SC Newsletter / Development Update / 1.0.11 Preview
We're kicking off the year with lots of news!
New character models are coming in preparation for Character Creation
Sub biomes create variation within a master biome seed such as this red birch forest
Development Update
The team has been working hard on Alpha version 1.0.11
This version will include:
Major performance update
Load time reduction
New Sentius
Random seed generation
New Yagi camps
Secondary biome forest spawn
Deeper task list progression
Location discovery update
Character model update
Character weapon update
Music soundtrack update
Time of day music events
Night time lighting update
Numerous bug fixes
New Sentius have been added to the spawner, while also fixing spawn bugs
Yagi camps spawn larger settlements, and higher-tier units can also be present
Stay tuned for the upcoming Coastal Meadow Biome trailer, and 1.0.11 release notes on Steam!
Our animator Isadora was busy with cinematic animations for upcoming trailers, along with Toki the Drakonian Dog Sentius.
Toki run animation
Toki excited animation
We've published almost 200 entries to the Sentipedia!
Designer backer Sentius are making their way into the Sentipedia
As we near completion of the Foryoku Sentius, Rokkuhito is up next
New features are coming to Sentipedia, such as a 3D render preview of every Sentius
All of the lovely renders for the new Sentius are done by our creature artist Bisloba 💖
The Drakonian 1st Era takes influence from Vikings and Celtic culture.
Our concept artist Gael completed most of the 1st Era Drakonian character designs, preparing for Character Creation features very soon!
Villagers and specialists make up the AI within your village.
We also completed the 1st Era villagers and specialists designs for the upcoming City Building Patch!
Modeler Leo kept up with Gaels concepts, completing the Drakonian hair for character creation in the 1st Era, specialist villagers, buildings, and a new Sentius Tokinu!
Lastly Erik our Web Dev rolled out a cross platform version of the music player, and crucial EULA | Privacy Policy pages.
PlayStation Backers!
You can now wishlist Skyclimbers on PS4 and PS5 devices! Store link
Stay tuned for more information about the PlayStation and other console Alphas.
Earlier this month, we published a video/text tutorial for setting up Skyclimbers on the Steam Deck!
Make sure to leave your feedback in the forums on performance/gameplay on Deck!
Our recent cloud gaming blog post provides some perspective on the industry trends after the recent shutdown of our partner platform Google Stadia.
Skyclimbers will release on GeForce now once it enters Early Access
Once we are further into Xbox development, the possibility of X Cloud integration will be explored.
We're gearing up to release a new plush line with our partner Backerkit! 🐼
New plush products and more will be revealed in the campaign
This will help expand the SC audience while also funding new product lines
Backers from the SC Kickstarter will get special promotions and rewards!
⚠ | Steam Key Update |🗝️
All Steam key issues have been resolved
Contact support@paratope.co via email for key requests
Console backers can redeem a complimentary Steam key
Steam keys can only be used with Windows at this time or Steam Deck
Until next time, thank you for your continued support while we develop Skyclimbers.
Steam Deck Guide
Steam Deck Guide
Step 1
Access the Steam Deck Beta branch by entering the code: valvesteamdeck
Once you enter the code, your device will download and update the game files.
It can also be helpful to verify the integrity of your local game files using the proton tool.
Step 2
Download the Skyclimbers input layout for Steam Deck:
NOTE: The default / official input is unstable, so we recommend using this layout:
If you this guide, your Deck should get a consistent 40 FPS on the Steam Deck branch.
NOTE: This branch is slightly behind the main branch by a few updates; we plan to update this branch in parity with each major release to the main branch.
2022 Recap - 2023 Goals for Skyclimbers
Thank you, everyone, for a successful 2022!!
Here is a quick highlight of major events from the year:
That's a lot for one year, but we still have so much left to do! Let's take a look at our goals for 2023.
2023 is a big year for Skyclimbers...
In short, here are some things we plan to accomplish in order throughout the year:
Steam Base Builder Fest - Event New Biome Showcase Character Creation Overview Ship First PC Physical Editions Resume USB Shipment City Building Update Monster Taming Update Classes Update Shoi Void Systems Update Alpha 1.1.0 Release Era Progression Update Economy Update Caves Update Foryoku Dynasty Release Rokkuhito Dynasty Release New Plushie Product Line Campaign - Preview Link Foryoku and Rokkuhito Dynasty Alpha Releases Networking Version 1.0 Released "Multiplayer" Skycon Live Event 2023 Skycrafters 2.0.0 Release Skyclimbers Early Access Release
Wow this is going to be a lot of work, so let's get right back to it!
Make sure to keep an eye on the Public Roadmap To see where the team is making progress.
Until next time, Happy New Year!
Patch 1.0.10 - World Generation / Progression Update
Patch 1.0.10 makes a fundamental overhaul to the world generation algorithm.
We're excited to showcase full village generation for the first Era!
