SKY ROGUE (Posts tagged itchio)

1.5M ratings
277k ratings

See, that’s what the app is perfect for.

Sounds perfect Wahhhh, I don’t wanna

1.2 RELEASED!

Get it here:

Steam

Itch.io

Humble

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

flightsim lowpoly arcade roguelike roguelite steam games steam sale itchio switch
SKY ROGUE VERSION 1.0 RELEASED!Get it on any of these stores (Steam Key included!):
itch.io
Humble
Steam
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...

SKY ROGUE VERSION 1.0 RELEASED!

Get it on any of these stores (Steam Key included!):

itch.io

Humble

Steam

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! 

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
release steam games lowpoly retro flightsim itchio humble store
ALPHA 29.1 RELEASED!Get it on any of these stores (Steam Key included!):
itch.io
Humble
Steam
This is mostly a bunch of much-needed bugfixes, but a steep difficulty increase after Island 10 has been added to challenge players who get that...

ALPHA 29.1 RELEASED!

Get it on any of these stores (Steam Key included!):

itch.io

Humble

Steam

This is mostly a bunch of much-needed bugfixes, but a steep difficulty increase after Island 10 has been added to challenge players who get that far.

Changelog:

CHANGES:

  • Added an insane difficulty ramp-up after Island 10

FIXES:

  • Dodge tutorial fix (mouse control dodge didn’t work)
  • Fixed longstanding co-op bug where player 2’s kills would not earn any money. Sorry that this very important bug somehow never got fixed until now.
  • Upgrades are updated correctly on the carrier menu, no more having to equip something to have them show up. This is also true for co-op, which should make things a LOT less confusing.
  • Aerododge graphics were appearing in the middle of aeros.
  • “Auger In” achievement should be working again
  • Mods which use the “Aeroplane_rogue” template should work properly and be upgradeable. Technically this template doesn’t exist (it should be “Aeroplane_aerowing”) but there’s now an alias. Same goes with “Aeorplane_zoke” vs. “Aeroplane_zulu”: both will work
  • Asset bundle mods which can’t be loaded show an in-game error dialog
  • Campaign menu no longer shows decal icons in the top window if you choose a skin that doesn’t have a decal
  • Terrain flickering on shorelines should be fixed.
Alpha steam games release gamedev indiedev flight simulation games roguelike flight simulator steam workshop early access itchio
ALPHA 29 “Cobra Turn” RELEASED!Get it on any of these stores (Steam Key included!):
itch.io
Humble
Indie Game Stand
Steam
A new aero, upgrades, aeropedia, and a serious easing of the game’s difficulty curve are in this update. Switching to the...

ALPHA 29 “Cobra Turn” RELEASED!

Get it on any of these stores (Steam Key included!):

itch.io

Humble

Indie Game Stand

Steam

A new aero, upgrades, aeropedia, and a serious easing of the game’s difficulty curve are in this update. Switching to the Rewired input system means a LOT more out-of-the-box support for flight sticks, and more in-depth control rebinding options. This is the last major version until Beta!

NEW STUFF:

  • ORCA Heavy Interceptor 
  • Aeropedia: Permanently records the number of kills for each enemy and the number of times you’ve been killed by them. It currently doesn’t record all variants (ex: FALKE-VETs count as FALKEs): this is a work in progress.
  • Aero Upgrades: You can now upgrade aeros like you do weapons. The stat progrssions are all very early and need testing and feedback. Payload and Avionics do not change, because then when you lose your upgrades you might have an invalid loadout that won’t fit on the un-upgraded version of the same aero.
  • Vertical splitscreen option: currently the GUI doesn’t adapt well to it, so it’s highly recommended that you play in windowed mode and strech the window so that the whole in-flight HUD is visible. This should not be a problem if you’re stretching the screen across two monitors with a shared desktop.
  • New bombsight: it’s rendered in world space, so it is much more intuitive to use and gives you a more accurate idea of where your bombs might fall (there’s a to-do item to make it recalibrate based on the predicted target altitude, right now it is still calibrated for sea level)
  • Land sites will now spawn companion buildings in adjacent hexes
  • Throttle changes near 50% throttle are faster for better game feel
  • “Knife Fight” achievement: kill an air enemy at range 50 or closer

CHANGES:

  • Changed to the Rewired input library. This means a lot more native support for flight sticks (http://guavaman.com/projects/rewired/docs/SupportedControllers.html) the rebind menu should be a bit friendlier.
  • Difficulty curve has been significantly eased
  • The total number of aeros spawned at the beginning of an island in later islands has been reduced (though they are still often vets / aces)
  • Ground defense count grows much more gradually than before
  • AI aggro range reduced (they will always aggro if you shoot at them, though)
  • Asset Bundle mods no longer need to be called “test”, in fact they should have unique names
  • Barracks HP 500->1000, large hangar 1000->500

FIXES:

  • Asset Bundle mods should get loaded in free flight
  • Dodge tutorial can now be completed (In Alpha 28 it can be completed if you use roll (left or right arrow keys) but NOT if you use yaw (A or D on the keyboard))
  • Custom missions use the new terrain system
  • Completing co-op missions returns you to the carrier instead of immediately starting a new mission
  • When player 1 dies in co-op mode it no longer resets all your progress (it only does so if both players die)
Alpha release gamedev indiedev Flight Simulator steam games Steam steam workshop early access itchio