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Patch 1.0.10 - World Generation / Progression Update



[h2]Patch 1.0.10 makes a fundamental overhaul to the world generation algorithm.[/h2]



[h2] We're excited to showcase full village generation for the first Era! [/h2]
  • Villages now spawn with houses, torches, roads, town halls, and cooking stations
  • Singular village type exists at this time, but will spawn randomly
  • Future patches will include seed variations
  • Some villages will spawn with specialists such as blacksmiths
  • All villages will have cooking stations, rest beds, and tavern shops
  • Villages include custom music tracks




[h2] In addition to village generation, we added over a dozen new resources for harvesting! [/h2]
  • New ruleset includes denser forests
  • New rock assets
  • New Ruins assets
  • Resource depletion rates will now vary based on size




[h2] Players can now gain experience and leveling through world interactions! [/h2]
  • Level progression is marked on the bottom left corner of your screen
  • Enemies will drop experience points that are absorbed by the player
  • Most interactions will provide experience, including resource depletion and cooking
  • No stat changes are present in this build, but in the future they will be class dependent
  • New locations will be marked with a discovery event panel


[h2] Lastly, we expanded and improved upon saving to include all customizable game elements! [/h2]
  • Experience and level
  • Keymapping
  • Graphics, sound and gameplay options
  • Depleted resources, cooking ingredients and cooked dishes
  • Tasklist entries and discoveries






[h3]Attention Steam Deck players ⚠️[/h3]

If you are playing Skyclimbers on Steam Deck we have opened a new branch optimized for Deck.

Use this password for the Beta branch: valvesteamdeck

This Beta branch build is between 10.9.1 and 1.0.10, with some but not all new features.


[h3]Added [/h3]
  • Reintroduced village spawning to world generation algorithm
  • Added new village assets and props (tavern, houses, landscapes, fences, banners, torches, etc)
  • Added new depletable trees (dead trees, stumps, oak variants)
  • Added new depletable mossy stones
  • Added new ruin assets (larger, more detailed ruin structures)
  • Added full screen/windowed options to pause menu
  • Added "alert" state for Yagi AI before chase or attacking the player
  • Added save support for graphics settings
  • Added save support for audio settings
  • Added save support for gameplay settings
  • Added save support for player progression (experience and level)
  • Added wind animations for trees
  • Added dissolve effect and additional VFX to despawning voidlings
  • Added generic footstep SFX for invalid surface textures
  • Added decal rendering system for road pathways and village accents
  • Added location discovery events
  • Added player experience system v1 (gain xp through resource depletion, cooking or combat)
  • Added SFX and VFX on exp gain
  • Added season, temperature and time of day data to player HUD
  • Added temperature and time notation options to pause menu
  • Added new audio event for when player is riding a mount
  • Added texture streaming to improve texture quality and performance



[h3] Fixed [/h3]