct show, a celebration of French devs. Lots of neat games in there, I highly recommend giving them a look![/p][p]Here’s the Paper Sky trailer that was showcased:
[dynamiclink][/dynamiclink][/p]
New Steam Page
[p]The Steam page got a new look and better description of what to expect from the game[/p][p]
[/p][p][/p][p][/p][p]If you want to see for yourself: [dynamiclink][/dynamiclink][/p]
New Visuals
[p]With the new Steam page came new visuals that better reflect the work done on Paper Sky. Here are the major new ones:[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]
Beta Playtest Reward
[p]Beta keys should roll out very soon (planned for this month).[/p][p]The first round of testing will focus on GPU performance across each world and their respective unique art styles, giving testers a sneak peek at some worlds I haven’t shown yet![/p][p]After that, testers will try out the “Boss fights” to help tune their difficulty.[/p][p]This is it for May, I had a rough month with some hardware issues, version control bugs, and I got a random cold. Let's say the work environment wasn't ideal. But hey; keep on keeping on! ✈💨✨[/p][p][/p][p][/p]

April Update

Alright, it's been a month since the new demo launched—time to share what I’ve learned and what’s changing in Paper Sky.

[h3]⚠️ Warning: Wall of Text Incoming ⚠️[/h3]

Demo Post-Mortem

Let's begin from the top, the release of the new demo was a success overall, over 40,000 players completed the demo, and I'm seeing 500–800 new players weekly, passively generating wishlists. That gave me some space to step back from content creation (as I mentioned last month) and focus on business and upcoming events.

Still, I can’t get too comfortable. While the numbers exceeded my expectations, I want to stay true to the original vision for Paper Sky.

The Positive Feedbacks

Here’s what players liked most:

  • Fun Gameplay
  • Fluid experience
  • Great sense of speed
  • Delivers on the pitch
  • Beautiful graphics
  • Very well optimized for its content


The Negative Feedbacks


  • Confusing controls (keyboard/mouse)
  • Too short
  • Not enough incentive to explore or collect
  • Minor bugs (see Steam forums)
  • Sparse options menu
  • Harder than the previous demo (about 10% of players, based on Kickstarter feedbacks)
  • Offensive content in online messages
  • Steam page visuals could use a refresh


At a Crossroads

The demo was meant to be a proof of concept, even if some features were missing. But feedback made it clear: Paper Sky needs to evolve a bit. I’m considering changes to the core gameplay, which would extend dev time by a few months. (This won’t affect asset creation or visuals)

What I want to change

Player feedback is valuable—but it’s often silent. I need to keep steering toward the game I want to make, not just vocal player feedbacks (good and bad).

Here's what I'm planning:

  • Online messages: No more free-form input. Players will choose from curated word sets (Dark Souls kind of messaging). I hate to do this, but too many messages were offensive. I’m exploring a system where words you choose reflect how you upgrade your plane—words will have power.
  • Options menu overhaul: Full redesign with V-sync, remappable controls, and accessibility settings.
  • New trailer and Steam page assets, including translations.
  • Fix Plane-to-Ball transformation to prevent clipping.
  • Major gamefeel shift: The current level design leans too much into platforming. Most players expected a chill, floaty experience with bursts of challenge—not constant uphill struggle. Future levels will be larger, more open, and downhill, with generous air currents and more space to flow. Early game = chill and contemplative. Later game = faster and more skill-based.
    This should also ease difficulty complaints and better match expectations.

A new trailer drops next month along with some platform announcements. I’ll also share visual progress on other worlds.


[h3]Wall of text over—see you next month! [/h3]

March Update

[h3]Late again, but this time I’ve got a solid excuse: I spent 72 hours in a game jam and also released the new Paper Sky demo.

Alright let's dive in:[/h3]

Demo Release Recap


The new demo has been out for two weeks, and the feedback has been amazing. I’ve fine-tuned a lot of game mechanics, and I’m really proud of how the demo represents the final project better than the previous one. It’s reached over 15k players in that short time, which means I’ve been reading a ton of new messages from the Paper Sky world.

There will be another demo update before the full release of Paper Sky, featuring all the mechanics I’ve mentioned in previous updates: more challenges, fauna, NPCs, a world map, and the complete gameplay loop of at least one world (the current demo only covers half of it).

https://store.steampowered.com/app/1617230/Paper_Sky/

Mac Port

Good news for Apple users! The Mac port is up and running smoothly, so I can confirm it’ll be available at launch alongside the PC/Linux versions.

Hollowspire

Not directly related to Paper Sky, but I wanted to share everything I’m working on. Over the past few years, I’ve participated in 10+ game jams. This weekend, I did one called Hollowspire—a fun, clicker-inspired game where you dig deeper and deeper until you can ascend. It’s highly addictive and easy for anyone to play.

It was a nice change of pace from Paper Sky with different art style, different mechanics. Give it a try here: https://ldjam.com/events/ludum-dare/57/hollowspire


What now?

The past few months have been intense between the game show, the new demo, and the sleep-deprived game jam. I’m feeling the need for a brief pause (less than a month) to avoid burnout. Don’t worry, I’ll still be working on Paper Sky, but it’ll mostly be administrative stuff that I’ve been putting off and cleaning the project work process. The next update will likely be light or a bit empty, but I’ll be back to full speed in May.