Skyrift Vita: Difference between revisions
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|description=Sky-gliding adventure game for PS Vita. | |description=Sky-gliding adventure game for PS Vita. | ||
|author=Onur Kuru | |author=Onur Kuru | ||
|lastupdated=2026/07/ | |lastupdated=2026/07/19 | ||
|type=Adventure | |type=Adventure | ||
|version=1..0 | |version=1.1.0 | ||
|license=MIT | |license=MIT | ||
|download=https://dlhb.gamebrew.org/vitahomebrews/SkyriftVita.7z | |download=https://dlhb.gamebrew.org/vitahomebrews/SkyriftVita.7z | ||
| Line 64: | Line 64: | ||
===Mechanics=== | ===Mechanics=== | ||
* Press jump again in the air | * 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) | ||
* | * Stomp: land on a foe to squash it — hold jump for a high bounce, and the stomp refreshes your air jump for big chain routes | ||
* Kills reset the dash cooldown; brick platforms are one-way (down+jump drops through) | |||
* Score & combo: gem +100, enemy +40/50, boss +1000; chained kills multiply | * 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 | * Skill levels: LV2 dash · LV3 double shot · LV4 rapid fire · LV5 +1 max HP · LV6 triple shot | ||
* Enemies: eagle (chases), frog ( | * Enemies: eagle (chases, speed-capped), frog (crouch-telegraphs its hop), opossum (patrols) + 4 bosses with minion waves and telegraphed attacks | ||
* Cherries heal; checkpoint signs move your respawn point | * Cherries heal; checkpoint signs move your respawn point and heal you full | ||
* Best score persists on device; completion time shown at the end | * Best score persists on device; completion time shown at the end | ||
* Coyote time, variable jump height, squash & stretch, gem magnet | * Coyote time, variable jump height, squash & stretch, gem magnet, hit-stop, ground shadows, dash afterimages, isle intro cards | ||
* Every isle is machine-validated: each gem and door is reachable from both the spawn and the door — no dead ends, no soft-locks | |||
===Controls=== | ===Controls=== | ||
| Line 104: | Line 106: | ||
** Stomp: land on a foe to squash it; hold jump for a high bounce, and the stomp refreshes your air jump for chain routes | ** 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 | ** 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 | *UI/UX | ||
** Gem counter shows the door requirement (turns green when met) | ** Gem counter shows the door requirement (turns green when met) | ||
Latest revision as of 01:56, 19 July 2026
| Skyrift | |
|---|---|
| General | |
| Author | Onur Kuru |
| Type | Adventure |
| Version | 1.1.0 |
| License | MIT License |
| Last Updated | 2026/07/19 |
| 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)
- Stomp: land on a foe to squash it — hold jump for a high bounce, and the stomp refreshes your air jump for big chain routes
- Kills reset the dash cooldown; brick platforms are one-way (down+jump drops 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, speed-capped), frog (crouch-telegraphs its hop), opossum (patrols) + 4 bosses with minion waves and telegraphed attacks
- Cherries heal; checkpoint signs move your respawn point and heal you full
- Best score persists on device; completion time shown at the end
- Coyote time, variable jump height, squash & stretch, gem magnet, hit-stop, ground shadows, dash afterimages, isle intro cards
- Every isle is machine-validated: each gem and door is reachable from both the spawn and the door — no dead ends, no soft-locks
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.