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Paper Sky News

December Update

[h3]Happy new year everybody,[/h3][p]Alright let's talk about the last progress and update from 2025:[/p][p][/p][h2]Save system[/h2][p]Kinda funny that this is done so late in development. The save system is now implemented using an encrypted JSON file. This should deter most players from editing the save file, avoid corrupted saves, and allow data expansion if needed for future updates.[/p][p]Config files are separate and not encrypted, so if for whatever reason the game crashes on startup, you can still edit the settings file and launch the game that way.[/p][p][/p][p]Saved in AppData\\LocalLow[/p][p][/p][h2]Server, built to last[/h2][p]Another big task completed is rebuilding the server data communication. The online message system is relatively important to the gameplay, so I want to make sure it will last a long time and won't be obsolete after release.[/p][p]Messages will be uploaded offline into the game files from time to time. This means you will always be able to see your old messages and other players messages even when offline, and even if the servers shut down for whatever reason.[/p][p]There will also be pre-placed messages written by me, and special messages placed by backers with special effects.[/p][p]This should not take too much space over time in the game files.[/p][p][/p][p]This is what I see on the backend[/p][p][/p][h2]Better Boids, seeing other players planes[/h2][p][/p][p]I polished the boids system to be less compute intensive, and it is now used to let you see other players planes when you open their messages. They can fly or roll around you and follow you for a bit.[/p][p]I also tested a ghost system where popular player movements are shown using multiple paper planes from other players. This could help players spot hidden parts of the game or find the main parkour path to progress.[/p][p]This is still experimental, as it is not ideal for server usage or local storage, so it might not make the final cut.[/p][p][/p][p][/p][p]UFO sighting[/p][p][/p][p][/p]

November Update

[p]Hey everyone!
I hope you’re all doing great. Thank you so much for your patience and all the continued support here and on Discord.[/p][p]Today’s update comes with an important note: the release will be delayed.[/p][p][/p][h2]Why the delay?[/h2][p]Over the past month I’ve been integrating the last major systems, polishing world level design, and refining how the plane handles throughout the game. Things are going really well, but it became clear that rushing the final stretch would compromise the feel and quality that Paper Sky deserves.[/p][p]Instead of shipping something that feels almost there, I’m taking the extra time needed to deliver the smooth, atmospheric, joyful experience the game was always meant to be.[/p][p]There are also big marketing opportunities in 2026 that Paper Sky should not miss, including Steam Next Fest and several publisher events.[/p][p][/p][h2]What has been done?[/h2][p]All final mechanics are implemented and working as intended. Many were reworked based on feedback from the beta and demos, and others were rebuilt to better fit community guidelines (nintendo), like the message system.[/p][p]Networking systems are in, most input systems are done, and the overall visual narration and story are fully complete.[/p][p][/p][h2]What’s left to do?[/h2][p]I still need to gather Kickstarter backer additions to the game, polish a lot of VFX, finish content for several worlds, handle localization, complete the Switch port, and go through QA and final performance optimization.[/p][p]New estimated release date: Mid 2026.[/p][p]This is a conservative estimate and does not account for the usual cascade of big releases that can shift things around.[/p][p]If progress ever feels too slow, I will make my own online taskboard public so you can follow the development day by day and keep me accountable.[/p][p]Thank you again for your patience and kindness. This project exists because of you, and taking this extra time is the best way to honor your support. I’m proud of how Paper Sky is shaping up, and I cannot wait for you to glide through these worlds yourselves.[/p][p]Feel free to ask anything in the comments.[/p][p]Until next month, which will already be a new year and new beginnings for everybody.[/p]

October Update

[p]Hey folks,[/p][p]We’re reaching the end of the pre-planned schedule soon, so I want to use this month’s update to talk about what’s coming next; mainly the plans for the end of the year and the upcoming Demo Phase 2 release.[/p][h3]Demo Phase 2 release plan[/h3][p]As mentioned in previous updates, production has been delayed a bit, mostly due to player feedback and polishing the gameplay feel. Nothing unusual for indie development! I had a similar experience with my last game Crumble where internal playthroughs often led to major gameplay changes. It’s better to fix those things early.[/p][p][/p][p]I won’t give a specific date yet, but the release will definitely be in 2026. Depending on other big releases, it might shift slightly, though not because of late production. I’ll share more details next month, possibly along with a public Trello (or similar) so you can follow progress transparently. I already use one privately a lot, so making it public shouldn’t be too much extra work and be rather quick.[/p][p][/p][h3]What’s coming next month[/h3][p]Next month, I plan to release Phase 2 of the Paper Sky demo on Steam. Kickstarter Beta players will get access first, followed by a public release.
This new demo will include the entire gameplay loop in its near-final state, and hopefully a new world to explore.
(The beginning of the game won’t be playable anymore since I’ve completely reworked it again, I’d rather keep it a surprise, and most of you have already experienced the tutorial anyway)[/p][h3]About the message system[/h3][p]The message system will no longer accept free-form writing to comply with Nintendo’s content guidelines and to preserve the calm, reflective atmosphere of the game. I’ve read a lot of those messages, and while I loved the creativity, the new system offers a more meaningful and creative way to communicate between players. I’m really excited for you to see how it works and hope you’ll appreciate the change.[/p][p]Sorry for a short update this time, not much to show visually since the new demo is right around the corner. Instead of the full release as originally planned, you’ll get about 1/12th of the full game, but in a mostly final, polished state. Hoping that everyone likes it and then I can enter final stage of production and be done in no time![/p]

