Biome Profiles now dictate weather patterns and music sequences as you transition between biomes.
Changelog
Added biome based weather switching
Added biome based soundtrack switching
Fixed overlapping soundtrack sequence bug
Fixed shrubbery not disappearing on complete depletion
Fixed all on-screen trees and rocks disappearing when the player exists Deep Forest biome
Reduced memory usage over sustained game time
Improved Deep Forest biome performance (approx. 30% increase in average fps)
Temporarily removed village and city generation assets such as barrels
Resolved overlapping village assets with castle walls when spawned
AMD Beta Branch Available
Password: 7r4oea74zgbMS7
We have released an experimental AMD Beta branch simply enter the Beta code under properties:
If you are using an AMD RX 500 or RX 400 series, please leave your reports for this build in this active thread: AMD Black Screen Thread
The launcher has been re-introduced to another Beta branch until it is re-integrated with the default branch.
Password: 3MMpvAHVa4yJa4
Patch 1.0.2 - Multi Tool Functions
Players can now harvest resources in any biome using the multi-tool.
Changelog:
Added resource depletion (stone, trees and plants) in Deep Forest, Gyser Plains and Magma biomes
Fixed stone and plant resource depletion in Coastal Meadow biome
Fixed Magallop not being summoned in some instances
Adjusted forest spawn rules to improve performance
Starting location changed, but seed is the same
Fixed player legs clipping through terrain
Tomorrow's patch will address city generation, SFX, and quality of life fixes.
Alpha Patch 1.0.1
Players now have access to a compass for navigating the map.
Changelog:
• Added Compass
• FPS counter disabled by default (toggle to enable)
• Inventory keybind changed to ESC
• Fixed HUD disappearing on inventory open
• Fixed unresponsive camera on level restart
• Fixed unresponsive player controls on level restart
• Fixed duplicate player on level restart
• Fixed actively mounted Sentius despawn
If you find a specific biome let us know which direction you found it!
You can expect more quality of life updates and bug fixes in the next patch.
PC ALPHA Day 1 Spec Sheet - [ What to Expect ]
PC ALPHA IS HERE!!!
Before you dive into Alpha we wanted to preface what to expect in the first build.
World
You will be exploring the continent Drakonia, home to the Drakonian Dynasty.
We use an innovative biome spread algorithm, that spawns in rings, and the outermost ring goes on forever. "Coastal Meadow"
Out of the 5 biomes, 4 are present with the 5th ocean biome still in the polish stage.
Your starting biome is the Deep Forest, on the second outer ring.
You are playing on seed #12345 which is an infinite seed but will feature the same locations to all players.
Each Biome has unique resources, Sentius, and Kingdoms here they are in order:
Magma Biome
The Magma Biome is the smallest biome and spawns in the center of the continent.
Gyser Plains
The Gyser Plains biome is the first ring outside of the Magma biome.
Deep Forest
The Deep Forest biome is the second outer ring next to the Coastal Meadows.
Coastal Meadow
The Coastal Meadow biome is the outermost biome, and goes on infinitely so turn back if you want to find more biomes!
Player Mechanics
We are excited to showcase the 4 core game pillars:
Mode Switcher
To access the four input modes, simply press Tab to open the mode selector, and hover / click to switch!
Tools / Weapons
Within the tools and weapons tab, you can scroll through your active weapons with the scroll wheel and use the combos for your class by left-clicking.
Special attacks are attached to the 1 and 2 key buttons.
You start off with a multi-tool, which never breaks and can be used on both stone and wood resources.
Rusted weapons will spawn randomly in the environment, you can also get more tools/weapons from the shops that spawn or are constructed by the player.
Base Building
By selecting the base building game mode, the player is able to construct free placement parts at will using the selection screens.
In order to place parts, you will need to get the resources first! These can be found in any biome and give the player freedom of choice where and how to build.
Pressing Q once the build menu is open will allow you to scroll through decorations, functional parts, and building foundations.
This includes campfires, which allow the player to rest at any time!
Monster Taming
For Alpha 1 you will only be able to use the Sentius pre-loaded into your party. Sentius that you tame will be sent to the ether but are not deployable yet.
By selecting the monster taming part of the mode switcher, players can spawn in companion Sentius which will aid in combat or help to get around.
Your starter that pairs with your class will be present, along with Magallop for mounting and traveling around Drakonia!
