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Skyfear News

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.
  • 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

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.

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

What is Skyfear? FAQ, and how you can support!

With certain milestones now approaching, we felt obligated to set expectations for interested players, so we're sharing this big, detailed FAQ.

[h2]Who are you and what is this?[/h2]
Hi! We are Protoria Studios, a very very small team of 1-3. We've previously released two games, rather small and experimental. This is our first game of this scale and seriousness; so we’re playing it relatively safe. Meaning, as you’ll read, we’ve focused a lot on replayability rather than big live service stuff. Grab a seat, there's a lot to unpack.

[h2][h3]So what is Skyfear?[/h3][/h2]
Skyfear is an up-close-and-personal third person shooter. You are a dragon - you can run on the ground, jump onto rocks, fly in the air, breathe fire, shoot fire bolts, and yes, do barrel rolls. You’re in the prehistoric wild, far before mankind, and you’re there to fight other dragons. Like fighting games, Skyfear sets you up with a lot of choices moment by moment that offer risk vs reward, testing your ability to outsmart and outfly your opponents. At every spawn, you get a choice of Magic (variations of flame, frost, and vapor), Perk (passive combat enhancements), and Ability (a special attack that charges over time). There’s a lot of options there for playstyles and strategies.

[h2]What’s it like?[/h2]
Skyfear’s heart and soul comes from arena shooters and LAN party games from 2000-2013, and it’s visuals and aesthetic style attempt to reflect that. Controls are fast and responsive, it feels like you’re sprinting through the air trying to hit your friends with fireballs. Underneath the shine of Unreal Engine’s rendering, there’s a game that we hope feels like an old friend.

[h2]When will we see a new trailer/gameplay?[/h2]
The latest trailer was released in 2019 which is admittedly a bit outdated. Can't say exactly when, but surely there will be a new trailer/gameplay around the time of our next playtest season, this year.

[h2]How far along is the game?[/h2]
A vast majority of the core functionality is there, and we're gradually transitioning into a lot of work on maps, aesthetics, animation, additional functionality, etc. Multiplayer is working, we're testing internally almost every week.

[h2]Can I play on the ground? How does flying work?[/h2]
When you spawn you'll have the option to spawn on ground or in air, and from there you can take flight or land as you wish. Depending where on the map, there may be an advantage to being on the ground versus air, or vice versa. Flying in this game is based on bats. The dragons in this game are a bit smaller than your typical city-destroyers, they are sized around 4-5 meters long, such that they are maneuverable like fighter jets. You can turn very quickly, and gain speed using your altitude. You can barrel roll left or right, and this will give you a slight push to the side, allowing you to dodge incoming attacks.

[h2]Why aren't there more images or videos on this?[/h2]
To be honest, almost all of the traction Skyfear has right now is from interested fans. We have been spending all of our time on the game itself and the studio, and admittedly not a lot on publicity. We are still ironing out Skyfear's visual identity. Once we are happy with everything there will be a lot more visual content going out.

[h2]Is there single player?[/h2]
Yes. Everything works offline vs AI or local players. Again like fighting games, the idea is that you can play the same game with or without other players. We don’t want you to lose access to the fun if you can’t connect to a server.

[h2]Is there a story mode?[/h2]
Sadly, the game was not designed for that. It’s a pvp game.

[h2]Do I need to play online to progress in this game?[/h2]
No. Single player / offline was not an afterthought here. When you play alone, you earn rewards and progression in exactly the same way as multiplayer. You can play this game like a single player game if you want to.

[h2]How much content is in the game?[/h2]
Skyfear will launch with at least six maps. They vary in size and scenery, and each map has a unique feature or element to it. Game modes are classic 3v3 team deathmatches, higher stakes 2v2 duels, and hectic 6 player free-for-alls. More maps and modes are in the works, but these will be ushered in after the game is broken in by the players. The game offers a ton of customization in game rules, so you can change things up for you and your friends if you want. Throughout the game you will find and unlock lots of customizations to your character. Progression schemes and customization options are not final at this time.

[h2]Will there be regular updates?[/h2]
We will be paying attention to the community and attempting to amend and improve parts of the game as necessary. This game is being worked on 1-3 people so content updates will be on a “when it’s ready” basis, however small tweaks to the game can be tackled easily.

[h2]Is there a Ranked multiplayer?[/h2]
Competitive options will be there, yes, although it’s design is not final at this time.

[h2]Is there split screen?[/h2]
We intend to have this, yes. At this time it's not a solid confirm. We'll be testing it soon.

