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!
Рецензії користувачів: переважно схвальні (усього 94) - 74% з 94 рецензій на цю гру є позитивними.
Дата виходу: 17 лип 2014

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Гра з дочасним доступом

Отримайте доступ і відразу почніть грати, беручи участь у процесі розробки.

Увага: ця гра з дочасним доступом не дороблена, і надалі може як істотно змінюватися, так і ні. Якщо вам не дуже кортить зіграти у неї в її поточному стані, то радше зачекайте, доки гра не прийме більш завершений вигляд. Дізнайтеся більше тут

Що бажають сказати розробники:

Чому дочасний доступ?

“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!”

Приблизно, як довго гра буде у дочасному доступі?

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

Чим повна версія гри буде відрізнятись від версії для дочасного доступу?

“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.

Який поточний стан версії для дочасного доступу?

“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.”

Чи буде відрізнятись ціна гри на протязі дочасного доступу та після його завершення?

“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.”

Як ви плануєте залучати спільноту до розробки гри?

“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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2 лютого

Update 0.99 - Cameras, Horizontal Wedges and Linux Servers

Hey guys, 0.99 is up. This update brings a couple of main features.

The first being Cameras. Cameras come in 3 types(Copper, Steel and Titanium) with increasing video quality and health. They all are accessed via the Camera Monitor, which allows you to see through the eyes of multiple Cameras as well as rotate them. Traditionally in real life we use Cameras for security, however the best use for these new cameras in-game is navigation and awareness. You can control them while your driving and switch between them at any time, including Cameras on docked ships. So strategically placed Cameras can help you dock, park and manoeuvre medium to large ships much easier when you have multiple points of view to do so. Without ruining the perspective with having something like a third person view for the whole ship. They could also be used as security for a larger ship.

Horizontal Wedges have been requested for quite a long time, since the addition of 'vertical' wedges. These are wedges with the slope being horizontally facing. Much like their vertical cousins, they are added at the mesh generation level to make them nice and fast which took a bit of time to get right. Horizontal Wedges exist as a separate item for all their vertical counterparts and are named H-Wedges. This is to make it a bit easier to place them, placing all of the angles with the vertical and horizontal wedges together in one item proved pretty awkward. Although it's not quite as nice as I'd like, to place H-Wedges in set directions you need to place them against a horizontal wall to align them in set directions. Which is a bit different from the Vertical ones which are based on the way your pointing when placing them but proved slightly easier for reliability.

The third and quite time consuming part of this update has been redoing Linux compatibility for the client. Pretty much across the board people host game servers on Linux, the infrastructures already exist and it's cheaper for anyone to rent them due to the Windows licensing fees. The server used to run on Linux through Mono, but as the codebase got bigger and more complex it lost that compatibility, however now Mono is much better and it's pretty important so I spent some time making sure it's back in action. Porting some of the steam stuff the server relies on proved quite awkward and so did the tiny differences between how the game server runs on both platforms, but it's all been wrapped up. Including the minor changes you previously needed to make to script project files run under Linux is handled by the server automatically. The game should be fine to run on a recent version of Mono If you run into any weird incompatibilities with Mono 4.2 or above shoot me a line as it's difficult to manually test all of the game by myself.

You can check out the rest of the changes below. Sorry for the delay on the update overall, I've been having some health issues that's making progress on some days a little difficult.

How to update?
The game client will automatically update. For servers, make a backup of your existing server, then simply copy and overwrite the existing files with new ones you can find here.

Change log
  • Linux Compatibility for Game Server has been redone(64bit Linux only). Recommend using Mono 4.2 or above for best compatibility(though it’ll probably work on earlier versions).
  • Added Camera/Monitor blocks allowing you to view different parts of the ship using them. Including while driving.
  • Added Copper Camera.
  • Added Steel Camera.
  • Added Titanium Camera.
  • Added keybindings for switching and exiting Cameras.
  • Added horizontal wedges to mesh generation.
  • Added Copper H-Wedge.
  • Added Wooden H-Wedge.
  • Added Steel H-Wedge.
  • Added Titanium H-Wedge.
  • Added Glass H-Wedge.
  • Added Hard Glass H-Wedge.
  • Added Iron H-Wedge.
  • Added Stone H-Wedge.
  • Added a new icon for Fuel Hopper to correct the dynamic one that was incorrectly rendered.
  • Price of items is now in their description. As well as in the Item Database(default: B).
  • The Game Server will now convert csproj files across automatically for Linux file paths.
  • Added ChangeBlockBatch to Mod API.
  • Added BiomeSystem.CreateLand() to Mod API.
  • Updated Mod API documentation to include all methods added in this update and previous ones:
  • Fixed a bug where custom mod blocks would be removed from client side chunk cache and appear invisible on reload from cache.
  • Fixed a directory issue for Linux server.
  • Fixed steam authentication not working on linux server.
  • Fixed 64bit Steam API binaries on linux.
  • Fixed various compatibility differences between Mono and .NET for Linux server.
  • Fixed jitter at high speeds on clamped chunks due to chunk being moved after being drawn rather than being drawn at same time as parent.
  • Fixed the formatting on recipe new lines.
  • Fixed the price of coloured switches.
  • Fixed price on deconstructor.

Коментарів: 2 Читати далі

14 грудня 2015 р.

Update 0.985 - Big Optimizations and bug fixes

0.985 is now up! For this update I focused on burning through a lot of bug fixes that been sitting in my todo list for a little while. I also gathered some new ones pointed out to me by players over the last few days and tried to burn through as many as I could. A long the way I took the dive deep into the very large server log to work out any issues that have been causing server instability and worked out a few major ones after a lot of investigation and hardwork. One of the very noticeable visual bugs has been the jittering or wiggling of docked ships. Especially big ones, especially at higher latency when moving a ship. This is fixed a long with a whole host of similar issues!

The biggest part of this update however is optimizations, which may not seem very exciting but it's a pretty big improvement. I've spent most of the last few weeks profiling the game server to work out bottlenecks. After seeing a couple of things in a bunch of Capitals that were really slowing the server down, but not wanting to remove or limit them I went to work using Blue Sun's capital as a local benchmark. Which has a bunch of really huge ships, many machines and just hundreds of ships in general it made a great test bed for optimizations and fine tuning.

The very first thing I noticed was the use of Thrusters essentially for free mining, which in reality is an exploit but I have let it slide until now, the main problem with it performance wise it's breaking thousands of blocks and dropping them on the floor which slowly kills the server as thousands upon thousands of collisions are tested against the ground and each other. As opposed to the laser which deposits items in crates. The key change to thrusters in this update is that they will only burn blocks behind them now if the ship is exerting thrust.

The next big issue I found overall has been the performance incurred by very big ships moving. Since they require quite a wide array of collision tests and resolutions in the physics library due to their size and multiple parts, I've worked out a new way of filtering their collisions in such a way that it reduces a lot of unneeded tests. Which on my local test server, which runs at a cap of 100 ticks per second, but would crawl to 10-15 when moving a ship of a 90 block diameter(which is huge! but possible as I found with Aerion's Deathstar). With the new filtering it runs pretty cleanly at 80 ticks. That's not to say that there aren't any situations where something that big or complex won't slow down more, but it's a huge improvement. Generally, through a whole host of physics optimizations both large and small which you can check out in the change log have made the server a whole lot faster overall as every ship runs just a little bit faster.

There's a whole host of stuff you can check out in the change log below, but I wanted to work on stability for this update rather than adding new things, as well as clearing a back log of lower priority bugs. To hopefully make sure the game is relatively stable over the Christmas period both for you guys, so you can enjoy the game over your holiday time off from work and school, as well as myself as I hope to have a short break over Christmas. Which will mean there's a bit of a longer gap than usual to the next update. But I hopefully have some cool stuff planned for it!

How do I update?
The client will automatically update. You can find the new server files on the download page. Make backups of yours server files before you overwrite them as always.

  • Thrusters will no longer burn blocks when the ship is not moving. This is to prevent an exploit that allowed for free mining, but more importantly hurt server performance badly as it was possible for hundreds/thousands of items to drop per tick(as opposed to lasers which automatically store them).
  • Moved a lot of physics related equations to happen only on the physics tick rather than every frame. Huge performance gain on the server.
  • Heavy optimizations to Chunk update ticks.
  • Exposed TileProperty data for all tiles to the Mod API. It can be called from IChunk.GetTileData().
  • Optimized collision filtering for docking between ships to improve performance on very large ships made of many chunks.
  • Pretty big physics optimizations for very large ships overall should help their performance immensely.
  • Improved texture loading speed for custom server textures via caching them.
  • The Steam Auth process window is now hidden to reduce clutter.
  • Fixed ships behaving oddly when clamped to the ground due to not having linear and angular velocity reset.
  • Fixed Deconstructor beam not being removed if the block is destroyed before it’s finished.
  • Fixed cost of SPF being added to ship plans even though they’re unreproducible via constructor.
  • Fixed a server crash caused by multiple Jump Drives being activated at once to jump to the same location on a ship.
  • Fixed a server crash caused by activating a Jump Drive then jumping through a Gate by the Jump Drive has completed.
  • Fixed a server crash caused by Queen Spikes targeting a ship with no loaded physics representation.
  • Fixed a server crash caused by a ship somehow jumping before all it’s docked parts are correctly loaded.
  • Fixed a server crash caused by a timing issue with Jump Drives.
  • Fixed jitter/wiggle on clamped ships when the main ship is moving. Especially prevalent on big ships.
  • Fixed a timing bug on ship loading that would make it possible for clamps to not correctly create a joint between two physics objects of the ships.
  • Fixed crushing deaths sometimes caused by the player moving between clamped ships.
  • Test fix for fullscreen mode being misaligned with the desktop. Possibly caused by task bar size in Windows 10 and changes to Form.DesktopLocation.
  • Fixed a bug where a new custom texture for Servers would be added to the texture atlas for every time it’s referenced rather than combining them all to one.
  • Fixed crafting amount dialog cutting off text with the new font size and reworded it slightly.

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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.

Про цю гру

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.

Вимоги до системи

    • ОС: Windows Vista
    • Процесор: 2.3Ghz Multicore CPU or better.
    • Оперативна пам’ять: 2 GB ОП
    • Відеокарта: Modern Dedicated GPU with Shader Model 3+
    • DirectX: версії 9.0
    • Мережа: Широкосмугове підключення до інтернету
    • Місце на диску: 100 MB доступного місця
    • Звукова карта: Intergrated or Dedicated Soundcard
    • Додаткові примітки: Minimum requirements may change through game updates.
    • ОС: Windows 7 or above
    • Процесор: 2.3Ghz Multicore CPU or better.
    • Оперативна пам’ять: 4 GB ОП
    • Відеокарта: Modern Dedicated GPU with Shader Model 3+
    • DirectX: версії 9.0
    • Мережа: Широкосмугове підключення до інтернету
    • Місце на диску: 1000 MB доступного місця
    • Звукова карта: Intergrated or Dedicated Soundcard
    • Додаткові примітки: Recommended requirements may change through game updates.
Корисні рецензії покупців
4 з 4 людей (100%) вважають цю рецензію слушною
244.1 год. зареєстровано
Додано: 15 вересня 2015 р.
Рецензія на гру з дочасним доступом
This is one amazing game. Consider that it is made by one guy it is very good and I spent so many hours on it already. Since the game is currently in development the dev listens to player input which help the game progress in the right direction. Yes there will be some bugs and unbalanced thing but there is a welcoming community to help you get started. However before you buy I would certainly recommend that you try out the demo which is pretty much the whole game and you can play as much as you like!
Чи була ця рецензія слушною? Так Ні Кумедна
3 з 3 людей (100%) вважають цю рецензію слушною
22.5 год. зареєстровано
Додано: 2 січня
Рецензія на гру з дочасним доступом
I have played the game since before its Steam release and have found its current state a bit worse than it use to be. The drifty ship control is irritating the way the map is sucks compaired to the open world way it use to be and the community hasnt peaked more than 4 players. I came in with high expectations because i did really enjoy the game before it was on steam but now it just isnt worth the money. If it were me i wouldnt purchase until the game has a larger community.
Чи була ця рецензія слушною? Так Ні Кумедна
112 з 163 людей (69%) вважають цю рецензію слушною
5 людей вважають цю рецензію кумедною
296.5 год. зареєстровано
Додано: 12 листопада 2014 р.
Рецензія на гру з дочасним доступом
If you plan on spending many hours building up a base/nation and becoming a dominate player, I advise you not to purchase/download this game. I have been playing this game for about a month now on one of its official servers and have been severely let down. Don't get me wrong, it is a fun game, but when you put in tons of hours developing your base and taking down other nations, only to be targeted by the developers/server people because you took out a nation of one of their friends.

