Sky Rogue cover
Sky Rogue screenshot
PC XONE Switch Steam
Genre: Shooter, Simulator, Indie, Arcade

Sky Rogue

1.1.3 Released!

This is mostly a bugfix release which also brings in a number of new translations.

NEW STUFF:
- New translations: русский, Español, Português

CHANGES:
- When choosing techs, you will now be told how many more you can choose next to the "RESEARCH" prompt
- Widened buttons on most menus to avoid overlap issues with other languages
- Reduced Thunder Beam ammo: 50 -> 30
- Adjusted cloud render distance to improve performance slightly on low-performance devices
- Dodging with no directional input will dodge right instead of not dodging at all
- Disabled audio on carrier engines in carrier menu

FIXES:
- Upgraded Unity and Rewired (input library) versions, so if you have had persistent crash or input issues they may have been resolved
- Fixed minor bug with UB-C accuracy
- Thunder Beam would sometimes not actually hit anything
- AGM-MIRV sub-missiles would be out of max range if you upgraded the AGM-MIRV and be mostly ineffective; the AGM-MIRV range upgrades were simply removed and replaced with some other upgrades to compensate
- Destroying a target with subsections (like a carrier) via the critical hit point instead of the subsections would run into an error

Update 1.1 Released!



Changelog:

NEW STUFF:
- AURORA Experimental Interceptor
- Cockpit models for all of the aeros!
- Some options can be changed when you pause the game
- "Delete Save Data" added to Options menu
- New translations: 한국어, Deutsch, Italiano

CHANGES:
- Co-op is vertical splitscreen by default now that it works properly with all menus in the game at 16:9 resolutions
- "Tutorial" menu option added in case you ever need it
- Saving your game happens in the background (but incredibly quickly), look for an icon in the upper-right corner of the screen

FIXES:
- Co-op: Player 2's loadout was not consistently saved to file
- Improved loading times
- Fixed visual glitch when switching modes in Aeropedia
- Explosion count when destroying a carrier has been reduced so that it doesn't blow out your speakers
- M key is no longer hardcoded
- Stats for both players when dying in co-op are accurate now

1.0.2 Released!


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

v 1.0.1 Released!


This release is mostly just bugfixes, thankfully they aren't too many!

CHANGES:
- COMMAND model updated
- Rearm + Repair base cost lowered slightly

FIXES:
- 日本語バグ修正!
- Landing on the carrier during a mission would leave a copy of your aero on it, then disable the "Gun" button
- Some words weren't translated in any language
- Experimental fix for some players who crash when starting the game (presumably after the Fractal Phase logo): open "Sky Rogue/Save/GameOptions.sav" and set "disableNavMeshGeneration" from "false" to "true".

v1.0 Released!



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!

v 1.0 Changelog:

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

Beta 3.1 Released!



Lots of fixes, getting ready for version 1.0!


Beta 3.1 Changelog:

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

Beta 3 Released!



This is the last Beta! 1.0 release is coming around the corner. Beta 3 has a lot of stuff we've been meaning to do for months or even years and wanted to get done before 1.0.

Changelog:
NEW STUFF:
- Trees, cacti, and rocks!
- Destroying certain buildings causes certain side-effects
- Carriers and Drednauts now have small, indestructible gun turrets ... watch out!
- New mission target: GRYPHON (the existing GRYPHON-AWACS now has a tailgun)
- New mission target: FREIGHTER cargo ship
- BADGER Land Assault Vehicles will defend some sites, equipped with SAM turrets
- A fun new overpowered weapon can be researched if you have beaten the game
- AGM-MIRV "Hwacha" Air-to-ground MIRV missile
- UB-M "Blackjack" Micro Bomb
- RAILGUN "Kunai" Railgun
- "Wing" camera mode
- New Achievement: "Missile With A Man In It", beat the game in under 40 minutes. The timer starts after entering the carrier menu on Day 1.

