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Skyclimbers Q1 Newsletter



Our first update of 2025 completes the hostile faction systems for Beta and integrates various new game mechanics into the core loop. This development cycle introduces faction villages, diplomacy, and deeper combat features, providing new gameplay opportunities.

[previewyoutube][/previewyoutube]
[h3]In case you missed our previous updates, here is a montage of our progress over the last year, covering all aspects of development leading towards the Beta.[/h3]



The wilderness has grown more dangerous and complex. What were once scattered bands of enemies have transformed into organized societies with territorial ambitions to rival your own. The Yagi, goat-men warriors of Drakonia, now function as a war-hardened clan with unique social structures, economies, and village systems.



The Yagi now establish fortified villages, governed by a strict hierarchy, where every rank serves a distinct purpose. From lowly thralls to powerful leaders, the Yagi create a dynamic threat that evolves alongside the player.



Hostile factions use primitive but brutal architecture to intimidate opponents and keep unwanted visitors out of their settlements.



Complex social and economic behaviors evolve to match the players' increased skills and technology. This rivalry makes up a fundamental aspect of the city-building game loop.





At the foundation of Yagi society are the thralls, laborers who handle construction and basic resource gathering. Though generally frail, some thralls rise in rank through displays of exceptional violence, cunning, or unwavering loyalty



New procedural character systems randomize every spawned Thrall, ensuring diverse gameplay encounters within a familiar theme.



Thralls exist in harsh conditions, crowded into crude shelters or kneeling before sacrificial pits, where new thralls are summoned. When settlements expand or require rebuilding after battle, thralls perform the hardest labor. Those who falter face grim fates – exile, execution, or sacrifice.





Warrior class Yagi stand watch at towers and ensure thralls keep working, with direct orders from their leader, they have the authority to dispatch any dissenters from within their ranks.





Thralls that survive long enough to prove themselves go on become specialists, taking on roles similar to human villagers. Miners, woodcutters, blacksmiths, merchants and butchers are the five specialist types.





Smiths transform raw materials into weapons, tools and crude armor. Blacksmiths hold knowledge passed down through generations of captive thralls, incorporating techniques stolen from human settlements.



Merchants oversee the distribution of goods within a Yagi settlement and facilitate limited trade with other clans. If the player earns sufficient standing with a Yagi clan, merchants may offer access to unique items not found in human settlements.



Butchers process Sentius meat. Their workshops contain tools for breaking down carcasses and preserving meat through various means. The most skilled butchers prepare ceremonial meals to fuel warriors before major battles.





Miners excavate stone and ores from nearby deposits. Their primitive tools require brute strength rather than technique. The most valued miners know which materials best serve the clan’s needs for weapons and construction.



Woodcutters are often positioned at the settlement perimeter, providing raw materials for construction, weaponry and ceremonial pyres.



With violence and warfare at the center of clan culture, they split ranks according with social standing and ride into battle with this in mind.



Thralls participate in major battles, deployed on the front lines to slow enemy advances. For those who survive, the chance to rank up can occur mid-battle, with weapons passed to those still standing in formation.



Tier 1 warriors make up secondary lines, with Tier 2 units taking on command roles, and a smaller elite group of these warriors remain in the rear to guard the leader.



Leaders aren’t strangers to battle and will routinely lead their band of elite troops to the front lines to assert dominance over thralls and followers. Sentius, corrupted and chained by the clan, are also thrust into war, wreaking havoc across the battlefield, only barely restrained by the will of their captors.



Each hostile faction has its own specific tactics and warfare technology, but in general, the clans are nomadic by nature, establishing hubs only as bases of operation. Smaller bands of Yagi travel across the landscape in search of victims, bringing the spoils back to camps or their home settlement.



The lifeblood of any Yagi clan are its warriors. Warriors patrol settlements, keeping thralls in line and defending their territory from threats. Unlike human soldiers, who train in structured formations, Yagi warriors embrace brutality and instinct, where only the strongest survive.



