This update has some long-needed bugfixes, and lets you separately play through the standard and Endless modes without having to wipe your save!
v 1.3.3 Changelog:
=====================================
CHANGES:
- Each game mode (except Free Flight and Tutorial) now saves its own temporary progress (the progress lost when you die). Starting a game in one mode and switching to another will no longer require you to delete your old temporary progress.
- the "Saving..." notification in the upper-right of the screen is much more noticeable now
- Added "Remove" button to loadout menus to quickly remove the current item from a slot
- Opening an occupied loadout slot will select the item currently in that slot
- Added options: Invert Look X or Y axis
- If the active controller is unplugged during gameplay, the game will pause
- Cockpit animations slowed down a bit
FIXES:
- Coop: Aerolab menu now also works for Player 2 (regression in 1.3.2)
- Stick and throttle weren't appearing in Interceptor cockpits
- GRYPHON-AWACS had wrong engine noise
- Situations where your save could get corrupted (out of disk space, quitting while saving) are even more rare now
- If your save is corrupted, you are given the option to delete it and restart from within the game instead of forcing you to find the files yourself
- Playing co-op with a fresh save or after deleting save data will no longer always spawn a single COMMAND as the only mission objective
- Controllers no longer get automatically assigned when starting the game in order to avoid messing up your existing controller settings
- Modding: On-screen error message now appears when the game can't find a mod's ModPack folder
1.3.2 contains a few important bugfixes and quality-of-life improvements:
NEW STUFF:
- Items + aero currently in loadout are now indicated in the Aerolab
- Added steam catapult effect on carriers
- Modding: Custom Missions: new spawn data variables "spawnWhenFlagsSet" and "setFlagWhenDestroyed"
- Modding: Added support for custom music to be played during custom missions. Put your .ogg file in "/Audio/" and then add '"musicFilename" : "YourFilename.ogg",' underneath the mission description
- New translation: 繁體中文
CHANGES:
- KUNAI railgun: payload 60 -> 50, damage 60 -> 80
- Aero graphics are hidden in glass cockpit mode
- Terrain generation algorithm slightly enhanced for more interesting terrain shapes
FIXES:
- Controller definitions updated, if you had issues getting your controller to work or remember rebinds in an earlier version, this might fix it
- If copying the legacy save (in "Sky Rogue/Save") to the new location (in AppData) fails, just load the legacy save
- Fixed: rebinding the "Look" button to something else when using mouse controls wouldn't disable mouse roll and pitch while the "Look" button was pressed
- Fixed: infrared missiles now lock onto CARRIER engines only from below
- Fixed: custom mission environments were not being loaded
- Fixed: custom missions using custom aeros either didn't work or worked inconsistently with asset bundle mods
Version 1.3.1 brings some important bugfixes to 1.3:
Changelog:
FIXES:
- Fixed: MONARCH now has a cockpit
- Fixed: guided bombs now correctly track moving targets
- Fixed: Co-op: don't stop music if one player is landing before the mission is complete
- Fixed: submissiles on an upgraded ITANO-C now have the correct range and are air-to-air only
- Fixed: sometimes operation name text was garbled
- Fixed: PUMA description typo
- Marked BEAM as a gun, so it will fire using the "Gun" button
- Updated Rewired, it may fix some issues with custom rebinds not saving properly
This update has been in the works for months, we hope you enjoy it!
NEW STUFF:
- PUMA Warbird Bomber
- MONARCH Experimental Drone (requires you to beat the game)
- New ground targets, keep an eye out!
- New engine sounds for interceptor and bomber aeros
- Co-op: players can respawn if the other player kills a certain number of enemies
CHANGES:
- All platforms now load savegames and mods from their respective persistent data paths. There is no need for players to do anything such as manually copy saves. The game will attempt to load from the "Sky Rogue/Save/" if a savegame at the new path cannot be found.
- Bombsight "zeroes in" 50% faster
- Speed display modified so it's easier to judge speed differences across aeros and after upgrades
- Reduced volume on BRONCO's prop sound
- BRONCO upgrade costs increased from 1000/2000 to 2000/4000
- BRONCO hitpoints reduced 250 -> 200, upgrade hitpoints reduced 170->150
- MEDVED base speed increased 6000 -> 7000
- ZULU base speed increased 7000 -> 7500
- ONI base speed increased 8000 -> 8500
- ODIN base speed increased 7000 -> 7500
- ODIN speed upgrade increased 750->1000 per level
- AURORA speed upgrade increased 1500->1700 per level
- Added error effect when failing to buy an upgrade
- Mention in the carrier menu quit message that your progress is saved
- The same mission target shouldn't be repeated two missions in a row
- New camera option: "Reduced Motion"
- New camera option: "Dodge in the cockpit" : have the aero roll when it dodges in cockpit mode
FIXES:
- Fixed: camera look rotation using the right stick was very strange and unpredictable depending on the rotation of your aero
- Fixed "Bringing a Nuke to a Knife Fight" achievement
- Player airbases only spawn on spots that are unlikely to launch the player into a mountain
- Fixed: later missions in endless mode will still spawn enemies
- Fixed: PS4 button images were showing up as white squares
- Fixed: L-DRONE now correctly earns rewards and kills for the player who launched it
- Fixed: pressing Escape when changing weapons mid-mission will no longer open the pause menu
- Fixed: To avoid weird errors, you can't pause and quit the game when researching new tech
- Fixed: destroying a CARRIER by hitting its critical hit point will now correctly credit you with the kill
- Optimizations to AI should improve framerate on busier missions
This update contains important bugfixes and some minor gameplay changes in preparation for 1.3
=====================================
v 1.2.9 Changelog:
=====================================
CHANGES:
- NEW: slight dropshadow added to target HUD text to make it easier to read in bright conditions
- NEW: Menus: Added instructions for undocumented Page Left / Page Right buttons
- NEW: Progress bar under tech level shows your progress towards the next tech level on the carrier menu
- Player missiles slow down slightly when getting close to their target, improving accuracy of fast-moving missiles significantly
- Experimental hidden "multiDisplay" option for people with multi-montior setups. Disabled by default.
