2022 Info
How are you? Hope you're doing well.
I want to share how things have been going on Skyfear.
It's almost there. However, the 2021 release date is being pushed as we feel like that's too close. It's hard to say exactly how long it will take to finish what's left, but the good news is the a vast majority of the game's core content is now done. The combat, visual effects, environments, game modes, and original soundtrack, are all there. The things remaining are some of the sound, animation, creature effects, and the final touches of multiplayer and AI.
As soon as this finalized dragon is alive and moving you'll be seeing it all over our YouTube and Discord. I've been working on some experimental texturing methods. The overall dragon design is not too different than the dragon in the original demo, but much better and more detailed in every way.
Extremely optimistic about 2022. Estimates in previous years were made with the finishing scope of the game a moving target, but as of mid 2021 the target has remained in place. The end of the game is in sight!
The game features 6-7 Arenas, natural prehistoric stages where dragons meet up to fight each other. The arenas vary in size, height, terrain, and obstacles, some having lots of hiding spots for clever players, while some are very wide open. Some arenas are home to small critters and wildlife, while some are treacherous graveyards.
Additional arenas are in development for potential expansion, but the 6-7 at launch are best representatives of the game's vision and core gameplay. Future arenas and the frequency of releasing them depends on how things go at launch. Since we are a small team of 3 we are just doing the best we can to deliver the game in the first place, additional content will be a bonus.
The game we're trying to put together is what we call small scale multiplayer. The battles are up close and personal, and it plays out like a snowball fight. We want to encourage multiplayer within groups of friends and communities, where the decision making during fights can lead to making fun and chaotic memories, but playing against online opponents can be an exciting challenge.
There's a movement based fighting sandbox to play around with here: flying, rolling, firebreath, projectiles, special abilities, explosive and emissive rocks you can discharge, and each arena will feature a few interactive elements and small critters you can chase around.
We hope that the game stands the test of time, not on continuous updates but rather because of the core gameplay, ability to customize, and the ability to play the game as a single player. You can earn the same progress and rewards by playing against bots, so if you'd rather do that than multiplayer, we encourage you to. No internet connection is required.
The AI uses echolocation and sensory reactions to make dogfighting decisions. The game does not tell bots where to go, they are fully self-driving based on their surroundings and instincts. The AI will react to combat events as well as other AI around it, creating new and emergent behavior in every battle.
Magic, Perk, and Ability can be changed on every spawn, and your setup carries over between games and visits to the Lair.
There are four types of magic: Flame, Frost, Acid, and Fusion. All of them can be used both as projectiles or as a spray, each of them with varying physical properties like speed, weight, damage radius, damage drop-off, and cost of magic.
There are four abilities, each giving you an extra move on your opponents:
Blood Sight - Temporarily highlight all enemies
Death Rune - Spawn a rune that explodes when enemies get near
Shroud - Spawn a dense cloud of smoke that disorients and plays tricks on your enemies
Cloak - Temporarilty dissapear
Each perk has a second tier with advanced benefits that you can unlock later in the game.
Velocity - Faster movement and recovery from rolling
Ghost - Move more quietly, and harder for enemies to spot
Predator - Increased zoom, increased enemy reveal distance
Unnatural - Deflect some firebreath damage, unphased by rocks and fall damage
Starblood - Increased magic utilization
Menace - Health bounces back faster
- Supported by Windows 7 through 11
- Retail price of $14.99 USD
- Online not required for play, but required for multiplayer
- 1-6 players
It was supposed to be November or December, but we need time ahead of time for promotion and dropping information and then things didn't go as fast as expected.
No dates right now, but I can share what we are planning:
- A free multiplayer playtest
- A much better gameplay trailer
- Original soundtrack official release
- A Q&A session with team
We also just put the official Skyfear website online. It's more or less just a promotional cover with software details, but later it can be improved with a lot of other things.
We may be a very small studio at this time but our goal is to grow. We want to be a game development company that delivers flexible and unique games that stand the test of time.
Ways you can help us:
- Wishlist the game on Steam! Wishlists can influence important decisions
- Send us a tip or donation on ko-fi https://ko-fi.com/protoria
- Share https://playskyfear.com/ with your friends
- Making video content about it goes a long way as well
See you in 2022 :)
- telekrex, skyfear lead
I want to share how things have been going on Skyfear.
