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  3. Skyclimbers 2024 Update - Part 1

Skyclimbers 2024 Update - Part 1



[h2]After a quiet period of intense development, we're excited to share a major update![/h2]





Player-built and procedurally generated settlements will become a strategic cornerstone, offering numerous benefits:

  • 🪙Automated Resource and Currency Generation: Once established, your settlements will continuously generate essential resources and currency, reducing the need for manual gathering.
  • 🔨Crafting, Repairing, and Upgrading Equipment: Villagers can craft, repair, and upgrade tools/weapons for you.
  • 🏃Fast Travel Destinations: Quickly traverse between settlements
  • 🫱🏼‍🫲🏽Trade: Engage in trade with other settlements, districts, and eventually dynasties, allowing you to exchange surplus resources and bolster your economy.



Pick your townhall placement wisely, as it can't be moved!


After placing the town hall villagers spring into action building its foundation.



At the heart of every settlement is the Townhall. This central building sets the boundaries of your territory and serves as the recruitment center for your villagers.


Each villager can be moved around or assigned to buildings using point-and-click features.


Houses are the foundation of your settlement, allowing for new population growth.



Keeping your villagers satisfied is key to prosperity and productivity. Ensure adequate housing and maintain a surplus of resources like food and wood. A dissatisfied village won't attract new villagers, and existing villagers will work inefficiently. Unhoused villagers will refuse to work but will still consume resources. Players can also manually recruit villagers encountered during their travels.



Villagers can be assigned to various roles, each contributing uniquely to the settlement.



Farm: Villagers assigned to farms will plant and harvest crops, ensuring a steady food supply. All villages can plant and harvest basic grains, and converting grains through secondary buildings, such as a wheat mill, is planned. As the most vital resource, it's important to start a farm early in the game.



Sawmill: At the sawmill, lumberjacks will plant saplings and cut down mature trees, supplying the wood needed for construction and upkeep. Players can also cut down trees planted by villagers. Planting trees around the perimeter of the village can offer a tactical advantage. Upgrades to the sawmill can reduce tree growth time.



Mine:Villagers working in mines will extract valuable minerals and stones. Mines operate continuously but will eventually exhaust all stone in the region, freeing the player from the time-intensive task of managing mining operations.



Barracks:Assign villagers to the barracks to train them as guards, ensuring your village is well-defended. There are three sub-categories: infantry, heavy infantry, and ranged units. While villagers can defend themselves, a trained militia offers far stronger protection. A detailed breakdown of unit types is provided in part 2 of this update.



Blacksmith: Smiths will craft, repair, and upgrade tools for both players and villagers. Upgrading this building is crucial, as it can boost resource generation. When integrated with trade routes, blacksmiths can also become a profitable asset.



Tavern: Tavern owners will sell food and general goods. While taverns can be found throughout the overworld, yours will serve as a hub for trade. You can also purchase items from your taverns at reduced prices. Villagers gather at taverns for recreation, boosting overall happiness.



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.


[h3]The improved world algorithm will dynamically generate diverse villages and cities alongside player-created settlements. [/h3]

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.


[h3]Town halls are the center of any settlement, where villagers come to feast, and make decisions.[/h3]

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.




[h2]Districts are a new design classification for the biomes and their inhabitants of the Skyclimbers universe.[/h2]
[h3]Each district is being developed into a sub-culture within each given Dynasty, adding further depth, replayability, and design opportunities while showcasing distinct architectural styles, cultural traits, and gameplay elements.[/h3]

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.


[h3]Players can choose one of three paths to unification:[/h3]
  • Diplomacy: Purchase and unite the districts, fostering cooperation and peace. 📜

  • War: Conquer the districts through force, establishing dominance. ⚔️

  • Isolation: Do nothing. Keep a neutral stance while completing the main quest. 🛖
The diplomatic landscape of the districts and dynasties will evolve throughout the game, with friends becoming enemies and adversaries turning into allies.





[h3]The Coastal Meadow variant of this Paladin class will be used for all demonstrations, as each district offers unique armor, hairstyles, and weaponry. [/h3]




[h3]Our first completed District; the Coastal Meadow, features wide landscapes with ominous dark mountains, heavy fog, and sporadic small forests. [/h3]

Locals are known for striking green eyes to match the serene vistas, and contrasting orange shades of hair grown into elaborate braids atop stocky builds. Their culture originates from ancient seafaring peoples who moved inland for the great Magmaton migration hunt.

Their homes are largely wood, though the great beams of a town hall require imported logging from the Deep Forest locale, which is an integral trade partner. The dark tough stone found throughout this district became a major export and is commonly found throughout home foundations and chimneys.





[h3]Drakonians of the Ocean District are adapted for life at sea, with shipmaking, fishing, and adept swimming techniques commonplace.[/h3]



[h3]Their survival is tied to the ocean's bounty, relying on time-honed navigation skills and sturdy vessels to traverse the open waters.[/h3]

Locals are known for their blue eyes, light hair, and slender but athletic builds, shaped by years of physical labor both on land and at sea. Their architecture reflects the harsh coastal environment, with homes built from dried thatch and resistant stone foundations to withstand the corrosive ocean air and relentless winds. Many structures are elevated or fortified to guard against rising tides and powerful storms.

