We've reached a significant milestone by passing 70k Wishlists!
<*> 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!
Join our next livestream for a chance to win a key!
These tracks are featured from the Shoi Dynasty but can be experienced by all players.
Each Dynasty will also receive its dedicated album catered to that region's cultural and musical influences.
Stay tuned for the end-of-year recap, followed by the 1.0.14 City Building Alpha milestone!
Patch 1.0.13.12
v1.0.13.12 includes several bug fixes and quality of life changes:
New Additions: Resource costs for furniture and prop blueprints have been added, along with all current recipes in the inventory recipe tab.
Improvements: There are enhancements to the music and audio zone management, small rock billboards, delay in music track playback, chest loot, uniformity in villager camps, spawning of runes, and rock cluster spawn rates.
Bug Fixes: Numerous issues have been addressed, including problems with player restarts, entity spawner dysfunctions, time of day glitches, campfire mechanics, audio playback, player model issues, NPC texture artifacts, game balance related to resource costs, and building mechanics.
Known Issues: Footsteps stop playing after input events.
Added
Added missing resource costs for furniture and prop blueprints
Added all current recipes to the inventory recipe tab
Changed
Refactored music and audio zone management
Improved small rock billboards
Improved randomized delay between music track playback
Improved chest loot
Improved uniformity of villager camps
Improved spawning of runes
Improved rock cluster spawn rates
Improved performance of HP bar UI system
Fixed
Fixed missing HP bars
Fixed player issues with restarting or getting stuck in "building world" on non-spawn tiles
Fixed entity spawner dysfunctions on non-spawn tiles
Fixed entity spawner time of day issues
Fixed campfire not progressing time of day
Fixed campfire rest locking player
Fixed campfire rest cycling through two days
Fixed windchime ambient audio zone playback
Fixed overlapping audio events
Fixed missing player after restart
Fixed automatic player ragdolling after restart
Fixed Magmaton and Voidling despawning issues after death
Fixed villager NPC texture artifacts
Fixed Sentius meat drops falling through the map
Fixed slop not fulfilling specific task requirements
Fixed Direpyre freezing when attacked by undetected players
Fixed unlimited wood wall building
Fixed blueprint resource cost bypass by players
Fixed missing ambient weather SFX
Fixed village audio zone spawning
Fixed HUD temperature display
Fixed wind chime audio zone distortion
As the year ends, the team will shift to a sprint of research and development for various game features before the release of 1.0.14 - City Building
The Alpha has only featured playable content from the Drakonian Dynasty, although the team has continued to make significant progress on other Dynasties during this time.
"Children of the Sky, the Foryoku Dynasty covers vast landscapes from floating cliffs in the Aer biome to the dense Cloud Forests, and their soldiers ride among flying Sentius possessing the Aer element."
The foundation of each Dynasty is its unique Architecture
All concepts and models are of the first technological "Era" from the game progression system
Strong East Asian influences are present such as bamboo roofs and yurt-style circular homes
The villager houses above are occupied by villagers from your city or spawned villages
Townhalls generate villagers and act as the city center
Each concept is carefully modeled in 3D
First era concepts for Chojin such as the base architecture and props were completed and prepared for modeling
New Sentius modeled and imported to the Engine
A distinct set of resources and corresponding source assets are available for harvesting during survival gameplay.
New environment assets were created for the Cloud Forest Biome
Aeroxen and Foryoku Ranger In Engine
"Built from stone, the Rokkuhito Dynasty ranges from the vast desert plains to the lush savannah and marsh jungle; their Sentinels command Sentius through the Terra element."
Rokkuhito - Tough as Stone
The distinct landscapes of Rokkuton such as desert
Rokkuhtio architecture adapts to its unique environment
First Era Town Halls are constructed of clay, wood, or stone, your materials will advance with each Era.
Each detail of the town hall is modeled
Unaki are the snake-like race that wars against the player
Unaki camp asset concepts
New Sentius Roxli was modeled and added to the engine
Oasis areas spawn within the Desert Biome
Ostleaf in the oasis
"Born of fire, the Drakonians hail from high mountain peaks and grassy meadow valleys with deep forests between. Their Sentinels command Sentius with the Magma element."
The First Era Paladin was introduced from Drakonia
A new character controller enables responsive combat
Coastal Meadow Locale villager at camp
Locales are the biome-specific variants for villagers, equipment, and apparel within each continent
Biome-specific variants of the paraglider were developed
New Sentius Stagma was recently added to the Alpha
Stagma Animation Previews
New set of base building assets / E1 Interiors
Some assets are shared with villager settlements
Interiors fitted with base assets and lighting accents
Boats will be commanded by the player or a crew
Runes are new locations that spawn in sub-biomes
"The world stands only for the Shoi to conquer through technology held to the plasma element"
Shoi Golems are sentinels assigned to defend Shoi locations such as temples...
Shoi drones will also patrol temples and can be found in the overworld to guide the player
Concepts for the legendary weapon each class can select
Legendary weapons never break and can be upgraded through a skill tree
"Void is limitless, void is everywhere, Void is all consuming chaos"
The Void Reaper was brought to life for a new trailer
The Foryoku Dynasty Sentipedia is complete! #101 - 200
After the concept, graphic arts are published with important data about the Sentius on our website
With Drakonian and Foryoku complete, we are now phasing down the final 80 + Sentius designs for Sentipedia 1.0
Moveset concepts are created for each attack effect
The Art team has also implemented new standards for Sentius designs, including pose sheets: