Skyfear | Commits
https://playskyfear.com
Last updated May 14 2025
What is this?
A public document for a player’s information on the tasks that have
been completed between builds in Skyfear’s development. The format is
that the top-most items are the most recent, separated by statements
where a build was released. (Prior to launch date, the tasks are
separated by month.)
Want to play experimental
builds?
If you own a copy of Skyfear, you can switch to the experimental
branch by switching your Steam installation to that under ‘Betas’. (How To Activate Betas) It is
strongly reccommended that you make copies/backups of your save data
before switching branches.
Build 264 compiled May 19, 2025
- Finished & placed Material group spawns
- Improved debris particles on bolt impacts
- Added projectile asset to Shroud activation to improve clarity
- Increased player “shadow” size
- Commit log format updated
- Launcher script tested, audited, cleaned up
- Launcher script refactored
- Lessened the post processing dark vingette
- Fixed some out-of-bounds exploits on Hollow
- Fixed some out-of-bounds exploits on Chasm
- Avatar camera movement smoothed
- Avatar camera light increased slightly
- Camera moved slighty over more, horizontally, and slightly higher
up, and slightly farther back
- Reticle made smaller overall
- Fixed hitmarker position, which was out of place because of the
reticle adjustments
- Game chat moved to the top right
- Adjusted Predator’s FOV change to 30, just solid 30
- Renamed “Skins” to “Scales”, as I believe the usage of it in this
game differs from what players expect from that term
- Fixed yet another spore positioned inaccessibly
- Finished new image sharpening filter; sharpening is applied over a
radial gradient, with center screen being increased sharpening and the
vingette of the screen being negative sharpening. this filter is
optional.
- Calculation of focus FOV and sprint FOV changed from a multiplier
(1.3, 0.6) to an addition and subtract of 30 units
- Camera FOV range adjust from 70-140 to 80-140
- Camera default FOV set to 90 instead of 85
- Tigthened the FOV max clamp on smooth camera function
- Improvements to Shroud particle effects, much faster and more lively
movement, and darker
- Crown shader made less flashy (but still bright) over
photosensitivity concern
- Updated description of magic on HUD in the help menu
- Geysers will now stop spewing if player is in the menu, keeps the
menu experience focused
- Wrote and began testing external launcher script
- Improved visibility of Magpoint zone effect, made less chaotic
- Remove in-game feedback menu; nobody was using it. It’s still
useful, but I’ll bring it back later in a better way.
- Improved doc generator script
- Added CSS to website docs
- Written and assembled preliminary launcher script for assessment on
different machines
- New option “Reduce Photosensitive Elements” will hide the lightning
on Storm, bright damage flashing effect; with more effects to be
assessed and included going forward
- Conducted a camera position study…
- Added some new effects on takeoff move
- Photosensitivity option created in config class, and option added to
menu
- Added/finished adding crabs and clams to new map
- Finished/improved clam actor
- Created new actor that can spawn a group assortment of Material
rocks, for used in Lairworld
- Finished pyrite, magpoint and crown placement for new map
- Finished spawns and navigational elements for ai on new map
- Finished boundary elements for new map
- Increased movement speed and trigger range of the shroud
- Very slightly increased radius of all attacks to accommodate for
some near miss issues
- Distortion emitter added to magic impact effects, looks cool
- Added more variation to the orientation of decals created by bolt
impacts
- Reduced amount of pterosaurs that can spawn from spores, intended to
lower the total
- ‘Image Sharpening’ option renamed to ‘Sharp Lens Filter’
- Film grain removed
- ‘Film grain’ option removed, as it apparently wasn’t even turned
enabled in game, and I decided I don’t like it lol
Build 263 released April 27, 2025
- FAQ updated
- Slight adjustments made to global post processing - prepping for a
filter update
- Adjusted hard FOV limits
- Slight increase to FOV ‘burst’ when sprinting
- Hitting pterosaurs now gives you a hitmarker
- Increased pterosaur’s attack range
