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Skyclimbers News

Skyclimbers Passed 70k Wishlists!



Climbers


[h2]We've reached a significant milestone by passing 70k Wishlists![/h2]


    [h3]
  • This solidifies interest in the game while we expedite Alpha's development toward Beta.

  • Thank you to every one of our community members who has helped spread the word about Skyclimbers; we can't wait to share our next major update, Alpha 1.0.14, with you![/h3]




[h2]Join our next livestream for a chance to win a key! [/h2]



[h2]YouTube[/h2]



[h2]Twitch[/h2]



Soundtrack Preview



[h2]If you enjoy the Skyclimbers soundtrack, we have good news![/h2]

[h3]Music from the original soundtrack has been released to all platforms 😎[/h3]



[h3]Listen to the Ether on Spotify! [/h3]





[h3]Listen to Bliss on Spotify![/h3]



[h3]These tracks are featured from the Shoi Dynasty but can be experienced by all players. [/h3]

[h3]Each Dynasty will also receive its dedicated album catered to that region's cultural and musical influences.



[/h3]
[h2]Stay tuned for the end-of-year recap, followed by the 1.0.14 City Building Alpha milestone! [/h2]



Patch 1.0.13.12



[h2]v1.0.13.12 includes several bug fixes and quality of life changes:[/h2]

New Additions: Resource costs for furniture and prop blueprints have been added, along with all current recipes in the inventory recipe tab.

Improvements: There are enhancements to the music and audio zone management, small rock billboards, delay in music track playback, chest loot, uniformity in villager camps, spawning of runes, and rock cluster spawn rates.

Bug Fixes: Numerous issues have been addressed, including problems with player restarts, entity spawner dysfunctions, time of day glitches, campfire mechanics, audio playback, player model issues, NPC texture artifacts, game balance related to resource costs, and building mechanics.

Known Issues: Footsteps stop playing after input events.


[h3]Added [/h3]
  • Added missing resource costs for furniture and prop blueprints
  • Added all current recipes to the inventory recipe tab

[h3]Changed[/h3]
  • Refactored music and audio zone management
  • Improved small rock billboards
  • Improved randomized delay between music track playback
  • Improved chest loot
  • Improved uniformity of villager camps
  • Improved spawning of runes
  • Improved rock cluster spawn rates
  • Improved performance of HP bar UI system

[h3]Fixed[/h3]
  • Fixed missing HP bars
  • Fixed player issues with restarting or getting stuck in "building world" on non-spawn tiles
  • Fixed entity spawner dysfunctions on non-spawn tiles
  • Fixed entity spawner time of day issues
  • Fixed campfire not progressing time of day
  • Fixed campfire rest locking player
  • Fixed campfire rest cycling through two days
  • Fixed windchime ambient audio zone playback
  • Fixed overlapping audio events
  • Fixed missing player after restart
  • Fixed automatic player ragdolling after restart
  • Fixed Magmaton and Voidling despawning issues after death
  • Fixed villager NPC texture artifacts
  • Fixed Sentius meat drops falling through the map
  • Fixed slop not fulfilling specific task requirements
  • Fixed Direpyre freezing when attacked by undetected players
  • Fixed unlimited wood wall building
  • Fixed blueprint resource cost bypass by players
  • Fixed missing ambient weather SFX
  • Fixed village audio zone spawning
  • Fixed HUD temperature display
  • Fixed wind chime audio zone distortion

[h3]As the year ends, the team will shift to a sprint of research and development for various game features before the release of 1.0.14 - City Building [/h3]

Until next time.


SC Newsletter / Roadmap Update / Dynasties Preview / Fulfillment Milestone



Dive into a thorough Skyclimbers update!




First, a recap of the most recent Alpha updates 😎




Alpha 1.0.13 - Engine Update Available


[previewyoutube][/previewyoutube]

Check out this trailer showcasing new Engine features!


[previewyoutube][/previewyoutube]

1.0.13 Livestream Gameplay with the Devs


  • This update is our last Engine update before the game transitions into Beta
  • Performance improvements can be seen across all hardware profiles for PC
  • Visual improvements are visible throughout the game world and the rendering pipeline


Full Patchnotes here






Check out the 1.0.12 livestream!