Combat is their purpose in life, and every warrior must earn their weapons and armor through victory in battle. Veteran warriors wield powerful weapons looted from fallen enemies, each piece a trophy of their conquests. Captains command raiding parties and lead warbands against rival factions, executing orders from the clan leader.



Yagi warriors do not fight blindly, they take advantage of their environment and infrastructure. Scattered throughout Yagi settlements and battlefields are war towers. These towers provide elevated positions for defense and ranged combat. Warriors stationed in towers maintain constant watch over their settlements. Towers also serve as strategic outposts, allowing warriors to signal for reinforcements.



The Yagi’s brutal society thrives on competition and bloodshed. Members will frequently challenge higher-ranking clan members, though they rarely succeed. Failed challengers are executed, sometimes exiled. Victorious challengers rise in rank. These power struggles occur both within the same clan and between different Yagi factions. The most common cause of these power struggles is territory loss. When a Yagi settlement weakens, warriors blame their leaders, leading to internal power struggles.





Not all Yagi warriors fight alone. Some tame and control Sentius, turning powerful beasts into weapons of war.



Sentius will instinctively resist capture. The Yagi have developed brutal methods for subduing even the strongest of Sentius. Once captured, the Sentius are dragged to a ritual site, where a possession ritual is performed. This ritual severs the Sentius’ previous identity. Possessed Sentius enter a “hyper state,” growing stronger but volatile. They are powerful but harder to control and seldom obey commands. Yagi tamers rely on chains, reinforced leashes and containment crates to keep these Sentius in check. The Yagi being Magma-based warriors can only dominate Magma-type Sentius.



Once the ritual is complete, the Sentius’ body undergoes transformation, taking on a slightly different appearance. Their eyes burn with relentless fury, a sign of the rage trapped within.



Possessed Sentius serve both in battle and labor, compensating for the frailty of thralls. Magmaton, for instance, can haul massive loads, sparing weaker workers. Sentius that prove to be too unpredictable are sent to slaughter. When a Yagi tamer falls in battle, their Sentius turns feral, attacking both enemies and allies alike.



Liberating an captured Sentius is a difficult task. The Yagi responsible for possessing the Sentius must first be eliminated. Once freed, the Sentius is likely to attack anything in sight. Players must withstand their aggression long enough to use their Sentius Gauntlet. Once tamed by the player, a liberated Sentius will retain heightened abilities. They are stronger than their naturally caught counterparts and they may gain movesets typically found in higher-level variants.





The top of each Yagi warband sits the clan Leader, a towering brute that commands with sheer strength and tactical cunning. Leaders aren’t chosen through birthright. They fight, slaughter and outmaneuver every rival to claim the throne. These leaders do not tolerate weakness and will crush both their enemies and less Yagi to further their goals. Leaders have unique traits, strengths and weaknesses, making every encounter with them different. Some prefer brute force, leading warbands into open conflict. Others employ deception, setting traps and manipulating rival factions. When one leader falls, another Yagi will rise to take their place.



Leaders routinely patrol their settlements to see for themselves how thralls and their warriors are behaving. It's not uncommon for them to challenge the loyalty of their subjects.



These tyrants can become volatile, even after gaining their favorable trust. Therefore it’s important you tread carefully and avoid angering the leader, as he can order his guards to have you imprisoned, or worse at any time.



Yagi clans maintain complex relations with each other and human settlements. While humans represent their primary targets, resource competition frequently sparks conflicts between rival Yagi clans. Territorial losses significantly destabilize clan hierarchies. Military leaders face blame for defeats, triggering internal challenges and structuring of leadership. Players can exploit these dynamics by supporting clans against more threatening rivals and targeting key leadership figures. Each clan remembers player interactions, both helpful and harmful, affecting future opportunities and bounties.