- BADGERs are stationary for now due to some pathfinding issues that made them drive in the sea
- An icon on the carrier menu tells you if you are still able to achieve the "Sky Rogue" achievement
- Linux builds contain x86 and x86_64 binaries again
FIXES:
- Coop: P2 couldn't win the game if P1 was dead, also reinforcements wouldn't spawn
- Softlocks should no longer happen after landing on the carrier before the mission is over
- Under specific circumstances starting and quitting an Endless game would get recorded as standard camapign progress
- Aero stat display bars were not changing after you upgraded an aero
- MIRVs sort their targets based on the angle between the boresight of the missile and the targets, so you'll never shoot one and not have at least one missile go towards what it's pointing at
- Changing to a non-decal skin and then back to a decal skin will no longer disable decals permanently
- Building spawn code was not marking spots as being occupied, leading to other things getting spawned inside them
- Fixed shadow rendering issues on aeros on the carrier menu
- Aeros which are shot down should dive more consistently rather than go into a flat spin
- Destroyed carriers now dive properly
- Island name on mission start and debriefing was sometimes garbled
This is a minor update with a few important fixes
- Fixed: Enemies would lock onto you but not fire any missiles in some particular situations
- Fixed: cash and tech points would not be gained after the tutorial if you started it from the main menu "Tutorial" button.
- Fixed: Scrolling down on the warp menu in certain cases could lock up the menu
- Fixed: when dodging in cockpit mode, the fuselage will no longer spin
- Fixed: Co-op: P2 landing on the carrier mid-mission would bring up an old menu which you couldn't exit
- Fixed: Co-op: Enemies would persist and be targetable if P1 died but P2 didn't
This release is mostly bugfixes, notably a fix to the bombsight which landed bombs slightly ahead of the crosshairs in 1.2.0. There are a few tweaks to warping (you now get bonus cash) and mods (area of effect weapons are much easier to implement).
=====================================
v 1.2.2 Changelog:
=====================================
CHANGES:
- BRONCO tech prerequisite is now TWIN-GUN instead of AC/40
- Bonus cash is rewarded after a warp (2000 for Day 5, 4000 for Day 9)
- When playing with Xbox One, Playstation, or Switch controllers, button icons should match the controller now
- Flak explosions now have a unique effect with debris
- AC/40, FLAK, RAILGUN, and BEAM have new crosshairs
- Mouse controls: the outer limit is smaller than the edge of the screen so you don't have to move the mouse as much to make tight turns
- Modding: CustomBulletAOE component is now available, for causing area-of-effect damage
FIXES:
- TENGU upgrade cost was too low
- Bomb sight was off-target
- "Delete Save Data" in Options menu wasn't working on PC
- In-flight weapon icons did not match your chosen skin
- Fixed several issues with upgrades to Specials:
-- Max Ammo upgrades were not being applied, upgrades are much more useful now
-- Max Ammo changes due to upgrades were not being displayed in the Aerolab
-- Upgrade level was not displayed on the loadout hex nor in flight
-- the special icon was blacked out when it was actually ready to use
-- known issue: for upgraded specials, the icon might not be blacked out immediately after use, but the special isn't usable yet
- Drone wingmen fly more consistently in formation
- Drone wingmen will no longer crash into things
- Fractal Phase logo screen did not obey sound volume setting
{STEAM_CLAN_IMAGE}/9589271/54a96bdce0ae94895f4d33d9ae8fc7468cad7026.jpg
The WARP feature was developed based on user feedback and as you might notice is a fairly standard feature now in a lot of rogue-lite / roguelike games. The pacing of Sky Rogue's gameplay is not as fast as certain other rogue-lites, so the time spent playing through Days 1-4 for the umpteenth time (for example) just to get to missions that match your skill level wasn't trivial. We hope this makes the game much more replayable for longtime as well as new players.
Please tell us if you think the tech point cost is balanced correctly; longtime players probably have a huge bank of them and won't have any trouble, but it's harder for us to get opinions from new players still researching techs, when the price will have some meaning to it.
