Sky Noon is a First-Person Shooter with Brawler mechanics. Players are equipped with a grappling hook, a lasso and an arsenal of weapons and abilities. There is no health in Sky Noon - players eliminate their enemies by pushing and pulling them off the Floating Frontier.
Recent Reviews:
Mostly Positive (14) - 78% of the 14 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (158) - 82% of the 158 user reviews for this game are positive.
Release Date:
Dec 18, 2018
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Recent updates View all (19)

December 21, 2018

Sky Noon 1.0 Update Patch Notes

Here are the patch notes for the full release of Sky Noon! There are a bunch of polish and bug fixes, as well as some big new features such as Grappling Hook and Weapon Customisation, the new game mode Money Bags, and Time Trial Leagues. Come discuss them with us on our Discord: https://discordapp.com/skynoon



General
  • Custom settings for each game mode (eg. match time, score to win) are now stored separately so they can be saved individually in a preset.
  • You can now earn XP in custom games!
  • LAN Servers are now supported – each computer must still have a Steam account logged in.
  • Improved start-up load times.
  • Duels
    • Added a new ice themed duel map called Icy Peaks.
  • Grappling Hook Customization
    • Unlockable through Time Trials.
  • Weapon Customization
    • Unlock skins for each weapon by getting eliminations with them.

    New Game Mode: Money Bags
    • A new free-for-all game mode.
    • Players collect coins around the level. You can eliminate other players to steal their coins and add an extra 10 to your tally.
    • Players then have to wait for the Vault to open to Bank their money adding to their total.
    • First player to bank enough cash or has banked the most when time runs out wins.
    • Full custom game mode options.

    Time Trials
    • Time Trials have had a facelift. They now have new Time Trial specific visuals to help direct the player.
    • Bronze and silver medals have been removed, leaving only gold and the new platinum medal.
      • For the original trials, the gold medal par times have been changed to be the same as the old silver medal times. The platinum medals are the same times as the old gold medals.
        • If you already had the gold medals in the original trials you will now have the platinum medals.
    • Time Trials are now grouped into four leagues:
      • Beginners: an easy intro to Time Trials.
      • Intermediate: The original 8 time trials with a new look.
      • Attack: Targets have been placed around the Time Trials to shoot. Each target destroyed freezes time for 1 second.
      • Advanced: For experienced players, challenging them to mix in abilities and weapons.
    • New grappling hook skins rewarded from Time Trial leagues. Earn all gold medals in a league to get a new skin. Go the extra mile and earn all platinum medals in a league to get a more prestigious skin.
    • Added a third person camera to the end of time trials, showing your final pose.
    • Added new preview gates so players can see the gate after the current one.
    Bug Fixes:
    • Fixed a bug where the player would keep running at the end of a time trial (movement is now paused).

    Gameplay
    • Reworked the Machine Pistol:
      • Now fires a quick 3 shot burst instead of constant fire.
      • Automatic firing remains (Hold to refire).
      • Knockback of each shot increased by 118%.
        • The Machine Pistol has been in a unique place in that depending on your skill level, it seemed either too weak or overpowered. Erratic shots of the Machine Pistol didn’t do enough knockback to eliminate a player, but due to the weapon’s ability to reset velocity and interrupt grappling a skilled player could allow for almost no room to survive it. With burst fire there is now room between shots to manoeuvre, making it much less frustrating to play against. Also, with each shot being much more powerful, less frequent hits now pack more punch. The Machine Pistol still fills its tracking niche; landing every shot in the burst rewards you with a more powerful knockback.
      • Added custom game setting for number of shots in the burst.
    • Reworked the Jet Boots:
      • Fuel removed, now has a 12 second cooldown and 2 charges.
      • Upon activation you have a second of quick movement in whatever direction you press.
      • You can now fly upwards or downwards by moving forward and looking in that direction.
      • Flying speed increased by 65%.
        • The Jet Boots suffered the same problem as the Machine Pistol, but from a defensive position. Having the ability to reset your velocity at any time made slow weapons incredibly weak against a player with the Jet Boots. At the same time, Jet Boots had little capability fighting against a hit that sent you upwards, or getting back to the map from below. To solve these problems we’ve reworked the Jet Boots to be able to move you very quickly in whatever direction want, with a cooldown to balance it out. Multiple charges let you get around the map quickly, saving one for defense.
      • Updated Jet Boots custom settings to be appropriate to the rework.
    • New custom game settings:
      • Floor is lava
        • Keep your feet off the ground or you’ll be flung into the sky.
      • Time shift
        • Slow down or speed up time when you hit an enemy player.
    • Weapons that are set to have no reserve ammo can now overflow missing ammo when an ability crate is picked up.
    Bug Fixes
    • Shotgun now works on vultures.
    • Pseudo-random weapon and ability lists are now reset upon match start.
    • Fixed a bug causing Boosters to never spawn if pickups were enabled in custom game settings.
    • Weapon and ability pickups now obey custom settings for weapons and abilities that were disabled.

    HUD / User Interface
    • Added gamepad navigation to all menus.
    • Added a reset defaults button for game settings (HUD colour etc).
    • Social and Profile menus now hide the menus underneath them for more clarity.
    • Added ‘Invite to Game’ button in the Profile menu, visible in other players’ profiles if you are in a lobby or match.
    • Added a new keybind for gamepad only: 180 degree turn. Bound to the right stick click by default.
    • Custom preset names are now stored so you don’t need to write it again to overwrite the preset.
    • Added ‘Show Chat’ setting. Disabling this will hide chat messages if you don’t have the chat window open.
    Bug Fixes
    • Correct lobby interface is now shown when joining an Open Duel Lobby.
    • Fixed hint text using incorrect images for gamepad buttons.
    • Fixed a bug where returning to the in-game menu from the social menu would allow game input while still in the menu.
    • Fixed problems with some keys not rebinding.

