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Skyclimbers screenshot
PC Stadia Steam
Genre: Role-playing (RPG), Simulator, Strategy, Adventure, Indie

Skyclimbers

Skyclimbers Passed 70k Wishlists!



Climbers



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!





YouTube





Twitch






Soundtrack Preview



If you enjoy the Skyclimbers soundtrack, we have good news!



Music from the original soundtrack has been released to all platforms 😎





Listen to the Ether on Spotify!







Listen to Bliss on Spotify!





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



Until next time.


SC Newsletter / Roadmap Update / Dynasties Preview / Fulfillment Milestone



Dive into a thorough Skyclimbers update!





First, a recap of the most recent Alpha updates 😎





Alpha 1.0.13 - Engine Update Available





Check out this trailer showcasing new Engine features!





1.0.13 Livestream Gameplay with the Devs




  • This update is our last Engine update before the game transitions into Beta
  • Performance improvements can be seen across all hardware profiles for PC
  • Visual improvements are visible throughout the game world and the rendering pipeline


Full Patchnotes here







Check out the 1.0.12 livestream!





Villager AI added to overworld spawns




  • Traveling villagers come from other biomes and will provide trade in future patches
  • Villagers can be harmed, but there will be consequences when the bounty system is implemented
  • Each traveling villager has a unique garb/backpack suited to their biome
  • Villagers have their own Sentius, which will react when you approach them


Full Patchnotes here







With Alpha still in progress, Early Access has been pushed to 2024...





Pushing Early Access to 2024 will allow us to release on multiple platforms simultaneously.




  • Xbox is the first console to be released due to its similar nature to PC development
  • Depending on how quickly console development goes we will attempt to release as many of them as possible along with PC


Fulfillment of USBs will continue through 2024, with a target deadline of Q1 to complete distribution.




  • This will also be the deadline for producing proofs of the physical art book and Arraxos statues.
  • More information about reward fulfillment can be found later in the newsletter
  • Skycon is planned for the three-year anniversary of the Kickstarter in Q1 - 2024


The Beta will start mid to late 2024 with multiplayer and more polish than the Alpha.




  • Alpha lays the foundation for Beta with core features and performance benchmarks
  • Beta adds the final details and more depth to the game while polishing the experience


If you have questions or concerns about our roadmap, you can contact us directly at support@paratope.co via email.




  • We are confident the game can reach Beta / Early Access in 2024 with a few Alpha patches remaining for 2023
  • Release delays are never easy, though a delayed game with polish will always surpass a rushed product.


An update below on our partnership with Unity






  • Alpha version 1.0.13 introduced the final version of Unity for Beta and Early Access
  • Therefore none of the policy changes from Unity would apply to Skyclimbers






Dynasties are a core part of SC Roadmap, as each new Dynasty provides new locations, characters, and items.



Dynasties Home Page



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:









Some amazing fan art from the community:





Submit your fan art in Discord!



Follow our socials for more frequent updates!







We hit a major fulfillment milestone for USB production and rewards shipment!





Over 3,000 USBs have been printed and assembled, with hundreds shipped to backers internationally.





We've also shipped all reward bundles for the Deluxe tier and above internationally! 🚀





⚠️ Console physical editions, physical art books, and legendary edition statues are waiting for production still.



  • If you are missing rewards excluding those listed above please contact support@paratope.co
  • Console physical editions can't be produced until the game is fully released





The team is still preparing a new product line for Akaneko, planned to launch in early 2024!





This campaign will increase awareness for the Skyclimbers brand while supporting a good cause!



  • Exclusive discounts will be offered to existing backers 😎




As always, we thank you for your support while we continue to develop Skyclimbers. Please contact support@paratope.co for any inquiries.



Until next time.

Alpha 1.0.13 - Engine Update







Version 1.0.13 Marks our last major Engine update before we transition into Beta.






This patch introduces many new rendering features, while improving performance by up to 50%












Improved lighting, fog, day/night cycle and volumetrics.







