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A simple, accessible-yet-difficult, fwooshy, “feel good” flight sim. Blow things up on an infinite number of procedurally-generated islands, but watch out for volleys of missiles; when you die, you're dead.

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Alpha 21 - MIRV 'em up! Alpha 20 Alpha 20
Blog RSS Feed Report abuse Latest News: Alpha 21 "Charlie Foxtrot" Released!

0 comments by nihilocrat on Sep 25th, 2014

Alpha 21 - MIRV 'em up!

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Vote for Sky Rogue on Greenlight!

"Charlie Foxtrot" (Alpha 21) Changelog:

  • Minor bugfixing + rebalancing

KINDA MAJOR STUFF:

  • Keyboard controls are re-enabled
  • Reinforcements will stop spawning if there are already too many enemies in the air (this limit increases with alert level)
  • Alert levels are gained more slowly, and resulting enemy reinforcements are less numerous
  • Reinforcements appear immediately when you gain the alert level
  • Reinforcements are more numerous at higher alert levels
  • Audiovisual indicator when you gain an alert level
  • RIG structures have come back, but with floating defenses
  • The number of ground targets and airbases (carriers / aerodromes) increases in later islands

REALLY MINOR STUFF:

  • Buildings directly on the coast may have defenses floating in the water if they don't have enough space on land
  • AAA towers now fire in bursts to make them more similar to SAMs: timing an approach correctly will allow you to avoid all damage
  • There's now audiovisual feedback when you try to equip things that won't fit on the aero
  • FALKE and VECTOR speed stats swapped (makes more sense for the Light to have higher performance)
  • Decreased DODGE special's avionics cost, increased BOOST special's payload cost
  • Fixed: The lock-on diamond would sometimes stick around if you switched from a guided to an unguided weapon

I haven't announced anything on IndieDB for a long time, so here's the changelog from the last update, Alpha 20, which was pretty major:

sure to take a moment to vote!"Skunk Works" (Alpha 20) Changelog:NEW TOYS:

  • NEW AERO: ‘Kirin' Swing-wing Fighter
  • New Weapon: Micro-rockets, unguided high-damage missiles that fit in your micromissile slot
  • New Weapon: AAM-IRMR, very fast IR missile, best against fleeing enemies
  • New Skin: Sky Fox
  • New Enemy: Hovercraft
  • Removed the Aeromod slot because it didn't affect gameplay enough to justify having it around
  • Scrap is now a permanent resource
  • Like before, dying will make you lose all equipped weapons. You'll need to re-build them to use them again.
  • The default loadout for every aero only uses free weapons... no more "free lunch" with non-free default weapons, sorry.

TECHNOLOGY:

  • You no longer have access to all aeros and weapons, you will need to research them
  • Destroying certain enemies will give you "tech points", which you can use when you die to research new technology
  • Researching a tech gives you a free copy of that weapon
  • In future versions, there will be more interesting ways to gain tech points

MISSILE GUIDANCE MORE RELIABLE, BUT EASIER TO DODGE:

  • Missile guidance changed significantly: they are easier to dodge, but will more reliably hit a target that doesn't try to dodge
  • Most missiles will take twice as long to accelerate to top speed, making them a bit more accurate at steep angles

REINFORCEMENTS:

  • The enemy will send reinforcements to the island if it feels you're too much of a threat.
  • Destroying ground targets will increase this threat
  • Landing will increase threat significantly (repairing + reloading gives the enemy time to regroup)
  • Destroying the command center will also increase it significantly
  • Your current threat level (max of 5) is displayed in the upper-right hand corner
  • There is no way to remove threat except by clearing the island

VETERANS, ACES, AND MORE GRADUAL ENEMY PROGRESSION:

  • Veteran and Ace enemies added, they use more missiles and can evade yours
  • Enemy defenses like the LRSAM and TORO will only appear in later islands

POLISH AND USABILITY:

  • Colliding with aircraft (dead or alive) will no longer kill you, but it will screw up your orientation pretty bad.
  • When you equip a bomb, semitransparent reticles will appear over ground targets to assist in aiming
  • Changed the loadout GUI so you can see the aero you're working on

FIXES AND TWEAKS:

  • New InControl version: more controllers should be supported (Gallantgames.com)
  • Terrain and skybox colors are a bit more saturated now
  • Bomb / bomblet blast radius increased slightly
  • MIRV missiles pick their targets in a round-robin style for better distribution. They are now MUCH more useful for taking out drone swarms.
  • Flares have more ammo but a longer delay before they trigger
  • BB renamed to FRIGATE
  • RIG structures temporarily removed, they will come back with sea-based defenses!
  • Sounds for gunfire and several GUI actions updated
  • Minor UI polish in some places
  • Fixed: weird aspect ratio on bombsight
  • Fixed: using a loadout with one weapon, or no micromissile, shouldn't wreck everything and show messages
  • Fixed: ammo multiplier bug when using multiple copies of the same weapon
  • Fixed: modded skins without decals wouldn't work properly
  • Fixed: some GUI elements were visisble in the flyby camera, now EVERYTHING is disabled for cooler screenshots!
Media RSS Feed Latest Video
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Alpha 17 - Windows (.exe)

Alpha 17 - Windows (.exe)

Feb 22, 2014 Demo 2 comments

Lots of bugfixes and minor changes! Mainly focusing on controls on this update, but I snuck in some gameplay improvements as well.

