HomeGamesUpdatesPricingMethodology
Steam News21 March 20251y ago

January Update

Hey everyone! Let's dive in January's update Multi-Stepped Boost Mechanics After lots of testing, I’ve refined the boost mechanics.

In this update1

Full notes

Full Paper Sky update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes2 additions4 changes0 removals
  • Events
  • Gameplay
  • Maps
  • Balance
addedMulti-Stepped Boost MechanicsAfter lots of testing, I’ve refined the boost mechanics. While last month’s version looked cool, it didn’t feel quite right and let players bypass too much of the game’s challenge. The new boost system is inspired by Abzû—if you time your inputs right, you can chain boosts for longer distances.
changedMulti-Stepped Boost MechanicsI’m still deciding if missed inputs should have negative consequences, but for now (and in the upcoming demo), it won’t. I'll tweak this based on how it fits with level design.
addedCloth Simulation & RewardsI’ve added cloth simulations to help you glide across vast aerial sections and to highlight where other players' messages are hidden. These notes give you upgrade points when found. Look for the red drapings!
changedCloth Simulation & RewardsAnd don’t worry if you miss any—they’ll be marked on your map, with progress tracking for all the completionists out there (myself included!).
changedDevelopment ProgressI’ve got three worlds left to draft art-wise, and things are moving steadily. The prologue I planned for March will now be an update to the current Steam demo, thanks to recent changes in how Steam handles demos compared to prologues. While I missed the chance to release it as a separate prologue and benefit from the Steam changes (because they did the changes right after I released the demo 🤡), the game's media traction and your support mean I don’t need to chase visibility as much, so I'm not too bummed about it.
changedDevelopment ProgressI’m aiming to release this updated demo in the coming weeks, but it may land around the March milestone.

Paper Sky changes

addedAfter lots of testing, I’ve refined the boost mechanics. While last month’s version looked cool, it didn’t feel quite right and let players bypass too much of the game’s challenge. The new boost system is inspired by Abzû—if you time your inputs right, you can chain boosts for longer distances.
changedI’m still deciding if missed inputs should have negative consequences, but for now (and in the upcoming demo), it won’t. I'll tweak this based on how it fits with level design.
addedI’ve added cloth simulations to help you glide across vast aerial sections and to highlight where other players' messages are hidden. These notes give you upgrade points when found. Look for the red drapings!
changedAnd don’t worry if you miss any—they’ll be marked on your map, with progress tracking for all the completionists out there (myself included!).
changedI’ve got three worlds left to draft art-wise, and things are moving steadily. The prologue I planned for March will now be an update to the current Steam demo, thanks to recent changes in how Steam handles demos compared to prologues. While I missed the chance to release it as a separate prologue and benefit from the Steam changes (because they did the changes right after I released the demo 🤡), the game's media traction and your support mean I don’t need to chase visibility as much, so I'm not too bummed about it.

Hey everyone! Let's dive in January's update

Multi-Stepped Boost Mechanics

After lots of testing, I’ve refined the boost mechanics. While last month’s version looked cool, it didn’t feel quite right and let players bypass too much of the game’s challenge. The new boost system is inspired by Abzû—if you time your inputs right, you can chain boosts for longer distances.

I’m still deciding if missed inputs should have negative consequences, but for now (and in the upcoming demo), it won’t. I'll tweak this based on how it fits with level design.

Speaking of level design;

Cloth Simulation & Rewards

I’ve added cloth simulations to help you glide across vast aerial sections and to highlight where other players' messages are hidden. These notes give you upgrade points when found. Look for the red drapings!

And don’t worry if you miss any—they’ll be marked on your map, with progress tracking for all the completionists out there (myself included!).

Story Finished

Now we're entering in a spoiler and weird territory, much like my precedent game when I was in that period of development there are some things I do not wish to discuss simply because it would spoil a great majority of the game's narrative and game experience.

So without diving into spoilers, I’ve wrapped up the core narrative of Paper Sky. It’s not a direct story with characters or dialogue but an underlying thread that ties the universe together and gives meaning to your journey.

Almost in Steam’s Top 1000!

We’re close to breaking into the top 1000 most wishlisted games on Steam! It’s incredible to see so many people excited about Paper Sky, trying out the demo, and giving valuable feedback. This support is helping shape the game into something truly special.

Development Progress

I’ve got three worlds left to draft art-wise, and things are moving steadily. The prologue I planned for March will now be an update to the current Steam demo, thanks to recent changes in how Steam handles demos compared to prologues. While I missed the chance to release it as a separate prologue and benefit from the Steam changes (because they did the changes right after I released the demo 🤡), the game's media traction and your support mean I don’t need to chase visibility as much, so I'm not too bummed about it.

I’m aiming to release this updated demo in the coming weeks, but it may land around the March milestone.

That’s it for this month—back to polishing the demo! Thanks for being part of this journey. ✈️💨🍃

Source

Steam News / 21 March 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.