Skyclimbers Q2 Newsletter - Sentius Devlog
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[/p][h2]Monster Taming Beta Devlog
[/h2][p]With another core pillar coming together, we are ready to showcase new Sentius designs, mechanics, and game systems. This step bring us one step closer to the official closed Beta.[/p][p][/p][p]
[/p][p]New Sentius alert, Actylax! A Magma/Terra Type from Rokkuton
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[/p][p]We have now added climbing to the list of locomotion types for mounts.
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[/p][p]Actylax can be found in the Desert Plains, the Savannah Forest, and even the Ocean biome of Rokkuton. With its unique locomotion profile, the player can seamlessly travel on the ground, climb surfaces, and glide to their destination. Keep in mind gliding isn't flying! Players will need to gain altitude first, either by climbing or launching from cliffs. [/p][p][/p][p]
[/p][p]Buffaqua is a pure water type and the final stage of a three-phase evolution line.[/p][p][/p][p]
[/p][p]Buffaqua is another new Sentius, inspired by water buffalo and wildebeest. These sturdy creatures are native to the Marsh Plains biome, but can be found in small herds elsewhere. Great migrations happen annually, where they cross the marsh biome into the savannah and back again.[/p][p][/p][p]
[/p][p]Grollum, a gaia-type Sentius, demonstrates its natural climbing ability in the wild. Though vulnerable to Ice and Magma types, Grollum makes up for it with a powerful physique and sharp intelligence. Known to use natural tools for foraging and nest-building, it balances brawn with surprising cunning.[/p][p][/p][p]
[/p][p]Waxli is a designer Sentius. Native to Yukos, Waxli has adapted to survive in the cold reaches of the Deep Forest.[/p][p][/p][p]
[/p][p]Waxli is shown here in the Drakonian biome. Some Sentius can migrate between biomes, and across continents. Learning their seasonal patterns can increase your chances of encountering rare Sentius.[/p][p][/p][p]
[/p][p]Leolith, another designer, Sentius is the youngest of a pack and is never seen without its immediate family. Wherever Leolith roams, its kin are sure to follow.[/p][p][/p][p]
[/p][p]Leoclaw, the second evolution in a unique four-sentius chain, carries a similar move progression from Leolith with increased stats and mountability. [/p][p][/p][p]
[/p][p]Roxli, a fan favorite, now has its first form, Rokkat, fully game-ready![/p][p][/p][p]
[/p][p]Nesting Avian Sentius defy continental borders, for example, this Griffos nest, is located in a non native continent of Rokkuton. These hardy avian species are generally rare or super rare but provide biodiversity in barren landscapes, and add gameplay variety. [/p][p][/p][p]
[/p][p]In the Ocean biome, a wide range of species traverse the sky, sea, and shore, each with its own unique blend of movement adaptation.
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[/p][p]Much like cormorants, Albarott fly in formation along the water's edge before descending on feeding sites. These tight-knit groups travel, breed, and hunt as one.[/p][p][/p][p]
[/p][p]Albarott are capable of short dives, though their large frames limit how deep they can go. Instead, they often paddle across the surface with their feetresting atop the water to dry off while hunting for young Kelpups or Coddora.[/p][p][/p][p]
[/p][p]Kelpup has undergone a major redesign. We're narrowing in on a more realistic visual style while staying true to our anime-inspired roots. Our goal is to create a believable ecological system that still feels visually striking. To achieve this, we're grounding colors and proportions in nature, while using creative flourishes to suggest plausible evolutionary paths and add depth to each design.[/p][p]
[/p][h3]A Living Ecosystem [/h3][p]Our biomes are modeled after real world ecosystems, featuring trophic cascades, keystone species, and predator-prey dynamics that follow established biological principles. This approach results in grounded character designs and game systems that reward stewardship.[/p][p][/p][p]
[/p][p][/p][p]This trophic web, inspired by the real kelp forests of northern coastlines, shows a complex interplay of relationships between the different species.[/p][p][/p][p]
[/p][p][/p][p]The kelp forest is the foundation of this ecosystem. Without it, countless species would be affected, and Kelpups, our sea otter analogue, wouldn't survive. [/p][p][/p][p]
[/p][p][/p][p]Sea urchins, classified as Biota (non-tameable fauna), are grazers that constantly feed on the edges of kelp forests, trimming their boundaries. Kelpups prey on these urchins to keep their numbers in check. Without this balance, sea urchins can quickly devastate entire forests.
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[/p][p][/p][p]At the top of the food web are apex predators, along with mid-tier crossovers like Albarott, which hunt in multiple domains. The orca analogue, Orcydro, serves as the true apex. Its pods patrol several kelp forests, helping regulate Kelpup and Aquotta populations. Albarott will occasionally dive to pick off isolated Kelpups, further maintaining balance within the ecosystem.
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[/p][p][/p][p]These ecological design principles directly influence spawn rates and Sentius rarity. Overhunting or overtaming can lead to reduced spawn frequency or shifts in which Sentius appear in a given biome. For those who prefer a more straightforward experience, ecological systems can be ignored or disabled in the world generation settings without impacting core progression.[/p][p]
[/p][p][/p][p]Rare Sentius may become more difficult to encounter, but no species will ever go extinct. This approach maintains an immersive ecological system without creating gameplay that feels punitive.[/p][p]
[/p][h2]Sentius Gauntlet Updates
