Written by GuillaumeProject Skyfall
Skyfall, milestone 2: wall jumps, dashes and arrows (April 2026)
The April 2026 push that made Skyfall feel like a game: wall slides, wall jumps, ledge grabs, dashes, bows and arrows that kill and steal.

Between January and April the project had a map, a physics loop and an online handshake. What it did not have was a reason to move. April is when the movement set was finished and the bow arrived.
The movement set
The player controller got wall sliding, wall jumping and edge grabbing, then dashing. Each one came with a tuning pass: jump buffering, coyote time and the wall-jump force were adjusted until a jump off a wall landed where you expected. The changelog for the month says exactly that: “tuned jump buffering, coyote time, wall-jump force and movement feel”.

Dashing got a second job: an arrow in the path could be caught by dashing into it. That single rule shaped the arena more than any map did, because every shot became a choice between shooting and moving.
Bows, arrows and kills
Shooting came with the bow: hold to draw, aim in any direction, release to fire. Arrows stick in walls, can be picked up after a short delay, and wiggle when they hit. A player can kill with an arrow, by falling fast onto someone, or by falling fast and shooting down, which kills themself. That last one was a bug fixed in the same month.
Round scoring was added at the same time: kill attribution, a match overlay, and a max-points rule. The game became a match instead of a demo.
Structure
The player and arena scene was split into sub-modules so that the server, which runs the same Lua engine through Nakama, could load the same player code. That split is the reason the physics still runs identically on both sides today.
What came next
With movement and arrows in place, Skyfall was playable with friends for the first time. The problem became how it looked: a dark arena with nothing but flat colour. The next milestone was light.