I am usually a quiet player who won't chat much while building for hours on end. Our nation started with about 3 members and now has about 8, with only 3 of us who play on a daily basis. The others log on occasionally every few days or so. The main nation on the server was named Endless Souls who was the server powerhouse. It was obvious from the global chat that the developer and server admins were very friendly with the members of Endless Souls. We spent many hours building up our defenses so our nation could not be overrun.

The only way for a nation to be lost is to have your nation beacon taken out. In order to prevent this, you build around it to either straight up protect it or to disguise it into the surrounding terrain to make it difficult it find.

Not long after our nations defenses were built up, we got attacked for about 3 days straight by the Endless Souls. They were never able to get through our defenses. With our nation beacon built into the terrain, the few ships that were able to get past our initial defenses were unsure of where to go to take out our nation beacon. The day after their last massive attempted invasion, I witnessed the games official server admin, "siroro", tell members of the Endless Souls nation where our nation beacon was located. He did this in global chat.

During that attempted massive invasion, I witnessed one member of the Endless Souls jump into our area with a ship made to look like a ♥♥♥♥♥. That member then proceeding to state in global chat, something to the extent, "i just rammed Aracdia in the a**."

Trash talk has been present in this game since the very first day I played it. I have witnessed many players trash talk on the global chat on a daily basis. Never once did I see anyone be punished for it, until we started to become the server's powerhouse nation. This is when I started to become more vocal in the global chats, questioning why some people were being punished for things that other players had been doing since the first day I started playing. The problem was, that those people who were still trash talking and not being punished for it were friends of the developer and server admins. I remind you that this was all taking place on one of the games official servers.

Another feature in this game, is the ability to leave signs. From the very first day, I have seen profanity laced signs on various maps throughout the server. I, again, never heard one peep from anyone about these signs until members of our nation started leaving them. One thing I should mention is that at the time, the developer and server admin publically stated that profanity was OK to use in global chat. Again, certain members of our nation began to be punished for using profanity when we became the server's powerhouse nation, overtaking the nations of the developers and server admins friends.

When we were finally able to topple the Endless Souls nation and become the main nation on one of the games' official servers, the admin on the games official community server made a former member of the Endless Souls, a chat moderator. Since Sslazz (sp?) has become moderator, he has threatened and even actually muted members of our nation for no reason at all. I will admit, I was muted earlier today by Sslazz for trying to get an answer as to why the leader our nation was banned from the game (I will address this later). At no point in time did I harrass or use profanity towards any of the admins. All I was doing was asking questions, some of which were not being answered and others were being answered with so called violations that never existed before for their buddies.

The reason that being muted is important, is that you are unable to communicate with other players who you may be working with. Sometimes while trying to take out another nation, you will work with other players who are not members of your nation. The only way to do this is through global chat.

