Development Update
Hello, Skyfear dev here. I’d like to share some updates from the development, show you what it looks like right now, and tell you how you can play it soon.
[h2]GAMEPLAY AND ENVIRONMENTS[/h2]
Fire and frost visual effects

Fast paced aerial fire-chases

“Wintertide” is a large scale arena at a mysterious fountain rock formation amidst a frozen lake

“Hollow” is a medium scale arena inside a deep mountain crevasse, crawling with prehistoric insects

“Eden” is a classic small scale arena on a tiny jungle isle, perfect for bloody scraps

“Lairworld” is a calm oasis where the player returns between battles

[h2]SHEDDING SKIN[/h2]
Currently, the in-game wyvern model is still a placeholder from 2017. While it generally depicts the shape and style I want, the sculpt, topology, and texture mapping are just far from ideal, so an updated wyvern model has been in development for quite some time, and almost finished. The older model is fine for playing the game right now, but once the updated version is complete, that will replace the wyvern model you’ve been seeing in screenshots. Here’s a look at the newer model.

For reference, here’s a comparison between the 2017 model and this new one. Again, the design philosophy and general shape is similar, but the newer one is much more refined and will have better game-optimized topology. Of course these improvements will also fix some of the folding wing issues.

[h2]UPCOMING PLAYTESTS[/h2]
There’s still quite a way to go, but the game is at a point now where getting real users in to give feedback is both critical and totally do-able. The game is in a stable, playable state, with now very little of the game still being placeholder assets.
We’ll do this in two parts. The first will be the Closed Network Test. The last time Skyfear had a playtest season with users, multiplayer was in very early stages. A lot of time has passed since then, and the multiplayer is much more mature and fleshed out now, but internal data is not enough to prove if it can withstand a real live player base. This event will be free, and take place privately in our Discord server. This is for organization purposes, as we'll need to be very close to the action to understand network performance, and observe how the network holds up across various regions and internet connections. If you’d like to participate, please join the discord server to get the latest information.
The second test will be, untitled for now, but will be a more public event similar to an open beta, later in the year. This test would be available on Steam and not limited to Discord, and not private. The release date will be revealed after this second test, after we can verify exactly how far from ready to launch the game is in that state.
[h2]SUPPORTING THIS GAME[/h2]
Want to support this game? There are three main ways you can support this game.
Thank you for reading, I hope to see you in the arenas!
- Skyfear dev
[h2]GAMEPLAY AND ENVIRONMENTS[/h2]
Fire and frost visual effects


Fast paced aerial fire-chases


“Wintertide” is a large scale arena at a mysterious fountain rock formation amidst a frozen lake

“Hollow” is a medium scale arena inside a deep mountain crevasse, crawling with prehistoric insects


“Eden” is a classic small scale arena on a tiny jungle isle, perfect for bloody scraps

“Lairworld” is a calm oasis where the player returns between battles

[h2]SHEDDING SKIN[/h2]
Currently, the in-game wyvern model is still a placeholder from 2017. While it generally depicts the shape and style I want, the sculpt, topology, and texture mapping are just far from ideal, so an updated wyvern model has been in development for quite some time, and almost finished. The older model is fine for playing the game right now, but once the updated version is complete, that will replace the wyvern model you’ve been seeing in screenshots. Here’s a look at the newer model.



For reference, here’s a comparison between the 2017 model and this new one. Again, the design philosophy and general shape is similar, but the newer one is much more refined and will have better game-optimized topology. Of course these improvements will also fix some of the folding wing issues.

[h2]UPCOMING PLAYTESTS[/h2]
There’s still quite a way to go, but the game is at a point now where getting real users in to give feedback is both critical and totally do-able. The game is in a stable, playable state, with now very little of the game still being placeholder assets.
We’ll do this in two parts. The first will be the Closed Network Test. The last time Skyfear had a playtest season with users, multiplayer was in very early stages. A lot of time has passed since then, and the multiplayer is much more mature and fleshed out now, but internal data is not enough to prove if it can withstand a real live player base. This event will be free, and take place privately in our Discord server. This is for organization purposes, as we'll need to be very close to the action to understand network performance, and observe how the network holds up across various regions and internet connections. If you’d like to participate, please join the discord server to get the latest information.
The second test will be, untitled for now, but will be a more public event similar to an open beta, later in the year. This test would be available on Steam and not limited to Discord, and not private. The release date will be revealed after this second test, after we can verify exactly how far from ready to launch the game is in that state.
[h2]SUPPORTING THIS GAME[/h2]
Want to support this game? There are three main ways you can support this game.
- Add Skyfear to your wish list, and encourage others to do as well
- Join our Discord or follow Protoria Studios on twitter
- If you’d like to make a donation, investment, or arrange some form of support, please contact via email.
Thank you for reading, I hope to see you in the arenas!
- Skyfear dev