Changelog:
=====================================
NEW STUFF:
- WARP MENU: If you have reached a new island biome (Day 5 or beyond), you can now spend tech points to start a new run at a later island
- TENGU Experimental Swing-Wing: unlockable after beating the game
- BRONCO Warbird: a propeller-driven aero which is able to mount two weapons per weapon mount
- DRONE-L Trebuchet: a special which will launch drone wingmen. This was present in some much older builds but needed some bugfixes for the wingmen AI.
- The title screen will randomly choose a biome which you've unlocked
- Added Aeropedia descriptions to a few advanced weapons
CHANGES:
- You can now hold down both Yaw directions (LB and RB on an Xbox controller) for a short while to zoom
- "Gun Camera" option is now on by default (this will only affect new players)
- Physics timestep increased from 50fps to 60fps for better game feel
- Enemies with guided weapons will not be as aggressive if you've already got missiles heading towards you
- GB-1 Yumi is now fire-and-forget, does a better job tracking moving targets
- TORPEDO blasts has been given an area of effect
- Bomb blast area of effect increased slightly 15 -> 20
- ITANO-C should be much more effective at hitting its targets
- Stat bar minimums have been set so that the stat bars are more varied and informative
- If you have multiple joysticks plugged in, the one which is first used on the title screen will be assigned to player 1
- Language selection in the options menu now shows native names for languages instead of ISO codes
- Re-added "Rauser" skin
- Achievement "Phyrrus" requires 50 deaths (formerly 100)
- Achievement "Sky Rogue" no longer requires no upgrades
- Mods: Propellers can be animated like you see on the BRONCO using the "Propeller" component
- Mods: Aero templates now copy stall airspeed; this will help with stalling issues on slower aeros
- Mods: .JSON aero mods can now modify some stats; see the modding guide
FIXES:
- Fixed various issues with skin visualization in loadout view
- Fixed minor issues with aero visualization in research menu
- Range calculation has been corrected slightly, everything will have a slightly longer effective range
- Weapons can no longer be fired when landing
- Achievements "Wild Blue Yonder", "Desert Strike", and "Snowbird" triggered at earlier islands than intended
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9589271/cfdd4a41dfcf731a8bb326fc3689ceb0d52cc11d.png
This is another bugfix build with some minor improvements.
You may have to set your control bindings again, sorry for the inconvenience, but now they are saved along with all the other save data on the Steam Cloud.
v 1.1.6 Changelog:
CHANGES:
- You may need to rebind your controls if you are not using defaults; custom control bindings were being saved to the Windows registry (and other places on other platforms). They are now stored in PlayerProfile.sav so that they are preserved by Steam Cloud.
- Swing-wing aeros are now available for use in custom missions: "Aeroplane_kirin" "Aeroplane_kirin_ace" "Aeroplane_raiju" "Aeroplane_raiju_ace" "Aeroplane_oni"
- Landing is done with the button bound to "UISubmit" instead of the one bound to "Target". This should help if you have rebound the "Target" button.
FIXES:
- Fixed an issue where the game would not respond to joystick controls and only accept mouse input in certain cases, requiring you to disable the mouse entirely.
- Fixed: Co-op: When returning to the carrier menu, both players would be set to the same aero
- Fixed: Co-op: If one player landed safely after "mission complete" and the other died, ending the mission would reset progress
- Fixed: Zulu upgrades were not working despite showing correct stats in the Aerolab. You would not actually get any better stats in-flight.
- Fixed: Endboss would not attack you at a certain time
- Fixed: MIRV upgraded damage no longer displays damage as 0 (ex: "6x20 -> 8x0")
- Fixed "golden cockpit" bug
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9589271/cfdd4a41dfcf731a8bb326fc3689ceb0d52cc11d.png
This release has a bunch of minor bugfixes along with some minor polish and upgrades since it's been quite awhile since the last update. Another update is in the works with some new content and possible gameplay changes!
CHANGES:
- Upgraded Unity and Rewired; you might see better controller support and less crashes if you had issues with either
- Loading screen will no longer lock up the game and is animated
- Incoming reticles and arrows now animate their color
- Screenshake while in the cockpit has been reduced significantly
- The kill list at the end of an island has been re-added
- The farthest Day completed is now shown on the "You died" screen, tracked separately for Endless and normal modes
- Colliding into aeros which won't result in death will push them a little bit to avoid getting stuck in mid-air
- "Credits" button on main menu so you can see them whenever you want
FIXES:
- F10 dev menu was not working; you can manually add the ability to use it by editing your GameOptions.sav and setting "devMode" to "true"
- Some mods which used aliased template names like "Aeroplane_rogue" were not working correctly
- HUD coloring is more extensive now ("hudColorHTML" in GameOptions.sav)
- Italian localization bug was causing errors in the Aerolab
- In some cases, when gaining multiple tech levels when there was only one tech left to research, you could get stuck in the research menu
- Mods: loading .obj files has been optimized so it is roughly 40-50% faster
- Mods: disabling mods but not restarting the game would cause custom weapons to continue to appear in menus
This is mostly a bugfix release which also brings in a number of new translations.
NEW STUFF:
- New translations: русский, Español, Português
CHANGES:
- When choosing techs, you will now be told how many more you can choose next to the "RESEARCH" prompt
- Widened buttons on most menus to avoid overlap issues with other languages
- Reduced Thunder Beam ammo: 50 -> 30
- Adjusted cloud render distance to improve performance slightly on low-performance devices
- Dodging with no directional input will dodge right instead of not dodging at all
- Disabled audio on carrier engines in carrier menu
FIXES:
- Upgraded Unity and Rewired (input library) versions, so if you have had persistent crash or input issues they may have been resolved
- Fixed minor bug with UB-C accuracy
- Thunder Beam would sometimes not actually hit anything
- AGM-MIRV sub-missiles would be out of max range if you upgraded the AGM-MIRV and be mostly ineffective; the AGM-MIRV range upgrades were simply removed and replaced with some other upgrades to compensate
- Destroying a target with subsections (like a carrier) via the critical hit point instead of the subsections would run into an error
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/9589271/3c6b8ef37a70b023cd6c7f6c0bf3cc838c2c556f.jpg
Changelog:
NEW STUFF:
- AURORA Experimental Interceptor
- Cockpit models for all of the aeros!
- Some options can be changed when you pause the game
- "Delete Save Data" added to Options menu
- New translations: 한국어, Deutsch, Italiano
CHANGES:
- Co-op is vertical splitscreen by default now that it works properly with all menus in the game at 16:9 resolutions
- "Tutorial" menu option added in case you ever need it
- Saving your game happens in the background (but incredibly quickly), look for an icon in the upper-right corner of the screen
FIXES:
- Co-op: Player 2's loadout was not consistently saved to file
- Improved loading times
- Fixed visual glitch when switching modes in Aeropedia
- Explosion count when destroying a carrier has been reduced so that it doesn't blow out your speakers
- M key is no longer hardcoded
- Stats for both players when dying in co-op are accurate now
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/9589271/a06d4051d3cbe026371993909ae2d465cebbeb0e.png
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/9589271/3c6b8ef37a70b023cd6c7f6c0bf3cc838c2c556f.jpg
Changelog:
NEW STUFF:
- AURORA Experimental Interceptor
- Cockpit models for all of the aeros!
- Some options can be changed when you pause the game
- "Delete Save Data" added to Options menu
- New translations: 한국어, Deutsch, Italiano
CHANGES:
- Co-op is vertical splitscreen by default now that it works properly with all menus in the game at 16:9 resolutions
- "Tutorial" menu option added in case you ever need it
- Saving your game happens in the background (but incredibly quickly), look for an icon in the upper-right corner of the screen
FIXES:
- Co-op: Player 2's loadout was not consistently saved to file
- Improved loading times
- Fixed visual glitch when switching modes in Aeropedia
- Explosion count when destroying a carrier has been reduced so that it doesn't blow out your speakers
- M key is no longer hardcoded
- Stats for both players when dying in co-op are accurate now
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/9589271/a06d4051d3cbe026371993909ae2d465cebbeb0e.png
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/9589271/c6423cfd4bbe5a01c9f2fb316e0e0f5b1bd2f147.png
NEW STUFF:
- TORPEDO "Partisan" Aerotorpedo - Heavier, more accurate version of the heavy rocket
CHANGES:
- You can change your loadout when landing on the carrier
- Hitpoints for most large buildings and airships halved to make interceptors more generally useful
- Reduced damage of most air-to-ground weapons slightly, but not as much as the hitpoint tweak, so they effectively do more damage
- Landing at a ground base costs half as much as on the carrier, but you can't change your loadout
- AGM-MIRV given its own model
- Added critical hit points to large buildings that were lacking them
FIXES:
- "Phyrrus" and "Auger In" achievements are working again
- Landing a second time during a mission would force you to fly over the landing zone rather than use the button prompt
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/9589271/c6423cfd4bbe5a01c9f2fb316e0e0f5b1bd2f147.png
NEW STUFF:
- TORPEDO "Partisan" Aerotorpedo - Heavier, more accurate version of the heavy rocket
CHANGES:
- You can change your loadout when landing on the carrier
- Hitpoints for most large buildings and airships halved to make interceptors more generally useful
- Reduced damage of most air-to-ground weapons slightly, but not as much as the hitpoint tweak, so they effectively do more damage
- Landing at a ground base costs half as much as on the carrier, but you can't change your loadout
- AGM-MIRV given its own model
- Added critical hit points to large buildings that were lacking them
FIXES:
- "Phyrrus" and "Auger In" achievements are working again
- Landing a second time during a mission would force you to fly over the landing zone rather than use the button prompt
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9589271/c6423cfd4bbe5a01c9f2fb316e0e0f5b1bd2f147.png
This release is mostly just bugfixes, thankfully they aren't too many!
CHANGES:
- COMMAND model updated
- Rearm + Repair base cost lowered slightly
FIXES:
- 日本語バグ修正!
- Landing on the carrier during a mission would leave a copy of your aero on it, then disable the "Gun" button
- Some words weren't translated in any language
- Experimental fix for some players who crash when starting the game (presumably after the Fractal Phase logo): open "Sky Rogue/Save/GameOptions.sav" and set "disableNavMeshGeneration" from "false" to "true".
