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Spores, New Players, Spectating & More | August 2025 Update

Skyfear's August update brings a ton of fixes and changes to accommodate the new-player experience. The #1 priority after this update is getting bots into multiplayer.

But for now, the highlights include:

[h3]Spores & Lairworld[/h3]
  • Earned Spores will now appear in the post game menu as icons

  • Icons will now appear over Spores in the Lairworld, providing more context from far away
  • Improved visual effects and readability of Spores and the egg element

  • Added a Welcome Screen that explains Spores to new players
  • 1 Spore will now be given to you upon starting a new save, so that the Lairworld has a working example for new players immediately
  • Fixed an issue where Spore claim UI would dissapear if you didn't have enough Material but tried to claim it
  • Added trees to spore vegetation spawns
  • Spore vegetation now has more wind animation and color
  • Spore vegetation spawn radius and population adjusted

  • Lairworld spawns have all been moved towards the center cave area
  • New players will now start with 2000 Material and a bit of starting XP, making their first battle or two a lot more lucrative and more likely to start seeing spores early.
  • Spores will now be colored a bright silver if the spore contains a cosmetic, and brown/bronze if contains a title or emblem. This will be reflected on the Icon as well. This should allow players to make more informed decisions when traveling to new spores.

I'd seen a ton of data suggesting that the purpose of the Spores x Lairworld just wasn't clear enough without explaination, I am hoping that these new things help connect the dots better.

[h3]Quality / Improvements[/h3]
  • Nametag fixes and behavior improvements; in most cases behavior should be improved, but I am aware of a few new (revived?) bugs
  • Removed more leftover debug prints.
  • Changed speed where firing bolts is prevented to 3005, up from 3000, to attempt to handle rare cases where speed vector is fluctuating.
  • Added magic, perks, and ability unlock %s to career stats
  • Fixed a few stats related issues
  • Added more information regarding unlocks, loadouts, and spores in the Help menu
  • Brought back music during battle
  • Added more music tracks
  • Battle intro music moved to play on Countdown, instead of first time you spawn in. Less overstimulating
  • Removed multiplayer menu forcing a particular soundtrack to play; will now just continue playing whatever was playing
  • Adjusted a lot of default settings, including music volume, camera position, camera shake & tilt (set to 50%)
  • Lowered default AI difficulty
  • Material pickups will now float towards you when you get near, making pickups both less clumsy and more satisfying
  • Fixed an issue where audio mix defaults used by the reset button in Options was not equal to the actual defaults
  • Adjusted unlocks delivery data, made some of the newer scales more rare
  • Adjusted default friendly and enemy team color options to be the most visually distinct of the available options
  • Letting go of zoom while sprinting now returns your FOV to the sprint FOV, running around during combat now feels much better
  • Added Leaderboards to the Post Game menu

[h3]Features[/h3]
  • You can now switch teams during battle, so you can manually re-balance teams if they need to
  • Added spectator; you can now cycle through players or freecam, and play with the camera during battle
Read full commit log here.

[h3]Changes to Updates[/h3]
After delivering monthly updates since March of this year, I've come to the conclusion that
scheduled monthly updates may not be ideal for my development style, being a solo developer. I've decided to slow down, avoid crunch, and prioritize quality over quanity.

Currently I'm putting all attention on getting bots in multiplayer, because that's a significant factor in the game's long term heartbeat. But everything else on the roadmap is also on my mind. I also want to update the official website and get more marketing material put together. I will still be issuing patches or small updates to address bugs and immediate issues, but for the time being, the monthly cadence is being subsided. It was a good thing to try, it can be monthly again at some point, but right now I want to make sure I'm doing solid work and not rushing.

See full roadmap here.

Thank you for your patience, support, and thank you for playing - developer, telekrex

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