September Update

[p][/p][p]I swear months are getting shorter and shorter![/p][p][/p][h3]SUMMERFALL game jam[/h3][p][/p][p][/p][p]Before diving into this month’s Paper Sky update, I wanted to share a small game I made over the weekend. It’s about collecting rocks on your last summer day. SUMMERFALL, Made in 72 hours, fueled by coffee and sleepless nights, it’s free if you want to try:[/p][p][/p][p]https://anstabo.itch.io/summerfall[/p][p][/p][h3]Beta Feedback[/h3][p]A few weeks ago I sent beta keys to all Kickstarter pledgers and created the Steam Beta branch. And the result so far, from Steam, Discord, Kickstarter, and internal testing, all the new shaders and post-processing for the full game work perfectly. Optimization holds up on Steam Deck and likely on Nintendo Switch. The floating origin system works as intended, letting the game run from start to finish without loading screens (except for fast travel). I haven’t fully tested the new shadow baking system yet, but early tests look promising.[/p][p]Phase 2, which will add all Paper Sky mechanics and new content, will likely happen with the timeline rework for the full release in early December (see last point at the bottom).[/p][p][/p][h3]Fauna mechanic[/h3][p][/p][p]I finished implementing the fauna mechanic, letting players earn animal words while populating the world. Every animal can be interacted with this way, including birds, which are trickier since you need to catch up and fly alongside them.[/p][p][/p][h3]Gravity help and transformation threshold[/h3][p][/p][p]The game is now in its final gamefeel stage. Flying controls feel solid, so I made rolling and transforming more challenging and gamey. You now need to fill a velocity threshold to transform.[/p][p]The jump mechanic has also been updated to emphasize momentum over vertical platforming. Press jump to enter gravity/dash mode for faster downhill rolls, and release to jump, propelling yourself upward to transform into a paper plane.[/p][p]These metrics can be tweaked with the new message/power-up system making transformations easier at the cost of top speed.[/p][p][/p][h3]Release plan[/h3][p][/p][p]Looking at the last roadmap, we were about two months behind. Beta gameplay and control issues slowed progress, and some content wasn’t ready. End of November isn’t realistic for release since content is still missing and marketing momentum is low. I’ll provide a clearer update on timing and remaining tasks in the November update; likely aiming for early December. My current focus is completing all gameplay and gamefeel tasks, then moving to visuals and level design.[/p][p]Puppy is now independent enough to manage on her own, giving me more time to work:[/p][p][/p]

August Update

[h3]Back to School, Back to Paper Planes[/h3][p]What better time than back-to-school season to talk about paper planes? The 1 month challenge is over, and I’m happy to announce: Beta Access is here! well.. kind of..[/p][p][/p][h3]Beta Access is here[/h3][p][/p][p]2 Months behind, eh not too bad![/p][p]If you pledged at the “Beta Plane” tier or higher, you’ll receive your Steam beta key tomorrow via Kickstarter message. This key gives you:[/p]
  • [p]Permanent access to the beta build on Steam[/p]
  • [p]Full access to the final release at launch[/p]
[p]That means some of you are already unlocking all your pledge rewards.[/p][p]⚠️ Note: the Steam beta build is being uploaded as I write this, so it might take a few hours before you can play. I’ll post on Discord when it’s live. You will most likely receive the key once it is sorted out tomorrow![/p][p][/p][h3]Benchmark & Dynamic Loading[/h3][p]The first beta build is mainly for benchmark testing. It will teleport you across finished art-style scenes to check performance, shaders, and post-process effects.
If all goes well, I’ll move ahead with seamless scene transitions and no loading screens when switching between art styles (except for world map travel).
I plan to release monthly beta updates until launch, so you can follow the game’s progress step by step.[/p][p][/p][p]Next month I will upload the finished checkpoint systems and message system so you will get the full final gameplay loop as promised.[/p][p][/p][h3]Checkpoint System[/h3][p]Here’s an early look at the checkpoint mechanic I teased last month. With luck, beta testers will get to try it in the update.[/p][p][/p][p][/p][h3]A more contemplative experience[/h3][p]I’ve reworked the flight feel with new “hoverboard” air-cushion physics:[/p]
  • [p]Flying close to the ground now gives you a gentle hover and a speed boost[/p]
  • [p]Diving into slopes flows smoothly with momentum conservation and assisted yaw[/p]
  • [p]Risky maneuvers feel rewarding, not punishing[/p]
[p][/p][p][/p][p]These changes, combined with the continuous boost meter, make the paper plane easier and more fluid to control.[/p][p](GIFs don’t do it justice, I’ll post a proper video on Twitter soon!)[/p][p][/p][h3]Puppy month[/h3][p]Outside of dev, this month was full of puppy training sessions. The little one is settling in and becoming best friends with the resident dog.[/p][p][/p][p][/p]