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9589271/c6423cfd4bbe5a01c9f2fb316e0e0f5b1bd2f147.png
This release is mostly just bugfixes, thankfully they aren't too many!
CHANGES:
- COMMAND model updated
- Rearm + Repair base cost lowered slightly
FIXES:
- 日本語バグ修正!
- Landing on the carrier during a mission would leave a copy of your aero on it, then disable the "Gun" button
- Some words weren't translated in any language
- Experimental fix for some players who crash when starting the game (presumably after the Fractal Phase logo): open "Sky Rogue/Save/GameOptions.sav" and set "disableNavMeshGeneration" from "false" to "true".
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9589271/c6423cfd4bbe5a01c9f2fb316e0e0f5b1bd2f147.png
The very first version of Sky Rogue was made in a week in July 2013. We released it on itch.io in January 2014, then on Steam Early Access in July 2015. The game you're playing today is the culmination of more than 4 years work, we sincerely hope you enjoy it. Good hunting, rogues!
v 1.0 Changelog:
NEW STUFF:
- ODIN Experimental Bomber: only available after beating the end boss
- Detailed Aeropedia descriptions from Sven Bergstrom!
- Most specials are now upgradeable. This should help bombers survive later islands better.
- Translations added: 日本語, 简体中文
CHANGES:
- Landing before a mission is complete will repair and rearm but won't let you change aeros or loadouts. Plan accordingly!
- Tailgun damage 12->20, ALMM damage 50->100
- L-DRONE health 40->150, upgraded gun to RAILGUN
- Endboss difficulty reduced slightly
- New BARRACKS model
- New cactus model
- Added light effects to kill booms
- Mouse cursor now has a custom texture
- Upgraded from Unity 5.6.0 to Unity 5.6.3
FIXES:
- Target reticles were very small and hard to read at high resolutions or in co-op. They are now scaled to the screen size.
- Visual fixes to some enemies
- Fixed typo in "Infared"
- Firing effects were missing from Autocannon and Flak
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9589271/c6423cfd4bbe5a01c9f2fb316e0e0f5b1bd2f147.png
The very first version of Sky Rogue was made in a week in July 2013. We released it on itch.io in January 2014, then on Steam Early Access in July 2015. The game you're playing today is the culmination of more than 4 years work, we sincerely hope you enjoy it. Good hunting, rogues!
v 1.0 Changelog:
NEW STUFF:
- ODIN Experimental Bomber: only available after beating the end boss
- Detailed Aeropedia descriptions from Sven Bergstrom!
- Most specials are now upgradeable. This should help bombers survive later islands better.
- Translations added: 日本語, 简体中文
CHANGES:
- Landing before a mission is complete will repair and rearm but won't let you change aeros or loadouts. Plan accordingly!
- Tailgun damage 12->20, ALMM damage 50->100
- L-DRONE health 40->150, upgraded gun to RAILGUN
- Endboss difficulty reduced slightly
- New BARRACKS model
- New cactus model
- Added light effects to kill booms
- Mouse cursor now has a custom texture
- Upgraded from Unity 5.6.0 to Unity 5.6.3
FIXES:
- Target reticles were very small and hard to read at high resolutions or in co-op. They are now scaled to the screen size.
- Visual fixes to some enemies
- Fixed typo in "Infared"
- Firing effects were missing from Autocannon and Flak
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9589271/abfce1a2fd95c903062fbab8cde4f40a51b87edf.png
Lots of fixes, getting ready for version 1.0!
Beta 3.1 Changelog:
NEW STUFF:
- Added weapon firing effects to micromissiles, guns, and rockets
FIXES:
- You can now use the left and right arrow keys while holding shift. If you still experience problems, reset to defaults in the Rebind Controls menu
- MEDVED's cockpit camera was in the wrong place
- Upgraded Rewired input library to 1.1.5.3U5 ... among other things, this means Nintendo Switch Joycons should be supported!
- ZULU was using the KONDOR's upgrade key, so when you upgraded KONDOR it would upgrade ZULU
- AI escorts were being placed incorrectly so they would often ram into the things they're supposed to protect
- Island names were sometimes jumbled in the debriefing screen
- Pausing the game also pauses sounds, not just music
- TOROs and BADGERs should no longer be spawned in the sea
- Endgame credits sequence was ending immediately
- CARRIER ENGINEs and TYPHON can now be targeted by Air-to-air weapons, because... they're in the air.
- Clouds are spawned all around the player, so there's no longer a large cloudless area bordering the island
- Music volume was not being respected on the carrier menu
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9589271/abfce1a2fd95c903062fbab8cde4f40a51b87edf.png
Lots of fixes, getting ready for version 1.0!
Beta 3.1 Changelog:
NEW STUFF:
- Added weapon firing effects to micromissiles, guns, and rockets
FIXES:
- You can now use the left and right arrow keys while holding shift. If you still experience problems, reset to defaults in the Rebind Controls menu
- MEDVED's cockpit camera was in the wrong place
- Upgraded Rewired input library to 1.1.5.3U5 ... among other things, this means Nintendo Switch Joycons should be supported!