- Adjusted diving speed curve
- Top speed when flying increased
- Dragon diving pose slightly tweaked
- Dragon will now tuck in its wings when firing, to avoid wings
blocking your view
- Hitboxes for player updated to better apply to current model, plus
made slightly larger
- Nametag pickup radius increased
- Nametags made slightly larger
- Updated Steam tags
- Fixed an issue where selecting None on customizations didn’t remove
lower jaw horns
- Adjusted reticle position to be more accurate at more distances
- Ability descriptions lengthened to explain them better
- Blood Sight time increased slightly
- Cloak time increased slightly
- Few small audio fixes
- Added dithering to moss shader
- Fixed(?) spore vegetation spawning on mushrooms
- Adjust more spores positions
Build 262 released April 18, 2025
- Re-implimented Material “gemstone” pickups. Gems will be randomly
spawned in the Lairworld (Lairworld only, not arenas) to be picked up
for bonus Material
- Widgets using Interact action should properly use Action Key
name
- Spore egg claim and ready up now properly attached to an “Interact”
action
- Adjusted attention settings for meteor landing sounds, sound design
should vary by distance now + less harsh overall
- Finished and implimented Set Action Key binding and Get Action Key
Name functions
- Reduced the cost of fusion bolts by half
- Added more variation to spore veg spawn, and adjusted the values of
the meshes chosen based on spore value
- Added MeteorFrag instance spawn alongside Spore veg spawn
- Adjusted background tint on various menus
- Added PLAYSKYFEAR.COM, a website doc viewer menu
- Added a progress % value next to spores stats, and reworded to align
better with the widget elements that occur during delivery
- Improved position and phrasing on post match return to warm-up
timer. Many players were not seeing or understanding this mechanic.
- Removed the logic of fading out the ESC MENU prompt in Lairword HUD;
in attempt to make the Lairworld’s relation to the Main Menu more clear.
The reason this logic existed is because a while ago, you could only
open the Main Menu if you were on the ground and standing still. This
was annoying to players so I removed it, but the ESC MENU prompt was
made to fade away if you were moving. So now that’s been removed.
- Move Discord button to the left with all the other buttons on Main
Menu
- Made pterosaurs slightly less noisy (again)
- Slight improvement to game build tag widget
- Created and published roadmap doc
- Fixed spore vegatation and meteor rock fragments spawning in the
air
- Added shoulder cam to Basics widget
- Added notes about vegetation generation in spores help page
- Vegetation generated from claimed spores is now broader, brighter,
more colorful, and properties determined by the spore’s value
- Camera shake from roaring now uses camera shake intensity
setting
- Slightly increased bleed xp earnings from certain actions
- Adjusted/improved meteor spawn sounds stero attentuation
- Adjusted roar stereo attenuation
- Your killer’s emblem added to death screen, next to their name
- Slightly neatened up the layout of the death screen
- Changed the way Network Status is showed in the server browser, to
accommodate Main/LAN branches and to look nicer
- Added K/D and overall accuracy stat elements to the backend
- Added more bot “chat” content and adjusted it’s usage. Bots made
slightly less chatty.
- Added a “Manual Respawn” key. Press K to uh … send yourself to the
afterlife and get respawned. Intended for situations where you’ve gotten
stuck.
- Fixed an oversight in the way that the “Time spent in battle” stat
was being presented. It should now be presented as it was meant: Amount
of time spent alive, during a valid battle session
- How to Play menu can now be accessed from the Pause/Lobby menu
- Increased amount of Material earned from killing pterosaurs in the
Lairworld
- Added melee damage to pterosaurs
- Number of spores provided as already opened (upon new game) is now
counted and subtracted from spores stats, to be more accurate and less
confusing
- Some informational text added to spore delivery widget
- Adjusted the number of spores awarded for leveling up – spores per
level has always been exponentially increased, but now it does so
slower, and clamped between 1 and 3 per level-up. Basically: spores
delivery will be slightly slower and more evenly spread out.