    Audio
    • New firing sound for the Machine Pistol.
    • Added music to time trials.
    • Added win and loss sound motifs for completing a time trial and falling out of the map, respectively.
3 comments Read more

August 14, 2018

Developing Pinnacle: Sky Noon’s Latest Map


Our first new map in Sky Noon, called ‘Pinnacle,’ will be releasing in a free patch on the 15th this week. This blog will give a bit of insight into its development, starting from the concept stage and progressing to the final result.

What is Pinnacle
Pinnacle is a section of lake and a water source that was raised very, very high into the sky long ago, causing all the water to freeze for easy harvesting.

Before we began, we knew that we wanted to create a map inspired by the ice trade, which involved the mass collection and transport of ice from the 19th to early 20th century. We felt that this theme meshed perfectly with Sky Noon’s backstory of fighting over water. A large mass of ice would be a goldmine for whoever controls it, as they could gradually mine away at it and ship it off to wherever it was being sold or used.


https://architectofthecapital.org/posts/2016/8/5/american-ice-co

We felt that ice physics would be an interesting addition to Sky Noon. Having ice would allow us to create slippery ramps and surfaces that you could maintain your momentum while sliding across. It would be a unique addition to the game both in appearance and gameplay, striking quite a contrast against the existing maps.



Development
The map started as a bunch of grey boxes piled on top of eachother into the shape of nearly a map, inspired by some concept art which helped to set a general idea of the direction. After a few iterations and varying map styles, we arrived on a rough but functional level to test on. We played it a lot, then moved forward with the internal feedback and new ideas.

From there it was a balance of creating assets and developing the design of the level, which went hand in hand. A new set of rocks was created to act as the base land, with a new look that stood apart from the rest of the maps. The goal with the rocks was to create something that was familiar to Sky Noon and the western theme, but with some layered snow and hard cuts like a quarry.




The ice itself would make up a large portion of the walkable space, standing out against the orange of the rocks and creating a slippery playspace. We believe we have struck a good balance with the ice physics. You retain a great deal of control while walking on the ice but can still feel the slippery effects if you try to stop or are sent flying across it. You can take a break from grappling to slide across the ice with your momentum, but you will quickly slow to normal walking speed. That is unless the ice is sloped, in which case you will slide all the way to the bottom.



Major changes began to take place as we tested the map, finding that some parts worked and some didn’t. For instance, having a map with a single tall mass tends to reduce the potential for creative grappling, devolving into a constant roundabout. Adding extra high points, splitting up parts of the map into separated play areas and cutting out a few unnecessary sections brought it much closer to the final result.

A cozy building was added to act as a base of operations, a workshop for storage and management of the ice trade. Along with it came the barges and ice wagons, used to transport the ice locally or to far away places. We also added a few large ramps of ice to make better and more interesting use of the ice physics.



Final
Now here we are at the final result with some post process changes and new assets. We will leave you with a few screenshots to peek at. We hope you enjoy the new map!
3 comments Read more

About This Game

Grab your hat, lasso, and grappling hook, and get ready for a high-flying Wild West showdown!



Taking place in a reinvented Wild West universe where the frontier floats among the clouds, Sky Noon players take the role of hired gunslingers that battle opposing cartel fighters in the sky. There are no health meters in Sky Noon; instead players use various super-powered compressed air weapons to send enemies flying out of their boot spurs! Grappling hooks and lassos are literal lifelines preventing players from falling off into the great blue sky. Combined with other items like steam-powered jetpacks, jump pads, and teleporters, cowboys need to be quick on the draw and light on their boots in the fast-paced, aerial mayhem of Sky Noon.

KEY FEATURES

Weapons With a Big Blast

Make use of devices powered by super-compressed air to fling opponents off levels – knock them varmints straight to the moon!

Lassos, Grappling Hooks, and Jump Pads… Oh My!

Freely move throughout the floating levels by using quick-firing grappling hooks. Take advantage of jump pads for quick long leaps and lasso cowboys back to levels. Additional items like teleporters and air-powered jet boots can give a tactical advantage or help escape a close brush with death.

Online Multiplayer Mayhem

2-6 players can jump into modes like Free For All, Team Deathmatch, King of the Hill, and Cart, with more game modes coming in the near future

Customizable Online Games

Personalize Sky Noon gunfights with over 50 different game server options. Pack more punch to melee attacks, remove random crates, turn on infinite ammo, increase spawn rates on all items, and much more.

Reimagined Wild West

With the land dried up and cracked, the denizens of the West look to the clouds for the last vestiges of water. Crafting technology to raise their lands into the sky, opposing factions now battle for control over the Floating Frontier.

The Floating Frontier

Choose seven distinct levels; from the cozy Saloon town, the tall towers and hovering blimps of Hightown, or the tornado dangers of Whirlwind, gamers will discover that unique level mechanics can be used to their advantage.

Single Player Time Trials

Jump and swing through checkpoints in these time trials levels and compete for the top trial times.

Character Customization

Are you the good sheriff in the ten-gallon hat or the man wanted in every county? Customize your look and show ‘em who is Best in the West.

System Requirements

    Minimum:
    • OS: Windows 7
    • Processor: Quad Core 2Ghz
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 560
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 5 GB available space

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