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]

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/

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.

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

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.
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.