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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]