Full notes
Full SKY DRILL update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Gameplay
- Events
- Balance
- UI and audio
Happy release day!
I'll keep this short: It feels surreal to finally release my own project on Steam. To everyone who's wishlisted and contributed to the game in any way during development: Thank you. I hope you all have fun playing my game.
If any of you have feedback or want to contact me directly for any reason, please send me an email at jacob47skyhigh@gmail.com. Or, join the discord here. Any sort of communication is welcome!
Alright, that's all. Here's the release notes:
Patch notes TL;DR - 3 new characters, new badges, new roguelike endless mechanic (mini shops), drag and drop inventory, plethora of item reworks.
General Changelog
Replaced lvl 85 floor with new "mini shop"
Every 100 floors after the 85th floors, spend boost coins to purchase items during a run.
Cost of the item is determined by rarity, and only items you have unlocked can show up here
Replaced inventory system with new drag and drop system
Inventory and equip belt is now slot based. Experiment with this in-game and let me know what you think!
Rearrange items easily with drag and drop. Right click to quick-swap equipment from your inventory to your equipment belt.
Added 3 new characters, each with their own gameplay quirks
Honed
Scribbler
Sky Guy
To unlock these characters, complete the relevant badges. Speaking of which...
Added 4 new badges, and reworked the rewards for almost every badge
Added donut equipment item (replaced silver cat)
Added gloves equipment item (replaced voucher)
Replaced old tutorials with completely unmissable and mandatory tutorials.
Removed a massive amount of bloat that was causing the project to be significantly larger than it should have been (windows version is down to 164 after 256MB... yikes)
Refactored the way the game saves.
Consequently, older demo saves will not work anymore. However, this is for the best since the game's balance has changed; restarting should feel good here.
Slightly reworked mochi equipment.
Added a "restock" tooltip to the restock bell in the shop
Revised the opening sequence of the game
seagull capitalism
Removed boost coins as a treasure
Instead of acquring boost coins as treasures, they now function as in-run currency.
Updated shop manual
Moved UI Toast to top of screen
Added"overflow"slots to the new equipment system
Overflow slots are created whenever your equipment exceeds your current slots. After a run ends, you must unequip these slots before starting another.
Adjusted the prices of almost every item in the game
Adjusted treasure prices. Most smaller treasures have been nerfed, but bigger ones received a slight buff.
Added way more treasure past 2000+ depth.
Buffed The Wizard.
Updated badge icons (finally)
Added custom cursor (Kenney's 2D cursor pack)
Added a load screen with simple diamond splash
Revised ready ring sprite
Revised shop visuals
Revised special shop visuals
Experimenting with a new style for the UI ( see mini shop ). Let me know what you think.
Source
Changelog.gg summarizes and formats this update. How we read updates.
