Oct 1, 2021
Sky Rogue - nihilocrat
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
Apr 1, 2021
Sky Rogue - kenneth.backus
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
Oct 20, 2020
Sky Rogue - nihilocrat
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
Aug 26, 2020
Sky Rogue - nihilocrat
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
Jul 2, 2020
Sky Rogue - Forkbeard
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
Feb 3, 2020
Sky Rogue - Forkbeard
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
Dec 18, 2019
Sky Rogue - Forkbeard
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
Nov 5, 2019
Sky Rogue - Forkbeard

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
May 23, 2019
Sky Rogue - nihilocrat

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
Jan 10, 2019
Sky Rogue - nihilocrat


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
...

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