Construct Airships and wage war in a sandbox world populated by floating islands, sprawling skies and adventure. Ride on ships and build them while your motley drive you forward, toward exploration. Persistent player servers and much more await!
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Praticamente positivas (99 análises) - 73% das 99 análises de utilizadores sobre este jogo são positivas.
Data de lançamento: 17 Jul, 2014

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Jogo com Acesso Antecipado

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Nota: Este jogo com Acesso Antecipado poderá ou não sofrer alterações ao longo do seu desenvolvimento. Se não estás confiante no jogo no seu estado atual, então poderás querer esperar para ver se o jogo evolui mais um pouco. Fica a saber mais.

O que os desenvolvedores têm a dizer:

Porquê Acesso Antecipado?

“Sky Nations has been iterative game from it's initial release on other platforms. Developed by lone developer Ben Johnson it has been hugely beneficial to have community input and experiment with mechanics and change them based on feedback. Early Access fits this perfectly and will help to make Sky Nations a better game when it releases it's complete state!”

Aproximadamente durante quanto tempo vai este produto estar em Acesso Antecipado?

“Sky Nations will hopefully be leaving Early Access in Q4 2014 as a more completed and rounded experience.”

Qual vai ser a diferença entre a versão final e a versão de Acesso Antecipado?

“The full version will be a combination of all the updates during Early Access.

Features planned for the finished game are:
  • Capturable Sectors for Nations. Which can defend your ships and creations.
  • More player and ship weapons of various different types.
  • More island types with creatures and mechanics based around them.
  • Manufacturable ships and other perks for Nations.
  • Music that adapts to what is happening to the player.
  • A sound overhaul to many of the current placeholder sound effects.
  • Further access to server functionality in the Modding API.

Qual é o estado atual da versão de Acesso Antecipado?

“Sky Nations has a lot of the base mechanics available to play that will make up the finished game. However this is still a game in development. There is still quite a lot of content based on these mechanics to come and a lot of community driven bug testing too reach a stable build and balanced builds.”

O jogo vai ter preços diferentes durante e depois do Acesso Antecipado?

“Sky Nations will likely rise in price when the game is more complete and has more content, however those who purchase the game now will receive these updates for free up to the game's completion.”

Como estão a planear incluir a comunidade durante o desenvolvimento?

“Since Sky Nations receives iterative updates every couple of weeks community feedback is super important to both balancing and improving the game. Since it's first public release the community has helped find bugs and suggest features and changes that have improved the game significantly.”
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Atualizações recentes Ver todas (37)

4 de Julho

Update - Syphon Changes and Map Updates

Hey guys, a new update is now available. Syphon fuel has been changed to work a bit differently in this update. There are now two types of Syphon Miners, the original Syphon Miner is now a "Large Syphon Miner" and a new one has been added called a "Small Syphon Miner", which is a cheaper alternative that produces Syphon slower and is primarly constructed out of Copper. The colour of Syphon mined is now seeded randomly across the map, rather than previously using the Biome. Rarer Syphon colours such as Blue will appear further away from the spawn. Previously Syphon had created resources based on the Biome it came from, which in reality is not very useful for both a starting nations and one a very established one with a lot of resources. When refined the Syphon fuel now creates a new item called a core. There are Blue, Green and Yellow cores as well the preexisting Burnout Cores. These are created from the colour relative to it(Red makes Burntout cores). Other than the Burntout Cores which is already used in a lot of current recipes, the new cores will be required to make a lot of future high tier/more effective items. This should help owning claims becoming more vital to Nations as you'll have to hold some territory to produce these resources. The cheaper miners also make for a substantially smaller loss when losing these claims compared to their much more expensive counterparts. In coming updates claim defenses will be changed and made a lot weaker to allow for more attacks/skirmishes on these claims however there will be some other ways to defend those claims. So be aware of that when setting up your claims!

The Prospector block has also been changed, it will now show you the colour of a Systems Syphon after scanning it. This will also be left on your map so you can check on it easily in the future without the need to rescan it.

A few additions have been made to the map. It will now show claims of your own Nation and other players as a territory overlay around them, with green representing your own and red representing others. Making it easier to see in a zoomed out state. An icon for biomes is also now revealed when you have visited a system once, so you no longer need to manually remember what each system is.

Since the last update I noticed a few players were having an Effect.Dispose error being thrown when trying to start the game. It took a bit of investigating but it turns out their Graphics Cards did not support shader model 5, so I've also moved back the game's shaders to use SM4 again so you should no longer experience this crash, sorry about any inconvenience and thank you to Concord Dawn for helping me figure that through answering my questions!