Your starter will automatically kick in during combat, and for now, they all provide a short stat boost for the player.
When you find a Sentius in the wild, first you have to weaken its health, before shooting a projectile from the gauntlet which will stun the Sentius.
Using the energy beam will allow the player to tame the Sentius, and for now, they are sent to a non-accessible inventory to be added in one of our earliest patches.
Sentius will feature different regional skin variants making exploration more rewarding!
Sentius List
Magallop - Gyser plains - Coastal Meadow - Magma Biome Type - Magma | Passive
Direpyre - Gyser plains - Coastal Meadow - Magma Biome Type Magma | Aggro
Magmaton - Coastal Meadow - Deep Forest - Magma biome Type Magma | Neutral
Okamito - Coastal Meadow - Deep Forest "Nightime only" Type Neutra | Aggro
Yacabur - Farm Land in any Biome Type Neutra | Passive
Kumi - Starter Type - Magma
We kept the amount of Sentius on Day 1 limited to improve performance and overall polish. You can expect new Sentius as part of our frequent patch schedule through Alpha.
City Building is still in progress, but we expect to have it functional by the end of the week.
FAQ Sheet
Day 1 Build Notes
We do apologize for some of the issues in todays build that don't match up perfectly with the notes on Kickstarter.
Here are some solutions:
- Press f if you are stuck mounted to reset back to walking state - Press I to access inventory and basic settings - Multi tool is only functional in the coastal meadow biome - Press 0 to activate creative mode - Press tab to access to mode switcher - Press ` to toggle FPS counter
We weren't able to update the Kickstarter announcement so we are doing our best to spread tips until hot fixes come out this week.
SC Newsletter / Monster Taming Gameplay / Alpha Teaser / Year in Review
[previewyoutube="R3djrAvW_JQ;full"]
We premiered the first look at monster taming gameplay earlier this week! The team is already hard at work improving animations, AI, and models!
[previewyoutube="EFNlPTsyNjM;full"]
We released a teaser for the official Alpha trailer, see you on March 22nd for PC Alpha!!
We can't believe it, but a year has already gone by since we launched our successful Kickstarter campaign...
[previewyoutube="i-X3mezOgws;full"]
We wouldn't be here today without you, and this is our way of saying thanks. 🤝🥰
An impressive goal was met this week as we crossed 50,000 Wishlists on Steam!! This is halfway to our goal of 100k before release.
[previewyoutube="3gzUVG7wqBM;full"]
After some feedback from our last game play, we decided to briefly revisit free building with more detailed parts and snapping points.
[previewyoutube="E50VNZKDS2Y;full"]
Before the monster taming premiere, we sat down with popular Monster Taming YouTuber Gym Leader Ed to talk everything gaming, mon-genre, and Skyclimbers!
PC physical editions are ready for print and will be shipping within a few weeks 😎
With Alpha just weeks away, we hope you're as excited as we are 😎
Once again, from everyone at Paratope we say thank you for making this possible through Kickstarter.
Until next time! Thanks for reading.
Join us at 12:00 EST for 30 minutes of Survival Base Building Gameplay!
[previewyoutube="YuW5gQFx-L8;full"]
Join the conversation on Discord for a live Q + A during the premiere!
Procedural generation can take many forms. In Skyclimbers, every aspect of the environment is procedurally generated -- including villages.
<*> Villages will spawn along roads, and always include three types of buildings. <*>At the center of every village is a town hall, followed by a surrounding ring of middle class. <*> On the exterior ring of the seed, farm houses and fertile land spawns.
<*> Domestic Sentius will spawn near villages, in the farm lands. <*> These include bovine or sheep like Sentius, they are always Neutra type. <*> Sentius inside the village belong to villagers, but you can inherit them through ownership of the village.
<*> Houses are designated to each tier of the village, and will spawn villagers with roles respective to the building. <*> Farmers spawn at the edge, while shop keeps and smiths spawn in the middle. <*> Later versions will randomize houses within each tier, along with the town hall.
<*> Villages will spawn naturally along the landscape, but wild Sentius keep their distance. <*> You can find villages in any biome, with be local dynasty-based variations. <*> Village generation will override terrain and flatten it within a radius.
Some features we plan to improve in future versions:
<*> Texture spawn rules <*> Terrain flattening near buildings <*> Asset proximity <*> Slope rulesets <*> Building variation
Until next time, thank you for your continued support as we get closer to the Alpha release. 🤝