CHANGES:
- Adjusted default camera FOV 70 -> 65 degrees
- Flares now distract missiles for three seconds after they're launched instead of only the moment they're launched
- Weapons are disabled while inside a landing zone
- Some air enemies will react when getting shot at
- Aeropedia now shows kill rewards
- DRONE-L wingmen are slightly better at not getting killed
- Vets and Aces have more varied attacks, sometimes attacking with guns
- Changed pause menu to quit on spacebar / A button to be more like the rest of the menus in the game
- Changed endboss MASS-DRVR to be significantly more menacing at long range, but slower so it's less menacing at short range

MODDING:
- Custom Environments : there is a new "environmentName" setting in the "site" portion of a custom mission's "mission.json" file. The textures that define an environment are demonstrated in the Example Custom Mission (http://steamcommunity.com/sharedfiles/filedetails/?id=599986464). The only tricky one is "environment.png", the colours on that texture define colours for specific things like fog, sunlight, ambient light, and clouds.
- You can add menu graphics to your custom weapons by adding a child mesh filter+renderer called "graphics". Make sure the mesh you are using is pretty tiny.
- If an aero has a "gun" transform child on it (similar to "cockpit"), all SECONDARY gun weapons will be reparented to that location. Makes it possible to do stuff like an F-16's offset gun port without requiring that the gun be equipped on a particular mount.

FIXES:
- Basic MICRO missile had an incorrectly configured collider which caused it to fly through certain targets
- Sea units should pathfind properly around terrain and other obstacles

1.0 Release Plans and Price Bump

Hello, pilots!

The 1.0 Release is coming soon! There will be a Beta 3 release before it. Part of that means raising the price of the game to its final release price: $19.95 USD. This might be different in your local currency! The price change will occur Monday, July 24th.

Anyone who's sitting on the fence about buying the game should really do it now!

Of course, everyone who's already bought the game has effectively gotten it at a significant discount. Please take it as a token of appreciation for taking a chance when the game wasn't finished. Thanks for all the bug reports, feedback, support, and of course, workshop mods!

This doesn't mean updates will stop! It just means they will be less frequent and that the core of the game is finished. I've listened to a lot of the requests for features that would end up delaying the release by months, if not years. We'll keep them in mind moving forward and if we implement any of them, it will mean we can focus on them one at a time without having to flesh out the rest of the game.

Thanks,
Kenny (Forkbeard)
Founder, Fractal Phase Games Corporation

Beta 2.2 Released!



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

Beta 2 Released!



Beta 2 brings in Endless mode along with the first mobile sea enemies and the ROGUE II aero, which is the first piece of "New Game+" content. Beta 3 has more content planned along with better mission variety and metagame side-effects for destroying partciular buildings.

Changelog:

NEW STUFF:
- Endless Mode! Endless mode has no end boss, it simply continues on forever.
- CUTTER naval craft
- CUTTER and HOVER can now move around a bit on the water!
- ROGUE II Experimental Fighter - You have to beat the game to be able to research it - expensive to upgrade, but it's worth it!
- CARRIERs can now be destroyed by destroying individual ENGINE sub-sections
- Translation support with a partial French translation ... see the MODDING section for details for making your own translations
- More official translations coming in the future!

CHANGES:
- Flak turrets have a lower rate of fire
- Fully upgraded Fighters are a bit less maneuverable and thus easier to control
- The Basilisk (huge area effect bomb / thermobaric bomb / "nuke") can now only be unlocked after beating the game. If you already have it, though, you'll keep it. More "New Game+" style weapons are on the way!
- Vets and Aces now fly in upgraded aeros. They'll be able to match your turning speed and take a lot more hits... watch out!
- Toned down maneuverabiltiy upgrades for fighter aeros (Rogue, Schwalbe, Drakon, Kirin) so they're easier to control
- Enemy reinforcements incoming now have a visual warning
- Enemy reinforcements are a lot tougher! Wreak havoc at your own risk.

MODDING:
- Localization: you can now make partial localizations for the game. Simply create a mod with a "Localization" folder and an "en.localization.json" file inside (replacing "en" with the language's ISO code). A template file can be found here: https://raw.githubusercontent.com/nihilocrat/SkyRogueModTool/master/en.localization.json

FIXES:
- Upgraded Unity engine version from 5.2.4 -> 5.6.0 ... if you are having technical issues with the game they might be fixed!
- You can now scroll the custom mission list if there are more than 6 items in it
- If you die or complete a mission while in cockpit mode, you will start the next mission already in cockpit mode
- Aero models are hidden while in cockpit mode because they would often obscure your vision; this doesn't happen with modded aeros because many depend on this bug to display custom cockpits