[previewyoutube][/previewyoutube]

Villager AI added to overworld spawns


  • Traveling villagers come from other biomes and will provide trade in future patches
  • Villagers can be harmed, but there will be consequences when the bounty system is implemented
  • Each traveling villager has a unique garb/backpack suited to their biome
  • Villagers have their own Sentius, which will react when you approach them


Full Patchnotes here






With Alpha still in progress, Early Access has been pushed to 2024...




Pushing Early Access to 2024 will allow us to release on multiple platforms simultaneously.


  • Xbox is the first console to be released due to its similar nature to PC development
  • Depending on how quickly console development goes we will attempt to release as many of them as possible along with PC


Fulfillment of USBs will continue through 2024, with a target deadline of Q1 to complete distribution.


  • This will also be the deadline for producing proofs of the physical art book and Arraxos statues.
  • More information about reward fulfillment can be found later in the newsletter
  • Skycon is planned for the three-year anniversary of the Kickstarter in Q1 - 2024


The Beta will start mid to late 2024 with multiplayer and more polish than the Alpha.


  • Alpha lays the foundation for Beta with core features and performance benchmarks
  • Beta adds the final details and more depth to the game while polishing the experience


If you have questions or concerns about our roadmap, you can contact us directly at [email protected] via email.


  • We are confident the game can reach Beta / Early Access in 2024 with a few Alpha patches remaining for 2023
  • Release delays are never easy, though a delayed game with polish will always surpass a rushed product.


An update below on our partnership with Unity




  • Alpha version 1.0.13 introduced the final version of Unity for Beta and Early Access
  • Therefore none of the policy changes from Unity would apply to Skyclimbers






Dynasties are a core part of SC Roadmap, as each new Dynasty provides new locations, characters, and items.


[h2]Dynasties Home Page[/h2]

The Alpha has only featured playable content from the Drakonian Dynasty, although the team has continued to make significant progress on other Dynasties during this time.



"Children of the Sky, the Foryoku Dynasty covers vast landscapes from floating cliffs in the Aer biome to the dense Cloud Forests, and their soldiers ride among flying Sentius possessing the Aer element."



The foundation of each Dynasty is its unique Architecture




  • All concepts and models are of the first technological "Era" from the game progression system
  • Strong East Asian influences are present such as bamboo roofs and yurt-style circular homes
  • The villager houses above are occupied by villagers from your city or spawned villages


Townhalls generate villagers and act as the city center




Each concept is carefully modeled in 3D




First era concepts for Chojin such as the base architecture and props were completed and prepared for modeling




New Sentius modeled and imported to the Engine




A distinct set of resources and corresponding source assets are available for harvesting during survival gameplay.




New environment assets were created for the Cloud Forest Biome




Aeroxen and Foryoku Ranger In Engine








"Built from stone, the Rokkuhito Dynasty ranges from the vast desert plains to the lush savannah and marsh jungle; their Sentinels command Sentius through the Terra element."

Rokkuhito - Tough as Stone

The distinct landscapes of Rokkuton such as desert




Rokkuhtio architecture adapts to its unique environment




First Era Town Halls are constructed of clay, wood, or stone, your materials will advance with each Era.




Each detail of the town hall is modeled




Unaki are the snake-like race that wars against the player


Unaki camp asset concepts

New Sentius Roxli was modeled and added to the engine




Oasis areas spawn within the Desert Biome


Ostleaf in the oasis





"Born of fire, the Drakonians hail from high mountain peaks and grassy meadow valleys with deep forests between. Their Sentinels command Sentius with the Magma element."



The First Era Paladin was introduced from Drakonia




A new character controller enables responsive combat




Coastal Meadow Locale villager at camp




Locales are the biome-specific variants for villagers, equipment, and apparel within each continent






Biome-specific variants of the paraglider were developed




New Sentius Stagma was recently added to the Alpha




Stagma Animation Previews

New set of base building assets / E1 Interiors




Some assets are shared with villager settlements




Interiors fitted with base assets and lighting accents




Boats will be commanded by the player or a crew




Runes are new locations that spawn in sub-biomes








"The world stands only for the Shoi to conquer through technology held to the plasma element"

Shoi Golems are sentinels assigned to defend Shoi locations such as temples...




