December Update
[h3]Here’s a quick look at what I’ve been working on for Paper Sky this December:[/h3]
Let's start with the coolest one, I’ve added another layer of detail to the grass in the demo, which looks amazing when flying over it at high speed.

The old skybox (that we all agreed wasn’t great) is gone! It’s been replaced with a new dynamic skybox that blends beautifully with the world. It aligns more closely with the concept art. Check out the before/after comparison and how it integrates into the game:

Shadows now look softer, reducing aliasing and improving overall stability. Plus, I’ve got some cool environmental color bleed effects for added style!

The shadows will appear more soft which will prevent aliasing and streaming bitrate going down.

Grass now reacts dynamically to the player’s wind displacement, and I’ve added patches of white flowers to guide you through denser areas.
Progress has been slower than I’d hoped, but for good reason: I’ve been reworking assets to be compatible across all worlds in Paper Sky. This will speed up development moving forward.
Here’s what’s left before the new demo can drop:
Last town assets: A key city hub essential to the demo (yet to be revealed).
Interactive map: A fast-travel system that doubles as a pop-up art book, complete with guidance and secret-hunting features.
Upgrade/customization menu: Still tweaking it to make sure it’s perfect!
I’m aiming to release the updated demo in January. Thanks for your patience—I’m excited to keep building the world of Paper Sky!
Cheers!
New Grass
Let's start with the coolest one, I’ve added another layer of detail to the grass in the demo, which looks amazing when flying over it at high speed.

Skybox Rework
The old skybox (that we all agreed wasn’t great) is gone! It’s been replaced with a new dynamic skybox that blends beautifully with the world. It aligns more closely with the concept art. Check out the before/after comparison and how it integrates into the game:

Shadow improvements
Shadows now look softer, reducing aliasing and improving overall stability. Plus, I’ve got some cool environmental color bleed effects for added style!

The shadows will appear more soft which will prevent aliasing and streaming bitrate going down.
New Gif

Grass now reacts dynamically to the player’s wind displacement, and I’ve added patches of white flowers to guide you through denser areas.
Update Details
Progress has been slower than I’d hoped, but for good reason: I’ve been reworking assets to be compatible across all worlds in Paper Sky. This will speed up development moving forward.
Here’s what’s left before the new demo can drop:
Last town assets: A key city hub essential to the demo (yet to be revealed).
Interactive map: A fast-travel system that doubles as a pop-up art book, complete with guidance and secret-hunting features.
Upgrade/customization menu: Still tweaking it to make sure it’s perfect!
I’m aiming to release the updated demo in January. Thanks for your patience—I’m excited to keep building the world of Paper Sky!
Cheers!