Join in for the premiere of an exciting new trailer 🎥




Added



  • Added footstep SFX for Stagma, Direpyre, Okamito and Magmaton mounts
  • Added birch sub-biome entity spawning
  • Added POI spawn area time of day filters


Changed



  • Improved day and night cycle rendering
  • Improved dawn and dusk transitions
  • Improved cloud rendering
  • Improved grass wind effects
  • Improved volumetric lighting and fog
  • Improved terrain generation (more visible POIs, flatter terrain)
  • Improved memory management -- reduced average RAM usage to ~3.7GB and max RAM usage to 5GB
  • Improved level load time
  • Improved "building world" time
  • Improved average frame rate
  • Active background music fades out when player death event is activated
  • Refactored entity spawner (biome spawning rules, time of day spawning rules, weather spawning rules)
  • Player can only open chests from the front
  • Updated Direpyre walk and run animations
  • Disabled player footstep SFX when depleting a resource


Fixed



  • Fixed memory leak on terrain chunk load
  • Fixed player unable to set other Sentius as active mounts after selecting Stagma
  • Fixed Stagma and Direpyre not taking damage after reaching half their HP
  • Fixed Yagi spawning underneath towers
  • Fixed traveling villager NPCs spawning inside villages
  • Fixed resource harvest loop bug
  • Fixed wood tasklist entry bug
  • Fixed death screen buttons not being clickable
  • Fixed village music loop bug
  • Fixed Stagma not dropping loot
  • Fixed combat music restarting when AI attack dead player's body
  • Fixed depth of field menu toggle
  • Fixed cooking pot flames being active before player operation
  • Fixed mesh distortion bug
  • Fixed virtual camera and DoF not activating on NPC interaction
  • Fixed resource harvest issues on non-spawn tiles / unique biome seeds
  • Fixed NPC virtual camera stuck when player walks away from NPC interaction
  • Fixed ambient audio triggers not functioning on non-spawn terrain tiles






1.0.13 Launch Event


New paladin character preview

Alpha Patch 1.0.13 is releasing Sunday!

















Tune in for the event on Sunday at 12:00 EST + Dev Newsletter and changes to our roadmap.



Important Roadmap Update This Month 📢



Development Roadmap Update Coming



This newsletter will expand on our release timelines along with an in-depth development update





This will also be paired with an Alpha 1.0.13 launch event, where you can ask the developers questions during the live stream about our roadmap.





Tune in for the full details!



Important Roadmap Update This Week 📢



Development Roadmap Update Coming



This newsletter will expand on our release timelines along with an in-depth development update





This will also be paired with an Alpha 1.0.13 launch event, where you can ask the developers questions during the live stream about our roadmap.





Tune in on 10/6 for the full details!



Important Roadmap Update This Friday 📢



Development Roadmap Update Coming



This newsletter will expand on our release timelines along with an in-depth development update





This will also be paired with an Alpha 1.0.13 launch event, where you can ask the developers questions during the live stream about our roadmap.





Tune in on 10/6 for the full details!



Alpha Milestone 1.0.12 - Villagers and Camps Update



Alpha 1.0.12 is one of our largest updates yet with tons of new content and improvements!





Villagers are a new AI type you can come across in the overworld



  • Traveling villagers come from other biomes, and will provide trade in future patches
  • Villagers can be harmed, but there will be consequences when the bounty system is implemented
  • Each traveling villager has a unique garb / backpack suited to their biome
  • Villagers have their own Sentius which will react when you approach them





Villager camps are new locations that spawn randomly within the biome



  • Each camp contains a cooking pot and resting fire by default for your convenience
  • Villagers are locals to the biome surrounding the camps and dialogue will reflect this
  • Companion Sentius at camps can't be tamed and are owned by the resident Villager
  • There are 8 camp variations which randomize location / attached villager with each seed





Yagi camps have also gotten an upgrade this patch



  • Originally planned as 1.0.13, a major Yagi update has been included with 1.0.12
  • New ranged Yagi types will attack from a distance using throwing axes
  • Yagi will ragdoll upon death providing more visual feedback
  • Camps are larger with more AI and wider battleground





New tamable Sentius Stagma has been added to the loop



  • Stagma is an aggressive Sentius that will attack within distance
  • With a combination of ranged and melee attacks, it is a formidable foe
  • After taming, you can spawn in Stagma as a mount
  • Some villagers will have Stagma as well in their camps as companions





In game UI, base building UI and overall UX improvements



  • Updated UI pallette with flat black and white theme
  • New features to in game menu such as depth of field
  • Rebuilt the categories system and inventory for better readability
  • Music player issues resolved
  • Base building performance drop resolved
  • Random crashes decreased through UI causes






Share your experience by reporting bugs / sharing your top seeds!




  • Upload your bug reports here to help the team fix them!
  • Share your favorite world seeds, or select one from the list for your next session!


You can expect hotfixes between this patch and 1.0.13, to improve new systems and fix bugs.



Until next time, thank you for your patience and support while we develop Skyclimbers.