Shoi drones will also patrol temples and can be found in the overworld to guide the player




Concepts for the legendary weapon each class can select


Legendary weapons never break and can be upgraded through a skill tree



"Void is limitless, void is everywhere, Void is all consuming chaos"



The Void Reaper was brought to life for a new trailer






The Foryoku Dynasty Sentipedia is complete! #101 - 200




After the concept, graphic arts are published with important data about the Sentius on our website



With Drakonian and Foryoku complete, we are now phasing down the final 80 + Sentius designs for Sentipedia 1.0




Moveset concepts are created for each attack effect




The Art team has also implemented new standards for Sentius designs, including pose sheets:








Some amazing fan art from the community:




Submit your fan art in Discord!



Follow our socials for more frequent updates!






We hit a major fulfillment milestone for USB production and rewards shipment!




Over 3,000 USBs have been printed and assembled, with hundreds shipped to backers internationally.




We've also shipped all reward bundles for the Deluxe tier and above internationally! 🚀




⚠️ Console physical editions, physical art books, and legendary edition statues are waiting for production still.
  • If you are missing rewards excluding those listed above please contact [email protected]
  • Console physical editions can't be produced until the game is fully released




The team is still preparing a new product line for Akaneko, planned to launch in early 2024!




This campaign will increase awareness for the Skyclimbers brand while supporting a good cause!
  • Exclusive discounts will be offered to existing backers 😎




As always, we thank you for your support while we continue to develop Skyclimbers. Please contact [email protected] for any inquiries.


Until next time.

Alpha 1.0.13 - Engine Update







Version 1.0.13 Marks our last major Engine update before we transition into Beta.





[h2]This patch introduces many new rendering features, while improving performance by up to 50% [/h2]



[h2]Points of interests such as Temples now spawn with volumetric fog volumes[/h2]





[h2]Better texture scaling has been implemented on large assets such as landmark rocks and trees[/h2]





[h2]A new grass shader has been implemented with wind animation and better lighting[/h2]





[h2]Improved lighting, fog, day/night cycle and volumetrics.[/h2]



[previewyoutube][/previewyoutube]

[h2]Premiere of new rendering engine and model fidelity 🎥[/h2]





[h2] Share your experience by reporting bugs / sharing your top seeds! [/h2]


  • Upload your bug reports here to help the team fix them!
  • Share your favorite world seeds, or select one from the list for your next session!


[h3]Added [/h3]
  • Added footstep SFX for Stagma, Direpyre, Okamito and Magmaton mounts
  • Added birch sub-biome entity spawning
  • Added POI spawn area time of day filters

[h3]Changed [/h3]
  • Improved day and night cycle rendering
  • Improved dawn and dusk transitions
  • Improved cloud rendering
  • Improved grass wind effects
  • Improved volumetric lighting and fog
  • Improved terrain generation (more visible POIs, flatter terrain)
  • Improved memory management -- reduced average RAM usage to ~3.7GB and max RAM usage to 5GB
  • Improved level load time
  • Improved "building world" time
  • Improved average frame rate
  • Active background music fades out when player death event is activated
  • Refactored entity spawner (biome spawning rules, time of day spawning rules, weather spawning rules)
  • Player can only open chests from the front
  • Updated Direpyre walk and run animations
  • Disabled player footstep SFX when depleting a resource

[h3]Fixed [/h3]
  • Fixed memory leak on terrain chunk load
  • Fixed player unable to set other Sentius as active mounts after selecting Stagma
  • Fixed Stagma and Direpyre not taking damage after reaching half their HP
  • Fixed Yagi spawning underneath towers
  • Fixed traveling villager NPCs spawning inside villages
  • Fixed resource harvest loop bug
  • Fixed wood tasklist entry bug
  • Fixed death screen buttons not being clickable
  • Fixed village music loop bug
  • Fixed Stagma not dropping loot
  • Fixed combat music restarting when AI attack dead player's body
  • Fixed depth of field menu toggle
  • Fixed cooking pot flames being active before player operation
  • Fixed mesh distortion bug
  • Fixed virtual camera and DoF not activating on NPC interaction
  • Fixed resource harvest issues on non-spawn tiles / unique biome seeds
  • Fixed NPC virtual camera stuck when player walks away from NPC interaction
  • Fixed ambient audio triggers not functioning on non-spawn terrain tiles






[previewyoutube][/previewyoutube]

[h2]Tune in for the live stream with live commentary from the devs![/h2]



[h2]A hotfix is planned for this patch, which will fix many of the remaining bugs from 1.0.12 still present in this build.
[/h2]

[h3]Also, stay tuned for the upcoming newsletter with an in-depth development and roadmap update![/h3]