[/h2][p]When entering gauntlet mode, the player will automatically sheathe any active weapons. Capturable entities within interaction range are now highlighted in blue, while those outside of range appear in red. Input for the gauntlet has been streamlined. Stun and capture have been consolidated into a single mechanic: left-clicking while aiming the gauntlet will stun a Sentius if it is not already stunned, and clicking again on a stunned Sentius will initiate the capture beam.[/p][p][/p][p]
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Once a Sentius is stunned, a limited window begins during which the player must initiate capture. To discourage stun abuse, any Sentius that breaks out of stun will recover up to 20 percent of its health, which decreases the chances of a successful capture. Stunned Sentius are invincible and will immediately target the player once they break free.
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During capture, the Sentius will attempt to escape. The likelihood of a successful capture depends heavily on the Sentius’ level and remaining health. Bringing its health down to 30 percent or lower provides the best chance of success. Lastly, all three of your party members can now be summoned at the same time through the gauntlet.[/p][p][/p][p]
[/p][p][/p][h2]Sentius Mount Updates [/h2][p]
Sentius can serve as mounts across land, air, and water, each offering unique advantages based on their movement type. Land-based Sentius provide fast and reliable ground traversal, often with sprint capabilities or terrain-specific perks.
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Aquatic Sentius enable swift water travel, making it possible to navigate ocean depths or cross large bodies with ease.[/p][p]
[/p][p][/p][h3]Aerial Sentius allow players to take to the skies, offering freedom of movement and access to hard-to-reach areas. [/h3][p]Saddles are another new addition, making mounts permanent fixtures in your party. [/p][p][/p][p]
[/p][p]Each mount type enhances exploration in distinct ways and may be required to access certain biomes or complete traversal-based objectives.[/p][p][/p][h3]
[/h3][h3][/h3][h3]Sentius evolution is now implemented at fixed level caps[/h3][p]Evolution is the key reward mechanism for leveling up your Sentius, as over time, they will become more powerful, gain new movesets, and increase base stats. This can also be paired with environment requirements, items, or even questlines for specific Sentius. [/p][h3]
[/h3][h3] Sentipedia Codex Database[/h3][p]Similar to the Web interface: https://www.skyclimbers.net/sentipedia, which is currently being overhauled for a re-release with tons of new features and redesigned + new Sentius; this in game inventory allow syou to read descriptions, see strengths, weaknesses, movesets, ecology descriptions and more![/p][p][/p][p]
[/p][p]This concludes the Development updates. Thanks for tuning in! [/p][p]
[/p][h2]Rewards Updates[/h2][p][/p][p]
[/p][p][/p][h3]If you still haven't redeemed a Steam key, please contact [email protected] via email
\[Crowdfunding supporters only]
[/h3][h3]- If you moved and are expecting a physical reward, please contact [email protected] [/h3][p][/p][p]
[/p][p][/p][h2]Beta Progress
[/h2][p]Alongside ongoing improvements to our Sentius systems and taming mechanics, we're making steady progress toward Beta. Work is underway on deeper city simulation, audio engine updates, and key back-end systems. We’ll explore these in more detail in the next development update.[/p][p]Until then, thank you for your continued patience and support. We're committed to building and self-publishing Skyclimbers with care and purpose.[/p][p][/p]
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[/h2][p]With another core pillar coming together, we are ready to showcase new Sentius designs, mechanics, and game systems. This step bring us one step closer to the official closed Beta.[/p][p][/p][p]
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[/h2][p]When entering gauntlet mode, the player will automatically sheathe any active weapons. Capturable entities within interaction range are now highlighted in blue, while those outside of range appear in red. Input for the gauntlet has been streamlined. Stun and capture have been consolidated into a single mechanic: left-clicking while aiming the gauntlet will stun a Sentius if it is not already stunned, and clicking again on a stunned Sentius will initiate the capture beam.[/p][p][/p][p]
Once a Sentius is stunned, a limited window begins during which the player must initiate capture. To discourage stun abuse, any Sentius that breaks out of stun will recover up to 20 percent of its health, which decreases the chances of a successful capture. Stunned Sentius are invincible and will immediately target the player once they break free.
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During capture, the Sentius will attempt to escape. The likelihood of a successful capture depends heavily on the Sentius’ level and remaining health. Bringing its health down to 30 percent or lower provides the best chance of success. Lastly, all three of your party members can now be summoned at the same time through the gauntlet.[/p][p][/p][p]
Sentius can serve as mounts across land, air, and water, each offering unique advantages based on their movement type. Land-based Sentius provide fast and reliable ground traversal, often with sprint capabilities or terrain-specific perks.
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Aquatic Sentius enable swift water travel, making it possible to navigate ocean depths or cross large bodies with ease.[/p][p]
[/h3][h3]- If you moved and are expecting a physical reward, please contact [email protected] [/h3][p][/p][p]
[/h2][p]Alongside ongoing improvements to our Sentius systems and taming mechanics, we're making steady progress toward Beta. Work is underway on deeper city simulation, audio engine updates, and key back-end systems. We’ll explore these in more detail in the next development update.[/p][p]Until then, thank you for your continued patience and support. We're committed to building and self-publishing Skyclimbers with care and purpose.[/p][p][/p]
- [p]Paratope Team [/p]


