- ZULU was using the KONDOR's upgrade key, so when you upgraded KONDOR it would upgrade ZULU
- AI escorts were being placed incorrectly so they would often ram into the things they're supposed to protect
- Island names were sometimes jumbled in the debriefing screen
- Pausing the game also pauses sounds, not just music
- TOROs and BADGERs should no longer be spawned in the sea
- Endgame credits sequence was ending immediately
- CARRIER ENGINEs and TYPHON can now be targeted by Air-to-air weapons, because... they're in the air.
- Clouds are spawned all around the player, so there's no longer a large cloudless area bordering the island
- Music volume was not being respected on the carrier menu
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9589271/abfce1a2fd95c903062fbab8cde4f40a51b87edf.png
This is the last Beta! 1.0 release is coming around the corner. Beta 3 has a lot of stuff we've been meaning to do for months or even years and wanted to get done before 1.0.
Changelog:
NEW STUFF:
- Trees, cacti, and rocks!
- Destroying certain buildings causes certain side-effects
- Carriers and Drednauts now have small, indestructible gun turrets ... watch out!
- New mission target: GRYPHON (the existing GRYPHON-AWACS now has a tailgun)
- New mission target: FREIGHTER cargo ship
- BADGER Land Assault Vehicles will defend some sites, equipped with SAM turrets
- A fun new overpowered weapon can be researched if you have beaten the game
- AGM-MIRV "Hwacha" Air-to-ground MIRV missile
- UB-M "Blackjack" Micro Bomb
- RAILGUN "Kunai" Railgun
- "Wing" camera mode
- New Achievement: "Missile With A Man In It", beat the game in under 40 minutes. The timer starts after entering the carrier menu on Day 1.
CHANGES:
- Adjusted default camera FOV 70 -> 65 degrees
- Flares now distract missiles for three seconds after they're launched instead of only the moment they're launched
- Weapons are disabled while inside a landing zone
- Some air enemies will react when getting shot at
- Aeropedia now shows kill rewards
- DRONE-L wingmen are slightly better at not getting killed
- Vets and Aces have more varied attacks, sometimes attacking with guns
- Changed pause menu to quit on spacebar / A button to be more like the rest of the menus in the game
- Changed endboss MASS-DRVR to be significantly more menacing at long range, but slower so it's less menacing at short range
MODDING:
- Custom Environments : there is a new "environmentName" setting in the "site" portion of a custom mission's "mission.json" file. The textures that define an environment are demonstrated in the Example Custom Mission (http://steamcommunity.com/sharedfiles/filedetails/?id=599986464). The only tricky one is "environment.png", the colours on that texture define colours for specific things like fog, sunlight, ambient light, and clouds.
- You can add menu graphics to your custom weapons by adding a child mesh filter+renderer called "graphics". Make sure the mesh you are using is pretty tiny.
- If an aero has a "gun" transform child on it (similar to "cockpit"), all SECONDARY gun weapons will be reparented to that location. Makes it possible to do stuff like an F-16's offset gun port without requiring that the gun be equipped on a particular mount.
FIXES:
- Basic MICRO missile had an incorrectly configured collider which caused it to fly through certain targets
- Sea units should pathfind properly around terrain and other obstacles
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9589271/abfce1a2fd95c903062fbab8cde4f40a51b87edf.png
This is the last Beta! 1.0 release is coming around the corner. Beta 3 has a lot of stuff we've been meaning to do for months or even years and wanted to get done before 1.0.
Changelog:
NEW STUFF:
- Trees, cacti, and rocks!
- Destroying certain buildings causes certain side-effects
- Carriers and Drednauts now have small, indestructible gun turrets ... watch out!
- New mission target: GRYPHON (the existing GRYPHON-AWACS now has a tailgun)
- New mission target: FREIGHTER cargo ship
- BADGER Land Assault Vehicles will defend some sites, equipped with SAM turrets
- A fun new overpowered weapon can be researched if you have beaten the game
- AGM-MIRV "Hwacha" Air-to-ground MIRV missile
- UB-M "Blackjack" Micro Bomb
- RAILGUN "Kunai" Railgun
- "Wing" camera mode
- New Achievement: "Missile With A Man In It", beat the game in under 40 minutes. The timer starts after entering the carrier menu on Day 1.
CHANGES:
- Adjusted default camera FOV 70 -> 65 degrees
- Flares now distract missiles for three seconds after they're launched instead of only the moment they're launched
- Weapons are disabled while inside a landing zone
- Some air enemies will react when getting shot at
- Aeropedia now shows kill rewards
- DRONE-L wingmen are slightly better at not getting killed
- Vets and Aces have more varied attacks, sometimes attacking with guns
- Changed pause menu to quit on spacebar / A button to be more like the rest of the menus in the game
- Changed endboss MASS-DRVR to be significantly more menacing at long range, but slower so it's less menacing at short range
MODDING:
- Custom Environments : there is a new "environmentName" setting in the "site" portion of a custom mission's "mission.json" file. The textures that define an environment are demonstrated in the Example Custom Mission (http://steamcommunity.com/sharedfiles/filedetails/?id=599986464). The only tricky one is "environment.png", the colours on that texture define colours for specific things like fog, sunlight, ambient light, and clouds.