It's almost there. However, the 2021 release date is being pushed as we feel like that's too close. It's hard to say exactly how long it will take to finish what's left, but the good news is the a vast majority of the game's core content is now done. The combat, visual effects, environments, game modes, and original soundtrack, are all there. The things remaining are some of the sound, animation, creature effects, and the final touches of multiplayer and AI.
As soon as this finalized dragon is alive and moving you'll be seeing it all over our YouTube and Discord. I've been working on some experimental texturing methods. The overall dragon design is not too different than the dragon in the original demo, but much better and more detailed in every way.
So when release?
Extremely optimistic about 2022. Estimates in previous years were made with the finishing scope of the game a moving target, but as of mid 2021 the target has remained in place. The end of the game is in sight!
More about content and gameplay
The game features 6-7 Arenas, natural prehistoric stages where dragons meet up to fight each other. The arenas vary in size, height, terrain, and obstacles, some having lots of hiding spots for clever players, while some are very wide open. Some arenas are home to small critters and wildlife, while some are treacherous graveyards.
Additional arenas are in development for potential expansion, but the 6-7 at launch are best representatives of the game's vision and core gameplay. Future arenas and the frequency of releasing them depends on how things go at launch. Since we are a small team of 3 we are just doing the best we can to deliver the game in the first place, additional content will be a bonus.
The game we're trying to put together is what we call small scale multiplayer. The battles are up close and personal, and it plays out like a snowball fight. We want to encourage multiplayer within groups of friends and communities, where the decision making during fights can lead to making fun and chaotic memories, but playing against online opponents can be an exciting challenge.
There's a movement based fighting sandbox to play around with here: flying, rolling, firebreath, projectiles, special abilities, explosive and emissive rocks you can discharge, and each arena will feature a few interactive elements and small critters you can chase around.
We hope that the game stands the test of time, not on continuous updates but rather because of the core gameplay, ability to customize, and the ability to play the game as a single player. You can earn the same progress and rewards by playing against bots, so if you'd rather do that than multiplayer, we encourage you to. No internet connection is required.
The AI uses echolocation and sensory reactions to make dogfighting decisions. The game does not tell bots where to go, they are fully self-driving based on their surroundings and instincts. The AI will react to combat events as well as other AI around it, creating new and emergent behavior in every battle.
Magic, Perks, and Abilities
Magic, Perk, and Ability can be changed on every spawn, and your setup carries over between games and visits to the Lair.
There are four types of magic: Flame, Frost, Acid, and Fusion. All of them can be used both as projectiles or as a spray, each of them with varying physical properties like speed, weight, damage radius, damage drop-off, and cost of magic.
There are four abilities, each giving you an extra move on your opponents:
Blood Sight - Temporarily highlight all enemies
Death Rune - Spawn a rune that explodes when enemies get near
Shroud - Spawn a dense cloud of smoke that disorients and plays tricks on your enemies
Cloak - Temporarilty dissapear
Each perk has a second tier with advanced benefits that you can unlock later in the game.
Velocity - Faster movement and recovery from rolling
Ghost - Move more quietly, and harder for enemies to spot
Predator - Increased zoom, increased enemy reveal distance
Unnatural - Deflect some firebreath damage, unphased by rocks and fall damage
Starblood - Increased magic utilization
Menace - Health bounces back faster
Software Details
- Full game download size estimated 5 GB- Supported by Windows 7 through 11
- Retail price of $14.99 USD
- Online not required for play, but required for multiplayer
- 1-6 players
When can we play?
It was supposed to be November or December, but we need time ahead of time for promotion and dropping information and then things didn't go as fast as expected.
No dates right now, but I can share what we are planning:
- A free multiplayer playtest
- A much better gameplay trailer
- Original soundtrack official release
- A Q&A session with team
We also just put the official Skyfear website online. It's more or less just a promotional cover with software details, but later it can be improved with a lot of other things.
Support the game
We may be a very small studio at this time but our goal is to grow. We want to be a game development company that delivers flexible and unique games that stand the test of time.
Ways you can help us:
- Wishlist the game on Steam! Wishlists can influence important decisions
- Send us a tip or donation on ko-fi https://ko-fi.com/protoria
- Share https://playskyfear.com/ with your friends
- Making video content about it goes a long way as well
See you in 2022 :)
- telekrex, skyfear lead