Villages now spawn with houses, torches, roads, town halls, and cooking stations
Singular village type exists at this time, but will spawn randomly
Future patches will include seed variations
Some villages will spawn with specialists such as blacksmiths
All villages will have cooking stations, rest beds, and tavern shops
Villages include custom music tracks
In addition to village generation, we added over a dozen new resources for harvesting!
New ruleset includes denser forests
New rock assets
New Ruins assets
Resource depletion rates will now vary based on size
Players can now gain experience and leveling through world interactions!
Level progression is marked on the bottom left corner of your screen
Enemies will drop experience points that are absorbed by the player
Most interactions will provide experience, including resource depletion and cooking
No stat changes are present in this build, but in the future they will be class dependent
New locations will be marked with a discovery event panel
Lastly, we expanded and improved upon saving to include all customizable game elements!
Experience and level
Keymapping
Graphics, sound and gameplay options
Depleted resources, cooking ingredients and cooked dishes
Tasklist entries and discoveries
Attention Steam Deck players ⚠️
If you are playing Skyclimbers on Steam Deck we have opened a new branch optimized for Deck.
Use this password for the Beta branch: valvesteamdeck
This Beta branch build is between 10.9.1 and 1.0.10, with some but not all new features.
Added
Reintroduced village spawning to world generation algorithm
Added new village assets and props (tavern, houses, landscapes, fences, banners, torches, etc)
Added new depletable trees (dead trees, stumps, oak variants)
Added new depletable mossy stones
Added new ruin assets (larger, more detailed ruin structures)
Added full screen/windowed options to pause menu
Added "alert" state for Yagi AI before chase or attacking the player
Added save support for graphics settings
Added save support for audio settings
Added save support for gameplay settings
Added save support for player progression (experience and level)
Added wind animations for trees
Added dissolve effect and additional VFX to despawning voidlings
Added generic footstep SFX for invalid surface textures
Added decal rendering system for road pathways and village accents
Added location discovery events
Added player experience system v1 (gain xp through resource depletion, cooking or combat)
Added SFX and VFX on exp gain
Added season, temperature and time of day data to player HUD
Added temperature and time notation options to pause menu
Added new audio event for when player is riding a mount
Added texture streaming to improve texture quality and performance
Fixed
Save support for discovery events
Fixed save support for cooked dishes
Fixed save support for new ingredients
Fixed save support for completed tasklist entries
Fixed save support for custom keymapping
Fixed cooked dishes not being restored to player inventory on save data load
Fixed "cook meat" and "open inventory" tasklist entries being auto-completed on new game start
Fixed combat audio event not cueing on combat start
Fixed combat audio event not fading out on combat end
Fixed Yagi alert and intimidate state SFX playing simultaneously
Fixed Yagi not dropping loot on death (bug was reintroduced by v1.0.9.3)
Fixed village audio override playlist not fading out on exiting village
Fixed village audio override playlist not being cleared on exiting village
Fixed looping soundtrack after combat event end
Fixed audio event trigger overlap issues
Fixed missing footstep SFX for terrain dirt texture
Fixed missing footstep SFX functionality for village building landscape meshes
Fixed pause menu music audio slider
Fixed pause menu SFX audio slider
Fixed tree leaves not disappearing on tree felling
Fixed tree texture compression
Fixed wheatberries disappearing when player is in close proximity
Fixed missing secondary grass type (tall light-green grass)
Fixed AI entities walking through object colliders
Fixed biome Sentius spawning inside village bounds
Fixed Steam Deck crash on auto-save
Fixed texture streaming memory bug
Fixed shadow caching bug
Improved
Village generation algorithm -- now using a mixture of hand-curated and proc-gen
Improved general object spawning (consolidated and simplified object spawning logic)
Improved experience bar UI
Improved audio management system
Improved ruin textures
Improved ruin spawn formation
Improved village spawn formation
Improved Yagi camp spawn formation
Improved Yagi line of sight (360 detection, Yagi now detect even when you're behind them)
Improved Yagi alert state - they will now turn to face the player and give 2 seconds to flee
Improved small object pickup radius
Improved explosive barrel SFX
Improved soundtrack playback (added randomized delay between playlist tracks)
Improved combat audio event functionality
Improved foliage pop in
Improved terrain shader (anti-tiling, triplanar mapping and improved performance)
Improved vegetation shader
Improved terrain navigation mesh generation -- props and resources now carve out overlapping sections of the navigation mesh
Improved game executable logo
Improved player dismount behavior -- potential fix for freezing in mounted pose
As always, thank you for your continued support and feedback while we develop the Alpha.
See you at Skycon in December!
SKYCON - Free Trial - Live Events - Giveaways and more!
Skycon Update:
After many weeks of planning and hard work, the team has made a difficult decision to re-schedule Skycon.
This will ensure the best outcome for the event.
We're sorry for letting down the community, and share your disappointment.
Skycon will be worth the wait.
We're excited to host SKYCON this year with a 7-day free demo period for anyone on Steam!
In addition to having the free trial period, there will be 7 days of live events as follows: