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]
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.
Here’s what players liked most:
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)
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:
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]
[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]