Their deep connection to the sea has made them fierce and resourceful. Life here is simple but resilient, with a strong sense of community rooted in seafaring traditions, rituals to honor the ocean, and a shared understanding that the waters can be both generous and unforgiving.





[h3]Drakonians of the Deep Forest Biome are reclusive, living among the ancient groves of conifers set between cascading mountains. [/h3]



[h3]Known for their contrasting jet-black or snow-white hair, and tall muscular builds, Drakonians of the Deep Forest remain an enigma to the other districts. [/h3]

After migrating from the coastal meadow a millennia before, these peoples have adapted to the cold climates and daunting landscapes with unique traditions. An old-growth forest can remain connected with their ancestors, and it is forbidden to harvest such trees without careful consideration.

Rich with wood and ore, this District is profitable, but is difficult to traverse, making trade restricted to the major roads and towns of the area. Construction methods rely heavily on timber, cured to a dark tint under flame to make it resistant to rot and corrosion.





[h3]Drakonians of the Gyser Plains District are a hardy people able to weather the extreme warm and cold periods of the region. [/h3]



[h3]Featuring wide, open plains where steam regularly bursts from the ground below them, and vibrant vegetation thrives on the fertile soil of this majestic landscape. [/h3]

The ground is alive with the pulse of geothermal energy, creating a rare balance of beauty and danger. During the harvest season, fertile soil leads to surplus crops needed through the cold winters.

Locals are distinguished by their brown hair, often worn in intricate braids and their practical, earth-toned clothing that allows for freedom of movement in this unpredictable land. Their lifestyle revolves around the geyser pools, which they use not only for agriculture but for crafting and daily routines.

Homes are built from stone and timber, designed with raised foundations to protect against the heat rising from the surface. Growth-covered roofs blend into the plains and provide natural insulation. The people of the Gyser Plains extract a notable purple pigment from the crystalized lotus plant found here used for clothing and decoration.





[h3]Drakonians of the Magma District boast high tolerance to heat, making use of unique clothing and lifestyle choices to adapt within the scorched landscape. [/h3]



[h3]These Drakonians have evolved a remarkable tolerance to extreme heat, thriving in an unforgiving volcanic landscape where most would falter. [/h3]

Their clothing is crafted from fire-resistant materials, using light yet durable fabrics that allow them to endure the scorching air. Every aspect of their life is shaped by the molten rivers and ash-filled skies that dominate their surroundings.

The inhabitants are distinguished by their red hair and intense, sharp features. Physically, they possess muscular, rugged builds, hardened by the harsh conditions. Tattoos are prominent, often representing strength, protection, or their deep connection to the land.

Their homes are built from volcanic stone and fire-resistant ash, designed to resist tremors and withstand eruptions. Lava serves as a natural resource, used not just for crafting weapons and tools but also in rituals honoring the great Arraxos.



[h3]Skyclimbers won’t be released to Early Access in 2024, but we’re continuing to make steady progress toward key milestones. [/h3]



[h3]Our roadmap needs an update to reflect the necessary milestones that lie ahead. [/h3]

[h3]Beta 1 - 2025[/h3]

This milestone will focus on completing the single-player game loop for the Drakonian Dynasty, including all 5 classes, districts, and character creation within the first Era. Although major progress has been made, several key systems are still under development.
  • Existing Alpha backers have immediate access with their Steam keys
  • A "Pre-Beta" patch will be rolled out to the Alpha channel before launch
  • Skycon will coincide with the Beta release, showcasing gameplay and trailers

[h3]Beta 2 - 2025/2026[/h3]

The second Major Beta phase will introduce the Foryoku Dynasty. Feedback from the first Beta will be integrated.
  • Foryoku Dynasty content will parallel Drakonia with 5 districts for the first Era
  • A limited round of new participants will be invited to join the testing phase


[h3]Early Access - 2026 [/h3]

To enter Early Access, features from Beta 1 and 2 will be expanded based on feedback, and the Rokkuhito Dynasty will be added as a playable faction. Co-op Multiplayer will also be integrated.
  • Early Access marks the official release of Skyclimbers
  • Increased likelihood of cross-platform availability at launch
  • All three Dynasties—Drakonian, Foryoku, and Rokkuhito—will be feature complete


[h3]As we progress, we will continue to update this roadmap to reflect our development milestones.[/h3]

Given the challenges of meeting previous timelines and considering our limited team's size, we're taking a more direct approach to manage expectations. We're focused on steady progress and delivering Skyclimbers with the quality and depth it deserves, while keeping expectations aligned with our realistic goals.


[h3]This was the longest gap in community updates since the Kickstarter was funded, and we aim to improve moving forward. [/h3]

Quiet periods from a developer can be alarming, and your patience is much appreciated.

We plan to keep updates more frequent from here on out and thank the community for supporting Paratope through the years.

Until next time.

[h3]⚠️ Click here to read the second half of the update! [/h3]

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