Sonic Daybreak is an incredible achievement

time gear

Eternity in an hour
Sonic Daybreak is a fangame (SAGE 2025 Demo here) that manages to near seemlessly merge many of the best aspects of Sonic gameplay up through Frontiers. I say many and not all because there are things from certain games that I prefer that were not carried over into this playstyle, but nonetheless what was achieved here cannot be understated. This is monumental, and I truly hope SEGA is not only taking notice, but also taking notes. If you're only interested in playing it, you can stop reading here. Otherwise, I will provide my more extensive thoughts on the game in a spoiler tab:

Noteworthy things that feel like they were tossed into the blender here are: Mania, Adventure, Adventure 2, Advance 2, Rush, 06, Unleashed, and Frontiers. I'll go over why I listed these games in particular as follows:

Returning from Classic Sonic in general is the roller coaster rolling physics Sonic fans like to call "Momentum", but is actually closer to being "Physics based acceleration and deceleration" While in ball form Sonic gains speed down slopes but slows down up them. From Mania specifically is the Drop Dash, which can be charged in midair while maintaining forward movement to smoothly continue your forward movement when you land.

The level design takes nods from both Adventure and Adventure 2, with hints of 06 and Unleashed sprinkled in.

From Adventure is the Spindash and Homing Attack. From Adventure 2 is the bounce attack. From the Advance and Rush games is the tricks system and windmill kick. These together with the drop dash create a very fluid playstyle that feels very satisfying to master over time. The tricks and windmill kick were modified somewhat to suit the new playstyle, an innovation that works to the game's benefit. You can do a trick to gain height even after a normal jump, or even after performing a bounce. Timing your tricks is integral to getting the most height out of them, which in turn is integral to taking certain pathways. The windmill kick is very powerful for getting horizontal distance midair, but you must fill a meter to perform it. Using it will drain the entire meter, and then it must be filled again to perform the move again.

From Unleashed is the Quick Step, as well as slow fall sections in which Sonic spreads out his arms and legs.

Finally, the light speed dash. While this technically debuted in Sonic Adventure and became an instant use move in Adventure 2, the specific implementation here feels more inspired by Frontiers and Shadow Generations.

Overall, this is not the Classic formula, Adventure formula, or even the Boost formula. This is all three put into a blender and refined into a more unified "Sonic" formula. It's surprisingly well refined together in a way that feels very natural, but words alone can't do it justice so I urge anyone interested to give the demo a try and see for yourself. However, I will also quickly go over what is new: Spindashing on grind rails.

Going faster on Grind Rails has traditionally been handled in a few different ways; in SA2 you hold down a button and then carefully maintain balance. This system was rewarding but also a bit janky and unnecessarily complicated for what it was. Later games introduced grind flipping, in which the character repeatedly flips their orientation while the player mashes a button to gain speed. Finally, this system was replaced by simply using boost while on a grind rail. This game takes it one step further, and instead of boosting on grind rails you can spindash on them. This does speed you up, but in a more acceleration based way that builds up speed rather than instantly propelling you to top speed. It feels quite nice and is visually refreshing.

I do however have some criticism for the game. First of all, the game doesn't seem to save settings and always by default boots into exclusive fullscreen. Although I have a larger monitor, it always boots into 1080p, and although I have high enough specs to handle higher framerates it always defaults to 60fps. These settings can be changed in the options, but it's a pain having to do this every time. It would be nice if it defaulted to windowed or borderless fullscreen for the first time launch and then saved your settings after you're done editing them.

Second of all, the implementation of the Spindash is a bit iffy in my opinion, and I feel like a spindash more like from Frontiers would be much better. There's not much of a purpose for having to slow down while charging, nor does the charging phase itself contribute much positive to the gameplay feel. The stages are designed around constant movement, and the drop dash allows you to zip forward immediately on landing, so having the spindash similarly "boost" you forward immediately on use wouldn't be overpowered and would feel much better for maintaining a flow state. The only reason I can think of for why the Spindash works the way it does in the current demo is because it's emulating what it felt like in SA2, but I ultimately feel as though this is to the game's detriment and that the more innovative and fun pathway forward is the more instantaneous spindash from Frontiers.

Basically, just make it so that the "Spindash" input while on the ground activates the "Spindash release" input that happens when you release the button in the current demo, and apply the full charge to it. I'd also prefer that holding the button down allows you to stay in ball form and releasing it returns you to your running state.

That aside though, this is genuinely in my opinion the most impressive and well innovated fangame the franchise has ever seen in my opinion, even moreso than Sonic GT before it.
 
OH CRAP IT'S ON GAMEJOLT!
I only saw it on its SAGE 2025 SFGHQ page, but this makes it a lot easier for me (since I obviously use GJ more lol).
I personally didn't want to try it just yet because of the reviews I saw on the SFGHQ, but...maybe I'll give it a chance one day soon.
 