- Removed V for spray as an alternative keybinding; all keybindings
set up for 1 keyboard and 1 gamepad input
- Increased delay for showing the options on the Post Game menu, and
forced input to null until that appears. This prevents user from
accidentally skipping the Post Game menu entirely by accident because
they were trying to jump or fly.
- Fixed an issue where pressing F on a spore multiple times before the
reward screen appears would repeatedly subtract the Material cost
- Slightly decreased volume of spore ambience sound
- Tested menu arrangements including various new buttons, saved for
later
- Team Names set to Sun and Moon by default…
- Made Team Names on scoreboard look a bit clearer, text-wise
- Added Team Name to HUD, near the score and timer. Text will collapse
if game mode does not use teams.
- Various Discord server improvements
- Further testing on sensitivity settings range…
- Added extra visibility elements to server “Join” button
- Renamed “Ok” to “Next” on Profile Create menu – bit clearer what’s
happening now
- Removed service rendev. time console printing
- Increased the range of geyser blast sound cue, so you can hear it
when you get launched
- Improved positioning and color/visbility of Basic Controls
widget
- Clarified and simplified the Basic Controls widget text
- Increased visibility of single (isolated) buttons, and added
parenthesis around keybindings if applicable
- Reworded Bots and Server buttons on Custom Game Setup menu to
clearly mean “Settings”
- Increased bots’ default intelligence setting from 45 to 50
- Fixed an issue with Eden’s map image; new image used
- Added UI elements to the server browser directing players towards
Discord/Create A Server if browser has <5 results
- Added spectator-like movement to customization camera, so user can
not just orbit but move up/down/left/right, for a better look at their
avatar
- Created functions for translating Unreal’s action mapping
struct
- Expanded text chat window farther horizontally (we’ll see if this
stays)
- Fixed some of Wintertide’s spawn locations being way too far
out
- Expanded the range of sensitivity settings expanded
- Removed more console string prints
- Improved wording of Magpoint objective
- Added more game tips & loading screen content
- Increased the lighting values on Chasm, so you can see player skins
better
- Added a point light near customization camera so avatar is always
lit
- Decreased sway/increased speed on customization camera control
- Sped up zoom lerp function for customization camera
- Surrounded player names with <> brackets in more places, was
inconsistent before
- Added more combat tips
- Added Geysers page to Help
- Updated damage information in tail strike Help page
- Fixed out of date Grid thumbnail image
- Fixed more Spore positions, some of them were inside walls
- Fixed Unnatural pro not ignoring collision damage, works now
- Increased value of potential Material given by killing
pterosaurs
- Adjusted player count function used in server browser to be more
lenient
- Set region filter to ALL by default, for now
- Increased size and visibility of the roar effect
- Added option for speed on HUD
- Added speed to HUD
- Added option for raw Health/Magic values on HUD
- Added Health/Magic raw values to HUD
- Prototyped freeplay mode
- Added more bot chat content
- Improved respawn sec(s) counter text
Build 261 released March 14, 2025
- GP added to online stat string construction
- Regolith ambient sound slightly mixed better
- Wintertide waterfalls sound lowered slightly
- Crown network relevancy range increased & added more Force Net
Update events
- Several spores underground have had their positions fixed
- Walking in air bug fixed
- Magpoint’s description improved
- Pterosaurs will now be silent and freeze when menus are open
- Fixed scale of images in Spores How To screen
- Increased single player earnings multiplier from 79% to 90%
- Increased custom ruleset earnings multiplier from 29% to 59%
Build 260 released March 10, 2025
- Server password-to-access dialogue fixed (event was just unhooked
for some reason)
- Several console print statements removed; more to go
- Eden’s mysterious sky-leaves rendering glitch fixed
- Fixed/renamed a few buttons with out of date terms
- Storm’s lightning brightness reduced slightly
- Storm’s rain particles reduced slightly
- Volume and frequency of pterosaur screams reduced
- Slightly decreased overal global post processing contrast
- Melee animation getting stuck fixed
- Melee range increased from 600cm to 900cm
- Melee damage fixed; uses full 500 damage now instead of a radial
falloff
- Forced check if rolling when Take flight or Land is called, only
continue if not rolling
- Removed forced velocity addition in the Z direction when
meleeing
- Increased FOV option range from 80-100 to 70-140
- Added option to bots setup: Chatty on/off, enables or disables bots
chatting
Build 259 released March 5, 2025 … Game launched on Steam March 6,
2025!
