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Skyclimbers News

Steam Next Fest 2022 / Early Access Release Update



We are excited to announce that Skyclimbers will be featured in the Steam Next Fest in October of 2022. This means anyone on Steam can try the game for free during the event.

[h2]This event will also be accompanied by our annual Skycon digital event, where the team at Paratope gets a chance to show off new products, gameplay, and behind the scenes footage. [/h2]

[h3]In addition, there will be many chances to win permanent keys during the event for those interested in the closed Alpha / Beta period.
[/h3]




[h2]After releasing our Alpha to thousands of supporters, we have taken a step back to look at our release timelines. [/h2]

The Skyclimbers Early Access release date will be pushed back to the second half of 2023.




[h2]This decision was difficult to make, but has been made in our players' best interest. The additional time will allow us to add more features, Dynasties, and cross platform support. [/h2]

[h3]You can continue to track our progress on the public roadmap: [/h3] https://trello.com/b/mnBvnast/sc-public-roadmap

If you have any questions or concerns about this announcement, send us an email at [email protected] or chat with us on Discord!



"A delayed game is eventually good, but a rushed game is forever bad."

- Shigeru Miyamoto.

SC Newsletter / Patch 1.0.7 / 500 Akani Plush Shipped / Development Update



[h3]The team has been hard at work deploying patches to the Alpha branch while actively working on new content, and shipping physical products out to our community of supporters.[/h3]





[h2]Patch 1.0.7 has been released! Introducing custom keybind mapping, and in-depth performance controls.[/h2]





[h2]Changelog:[/h2]

  • Added movement keymapping (forward, backward, left and right)
  • Added movement speed keymapping (sprint and walk toggle)
  • Added crouch keymapping
  • Added jump keymapping
  • Added roll keymapping
  • Added mode switcher keymapping
  • Added pause menu keymapping
  • Added V-Sync toggle
  • Added shadow toggle
  • Added shadow quality settings (resolution and distance)
  • Added anti-aliasing options
  • Added render scale slider (to brute-force quality settings and performance)
  • Added master volume slider
  • Added SFX volume slider
  • Added music volume slider
  • Added HUD toggle
  • Added "Quit to Menu" button
  • Fixed mount terrain slope traversal thresholds
  • Improved and overhauled mount traversal mechanics -- will lead to varying mount locomotion behaviors across different Sentius




[h2]PC Alpha has been a success with 1000 players on day 1 and an active daily player base. [/h2]

  • We are gaining valuable player data, hardware profiles, and bug reports every day making the game better with each patch.

  • To ensure better cross platform hardware support, we built dedicated testing stations at our office for a wide range of possible profiles.

  • Patches will continue to roll out and address performance, stability, and quality of life. While major updates remain in the pipeline with new content, mechanics, and features.











[h2]Our art team has completed all of the Drakonian class concepts, which are being translated into 3D. [/h2]





[h2]After the models and texture maps are complete, assets are being integrated to the character creation system. [/h2]





The art team also provided schematics for the architecture within each Drakonian biome.





[h2]After the models are complete with texture maps, they are loaded into the procedural world algorithm for spawning.
[/h2]




[h2]Our character artist has been hard at work finalizing all of the Sentius designs for the Sentipedia, which will also become Steam trading cards! [/h2]





[h2]Our Animator has been hard at work with new Sentius animations, which will soon be added to the Alpha build. [/h2]





[h2]Our web department rolled out a News tab on the main site, giving easy access to our press / creator kit, along with a new dedicated mobile mode. [/h2]





[h2]All 25 cm plush have shipped to backers in the US! [/h2]

  • International backers will receive their plush as we complete the remaining physical products, such as USB sticks, canvas prints, and physical editions.

  • The life-size Akani plush is in full production and will begin shipping in the coming weeks as we get them in stock.






[h2]We just received another 1000 USB chips for processing, and will begin shipping them in the coming weeks!
[/h2]
  • Supply chain issues are finally under control, allowing us to get physical products at reasonable shipping prices.

  • USB drives are also used for the PC physical editions, which will begin shipping soon.






[h2]We rolled out a blog feature on our Paratope site, and a first post on cross-platform development. [/h2]

  • As part of our 2022 plans, we have given all Stadia backers the option to also redeem Steam keys.

  • We have taken a step back after releasing the PC / Steam Alpha in order to better support all hardware profiles from low end - to high end.

  • Console Alpha tests will tentatively take place this year, and we will have more concrete information in Q3 as Q2 will be largely dedicated to bringing as many features as possible to PC first.




Until next time, thank you for your continued patience and support, as we develop Skyclimbers and fulfill our community products.

Patch 1.0.6 - Save System Improvements & Quality of Life



[h2]This patch introduces save support for base building blueprints, companion Sentius, time of day, and weather systems. Several quality of life improvements have also been implemented.



For example, dismount-related issues since Alpha 1.0 are now resolved. [/h2]



[h2]Changelog: [/h2]

  • Added saving support for base building
  • Added saving support for Sentius companions
  • Added saving support for time of day and weather
  • Added alpha disclaimer in the main menu
  • Added player blink behavior
  • Fixed player falling through terrain on save data load
  • Fixed missing stumps of depleted trees on save data load
  • Fixed rest music and active biome music overlap
  • Fixed recursive rest sequence loop on input bug
  • Fixed combat music loop persistence bug
  • Fixed base building SFX bug on save data load
  • Fixed player getting stuck in mount sit or falling pose after dismounting
  • Fixed dismount pose bug on sloped terrain
  • Fixed unresponsive player controller bug on dismount
  • Fixed alpha disclaimer HDR bug (readability issue)
  • Fixed depletion icon remaining active on save data load
  • Fixed missing stumps of depleted trees on save data load
  • Fixed base building save data not being reset on new game start
  • Improved Coastal Meadow biome spawn rules
  • Removed intro cutscene when loading saved game



[h3]Control customization menu is currently in QA and will be rolled out next patch! Stay tuned![/h3]


Patch 1.0.5 | Save System | Coastal Meadow Cities | Performance Update



[h2]Patch 1.0.5 introduces version 1.0 of our game save system....[/h2]



[h2]Note: this is the first release of the save system. Therefore, some features may break when loading saves. [/h2]





[h2]In addition, this patch introduces gothic-style cathedrals to the coastal meadow biome...[/h2]



[h2]Changelog: [/h2]

  • Added Coastal Meadow biome city generation
  • Added main menu load game button
  • Added save system (auto-save, player world position, player inventory and depleted world resources -- SAVE FILES MAY BREAK DURING ALPHA)
  • Improved Deep Forest biome forest density
  • Improved Coastal Meadow biome performance
  • Improved Deep Forest biome performance
  • Improved source algorithm logic on a per biome basis
  • Fixed cases of floating rocks in Deep Forest biome
  • Fixed Yagi campsite mesh not rendering
  • Removed tree accents from city generation


Patch 1.0.4 Gyser Plains Update - Bug Fixes



[h2]The Gyser Plains biome got a major overhaul in this patch [/h2]



[h2]Changelog [/h2]

  • Fixed Magallop spawn issue when away from player
  • Fixed Gyser Plains foliage alpha rendering (tree leaves issue)
  • Fixed story intro cutscene black screen bug
  • Fixed town audio overlapping bug (town audio played over music sequence in Gyser Plains biome)
  • Added ability to pickup small stone spawns (pickup animation still missing!)
  • Added Gyser Plains city generation
  • Improved Gyser Plains performance
  • Gyser Plains resource pickup spawn updated
  • Player can now swing multi-tool at any time (hold left click while the multi-tool is selected)
  • Sentius spawn rates increased in all biomes



[h3]Builds will automatically switch graphics APIs based on your GPU. AMD users should now be able to run the default branch. Please let us know if this fix works for those having the [Black Screen] issue. [/h3]