There's also been a pretty huge set of bug fixes, you can check them out in the change log below.

How do I update?
The client will be updated automatically for you. The server files will be available shortly. Make sure you backup your server first, then copy the new files over your existing server files.

Change log
  • Claimed systems on the map now have a territory overlay.
  • Systems you have visited now show as an icon representing their biome.
  • The game now opens on Display1 instead of in the middle of two monitors when using more than one monitor in Window mode.
  • Added Small Mining Syphon.
  • Large improvement to memory consumption and gc generation.
  • Prospector now shows the syphon fuel type for the system. It now takes 5 seconds to scan a system. The Prospector no longer requires turning on/off when moving to new system to scan it.
  • The Map now shows Syphon colours once they’ve been Prospected by the player.
  • Syphon Fuel is now seeded differently. Colours are now rarity, rather than linked to Biome. Based on their distance from spawn + a random modifier.
  • The Refinery now makes different coloured Cores(Green,Blue,Yellow, Burntout) from the Syphon fuel rather than random resources based on where they come from. These will be used to make higher tier stuff in the future.
  • Changed some shaders back to SM4 from 5. For players who do not have GPUs that support newer shader models.
  • Fixed a client crash caused when deconstructing ship.
  • Fixed a client crash caused by docked ships loading before their parents
  • Fixed a client crash caused by crafting before the menu has loaded.
  • Fixed a client crash caused by Magmasite Queen Spikes updating before receiving network info.
  • Fixed a client crash caused by the debug export mesh hot key being hit accidentally by users multiple times.
  • Fixed map bookmarks causing a crash if they listed a system that no longer exists.
  • Fixed a client crash when using the Generator the menu before the player has fully loaded.
  • Fixed a server crash caused by the server trying to tell the client about a docked ship that is currently not loaded.
  • Fixed a server crash caused by chunk sending state when it’s been destroyed.
  • Fixed Schematic preview being black for some players.
  • Fixed Schematic projection being black for some players.
  • Fixed a client crash caused by missing effect parameters for Syphon Miners.
  • Fixed a client crash caused by Ammo Crate when trying to drag an empty item slot.
  • Fixed a bug preventing the Item Kit dialog from popping up.
  • Fixed a text input problem on signs.
  • Fixed a client crash caused by interacting with a crate when entering a zone before player data is correctly loaded.
  • Fixed a crash caused by players deleting Skins folder then launching Options menu.

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25 de Maio

Update 0.999 - Monogame Port

Update 0.999 is now available on Steam and via the launcher. The Monogame port is now available without opting into the beta branch with a bunch of fixes and changes based on bugs found from the Steam beta branch. If you'd like to know more about the MonoGame port and what that means you can checkout my previous post here. A lot of changes have been made internally to Sky Nations to work more efficiently with DirectX11 and MonoGame over the update period too, although there might be some lingering bugs from the port I haven't found in my own testing, most of the major issues are sorted.

Although this update was mostly about getting final parts of the port done, so the game has better, update-able and fixable base for the future. I've also added a small gameplay change which effects a lot of things potentially. Ships jumping through beacons will now have a shield protecting them from damage when they land on the other side. This shield will exist until they move in which case it will be removed. This should stop players being destroyed by defenses, players exploiting undefended player ships and mobs such as Magmasites while the game is loading the zone for the player, which is a wholly unfair way to die! There might be some changes to quite how this works in the future. This is currently telegraphed by a shield surrounding the ship but this may change also.

I've also added a new cleanup system for ships to Sky Nations which is something that's been requested for quite a while. Especially for those with lower end GPU/CPUs who have trouble rendering lots of rafts. This will clean out all ships automatically at set intervals, after experimenting with a few different subtler methods of detecting which ships are likely abandoned, it was a bit to tricky to define in a way that would be clear to players. Where you could easily say "my ship will be removed if [x]". So I've opted for a more clear and concise clean up method. Ships will be cleaned at a set time at most once per day(settable or disable-able in CleanupSchedule.xml by server admins). Ships not in claimed or capital systems will be deleted at a set time per day that are below a certain mass. This mass is settable by admins. For example: the Community 1 server will be set to remove ships below 50 mass on Wednesdays and 100 mass on Sundays at 12:00 server time. This should help remove a lot of the raft build up that ends up dotted around. By default clean up is off on fresh servers.

