Let’s kick off the new year with some small Paper Sky updates. Asynchronous Multiplayer Gameplay Last month I showed you the final backend solution to handle all online and offline messages.
In this update4
Full notes
Full Paper Sky update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes5 additions4 changes0 removals
Gameplay
Events
Store
Compatibility
changedAsynchronous Multiplayer GameplayLast month I showed you the final backend solution to handle all online and offline messages. Since then, I’ve been finalizing how players see, read, and write messages for others.
addedAsynchronous Multiplayer GameplayQuick reminder of how it works: players can leave letters in the world. When you open one you discover new words and can unlock any of them if you have available points. Each word has bonuses that complement the different paper plane models. You can think of words as difficulty sliders . If you’re struggling with a challenge, another player might have left a message like “Try Love”, pointing you toward the best power-up for that challenge.
changedAsynchronous Multiplayer GameplayWords are unlocked and written at checkpoint towers, large landmarks that also permanently unlock fast travel to that area.
changedAsynchronous Multiplayer GameplayExploration is rewarded at every scale, and everything works fully offline since messages are downloaded as part of the game files.
changedAsynchronous Multiplayer GameplayReading a player’s note will also show their username (Steam / Nintendo ID, or custom if that's something players want but it will sadly have to be hidden by default to avoid nasty messages), their paper plane skin and model, and of course their message. This makes player messages a real part of the gameplay: helping others through challenges, pointing to secrets, or just leaving something funny.
addedDemo Phase 2Alright, probably the best news this month: a date for the new playable Phase 2 demo .
Paper Sky changes
changedLast month I showed you the final backend solution to handle all online and offline messages. Since then, I’ve been finalizing how players see, read, and write messages for others.
addedQuick reminder of how it works: players can leave letters in the world. When you open one you discover new words and can unlock any of them if you have available points. Each word has bonuses that complement the different paper plane models. You can think of words as difficulty sliders . If you’re struggling with a challenge, another player might have left a message like “Try Love”, pointing you toward the best power-up for that challenge.
changedWords are unlocked and written at checkpoint towers, large landmarks that also permanently unlock fast travel to that area.
changedExploration is rewarded at every scale, and everything works fully offline since messages are downloaded as part of the game files.
changedReading a player’s note will also show their username (Steam / Nintendo ID, or custom if that's something players want but it will sadly have to be hidden by default to avoid nasty messages), their paper plane skin and model, and of course their message. This makes player messages a real part of the gameplay: helping others through challenges, pointing to secrets, or just leaving something funny.
Let’s kick off the new year with some small Paper Sky updates.
Asynchronous Multiplayer Gameplay
Last month I showed you the final backend solution to handle all online and offline messages. Since then, I’ve been finalizing how players see, read, and write messages for others.
Quick reminder of how it works: players can leave letters in the world. When you open one you discover new words and can unlock any of them if you have available points. Each word has bonuses that complement the different paper plane models. You can think of words as difficulty sliders. If you’re struggling with a challenge, another player might have left a message like “Try Love”, pointing you toward the best power-up for that challenge.
Words are unlocked and written at checkpoint towers, large landmarks that also permanently unlock fast travel to that area.
Exploration is rewarded at every scale, and everything works fully offline since messages are downloaded as part of the game files.
Reading a player’s note will also show their username (Steam / Nintendo ID, or custom if that's something players want but it will sadly have to be hidden by default to avoid nasty messages), their paper plane skin and model, and of course their message. This makes player messages a real part of the gameplay: helping others through challenges, pointing to secrets, or just leaving something funny.
Demo Phase 2
Alright, probably the best news this month: a date for the new playable Phase 2 demo.
I haven’t published the Phase 1 beta to the public demo branch, as the mechanics have changed too much for it to make sense. The new demo will release first to beta players, then to the public branch once I’m happy with it.
I’m aiming for March 9th for the beta release. Everything will be new: different parts of the world and new mechanics.
Maybe I will add Steam achievements as well? (they would count towards the demo of the game)
Doggo Stuff
Steam post imageSteam post image
On a more personal note, one of the dogs is preparing for a major surgery that was planned since birth. I’m not overly stressed, but it’s definitely on my mind. On top of that, I busted my right wrist.