Player-built settlements will periodically face random raids by groups of Voidlings or Yagi. These hostile forces will target both villagers and buildings, posing a significant threat to your community. During raids, villagers can be killed, and those who are injured will require healing.
Every month, the appearance of a Dark Moon will herald even larger and more formidable raids, escalating the danger to your settlement. Preparing for these assaults and strategically utilizing your guards will be crucial for your village's survival.
By carefully managing and expanding your settlements, you can create a powerful and self-sufficient network that supports your broader objectives. Failing to do so can result in the destruction of your kingdom.

To integrate these villages into their expanding kingdom, players must first improve diplomatic relations. Positive relations are essential for negotiating a purchase price and recruiting villagers from these settlements.
These procedurally generated settlements will differ in resource type, density, specialist availability, and population size.
Built on three core pillars—resource generation, housing, and governance—these villages evolve naturally through different Eras.
Players can enhance diplomatic relations by trading key resources and assisting villages with tasks such as bounties, dispatching enemy camps and activating Shoi points of interest.
These actions will solidify alliances, making generated villages valuable allies that seamlessly integrate with player-built settlements.
By connecting player-built and procedurally generated villages through diplomacy, you can establish a robust trade network and strengthen your strategic position. Allied villages will support the player during times of need, providing additional security and resources.
For those who prefer not to construct their own settlements, these generated villages offer a convenient and efficient alternative.

Courtyards contain ancient statues and viewing areas of the village. Some Shoi artifacts remain as ruins until their true purpose is later uncovered. Richer villages will feature more ornate structures, and blueprints for statues and decorations can be acquired through purchase or quests.