Now for the part about our leader being banned. To start I will go back a few days when we took out a certain someone's nation. I won't deny it, our leader was always present in the global chat. Yes, I felt that he took it too far on occasions, but I have seen other players (favorites of the developer/server admins) go just as far, and even further without being punished. That was one reason stated as to why he got banned.

The second reason, was that he created a ship that resembled a ♥♥♥♥♥. Yes, he did do this, but the idea was present in this game since I first saw one used when the Endless Souls attacked us. Nothing was said then, when they used it. When I presented that counter claim to the server admin, he then changed his story to "well he brought it to spawn". I asked him where it stated you couldn't bring certain ships to spawn and he said it was on one of the signs. I proceeded to go to spawn after he said this and could not find a sign stating that. After I brought this to his attention, he then said that he told him in a whisper chat (message can only be seen by receiving party). So certain players have certain rules while others do not? I have seen other ♥♥♥♥♥ shaped ships at spawn before and nothings happened.

I believe the third reason the server admin gave for the ban was the signs he was leaving after we toppled a nation. I have seen profanity used in global chat before, to which the server admin/developer said was fine. I have also seen signs with profanity used before by other players (buddies of the admin/developers), and nothing has happened to them.

The reason that banning people hurts your nation, especially in a nation of a few people, is that your nations defenses are the copper missile pods. The copper missle pods are run by dispersion generators which produce a waste (waste that can in turn be used for fuel in mass generators). The collection tanks for the dispersion generators can only be a max of 512 spaces. Once they fill up (it takes a while to clean the waste out), the dispersion generator stops working and the missile pods also stop working. This makes your nation defenseless and open for the taking.

I honestly don't know if this ban is the developer/admin's idea of how to take down our nation. We have spent hundreds of hours building up our nation, only for the developer/advmin to make us vulnerable because we toppled his buddies nations.

Lastly, after our leader got banned today, the developer, the official server admin, and the chat moderator were all laughing about the ban in global chat. If you want to put tons of time into the game only for your nation to be taken down by the developer and his official server admin, buy it. If not, please look elsewhere for a game.
Чи була ця рецензія слушною? Так Ні Кумедна
Розробник написав відгук 12 лис 2014 о 20:14
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25 з 29 людей (86%) вважають цю рецензію слушною
2 людей вважають цю рецензію кумедною
1,616.1 год. зареєстровано
Додано: 22 червня 2015 р.
Рецензія на гру з дочасним доступом
Full disclosure: I admin Community 1 and Im also a discussion moderator for SN.

However my opinion is based from what I experienced when i was just a player. And what I have seen since then till now from both the developer and the players in the community who give input and speak to, post or email the developer.

As an early access game there will be bugs, and things that need to be adjusted with each new update. New content and mechanics are always being added, revised or even removed based on what the community has to say. So it's something to consider. If you want to complain but never post or email your input you can't expect to see any change. So that is something to consider at this stage in its development.

The developer MrBenjammin is very active in the community and has even been seen hunting the Magmasite Queen with people. From what I experienced before becoming friends with the developer he would log on and jump into my system/sector and check out the latest builds and just have casual conversation about building and mechanics. It was pretty cool to learn straight from him and why I put the steam guide together to share the knowledge. Since I now admin I have seen him do the same with many people and their Nations. I can honestly say he loves seeing what the community comes up with.

If you enjoy building things both stationary and with the capability to pilot it around, shooting someone in the face, being a sky pirate, gathering resources, or hunting bosses with the Developer then give this a chance to make your own decision about it and help shape the game for its full release.
Чи була ця рецензія слушною? Так Ні Кумедна
77 з 121 людей (64%) вважають цю рецензію слушною
1,049.1 год. зареєстровано
Додано: 17 липня 2014 р.
Рецензія на гру з дочасним доступом
Do you like PIRATES?
Do you like MERCHANT CATS?

If you said yes to any of the above, then you may or may not want to get this game. Be warned; it features high levels of scurvy and plenty o' booty for the taking. Just don't try and steal from the Merchant Cat.

10/10, would pirate again.
Чи була ця рецензія слушною? Так Ні Кумедна