SKY ROGUE (Posts tagged steam games)

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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

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1.0.2 RELEASED!
Get it on any of these stores (Steam Key included!):
itch.io
Humble
Steam
NEW STUFF:
- TORPEDO “Partisan” Aerotorpedo - Heavier, more accurate version of the heavy rocket
CHANGES:
- You can change your loadout when landing on the...

1.0.2 RELEASED!

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

itch.io

Humble

Steam

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

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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
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BETA 3.1 RELEASED!Get it on any of these stores (Steam Key included!):
itch.io
Humble
Steam
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...

BETA 3.1 RELEASED!

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

itch.io

Humble

Steam


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
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BETA 2.2 RELEASED!Get it on any of these stores (Steam Key included!):
itch.io
Humble
Steam
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...

BETA 2.2 RELEASED!

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

itch.io

Humble

Steam

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

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BETA 1 RELEASED!

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

itch.io

Humble

Steam

Changelog:

NEW MUSIC!
A completely new dynamic soundtrack by Phonetic Hero (https://soundcloud.com/phonetichero)

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
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