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Revision as of 01:54, 19 July 2026 by Hyatt (talk | contribs)
Skyrift
General
AuthorOnur Kuru
TypeAdventure
Version1..0
LicenseMIT License
Last Updated2026/07/
Links
Download
Website
Source

Skyrift is an original sky-gliding pixel-art adventure for PS Vita homebrew and desktop.

Installation

Your Vita must be homebrew-enabled (HENkaku / h-encore² - follow vita.hacks.guide, it takes ~15 minutes).

Download skyrift.vpk from the latest release.

Copy it to the Vita: in VitaShell press Select to start the FTP server, connect from your computer (ftp://<vita-ip>:1337) and upload the file to ux0:/ - or use a USB cable (SELECT toggles USB mode too).

On the Vita, navigate to the file in VitaShell, press Cross > Install (accept the extended permissions prompt).

Exit VitaShell, Skyrift now has a bubble on your LiveArea.

User guide

The Sunreef Isles float on the Old Wind. The Sky Tyrant shattered the Great Beacon, and its nine shards fell across the isles. The wind is dying; the isles are sinking. You are Kip - the last Glider Courier, a flying squirrel who catches the wind with his tail. Cross the ten isles, free every shard, relight the Beacon.

The Ten Isles

# Isle Style Boss
1 Verdant Woods open forest, tutorial -
2 Twilight Hollow cave galleries -
3 Canopy Heights giant trees, vertical MIRE KING (giant frog)
4 Sunken Grotto winding tunnels -
5 Windy Cliffs rising terraces RUST FANG (giant opossum)
6 Ruined Hamlet broken ground, rooftops -
7 The Underroot underground maze GALE WRAITH (purple eagle)
8 Skybridge bridges over the void -
9 Storm Ascent vertical zigzag climb -
10 Tyrant's Throne sky arena SKY TYRANT (final)

Each isle's exit door opens once you bank enough gems (and defeat the boss, if one guards the isle). Passing a door frees a Beacon shard. Topple the Tyrant on isle 10 and relight the Beacon.

Mechanics

  • Press jump again in the air > double jump (tucks into a spinning ball); hold jump in the air > tail glide (slow fall, strong air control)
  • Brick platforms are one-way; press down+jump on top to drop through
  • Score & combo: gem +100, enemy +40/50, boss +1000; chained kills multiply
  • Skill levels: LV2 dash · LV3 double shot · LV4 rapid fire · LV5 +1 max HP · LV6 triple shot
  • Enemies: eagle (chases), frog (ambush hops), opossum (patrols) + 4 bosses with minion waves and telegraphed attacks
  • Cherries heal; checkpoint signs move your respawn point
  • Best score persists on device; completion time shown at the end
  • Coyote time, variable jump height, squash & stretch, gem magnet

Controls

Left Stick/D-Pad - Move

Cross - Jump, Double jump

Cross - Glide (hold in air)

Square - Shoot

Circle - Dash (LV2+)

Start - Pause

Select - Quit

Screenshots

Changelog

  • Fixed — the game is now beatable
    • Kip no longer runs backwards (sprite flip was inverted)
    • Jump physics retuned so every isle is actually clearable — earlier
    • builds demanded climbs the jump arc could not reach from isle 2 on
    • Landing snaps to the ground instead of hovering a few pixels up
    • Every isle is machine-validated: each gem and door is reachable from
    • both the spawn and the door — no dead ends, no soft-locks
    • Frog "croak balloon" no longer plays on the idle loop (it now only
    • inflates as the hop telegraph)
  • New — mechanics & game feel
    • Stomp: land on a foe to squash it; hold jump for a high bounce, and the stomp refreshes your air jump for chain routes
    • Kills reset the dash cooldown; checkpoints heal you to full
  • Hit-stop on kills and hits, ground shadows, dash afterimages, muzzle flashes, isle intro cards, a 1px outline so Kip reads against busy foliage
  • UI/UX
    • Gem counter shows the door requirement (turns green when met)
    • Fairer enemies: true hitboxes with knockback, speed-capped eagles, frogs that crouch-telegraph before hopping
    • ESC/SELECT pauses first, then quits on a second press
    • Best score persists at every isle transition

v1.0

  • First Release.

External links

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