A game by Studio
Download a Beta Build of Skyreach below.
Note: Skyreach is best played on an Xbox Controller
but can be played with keyboard and mouse.
Skyreach will have you exploring an ancient civilization lost in the clouds.
You will construct your path as you wind your way through floating mountains, hand
carved columns, and relics of a time long passed. Collect crystals and time your
play precisely to increase your score as you travel through the stunning
environments of Skyreach!
A huge thanks to everyone that supported us in getting our game greenlit!
Click Here to visit our Steam Greenlight page.
Here you can learn more about the people behind the game
Lawrence was our team's swiss army knife as his knowledge and expertise was applied to nearly every area of the game. Modelling, textures, substances, importing/exporting assets into the engine, web development; you name it he could handle it.
Reilly provided all the concept art for our game from inception to completion. His artwork served as the foundation for the overall artistic style of the game. His textures helped bring this vision to life with the help of the other artists on the team.
Cameron ensured that everyones hard work on the game was seen by the public. He managed all of our community outreach including twitter, facebook, and community forums such as Reddit and the Unity community forum.
I am tall, white and nerdy. I have one butt cheek hairy while the other is as smooth as a baby's butt. My role for this game is to create aesthetically pleasing 3D art, shaders, substances, and working with the engineers to get our art in the game.
Whether diving into the heart of the code or helping to prioritize tasks and managing team members, Ryan was the person we could always count on. His expertise and leadership were invaluable.
Leo's dedication to gameplay mechanics is only matched by his passion for games as a whole. He would spend weeks perfecting each mechanic to ensure the best possible experience and the most amount of fun for the player.
Mate leads our quality assurance team with a tireless devotion to the best possible player experience. Every day, every build, Mate works to find, track, and squash as many bugs as possible.
Pinakin provided all the particle effects, special effects, and animations found in our game. He is always hungry for more work and is happy to do whatever he can to aid the team in making a good looking, fun game.
JP was at the core of our game's design. He worked with the team every day to find the best way to implement the game's different mechanics. JP's insight to mechanics was valuable paramount to the success of our game.
Drew is a man-storm. A raging torrent of testosterone and masculinity.
If you haven't seen it, Adi's hair is majestic. But he's more than a magnificient mane. He's also an endless supply of corny jokes that never fail to put a smile on the team's faces. Adi did the majority of our models in the game focusing primarily on the environment.
Omey doesn't like Hotline Bling, but he does know the dance. Omey has been our chief bug squasher and works closely with our QA Manager to ensure as smooth an experience as possible for the user.
Nick is a machine that turns Coca-Cola into code. He is everywhere fixing everything for everyone. Primarily he made the tools the artists, designers, and fellow engineers used to get everything into the game quickly and seemlessly.
"When you do things right, people won't be sure you've done anything at all." This line from Futurama represents the philosophy Erik follows as he manages deadlines, stakeholders, and team communication.
Yuchen is our fallen brother who unfortunately had to return home to China to undergo a necessary surgery. We wish him well and he is sorely missed. When he was with us he worked on integrating all of the games audio and music.
Copyright © Rainbow Goats Studios 2015-2016