A couple of changes have been made to make it easier to remove mods also, although it was possible to remove mods that had blocks in the world previously, they are now automatically set to empty and the server will do it's best to deal with special block data either ignoring it or deleting it.

Finally some changes to the server have been made where ship states(information about their position/rotation) were being dropped and causing stuttering a little on the client side making ships sometimes jump a little while flying has been made to help smooth normal movement out. This also includes changes to the steering wheel making it's rotation based on player input again rather the ships rotation movement, which didn't make a lot of sense!

How do I update?
As usual the game client will be updated via Steam or the Launcher. To update a server just overwrite your files with the new files. Make sure to backup first!

0.999 - MonoGame Port
  • Game has been ported to a whole new API. It’s now using MonoGame with DirectX11.
  • Added automatic ship cleanup. Ships are cleaned at automated intervals by the server. These intervals are settable by the server admin in CleanupSchedule.xml file.
  • Blocks are now automatically removed if they no longer exist in Tiles dictionary.
  • Ships jumping from beacons are now invincible until they move a small distance from the point they jumped too. This is represented by a shield around the ship.
  • Ship Steering wheels now reflect player input rather than ship rotation itself.
  • Improved networking on ships/npc states when many are being sent at once and dropped.
  • Added automated crash logging to the client so users no longer have to post crash logs.
  • Fixed Missile Pods not being rendered when re-entering a system.
  • Fixed Missile Pods network proximity mode.
  • Fixed economy missing entries for non-sellable items giving them a 0 price from Merch Cat.
  • Fixed Blip effect crash.
  • Fixed actor preview crash.
  • Fixed an npc crash.
  • Fixed Power Clamp placement being flipped Z Axis.
  • Fixed some texture filtering issues with MonoGame differences.
  • Fixed a crash caused by several stereo sound effects.
  • Fixed Crash logs saving in main server directory instead of their folder.

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Sky Nations Multiplayer Demo

If you'd like to try being a bandit of the Sky before purchasing Sky Nations a demo is now available on Steam. You can even play with your friends in multiplayer! Check it out here.

Acerca deste jogo

Set in a world where the planets surface is no longer habitable. Sky Nations takes place above the clouds where large airships are the only means of travel. Join up with your friends and build a ship to explore and do battle with players you meet a long the way or the various creatures inhabiting the skies.

Sky Nations is centred around multiplayer cooperative and versus play in a voxel sandbox. Using blocks players can build, destroy and take with harsh but fair mechanics based around freedom for player vs player. There aren't invisible barriers stopping you from destroying blocks or rules against attacking other players. The skies are tough and you need to be tough to survive them!

  • Build ships - As a completely multiplayer orientated experience you are free to roam, interact with and build on the ship as it’s piloted by another player. As well as design custom ships for custom jobs such as mining.
  • Crafting - Create unique items for your ship such as radars, generators and cannons!
  • PVP - Whether it's with your ships using cannons, lasers and more or with shotguns as invade enemy bases and form boarding parties players are free to attack or group up with others they may encounter in their travels.
  • Create Nations - Organize your friends to dominate the map and hold key resource points.
  • Modding Support - Textures can be reskinned and the game server comes with a Mod API allowing you to write custom scripts in C#. Which will be expanded with updates.
  • Buildable Wearable Items - Craft items out of blocks to wear and stand out of from other players and use as bartering items.
  • Persistent Player Servers - Host your own servers or join other players servers with ease. Each a unique world generated the first time it is started.

Please Note: Sky Nations is Early Access and still in development. That means that not all the content is finished and many things are place holders or subject to change. There will be bugs! However through the community of players we can get these bugs found and fixed as well as use your suggestions to help balance and improve the game.

Requisitos do Sistema

    • Sistema Operativo: Windows Vista
    • Processador: 2.3Ghz Multicore CPU or better.
    • Memória: 2 GB de RAM
    • Placa gráfica: Modern Dedicated GPU with Shader Model 3+
    • DirectX: Versão 9.0
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 100 MB de espaço livre
    • Placa de som: Intergrated or Dedicated Soundcard
    • Notas adicionais: Minimum requirements may change through game updates.
    • Sistema Operativo: Windows 7 or above
    • Processador: 2.3Ghz Multicore CPU or better.
    • Memória: 4 GB de RAM
    • Placa gráfica: Modern Dedicated GPU with Shader Model 3+
    • DirectX: Versão 9.0
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 1000 MB de espaço livre
    • Placa de som: Intergrated or Dedicated Soundcard
    • Notas adicionais: Recommended requirements may change through game updates.
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