- Finished adding all skins, eyes, to unlocks data & placing
spores
- Fixed out of date map/mode lists for generate new battle
- Fixed out of date wording on some spore elements
- Removed print strings from several areas, need to do more
- Fixed an issue where branches were creating and loading the wrong
save data
- Wiped online data
- Moved data code back to 1, full ecosystem reset
- Built function to estimate server ping based on available
information, when the AdvancedSessionsPlugin doesn’t have a valid
ping
- Rebuilt and reimplimented death animation
- Rebuilt and reimplimented running animation
- Rebuilt and reimplimented walking animation
February 2025…
- Branch load save data function
- Reworded some controls UI elements
- Tweaked ban screen messaging
- Tested re-export/re-import character model assets
- Adjusted global post processing contrast (increased)
- Tested and fixed some walking movement issues
- Tested and fixed some server travel issues
- Fixed a spore delivery issue
- Added Instance TTS to debug view (time to service in ms)
- Removed testing elements from maps
- Fixed claw mesh issues
- Fixed some vertex-weight issues on character model
- Added 7 new eyes
- Added 15 new skins
January 2025…
- Added animation and sound for melee
- Finished Vote to kick feature
- Improved sound effects on spawn and match intro
- Added Code of Conduct to Help menu and Server browser screen
- Reset Battle resets all PlayerState values, including now
community/conduct features
- Finished LAN branch build path and build affects on UX
- Updated Release Cycle
- Updated Content Guidelines
- Updated Code of Conduct
- Server browser network will now say LAN if LAN branch, Network
status if Main/Expr
- Added server and player count to server browser.
- Added ping to server browser results.
- Finished Report Player feature.
- Finished Commend Player feature.
- Finished Mute in Chat feature.
- Brought back geysers in the Lairworld.
- Finished Guardian Points impact on XP and Material delivery.
- Resized Grid (map) geometry.
- Culled/organized all notes to push back anything that isn’t
absolutely critical for launch.
- Cleaned up/disabled physics assets on character – UE4.21’s physics
asset features at the time were very underdeveloped. might make
everybody’s life easier if it just stays untouched until a better
solution is found.
- Cleaned up some runtime warnings being thrown from SeaLevel and
Weather casts occurring too early sometimes
- Rolling on ground now launches you into the air and puts you into a
roll, transitioning you to flight automatically after. A quick get-away
move.
- Added ‘light up rocks’ to Eden, Hollow, & Chasm
- Renamed ‘Dust’ to ‘Material’. This is final.
- Verified there is no level cap - for now
- Increase lifetime of ability frag collection emitter, looks better
this way
- Total level and guardian points (gp) displayed on Career screen
- Created and implimented guardian point actions, actions that
add/subtract conduct points.
- Added ‘guardian points’ - a value that measures your conduct in
mutliplayer.
- Added ‘total level’ - a value that is a sum of your Spirit, Force,
and Bleed, for simplicity in certain features or conversations
- Added more encouragement texts
- Created ‘LAN party’ branch
- Kill confirmed widget repositioned
- Particle ‘stick’ fx adjusted to stay longer
- Fixed/finished debug “test menu” to make sure it nullifies any XP or
rewards from the current battle
- Reduced camera sway and increased body sway – responsiveness and
snappiness feels improved, without impacting the smoothness of
flight
- Reworded a few in-game menu buttons
- Improved save icon indicator visibility and text, and added to more
places in the game loop where it should’ve been
- Improved ‘lore’ text for maps
- Added more server information to the in-game scoreboard screen
- Adjusted default audio mix, music volume lowered
- Improved/added to map and game mode texts
- Added more loading screen text
- Updated build branch type enum: Main, Expr, LAN
- Updated/build number text functionality/format
- Fixed some issues with XP delivery
- Improved mixing on several sound fx
- Adjusted default health and magic regeneration rates
- Perk system re-work designed, but needs further assessment
- Made ability frags slightly more visually distinct
- Removed “MVP” section from scoreboard as it is not working properly
and the cause cannot be found – plan to re-impliment or do something
better with this later.
- New map under construction…
- Adjusted wording/names of some menu buttons
December 2024…
- New/final application icon
- Made ‘ENTER’ also used as text chat focus button, in addition to
previously ‘T’
- Collected new ideas/notes from various games
- Adjusted ban screen to provide more useful/accurate information
- Made sure publishing and main menu assets make the game’s scale and
genre more clear
- Added various flags to chat content
- Added automatic reporting when chat flags are triggered
- Improved text chat censoring and handling of strings
- Fixed/re-implimented chat censoring options
- Wrote a player Code of Conduct
- Fixed an issue with spray attack collisions
- Added more bot chat content
- Conducted research regarding player/community toxicity
- “Leave battle” button moved to bottom of the list in all variations
of the in-game menu
- Removed landing conditions requirement - you can now just tap space
to land in all conditions. Previous implimentation to was to prevent
exploitations that we never really ending up seeing, plus it was
something that always had to be explained to players, and just felt off,
and the latter implimentation is more enjoyable and responsive. So
yeah.
- New game mode: Instakill
- In-game menu now has a listing of players in the current server,
along with community related options: Mute, Vote to kick, Report,
Commend
- Fixed/re-implimented bug reporting in-game
- Fixed/re-implimented text chat on/off option
- Created assets for Practice Mode
- Added new tab in Options menu for Debug features, only visible in
Experimental builds
- Debug feature: cheat menu (all XP and earnings will be nullified
from the battle the moment this opens, even if you turn it back
off)
- Debug feature: show console logs on/off (this feature is ‘done’ but
all console logging events have not been switched from Legacy Unreal to
this custom feature yet)
- Removed dirt mask post processing effect
November 2024…
- Tweaked/fixed horns positions on player model’s head
- Finished fixing issues related to ending battles automatically when
lives run out
- Fix an issue with the game clock in spectator view when paused
- Created a set of ‘common’ servers for generated single player
matches (still experimental)
- Secured approval from Valve to launch under Early Access
- Fixed a bug with spine cosmetic previews
- Store page updates
- Redefined main menu button names/descriptions
- Testing Unreal export of skeletal meshes
- Updated all help/guide screens
October 2024…
- Performed a stress test on service component simulating 10,000
active players
- Fixed issues with server browser player count
- Fixed/finished implimentation of [experimental feature] single
player sessions generated in the server browser
- Improved server browser buttons / layout / animations
- Fixed meteor brightness
- Fixed issue where live limits being reached were not necessarily
being considered to end the game early; now the game will automatically
end if only one player remains with time left, so they don’t need to sit
there
- Added/finished bot chat [experimental feature]
- Updated/fixed store page
- Fixed/improved match kill feed text
- Fixed in-game music. Now plays throughout battle with some delay
between tracks
- Made spore light taller for viewing at larger distances
- Fixed an issue where sometimes a player name would be blank in the
kill feed
- Save data DNA now includes branch name
- Improved teeth shader
- Fixed waterfall loudness
- Increased magpoint net relevancy square
- Fixed level-up in Experimental branch not working
- Improved roar and bolt fire animations
- Changed amount of orbs that spawn from death now influenced by
ability charge; the more your ability is charged the more orbs come
out
- Orbs now slightly slower, less travel
- All axis based inputs now have a fixed max range that they are
clamped to (for extreme cases)
- Fixed issue where Magpoint would be stuck on ‘contested’ even when
nobody is there, in single player
- Spore eggs are translucent now: and have some visual asset inside to
represent the contents inside. This gives the player more to inform
their decision making, while not totally spoiling the surprise.
September 2024…
- Reduced time to spawn spores when returning to Lairworld
- Improved a few sound effects
- Fixed some spawn points on Chasm that were messed up
- Removed wind/airflow effect on ‘sprint’. This was the cause of some
strange visual artifacts specifically on Eden, which made the game look
very broken. Improvements to this effect were already planned for later,
so I just removed the effect for now with the plan of re-doing it
altogether later. As a result, the artifacts on Eden are fixed.
- Improved ambient audio on all environments.
- Brought back dirt masks in post processing. Might remove, might make
it an option.
- Fixed MORE issues with Cloak, when holding the Crown
- Music is played during matches now generally
- Made sure music plays on intro
- Updated new save data creation per branch – now separate saves with
different startup behavior
- Create Exeprimental branch upload script/pipeline
- On gamebuild tag, use universal build no. variable and build profile
enum
- On create save data, use build profile enum
- Create/edit build profile enum variable
- Create/edit universal build no. variable
- Create warpath string format
- Went over unlocks database and adjusted prices/details
- Added ‘recycle’ of data to bots to help with handling changing of
gameplay over time
- Archived Epic’s physics asset documentation
- Created upload scripts for exp branch
- Added brand assets .zip to website
- Created commit log asset
- Created release cycle asset
- Finished doc build scripts
- Improved visibility/shadow effect on pterosaurs, bots, and
players
- Improved pterosaur shader, made it whitish gray
- Fixed various bugs related to using Cloak ability
- Re arranged Main Menu; Moved Loadout and Customization to main,
moved Stats to Career screen
- Cleaned up discord server and public URLs
- Fixed various bugs on the customization menu
- Created warpath data structure
- Finished/fixed ability to select “None’ for tails, horns, and
spines. Unlocked by default
- Improved bots reaction to player attacks
- Improved bots decisions regarding their interest over time
- Renamed domination to “Magpoint” – to both distinguish itself more
but also to be more accurate to the updated objective
- Fixed/finished domination zone sphere blocking magic attacks
- Removed ‘ticker’ in server browser. Will revisit this idea at a
later date…
- Cleaned up sys admin documentation in case I need help down the
line
- FAQ updates
- Archived old discord channels
- Created new spines
- Created new skins
- Created new eyes
- Made sure clan tags are used in log statements
- Cleaned up backend log messages formats and delivery
- Fixed issues with ‘skin warble’
- Fixed issues with death/respawning in the Lairworld
- Fixed the math used in the Unnatural perk. That was bad. I was
multiplying incoming damage by 0.2, not 0.8, in regards to its 20%
reduction promise.
- Revived feedback/request API resource & client menu
- Store page touch-ups
August 2024…
- Added more options to single player post-game: Edit battle and go
again, have game randomly generate a new battle, or replay same
setup
- Fixed player name entries no resetting when defaults button is
clicked
- Added clan tag option
- Verified bots can win games by themselves
- Cleaned up / finalized title screen
- Added server domain bypass option for testing
- Added pyrite information to help menu
- Reconfigured testing server
- Changed domination - one zone only, magic cannot travel through
barrier
- Improved domination zone art assets
- Make domination zone larger
- Fixed crown position on player model
- Patched newly found security vulns based on news from providers
- Cleaned up all websites file storage, files, delivery, to reduce
bandwidth load
- Created content guidelines
- Fixed crown holding text
- Added tooltip for player region select
- Set region in server browser to use player’s profile region by
default
- Made sure ‘hitflash’ effect fully restored on any new shaders
- Updated spores page in the help menu
- Started removing old debug printings
- Added “letter to the player” on first game startup
- Updated shroud description
- Improved shroud art assets
- Made shroud chase the first player it ‘sees’, making it more
useful
- Improved dust icon
- Changed list button selected/unselected colors, made a bit more
consistent with what players are used to
- Improved bot difficulty setting impact over every mechanic
- Adjusted position XP delivery element on HUD
- Add “[BOT]” tag to bot names to make sure that’s understood
- Improved visibility of domination HUD elements
- Lowered bots difficulty minimum in the settings
- Geysers temporarily removed. Decided these will be restored at a
later date after more deliberation and testing…