Yagi settlements are typically hostile to humans, with intruders being attacked on sight. However, players can gain favor through completing key bounties posted outside Yagi village boundaries. Available bounties can include:

  • Hunt a Sentius: Locate and defeat specific Sentius creatures
  • Cull the Void: Eliminate groups of Voidlings
  • Destroy a Void Altar: Neutralize void corruption sites
  • Gather Supplies: Collect and deliver resources, weapons, armor or plans
  • Raid a Rival Camp: Infiltrate and sabotage competing Yagi or human settlements
  • Eliminate a Rival: Remove specific Yagi or human targets
  • Gather Intel: Acquire information through stealth or interrogation








Successfully completing bounties grants limited safe passage and access to specialized traders. The Yagi only tolerate human presence when it serves their interests.



Each faction possesses a unique language shaped by its cultural influences and way of life.
The Yagi communicate through a primitive yet effective language characterized by harsh, guttural speech with minimal grammar. Their speech reflects their brutal societal structure. Their language lacks possession, plurality or tenses. Sentence structure follows a straightforward verb + object structure. Common phrases the player may come across include:

“Drogath!” - I am the leader.
“Thrak Azgoth” - You will show respect.
“Vorgh Durm” - I seek your blood.
“Thurg Thrak Gorth” - You dare enter my territory.



Territorial expansion begins with small encampments that develop into larger settlements as they secure resources. Their growth follows a predictable pattern. Initial camps house a handful of Yagi, which then transform into basic settlements with rudimentary structures. Basic settlements establish themselves into villages with specialized roles, eventually becoming fortified strongholds. Much like the player’s city-building journey, The Yagi will actively compete for land, resources and dominance.



New systems have been developed for procedural camp generation in three stages: small, medium, and large. This ensures that every camp is unique to the seed it was spawned in, allowing for greater exploration and increased risk of encroachment when building a settlement.



Larger camps can rival small villages in scale, but they won’t include a leader or all of the specialists found in a complete settlement. These camps are always marked by a central wartower, which, if dismantled, will scatter the Yagi and remove the camp’s influence. Over time, the game world will evolve dynamically based on how many camps you clear, which can then be settled by humans from your District.



Hostile factions develop their own economies based on warfare, resource production, and limited trade. After claiming land, thralls will begin to fill basic ranks, and within time resources can be used to build the war machine for raids which feed a growing army. After earning the clan leader’s respect, hostile factions will offer trade items specific to their culture.



Deeper relations and earned respect can ultimately lead to long-term trade routes, along with protection guarantees for your caravans. Otherwise, Yagi or other hostile factions will routinely ambush and disrupt trade routes with other districts, resulting in financial and personnel losses.



This concludes the hostile factions update and completes the features planned for them in Beta. The team will now pivot to implementing these systems across all Dynasties, including the other hostile factions: the Chojin of the Foryoku Dynasty and the Unaki of Rokkuton.



Our development roadmap is still on track, with Beta planned for this year, followed by public Early Access in 2026.

  • Console Betas will be rolled out after the PC Beta is available to backers
  • Most core game loop systems for Beta have been completed
  • The team is now focused on asset production and scaling systems to deepen gameplay
  • Quarterly updates will be delivered to backers at a minimum -- 4x annually
  • Development continues regardless of additional funding


If you have any questions or concerns, please contact [email protected] via email.

[h2]Fulfillment[/h2]

If you haven't received your plush, USB, etc, and moved recently...

Please contact [email protected] via email with your backer email and new address.

  • USB production and shipment continue in limited capacity
  • Funds are being used primarily for development at this time
  • A batch of USB drives will be going out with this update
  • Check your email for a shipping notifications
  • Make sure to update your address if you happen to move


[h2]Keys and Platforms[/h2]

Contact [email protected] via email for a Steam key!

All backers are eligible for Steam keys, even if you selected consoles for your platform.

