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Steam News3 June 20261mo ago

April & May Update

I'm going to cover both the April and May updates, as I've been hard at work on the new demo and have been pushing the updates back further and further.

In this update7

Full notes

Full Paper Sky update

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

What changed

0 fixes6 additions5 changes0 removals
  • Compatibility
  • Performance
  • Store
  • Gameplay
  • Events
  • UI and audio
addedPreview (Beta Access) of the New Demo ReleasedThe preview of the new demo is now live on Steam for beta testers. It's still a rough build, with some audio issues and plenty of gaps in the level design. It's also incomplete, as I plan to expand it little by little until it's ready for a public release.
addedPreview (Beta Access) of the New Demo ReleasedIf you have a Paper Sky beta key , simply download the latest patch on Steam and jump in. The current build offers about 10 minutes of gameplay showcasing the new movement mechanics, UI, and online features.
addedPreview (Beta Access) of the New Demo ReleasedHere are some of the new additions I haven't shared yet:
addedDesert World (Moebius-Inspired)The visuals are almost final. I'll still be doing some optimization and cleanup on the post-processing, as it's a bit messy right now. Flora and fauna have not been added yet.
addedHold and JumpYou can now hold the jump button to build speed and release it to jump. The longer you hold it, the faster you'll go and the higher you'll jump. While pressing, the ball will also "stick" to the ground and walls, redirecting its momentum along the terrain. If you're about to crash, you can turn into a ball and hold jump to preserve your speed and flow through the environment.
changedThe Book (New Game Menu)Message upgrades, as well as skin and model customization, can only be accessed while resting at a checkpoint.

Paper Sky changes

addedThe preview of the new demo is now live on Steam for beta testers. It's still a rough build, with some audio issues and plenty of gaps in the level design. It's also incomplete, as I plan to expand it little by little until it's ready for a public release.
addedIf you have a Paper Sky beta key , simply download the latest patch on Steam and jump in. The current build offers about 10 minutes of gameplay showcasing the new movement mechanics, UI, and online features.
addedHere are some of the new additions I haven't shared yet:
addedThe visuals are almost final. I'll still be doing some optimization and cleanup on the post-processing, as it's a bit messy right now. Flora and fauna have not been added yet.
addedYou can now hold the jump button to build speed and release it to jump. The longer you hold it, the faster you'll go and the higher you'll jump. While pressing, the ball will also "stick" to the ground and walls, redirecting its momentum along the terrain. If you're about to crash, you can turn into a ball and hold jump to preserve your speed and flow through the environment.

I'm going to cover both the April and May updates, as I've been hard at work on the new demo and have been pushing the updates back further and further.

Preview (Beta Access) of the New Demo Released

The preview of the new demo is now live on Steam for beta testers. It's still a rough build, with some audio issues and plenty of gaps in the level design. It's also incomplete, as I plan to expand it little by little until it's ready for a public release.

If you have a Paper Sky beta key, simply download the latest patch on Steam and jump in. The current build offers about 10 minutes of gameplay showcasing the new movement mechanics, UI, and online features.

Here are some of the new additions I haven't shared yet:

Desert World (Moebius-Inspired)

The visuals are almost final. I'll still be doing some optimization and cleanup on the post-processing, as it's a bit messy right now. Flora and fauna have not been added yet.

Hold and Jump

As mentioned in previous updates, this change may be a bit controversial. However, internal testing has been very positive.

You can now hold the jump button to build speed and release it to jump. The longer you hold it, the faster you'll go and the higher you'll jump. While pressing, the ball will also "stick" to the ground and walls, redirecting its momentum along the terrain. If you're about to crash, you can turn into a ball and hold jump to preserve your speed and flow through the environment.

The Book (New Game Menu)

I've regrouped all progression and player utilities into a book that can be opened at any time. You can scroll through its pages and even grab them with the mouse from the bottom corners.

Message upgrades, as well as skin and model customization, can only be accessed while resting at a checkpoint.

Write and Read Messages Anywhere

You can now read and write messages anywhere in the world, similar to the Dark Souls message system. Giving and receiving likes increases your social score, unlocking new upgrades and customization options.

Over time, these messages will populate the entire world of Paper Sky, offering real-time gameplay tips, hints toward secrets, and hopefully a few funny moments along the way.

Checkpoint System

There are now three types of checkpoints in Paper Sky:

  • Small Checkpoints: If you get stuck or make your plane inoperable, you'll always respawn here.

  • Medium Checkpoints: These allow you to customize and upgrade your paper plane. You can also fast travel to them.

  • Landmark Checkpoints: Major objectives that reward points for upgrades and customization. They can also be used for fast travel.

Hopefully next month I'll be able to release the demo publicly with all intended mechanics in place. Right now I'm still working on fauna and critters to populate the world, NPCs that provide direction and optional missions, side challenges with powerful rewards (kinda like the mini-games level I did in my previous game Crumble) , and a more in-depth progression interface.

Source

Steam News / 3 June 2026

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