Second of all, the implementation of the Spindash is a bit iffy in my opinion, and I feel like a spindash more like from Frontiers would be much better. There's not much of a purpose for having to slow down while charging, nor does the charging phase itself contribute much positive to the gameplay feel. The stages are designed around constant movement, and the drop dash allows you to zip forward immediately on landing, so having the spindash similarly "boost" you forward immediately on use wouldn't be overpowered and would feel much better for maintaining a flow state. The only reason I can think of for why the Spindash works the way it does in the current demo is because it's emulating what it felt like in SA2, but I ultimately feel as though this is to the game's detriment and that the more innovative and fun pathway forward is the more instantaneous spindash from Frontiers.

Basically, just make it so that the "Spindash" input while on the ground activates the "Spindash release" input that happens when you release the button in the current demo, and apply the full charge to it. I'd also prefer that holding the button down allows you to stay in ball form and releasing it returns you to your running state.
At first I didn’t quite liked this idea, but after thinking about it longer, it honestly can work pretty well. The thing that turned me away at first is how the spindash was implemented in frontiers, with it being more of a curled in boost than something like the drop dash, which should be what the drop dash normally is.

But ye, if the spindash would actually have physics unlike in frontiers, then I could see it working like this even in future official Sonic games. c: Now the spindash would actually be a DASH move with no obsctructions.
 
if the spindash would actually have physics unlike in frontiers
I'm not sure what you mean by this, the Frontiers spindash does have physics. It's exactly because it does have physics that it's generally superior to the boost in most situations. You can use it to go flying off ramps and cover huge gaps, which is also great for taking shortcuts in cyberspace. I'd go more in depth about it, but this is a Daybreak thread and I don't want to derail off into a Frontiers tangent. But what it generally amounts to is that the spindash in Daybreak would be a lot better in my opinion if pressing the button while moving acted as the fully charged spindash release instead of halting your speed, and then releasing the button could put you back into your running state (or uncurl you in the air).

The only other nitpick I can think of is that some of the level design could use some small tweaks so that you don't go flying off to your death in situations beyond your control, but I didn't bring that up in my main post because it is a demo which comes with being WIP as a given, and also I'm sure they are likely aware of the issue already given how many other people have played and reviewed the demo.
 
I'm not sure what you mean by this, the Frontiers spindash does have physics. It's exactly because it does have physics that it's generally superior to the boost in most situations. You can use it to go flying off ramps and cover huge gaps, which is also great for taking shortcuts in cyberspace.
But my problem with the frontiers spindash is that it’s literally a reskinned boost with flinging turned on, if I use a spindash, then I expect it to have analog speed that’s warped by terrain it’s used on, and that’s why... ALL GLORY TO THE FRONTIERS DROP DASH!!! The best implementation of how a spindash should function in Sonic games since a long time, it’s speed is analog, it requires a charge, and terrain it’s used on makes a difference. Now get the spinboost, and just make it an instant grounded drop dash with full steering, flinging turned on, BUT make it actually lose speed and adapt to the curvature of the ground. Rant over, mic dropped...........
 
But my problem with the frontiers spindash is that it’s literally a reskinned boost with flinging turned on
It's not. Aside from being able to damage enemies, it has different properties on curved terrain in general so there are situations in which boost is better for traversal than spindash. While it does get compared to the boost a lot (and is referred to as spinboost in the files) it's more like an alternative drop dash that has forward propulsion tied to a meter and that allows you to go flying off ramps and similar terrain. I do also wish that the speed of the spindash in Frontiers changed more noticeably based on the shape of the terrain (It still does a bit but it's quite a small difference), and it being tied to a stamina meter system in general is kinda dumb, but the point still stands that it's got its own list of differences from the boost. Depending on Sonic's stats, it's also sometimes faster than the boost.

The Frontiers drop dash does have its own list of upsides such as being useful for scaling difficult terrain but it's often too slow and weak to really feel all that useful. The Daybreak drop dash is much more useful comparatively, although could still use a bit of work to be more useful for launching off curved terrain. At a core conceptual level, the drop dash should just be a slightly weaker spindash that's useful for keeping your speed going without uncurling from the air when you land. Sonic's basic running animation traditionally does (and still should in my opinion) actually slow him down, as his speed is built up and maintained while in ball form. Running should be for when you're trying to maintain a consistent (but slower) pace that's easier to control. Drop dash allows you to leave the ground and then resume movement along the ground without uncurling, and also doubles as a slight speed boost if you aren't already moving at a minimum speed. In Daybreak, it does veer away from this core concept a bit since Sonic's more geared towards running, but it generally works well I think as it still generally carries over the function of allowing you to land with a bit of a speed boost.
 

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