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Steam News5 May 20251y ago

April Update

Alright, it's been a month since the new demo launched—time to share what I’ve learned and what’s changing in Paper Sky.

In this update2

Full notes

Full Paper Sky update

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

What changed

1 fix4 additions7 changes0 removals
  • Gameplay
  • Events
  • UI and audio
addedAlright, it's been a month since the new demo launched—time to share what I’ve learned and what’s changing in Paper Sky.
addedDemo Post-MortemLet's begin from the top, the release of the new demo was a success overall, over 40,000 players completed the demo, and I'm seeing 500–800 new players weekly , passively generating wishlists. That gave me some space to step back from content creation (as I mentioned last month) and focus on business and upcoming events.
changedThe Positive FeedbacksFun Gameplay
changedThe Positive FeedbacksVery well optimized for its content
changedThe Negative FeedbacksSparse options menu
changedAt a CrossroadsThe demo was meant to be a proof of concept, even if some features were missing. But feedback made it clear: Paper Sky needs to evolve a bit. I’m considering changes to the core gameplay, which would extend dev time by a few months. (This won’t affect asset creation or visuals)

Paper Sky changes

addedAlright, it's been a month since the new demo launched—time to share what I’ve learned and what’s changing in Paper Sky.
addedLet's begin from the top, the release of the new demo was a success overall, over 40,000 players completed the demo, and I'm seeing 500–800 new players weekly , passively generating wishlists. That gave me some space to step back from content creation (as I mentioned last month) and focus on business and upcoming events.
changedFun Gameplay
changedVery well optimized for its content
changedSparse options menu

Alright, it's been a month since the new demo launched—time to share what I’ve learned and what’s changing in Paper Sky.

⚠️ Warning: Wall of Text Incoming ⚠️

Demo Post-Mortem

Let's begin from the top, the release of the new demo was a success overall, over 40,000 players completed the demo, and I'm seeing 500–800 new players weekly, passively generating wishlists. That gave me some space to step back from content creation (as I mentioned last month) and focus on business and upcoming events.

Still, I can’t get too comfortable. While the numbers exceeded my expectations, I want to stay true to the original vision for Paper Sky.

The Positive Feedbacks

Here’s what players liked most:

  • Fun Gameplay

  • Fluid experience

  • Great sense of speed

  • Delivers on the pitch

  • Beautiful graphics

  • Very well optimized for its content

The Negative Feedbacks

  • Confusing controls (keyboard/mouse)

  • Too short

  • Not enough incentive to explore or collect

  • Minor bugs (see Steam forums)

  • Sparse options menu

  • Harder than the previous demo (about 10% of players, based on Kickstarter feedbacks)

  • Offensive content in online messages

  • Steam page visuals could use a refresh

At a Crossroads

The demo was meant to be a proof of concept, even if some features were missing. But feedback made it clear: Paper Sky needs to evolve a bit. I’m considering changes to the core gameplay, which would extend dev time by a few months. (This won’t affect asset creation or visuals)

What I want to change

Player feedback is valuable—but it’s often silent. I need to keep steering toward the game I want to make, not just vocal player feedbacks (good and bad).

Here's what I'm planning:

  • Online messages: No more free-form input. Players will choose from curated word sets (Dark Souls kind of messaging). I hate to do this, but too many messages were offensive. I’m exploring a system where words you choose reflect how you upgrade your plane—words will have power.

  • Options menu overhaul: Full redesign with V-sync, remappable controls, and accessibility settings.

  • New trailer and Steam page assets, including translations.

  • Fix Plane-to-Ball transformation to prevent clipping.

  • Major gamefeel shift: The current level design leans too much into platforming. Most players expected a chill, floaty experience with bursts of challenge—not constant uphill struggle. Future levels will be larger, more open, and downhill, with generous air currents and more space to flow. Early game = chill and contemplative. Later game = faster and more skill-based. This should also ease difficulty complaints and better match expectations.

A new trailer drops next month along with some platform announcements. I’ll also share visual progress on other worlds.

Wall of text over—see you next month!

Source

Steam News / 5 May 2025

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