- You can add menu graphics to your custom weapons by adding a child mesh filter+renderer called "graphics". Make sure the mesh you are using is pretty tiny.
- If an aero has a "gun" transform child on it (similar to "cockpit"), all SECONDARY gun weapons will be reparented to that location. Makes it possible to do stuff like an F-16's offset gun port without requiring that the gun be equipped on a particular mount.
FIXES:
- Basic MICRO missile had an incorrectly configured collider which caused it to fly through certain targets
- Sea units should pathfind properly around terrain and other obstacles
Hello, pilots!
The 1.0 Release is coming soon! There will be a Beta 3 release before it. Part of that means raising the price of the game to its final release price: $19.95 USD. This might be different in your local currency! The price change will occur Monday, July 24th.
Anyone who's sitting on the fence about buying the game should really do it now!
Of course, everyone who's already bought the game has effectively gotten it at a significant discount. Please take it as a token of appreciation for taking a chance when the game wasn't finished. Thanks for all the bug reports, feedback, support, and of course, workshop mods!
This doesn't mean updates will stop! It just means they will be less frequent and that the core of the game is finished. I've listened to a lot of the requests for features that would end up delaying the release by months, if not years. We'll keep them in mind moving forward and if we implement any of them, it will mean we can focus on them one at a time without having to flesh out the rest of the game.
Thanks,
Kenny (Forkbeard)
Founder, Fractal Phase Games Corporation
Hello, pilots!
The 1.0 Release is coming soon! There will be a Beta 3 release before it. Part of that means raising the price of the game to its final release price: $19.95 USD. This might be different in your local currency! The price change will occur Monday, July 24th.
Anyone who's sitting on the fence about buying the game should really do it now!
Of course, everyone who's already bought the game has effectively gotten it at a significant discount. Please take it as a token of appreciation for taking a chance when the game wasn't finished. Thanks for all the bug reports, feedback, support, and of course, workshop mods!
This doesn't mean updates will stop! It just means they will be less frequent and that the core of the game is finished. I've listened to a lot of the requests for features that would end up delaying the release by months, if not years. We'll keep them in mind moving forward and if we implement any of them, it will mean we can focus on them one at a time without having to flesh out the rest of the game.
Thanks,
Kenny (Forkbeard)
Founder, Fractal Phase Games Corporation
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9589271/abfce1a2fd95c903062fbab8cde4f40a51b87edf.png
This mostly has some bugfixes and tweaks, but new content is coming in Beta 3 just around the corner!
NEW STUFF:
- Sound slider in the options menu! About time.
- New achievement for researching all 'experimental' technologies
CHANGES:
- Missile guidance should be slightly improved now; they would lead their targets too aggressively and sometimes miss when fired at good angles while travelling at high speeds
- CORVETTE renamed DREDNAUT
- FLAK-BURST fire rate toned down a bit
- Reinforcement strength is now eased a bit more on earlier islands
- Aeros and weapons now have an explicit order to them, so they'll be more logically grouped in Loadout and Aerolab menus
- Ground turrets no longer contribute to the enemy's decision to send reinforcements (in effect this means you will have to destroy more unprotected targets to trigger them)
- Removed payload costs of some air-to-air missiles
- AGM-F turn speed and lock-on cone drastically increased
- AA-MR turn speed increased slightly
FIXES:
- Carriers give rewards again when destroyed
- Missile guidance versus moving ground targets vastly improved
- Co-op: only player 1 can set the carrier skin now. Player 1's skin isn't set when player 2 sets their skin.
- Co-op: dying now brings you back to the carrier menu, just like in singleplayer
- "Aero Superiority" achievement fixed so it doesn't require you to beat the game
http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/9589271/abfce1a2fd95c903062fbab8cde4f40a51b87edf.png
This mostly has some bugfixes and tweaks, but new content is coming in Beta 3 just around the corner!
NEW STUFF:
- Sound slider in the options menu! About time.
- New achievement for researching all 'experimental' technologies
CHANGES:
- Missile guidance should be slightly improved now; they would lead their targets too aggressively and sometimes miss when fired at good angles while travelling at high speeds
- CORVETTE renamed DREDNAUT
- FLAK-BURST fire rate toned down a bit
- Reinforcement strength is now eased a bit more on earlier islands
- Aeros and weapons now have an explicit order to them, so they'll be more logically grouped in Loadout and Aerolab menus
- Ground turrets no longer contribute to the enemy's decision to send reinforcements (in effect this means you will have to destroy more unprotected targets to trigger them)
- Removed payload costs of some air-to-air missiles
- AGM-F turn speed and lock-on cone drastically increased
- AA-MR turn speed increased slightly
FIXES:
- Carriers give rewards again when destroyed
- Missile guidance versus moving ground targets vastly improved
- Co-op: only player 1 can set the carrier skin now. Player 1's skin isn't set when player 2 sets their skin.
