Buy the game and play it now:
- itch.io - Humble Store - Nintendo Switch - Xbox One
Follow development on Twitter: @skyroguegame
Contact: contact@fractalphase.com
Made by Fractal Phase:
@nihilocrat - Programming
Music by Phonetic Hero
(The Otherworld Agency)
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
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
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
BIOMES! Not just blue anymore: arid and snow levels appear later in the game
ENDBOSS! You can win: a secret enemy superweapon awaits you on the final island!
NEW STUFF:
New model for the VECTOR Medium Interceptor
Several new turret types appear in the arid and snow biomes
A button prompt will appear when you are in the landing area of a carrier or ground base that will let you safely auto-land; you can still do it the old fashioned way
A bunch more Steam achievements!
“Drift” skin
UI graphics changed in some places for a cleaner look
UI sound effects improved, and added in many more places
Aeros will appear on the carrier deck as you unlock them
CHANGES:
Landing during a mission now costs money. The cost increases each time you land on the same island, and increases slightly less as you get further in the game.
The weapon wheel is now always visible during flight, so you can be aware of everything you have equipped
The bombsight is calibrated for the altitude of your current target. If you’re having trouble hitting a target on a mountaintop, for example, try targeting it first. This does not work for airships.
Halved the size of speed and altitude indicators to make the HUD a little more lightweight
FIXES:
Weapon upgrades were being applied too late for their data to show up properly in the GUI, AND it seemed like maybe only Mk 2 was actually getting applied, Mk 3 being ignored.
A Steam workshop mod will only be loaded if you’re actually subscribed to it. Steam doesn’t seem to necessarily delete a mod if you’ve unsubscribed
In some cases, beginning a mission would load the level twice on top of itself
This is just a few important bugfixes before Beta 1 is released! The major change here is much better support for flightstick / throttle controls.
Changelog:
FIXES:
You will lose any money you make during a mission if you quit the mission or the game. Of course, completing the mission will let you keep any money you gained.
Updated input library (Rewired), adjusted max controllers per player so you can assign more than 1 to support HOTAS and rudder pedals and such
Adjusting throttle now adjusts _target throttle_ instead of _rate of throttle change_; this makes flightstick throttles behave properly and gamepad throttle a bit more expressive.
Destroying multiple mission targets in the same frame will not cause the mission to become uncompletable
Afterburners were sometimes visible on aeros when changing loadouts on the carrier deck
RAYDOME building was completely black
MODDING:
Custom weapon MIRVs are supported now; might need work on my end to update the Mod Tool though.
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
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
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)
- L-DRONE - Special - In-flight Launched Drone - Special which launches a friendly autonomous drone
- TAIL-GUN - Special - A tail gun which automatically aims at the closest enemy when you fire it
- FLAK - Turret - Fires flak shells with a long range (1000) and a large area of effect
- FLAK - Weapon - Player-usable version of the flak cannon
- TORO mech has new graphics!
- ZULU aero has new graphics!
- Fullscreen effect when you get hit (disabled when using Low Graphics)
- Sound and animation notification when you detect a new target
- Mission complete screen with a little bit of info: still very much a work in progress
- A special loading screen with progress bar when loading mods
TWEAKS:
- Beginner Controls completely reworked: it’s now simply the case where moving left or right will cause you to bank in that direction. The camera never rolls along with the aero, and it will automatically right itself if for example you collide with something that doesn’t kill you. I’ve noticed that the core thing beginners often have an issue with is getting quickly disoriented when they have to deal with all three axes of rotation and losing the frame of reference you get when “up” is always the same direction. The Y axis is also by default not inverted, so up pitches up, which seems a lot more natural for beginners and also for mouse controls. You can still force the invert while using beginner controls in the options menu.
- Co-op mode is now started from the same carrier menu as singleplayer
- AGM-FF - Speed increased x2, Avionics cost reduced 40->20. Players were right that it wasn’t worth the avionics cost on a bomber, and was overall not a useful weapon compared to alternatives. This will hopefully change when moving ground forces are implemented. In any case, speed was increased because the missile is intended to take out defenses before they can fight back.
- GB-1 - Avionics cost increased 20->30. Intended to balance it more with the AGM-FF.
- All GUNs (vulcan cannons, not the autocannon) - new sound effects and slightly less damage, with some upgrade paths tweaked.