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Skyfear News

Quick fix, Build 170

  • Moved Castle to the front of the arena list
  • Updated Leaderboard description
  • Fixed an issue where Leaderboard menu could not be closed
  • Removed some filming stuff

New Arena, Leaderboards, and More | June 2025

[p]This month's update expands the world of Skyfear:[/p][previewyoutube][/previewyoutube]
New Arena: Castle
[p]The first new entry into the arena list brings a massive twisty pile-up of coral rock out from under a shallow ocean. This was one of roughly 13 new arenas that were half-made prior to launch. Any and all feedback on Castle is welcome, as that will greatly help me understand the aspects of Skyfear's environments that make battling fun, and help me decide which arenas to pursue next and what they'll need to have.[/p][p][/p]
Leaderboards
[p]Want to see where you stack up against others in your region? Every hour, your stats are combined to calculate a skill score, and the list is posted in-game so you and your friends can see. This feature will be highly subject to change for now, as I expect it will raise questions and ideas for ways to improve it or features to tie into it. Feedback on this feature is extra welcome.[/p][p][/p]
Cosmetics
[p]12 new cosmetics; 8 new scales, including a new kind of scales with shimmery effects, and 4 new spines. A lot more new cosmetics are in the works, coming in future updates.[/p][p][/p][p][/p]
Other new things
  • [p]Server browser suggestions - the server browser will now generate game setup suggestions in the form of a server listing. Simply click to join and the game will automatically set up the hosting for you. This is intended to reduce friction getting into games, and intented to go hand-in-hand with bots in multiplayer, which is coming later.[/p]
  • [p]Frost and Acid improved/buffed[/p]
  • [p]Fixed some issues with Velocity perk[/p]
  • [p]Made progress in the game's sound mixing, more to come[/p]
  • [p]Store page got an update[/p]
  • [p]Various tiny fixes[/p]
[p]See commit log for more (June Update collects everything between Build 264 and now, Build 269)[/p][p]LAN branch has also been updated to Build 269.[/p][p][/p]
Forward
[p]A couple weeks ago I did a poll in Discord asking what you are interested in for future updates, and here's the results:[/p][p] [/p][p]So, well, I'll adjust course accordingly. New magic types are in the works, but will need plenty of testing. Two big things also in the works are animation/dragon updates, and getting bots working in multiplayer. There's also quite a few bugs that need my attention. If you would like to participate in polls like this, please consider joining the Discord.[/p][p][/p][p]Hope everyone is having a safe summer, & hope you enjoy this update.[/p][p]See you in there![/p]

First Look at June Update & Community Hangout

[p]Dev here, hope you all are having a good summer![/p][p][/p][h3]Upcoming June Update[/h3][p]Skyfear's June update will drop around the time of the Steam Summer Sale. Featuring a new battle arena, an all-new leaderboards feature, improved mutliplayer server browsing experience, lots of new cosmetics, and many tweaks and fixes. Here's a first look:[/p][p][/p][h3]Community Hangout[/h3][p]We'll be hosting our first Monthly Community Hangout on Friday, June 27th! From Noon to 4PM EST, join us on discord for playing multiplayer, having discussions, live streaming, and I'll be giving away free copies of the game![/p][p][/p][h3]Support & Following[/h3][p]If you've been enjoying Skyfear so far, please consider leaving a review! This helps a lot. Want to follow the discussion in more places? We also have a reddit and an instagram.[/p]

Launch Fixes, Monthly Updates | May 2025 (Build 264)

Let's try this again

An Intel CPU related issue has caused a very noticable chunk of players not being able to run the game, and unfortunately this has impacted initial growth on launch and the player count in total right now. This issue has now been fixed. It may need further feedback in the future, but for now I've established a tiny application that ensures the game runs in an environment that has all the required variables.

If this issue had impacted you and resulted in a refund, or not playing the game, I'd love for you to give it another shot, and the game's been put on the same discount it had at launch.

If you had implimented the manual solution I shared around and the game works, but you had this problem initially, you won't have to do that again and neither will other players.

I've also made the source code for this fix public to allow anyone to verify it's safety and suggest improvements. https://github.com/Protoria-Studios/skyfear-launch-script

What else is new in this update?

- Photosensitivity option added: turn on to reduce some of the game's harsh flashing effects
- Material spawns in Lairworld will now be in groups sometimes, more fun to collect
- Post processing adjustments
- Improvements to avatar camera
- Changes to gameplay camera positioning
- Improved Shroud and Magpoint effects
- Improved debris particles on bolt impacts
- Tweaks to bolt impact decal behavior
- Fixed some out of bounds exploits
- Fixed hitmarker position
- Made adjustments to make FOV shifts more predictable and cleaner looking
- Cleaned up some of the general options
- Move text chat to top right
- Adjusted reticle position/size

See full list of changes on the commit log.

Monthly update format

For the first couple months I was playing it by ear and learning what works. With that experience, I'm now going to make updates follow a process to be more consistent and have a smoother delivery. I'd like to deliver at least 1 update every month, most months. Some updates may be focused on 1-2 major features, a chunk of content, or sometimes more maintenance related. A few months out of a year updates may be skipped in favor of keeping on working, or simply for occasions/holidays/breaks. I've updated the roadmap to reflect this new approach and to show you what's in the pipeline right now. The commit log has an updated format as well.



Low player count & community hangouts

Skyfear has not yet reached a number of players that concurrently are able to fill up games. I'm doing everything I can to improve this, which starts with fixing the Intel issue that caused a lot of players to bounce. If you enjoy playing this game, I strongly encourage you to share it with your friends and your favorite content creators.

Once a month in our Discord server there will be community events where we all go online at the same time and play together, do live streams, and do giveaways. So there's ways to play some multiplayer there, and to get the game for free, or gift it to your friends!

What's next?

Leaderboards are very far along and going to be tested soon. As well as new maps, new cosmetics... And I will confirm since a lot of players have mentioned the stiff animation, the dragon rig and animation will be getting a do-over in the coming months.

Want more updates?

I post most frequently in Discord, where I share more current development notes and some behind the scenes stuff. We also have a cozy and friendly community growing there, so if that interests you, come join!

Build 263 (Small update)

- Slight adjustments made to global post processing - prepping for a filter update
- Adjusted hard FOV limits
- Slight increase to FOV 'burst' when sprinting
- Hitting pterosaurs now gives you a hitmarker
- Increased pterosaur's attack range
- Adjusted diving speed curve
- Top speed when flying increased
- Dragon diving pose slightly tweaked
- Dragon will now tuck in its wings when firing, to avoid wings blocking your view
- Hitboxes for player updated to better apply to current model, plus made slightly larger
- Nametag pickup radius increased
- Nametags made slightly larger
- Updated Steam tags
- Fixed an issue where selecting None on customizations didn't remove lower jaw horns
- Adjusted reticle position to be more accurate at more distances
- Ability descriptions lengthened to explain them better
- Blood Sight time increased slightly
- Cloak time increased slightly
- Few small audio fixes
- Added dithering to moss shader
- Fixed(?) spore vegetation spawning on mushrooms
- Adjust more spores positions

See full commit log here.