  • Steam keys are valid through Beta, until new keys are generated for release
  • Once console Betas are available, separate keys will be sent to your email address
  • Skyclimbers will be supported on new consoles along with legacy consoles
  • This includes Switch 2 and potential successors to Xbox / PlayStation


We appreciate the patience and support from our community during this long period of quiet development. Rest assured, the team at Paratope is working around the clock to bring Skyclimbers to life, and we are committed to making the Beta both polished and fun!

Until next time...

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]

Steam has a limit to post length...

Skyclimbers 2024 Update - Part 2

[h2]Welcome to part 2 of the Skyclimbers 2024 update![/h2]

[h3]Make sure to read part 1 first...[/h3]


[h3]Each class has multiple weapon types and unique combos. [/h3]
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.

Most weapons will degrade over time, encouraging reliance on smiths to maintain a robust armory. Players will need to strategize carefully, managing their loadouts or adapting to the weapons they come across the world. While the Paladin has access to class-specific arms, the game also features common melee weapons that can be wielded by any class.


[h3]Your militia is made of units trained with one of three sub-classes. [/h3]
As your village grows, you’ll need to construct a building for each unit type, along with securing sufficient resources and population to support your militia. A growing war camp will enable you to defend your settlements or venture out to the battlefield.


Ranged units can be archers, slingshots, or later-era technology equivalents.

Standard infantry carry melee weapons and light armor.

Heavy Infantry units carry the thickest armor and largest weaponry.
Each unit carries a balance of damage, defense, and stamina, along with formation-specific behaviors that can be countered with the right tactics. Certain Districts are known for their exemplary units, and future iterations will include companion Sentius to their ranks.


Units fight alongside you in battle and follow commands.
Bringing the right units to each conflict will make for better results. Larger battles may require multiple unit types.
Warfare is expensive, and you must be strategic with which battles you pick, as rebuilding the militia takes time and resources while leaving the settlement vulnerable to raids.

It's up to you as the commander to build a strategy.
Basic commands such as follow, hold, attack, and line formations are the foundations of unit combat tactics which the player can apply over any scenario to their wish.

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.
Void and Yagi bases will spawn near your town hall, gathering resources and building their armies. Clearing out Yagi and Void camps will reduce their strength, but raids are inevitable at some point.

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.


A family of Stagma, Fawsaught, and Fawnra in the Deep Forest district.


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.



By working with Raikit, the Paladin takes out each Lupyre individually. Bringing the right Sentius can make all the difference—use elemental advantages. Night is especially dangerous, so keep track of high-level Sentius species and their home biomes.


Aerapterix guarding its young in the Gyser plains.


Raptra is hungry!


Aerapterix isn't happy to see the player, and is ready for a fight!

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.



The Magma District is home to high-level Sentius, and Magmacano is a particularly tough opponent.


With multiple ranged attacks, timing your strikes is crucial!



The center biome of each continent is the most dangerous, featuring high-level Sentius and unforgiving terrain.





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.



[h3]The world algorithm now features 5 biome continent generation with an infinite ocean border. [/h3]

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.


[h3]Where are the other Dynasties?[/h3]
Our resources are best focused on completing the single-player core loop, using Drakonia as the foundation for the other dynasties throughout the first Era.
  • Dozens of pre-production art assets are still being developed for other Dynasties
  • Drakonia’s development helps us prototype and refine systems that will be shared across all Dynasties
  • This approach helps us maximize time and minimize backtracking

[h3]When will the next playable build be available?[/h3]
The next playable build is expected in 2025, before Beta 1. Due to limited resources, we cannot focus on gameplay development and resolving bugs or performance issues that would come with a build release.




Paratope is independently funded and has chosen to self-publish to retain creative control. To support the team, consider purchasing something from the merch store!



We also have a long-awaited plush pillow for Akaneko that will launch along with the Beta release.
Sign up here!



Below is a copy from part 1 👇

[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 first half of the update! [/h3]

Steam has a limit to post length...



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]