[h2]Dragon or Wyvern?[/h2]
The character we are portraying in the game is designed like a wyvern - two wings, two legs. It looks like a viper, flies like a bat. For simplicity and readability we often refer to it as a dragon. But we know ;)

[h2]Are there many different dragons?[/h2]
You play as a wyvern-like dragon. Although there is one body, it can be customized with different body parts, skins, horns, etc. At this time it's not final exactly how extensive this will be.

[h2]Are there non-dragon characters?[/h2]
You play as a wyvern-like dragon vs other wyvern-like dragons. There are small critters roaming some of the environments, but are mostly just for appearance.

[h2]How much is it?[/h2]
Skyfear will be $14.99. You’ll get a complete game at launch time. We’re focusing on replayability, skill ceiling, depth. We believe this price is fair for what the game offers.

[h2]When will the game be out?[/h2]
Sometime in 2021. When we have a date, we’ll announce it.

[h2]What operating systems? Consoles and mobile?[/h2]
Skyfear will be available for PC/Windows (64 Bit). We intend to support Mac and Linux, though further testing is needed and we cannot confirm them just yet. Console and mobile versions are not something we’re working on, but if the game is financially successful that is a possibility.

[h2]Can my PC run Skyfear? Will Skyfear be graphically intense?[/h2]
Skyfear isn't too tough of a game, graphically speaking. We've tested on roughly ~20 gaming PCs averaging well into the 100+ FPS range. If you call your PC a gaming PC you having nothing to worry about. Older or less powerful hardware may struggle, but getting at least 30 FPS shouldn't be a problem for most. Oh, and the game is only a few GB.

[h2]Can I play Skyfear with a controller?[/h2]
Yes, most USB controllers with two analog sticks and shoulder+trigger buttons should work. We've tried at least 6 different controllers during development. Though if we’re being honest we think mouse+keyboard is more suited for this game.

[h2]Does Skyfear work offline?[/h2]
Yes. Full game is playable with or without the internet.

[h2]Will there be microtransactions?[/h2]
No. No online-only stuff either.

[h2]What platforms/stores will Skyfear be on?[/h2]
Skyfear will be sold on Steam for $14.99. If other stores are added we’ll announce that.

[h2]What is the maturity rating of the game?[/h2]
We don’t have an ESRB rating, but the game has some blood, and fire-breathing dragons.

[h2]What languages does the game support?[/h2]
We’ll start with English, and cover more languages as our audience evolves.

[h2]Will there be DLC or content updates?[/h2]
We expect to add more content after launch, yes. At this time it’s undecided how it will be delivered, how much content, and how often. This all largely depends on how the game is going. No matter what though, this content would not be critical to the main game, it would be just extra.

[h2]How and when can I play this game?[/h2]
Until it’s officially released, there will be a few playtest seasons to stretch some things for the first time, and work out any major issues. Because game development in such small numbers can be unpredictable, it’s best to join our discord server to get the latest info.

[h2]What’s with that free tech demo?[/h2]
So here’s the story - In 2017 we made the first public appearance of Skyfear with a free demo and a kickstarter. This was very, very early in development. The kickstarter did not reach its goal, but that was where a lot of our initial exposure came from. The demo is still available on here, but we would like to state that it is very outdated. The current version of Skyfear is vastly improved and different in many ways. Every now and again we get a donation from that demo, which has all been put back into developing the game. You can still do that today, if you’d like to support us.

[h2]What are some ways I can support this game?[/h2]
There are multiple ways you can do this. The best way you can support the game is by encouraging people to add it to their wishlist. Word of mouth goes a long way. We accept donations as previously mentioned, but if you’d rather not just give away money, we recently released some game assets for sale on Itch.io. Whether you’re a game developer or not, a purchase or simply sharing these products helps us. The final way you can help is simply showing us your excitement. The positive reactions motivate us a lot!

We really hope this helps anyone interested in Skyfear, answering your questions and setting proper expectations. We hope to see you soon for playtesting!

Sincerely,
Protoria Studios, Skyfear Team

TLDR:
  • Skyfear will be $14.99 on PC/Steam
  • Customizable wyverns
  • 3v3, 2v2, and FFA, at least six maps
  • It’s all PvP, but fully works offline
  • System requirements: Nothing crazy
  • No microtransactions or online-only stuff
  • Additional content is possible but we’ll see how it goes
  • We’ll be paying attention to the community
  • Custom games
  • Controller support
  • Add the game to your wishlist, and tell your friends to do the same
  • Support us on Itch.io
  • Join us on Discord