Alpha 17 - Windows (.Zip)

Alpha 17 - Windows (.Zip)

Feb 22, 2014 Demo 0 comments

Lots of bugfixes and minor changes! Mainly focusing on controls on this update, but I snuck in some gameplay improvements as well.

Alpha 17 - Mac

Alpha 17 - Mac

Feb 22, 2014 Demo 1 comment

Lots of bugfixes and minor changes! Mainly focusing on controls on this update, but I snuck in some gameplay improvements as well.

Alpha 17 - Linux

Alpha 17 - Linux

Feb 22, 2014 Demo 1 comment

Lots of bugfixes and minor changes! Mainly focusing on controls on this update, but I snuck in some gameplay improvements as well.

Alpha 14 - Windows Installer (EXE)

Alpha 14 - Windows Installer (EXE)

Jan 31, 2014 Demo 0 comments

Alternate micromissiles, along with usability tweaks and bugfixes.

Alpha 14 - Windows (ZIP)

Alpha 14 - Windows (ZIP)

Jan 31, 2014 Demo 1 comment

Alternate micromissiles, along with usability tweaks and bugfixes.

Post comment Comments  (0 - 10 of 32)
freelanceralpha11
freelanceralpha11 Oct 11 2014, 9:36am says:

Great game so far. Definately want this game to be released on Steam. Will you add Multiplayer in the future as well?
Also, I think i've found some bug.
1. Reaching Tech Level 24 or getting more tech point will make the game freeze and forced to abandon the progress.
2. The game has trouble understanding custom key mapping. Putting a Button13 will result in Button1+Button3 in the game.

Keep up the good work, guys!

+1 vote     reply to comment
Nergal01
Nergal01 Sep 26 2014, 1:56am says:

Looks like Update 21 made turrets the to spawn on water. Perhaps require a quick hotfix for it?

+1 vote     reply to comment
Nergal01
Nergal01 Sep 26 2014, 2:06am replied:

welp, sorry, didn't read the changelog.

+1 vote     reply to comment
Nergal01
Nergal01 May 9 2014, 10:14am says:

Alpha 19 is the best update so far!

However, some gripes:
-It somehow much laggier on my laptop (used to ran smoothly under 'Awesome' graphics quality and 1366x768 resolution), especially when there's too many explosions happening/hectic.
-The 'unselectable plane's default special weapon' bug still hasn't been fixed yet. i.e if you replace cluster bomb from Kondor's default loadout with other weapon, you can't switch it back to cluster bomb until you buy it from the store since cluster bomb isn't listed in inventory by default.

+1 vote     reply to comment
ivalin
ivalin May 2 2014, 5:43pm says:

Why Alpha 18 is not in IndieDB ?

+1 vote     reply to comment
philstrahl
philstrahl Apr 30 2014, 1:05pm says:

Love the look! Reminds me a bit of StarFox in a very good way :)

+1 vote     reply to comment
Nergal01
Nergal01 Apr 21 2014, 10:11pm says:

I.imgur.com
Looks familiar?

Still though, I'm waiting for a proper complete KB control. The current mouse control's somehow too nausea inducing for me :\

+1 vote     reply to comment
szboudreau01
szboudreau01 Apr 26 2014, 5:48pm replied:

X/O-2 OMFG

They said they're gonna add in an in-game re-mapping menu, so that may help abit. Though War Thunder's control scheme for mouse is a thing to clone.

+1 vote     reply to comment
szboudreau01
szboudreau01 May 28 2014, 12:09pm replied:

oh my god thats an adfx01 morgan

i am such a disgrace

+1 vote     reply to comment
szboudreau01
szboudreau01 Apr 17 2014, 3:25pm says:

I'll make a mere 3 suggestions.

1: Bring back sea-based carriers. This is just me wanting those old things back. Also, the current aerial carriers only fly over water.. is there a way to make them ignore the difference between water and land tiles?

2: BIOMES. I mean, really, I dunno why I want them, but.. obviously, you start off on an island. And then the next environment is one of the many that appear on our real (not-hexagonal, not-turtle) Earth, which includes; Coasts, Deserts, Forests, Artics.. this wouldn't change the fighting much, but it'd make for purrty battlefields! This is merely a visual suggestion, and it may require you to modify the current world generating code to do this, as at the moment it seems to only be able to do islands.

3: Moving ground targets. The Toros are already great for this, as they just need jump-jets - or, jump-rockets? - to traverse higher hexagons. This could be taken far, such as making absurd amounts of ground units, but that's obviously your choice.
-3A: Linked to the above, allied combat units. Maybe just a small force of Toros that are capped off that you just need to re-purchase when they're ded. No need to over-complicate it, it's literally just friendly mechz.

+2 votes     reply to comment
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SkyRogue
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Developed By
nihilocrat
Engine
Unity
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Released Dec 19, 2013
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