- Co-op: dying now brings you back to the carrier menu, just like in singleplayer
- "Aero Superiority" achievement fixed so it doesn't require you to beat the game
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/9589271/abfce1a2fd95c903062fbab8cde4f40a51b87edf.png
Beta 2 brings in Endless mode along with the first mobile sea enemies and the ROGUE II aero, which is the first piece of "New Game+" content. Beta 3 has more content planned along with better mission variety and metagame side-effects for destroying partciular buildings.
Changelog:
NEW STUFF:
- Endless Mode! Endless mode has no end boss, it simply continues on forever.
- CUTTER naval craft
- CUTTER and HOVER can now move around a bit on the water!
- ROGUE II Experimental Fighter - You have to beat the game to be able to research it - expensive to upgrade, but it's worth it!
- CARRIERs can now be destroyed by destroying individual ENGINE sub-sections
- Translation support with a partial French translation ... see the MODDING section for details for making your own translations
- More official translations coming in the future!
CHANGES:
- Flak turrets have a lower rate of fire
- Fully upgraded Fighters are a bit less maneuverable and thus easier to control
- The Basilisk (huge area effect bomb / thermobaric bomb / "nuke") can now only be unlocked after beating the game. If you already have it, though, you'll keep it. More "New Game+" style weapons are on the way!
- Vets and Aces now fly in upgraded aeros. They'll be able to match your turning speed and take a lot more hits... watch out!
- Toned down maneuverabiltiy upgrades for fighter aeros (Rogue, Schwalbe, Drakon, Kirin) so they're easier to control
- Enemy reinforcements incoming now have a visual warning
- Enemy reinforcements are a lot tougher! Wreak havoc at your own risk.
MODDING:
- Localization: you can now make partial localizations for the game. Simply create a mod with a "Localization" folder and an "en.localization.json" file inside (replacing "en" with the language's ISO code). A template file can be found here: https://raw.githubusercontent.com/nihilocrat/SkyRogueModTool/master/en.localization.json
FIXES:
- Upgraded Unity engine version from 5.2.4 -> 5.6.0 ... if you are having technical issues with the game they might be fixed!
- You can now scroll the custom mission list if there are more than 6 items in it
- If you die or complete a mission while in cockpit mode, you will start the next mission already in cockpit mode
- Aero models are hidden while in cockpit mode because they would often obscure your vision; this doesn't happen with modded aeros because many depend on this bug to display custom cockpits
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/9589271/abfce1a2fd95c903062fbab8cde4f40a51b87edf.png
Beta 2 brings in Endless mode along with the first mobile sea enemies and the ROGUE II aero, which is the first piece of "New Game+" content. Beta 3 has more content planned along with better mission variety and metagame side-effects for destroying partciular buildings.
Changelog:
NEW STUFF:
- Endless Mode! Endless mode has no end boss, it simply continues on forever.
- CUTTER naval craft
- CUTTER and HOVER can now move around a bit on the water!
- ROGUE II Experimental Fighter - You have to beat the game to be able to research it - expensive to upgrade, but it's worth it!
- CARRIERs can now be destroyed by destroying individual ENGINE sub-sections
- Translation support with a partial French translation ... see the MODDING section for details for making your own translations
- More official translations coming in the future!
CHANGES:
- Flak turrets have a lower rate of fire
- Fully upgraded Fighters are a bit less maneuverable and thus easier to control
- The Basilisk (huge area effect bomb / thermobaric bomb / "nuke") can now only be unlocked after beating the game. If you already have it, though, you'll keep it. More "New Game+" style weapons are on the way!
- Vets and Aces now fly in upgraded aeros. They'll be able to match your turning speed and take a lot more hits... watch out!
- Toned down maneuverabiltiy upgrades for fighter aeros (Rogue, Schwalbe, Drakon, Kirin) so they're easier to control
- Enemy reinforcements incoming now have a visual warning
- Enemy reinforcements are a lot tougher! Wreak havoc at your own risk.
MODDING:
- Localization: you can now make partial localizations for the game. Simply create a mod with a "Localization" folder and an "en.localization.json" file inside (replacing "en" with the language's ISO code). A template file can be found here: https://raw.githubusercontent.com/nihilocrat/SkyRogueModTool/master/en.localization.json
FIXES:
- Upgraded Unity engine version from 5.2.4 -> 5.6.0 ... if you are having technical issues with the game they might be fixed!
- You can now scroll the custom mission list if there are more than 6 items in it
- If you die or complete a mission while in cockpit mode, you will start the next mission already in cockpit mode
- Aero models are hidden while in cockpit mode because they would often obscure your vision; this doesn't happen with modded aeros because many depend on this bug to display custom cockpits
This version only brings some important bugfixes... Beta 2 has been in the works for more than a month now and should follow on Beta 1.2's heels.
FIXES:
- Custom missions can be played again!
- You will no longer get stuck in zoom if you zoom the camera
About
Steam news for Sky Rogue
This page aggregates Steam news feeds, patch notes, and developer announcements for Sky Rogue, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Sky Rogue statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.