Villagers from the District are similar in appearance, aligning with the overall Dynasty and Era theme. The first Era Drakonian design draws significant inspiration from Vikings. Historic District rivalries and trade relations will influence gameplay opportunities. Districts still honor the elemental theme of their Dynasty; for the Drakonians, this is represented by a Magma-themed banner.
Jarls are key figures within the District, making decisions about war, territory, and trade. Building relations with Jarls can lead to alliances, trade benefits, and quest opportunities. Each settlement is governed under a jarl, and some powerful leaders may command multiple settlements with large militias.
Each building follows a similar construction style, using resources gathered from its biome. All Districts are currently being developed through the first Era, with base attributes carrying over into future Eras. You can collect blueprints from various Districts to expand your building options. Character customization options will also be tailored to your chosen District.


















The Paladin can wield a variety of melee weapons, including swords, spears, axes, and hammers. Each weapon type has its own attack speed, range, and durability. One-handed weapons allow players to carry a shield for defense, while two-handed weapons offer more power but leave players vulnerable during attacks.




Larger battles may require multiple unit types.
It's up to you as the commander to build a strategy.
Squabbles with the opposing clan can lead to major battles.
Voidlings will fight both sides should the battle run into night time.
Hordes of Void can overrun powerful units with numbers.
Players can now swim and dive in large bodies of water, with swimming consuming stamina. Additionally, resources can be gathered underwater.
The new free-climbing system offers improved fluidity and maneuverability. Players can now climb most surfaces they encounter, from cliffs to buildings. Climbing consumes stamina, requiring strategic planning.
Players can now glide through the air from high places using a paraglider. It's especially useful for covering large distances or safely descending from great heights. Like swimming and climbing, using the paraglider will consume stamina.
Alongside new locomotion methods, walking and running have been revamped with responsive new sub-states.
The stamina bar can now be found as a pyramid-shaped icon near the player on screen, making it easier to manage stamina-consuming actions without having to glance at a distant corner
The resource depletion system has been reworked to be more user-friendly. Gathering plants and ground pickups now requires only a single button press.
Mining and woodcutting are no longer restricted to the multi-tool. Any weapon or tool can be freely used to deplete stone and trees, without the burden of long animations or cooldowns when gathering resources.
Albarott are key species in the ocean biome ecosystem, making nests on rocky islands.
Orcalf and Orchydro make use of a new underwater herding algorithm.
Companion Sentius will follow you on foot or wing, accompanying you on your journey.
Villagers can own domestic Sentius such as Yacabur for food, labor, and companionship.
Super rare Sentius such as Thracion may flee when you approach them. Encounters are rare, so you’ll need to choose wisely before making your move. Certain quests may also be tied to locating these elusive Sentius.
Taking on a pack of hostile Sentius can be challenging, even with a companion.
You can watch your Sentius fight, but you may need to step in if more hostiles join the battle.
Your companion Sentus may flee to avoid fainting during battle.




Third-stage Sentius evolutions are mini-bosses, with high stats and dangerous attacks.
Defeating these Sentius requires practice and an understanding of their tactics and strengths. Elemental advantages can make all the difference in battles like these. If you're trying to tame Sentius at this level, the right preparation is essential.



A brand new sky and weather system has been integrated, bringing new developmental and artistic possibilities. As before, it includes time of day progression, but now also features a range of weather conditions such as rain, thunderstorms, snow, and fog. Different biomes will have distinct weather patterns. Weather is now paired with audio and particle systems to create biome-specific ambiance.
Hex is the nearby moon of Lithan, your home planet.
A planetary neighbor of three unknown Dynasties can now be seen on the horizon.
A new clustering and spatial partitioning algorithm enables denser forests with better performance. Clustering allows for more efficient memory management, keeping usage low and preventing stuttering. Combined with a new level of detail management system, it improves performance by reducing the number of objects rendered.
AI (humanoid and Sentius) now employ a wide array of combat behaviors, including dodging, parrying, and strafing. An entity management system optimizes processing power through parallelization and memory pooling. With these techniques combined, the engine now supports large-scale real-time battles.
Night-time rendering is brighter in the overworld with more accurate colors.
Scenes now support more dynamic lights, with better shadow detail.
Reaching the ocean biome can take hours, depending on the continent's size.
Border zones feature formations from both neighboring biomes.
Longer render distances for terrain allow you to see the upcoming biome, with improved performance thanks to a custom detail loading system.
Weather and ambiance profiles adapt dynamically to each new location.
New lighting transitions during dawn and dusk feature light scattering. 



