Varox is back, and the people of Tarouke need your help. Master your skills, mount your guardian companion, and Unite the 7 races to banish the void. Sky Climbers is an Open World Adventure/Platformer game developed for the HTC Vive.
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Release Date: 3 Feb, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Sky Climbers is in early access is due to the amount of content that still needs to be created. Most of the core mechanics and gameplay are established in Early Access. However the main components missing are the complete narrative, multiplayer functionality, and a large amount of NPCs/environments.”

Approximately how long will this game be in Early Access?

“We released the chapter 1 beta in early april of 2017. We plan on releasing new chapters every 3 months. That means that all 4 chapters should be complete within a year. This is however an estimate as we plan on adding multiplayer support and that could easily take several months to accomplish in its entirety.”

How is the full version planned to differ from the Early Access version?

“By the time the full version is released, Sky Climbers will have improved upon the length of the single player experience by completing the 4 chapters for the narrative. Each chapter will focus on 2 or 3 of the 7 races of Tarouke and will feature a massive main map with a specific biome. There will also be full multiplayer support and additional platforms supported such as Oculus Rift.”

What is the current state of the Early Access version?

“Chapter 0, which introduces the player to the core mechanics and narrative, is mostly complete. It is only missing polish and debugging at this point. Chapter 1 however is under heavy construction, and the player is only able to explore and interact with the massive environment for now.”

Will the game be priced differently during and after Early Access?

“Upon release of more chapters and multiplayer functionality is implemented, the price will raise slightly. At the launch of the full game, the price will be priced at 39.99$”

How are you planning on involving the Community in your development process?

“With the launch of multiplayer, we have the possibility of interacting directly with our community face to face in VR! Aside from that we have many social media accounts set up and we browse the /r/vive subreddit in search of knowledge from the VR community. As indie developers releasing our first game, we are super excited to hear back from our players.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

Buy Sky Climbers VR

11,99€
 

Recent updates View all (31)

31 July

Patch 1.2.0 Oculus Rift + Touch Support

Sky Climbers is now cross platform compatible with the Oculus Rift and Vive. There were numerous back end changes that went into this update. There have been updates to all of the player abilities such as, Pull beam, archery, fling anywhere and paragliding. The mentioned abilities should now perform smoother and without interference from other mechanics.

One of the major changes with the abilities is the bow and arrow spawning. Here is a breakdown of the old and new bow spawning mechanics.

Arrow Spawning (old method)

There is a collider on the players head position which acts as a "quiver" for the bow and arrow. If you press grip while hovering over the "quiver" you will spawn the bow. If the bow is currently spawned, when you reach for the quiver again, you will spawn an arrow.

Arrow Spawning (new method)

The major difference is now the bow is always active on the map, in fact its floating behind the player camera, as if it were attached to the player body. When the player reaches behind their head to the "quiver," they are actually reaching and grabbing the bow that is behind you. The arrow spawning still works the same, it must first wait for the bow to be in the players hands.

So what was the problem? The issue was caused by a weird grab state detection. In the old method, when the player pressed grip on the "quiver" there were a few functions being called. First the player presses grip, this instantiates a new bow object, then because the grab button has already been pressed, we need to assign the bow the players grip. If the player is still holding grip with the active bow hand, loading an arrow into the bow causes a bug and prevents the bow from being used. The problem here was the fact the grab button had already been pressed. Upon releasing grip the bow would disconnect from your hand. This should not be happening on release, but rather on grip press (so you dont have to constantly hold grip to use the bow)

We resolved this issue by clearing up the grab state detection. Instead of spawning and force grabbing the object on the same call, the bow is now always active and ready to be grabbed. There are still other issues with the bow spawning and we will be looking into this immediately.

We also were able to optimize many other game mechanics due to a player events manager that tracks which abilities are enabled or in use. Now the pull beam, fling anywhere, and even bow/arrow work in relative harmony.

Lastly an optimization pass has gone through the entire game providing better overall frame rates across platforms.

Remember to report bugs on the bugs forum, and have fun!

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14 July

Patch 1.1.5 New Visuals and Back End Oculus Progress



We spent a lot of time today rebuilding our git/revision history protocol, therefore most changes were backend.

- Glowing Leaves to indicate climbing in opening scene

- More rock formations near walls in opening scene

- Back end progress for Oculus port under way with only a few core components left to debug/refactor

0 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

Reviews

“THIS CLIMBING GAME ROCKS!”
Nathie - Youtube

“What if Zelda cheated on Link and had a baby with Climbey? Well, you'd get Sky Climbers.”
MasterGamingVR - Youtube

About This Game


ORIGINAL SOUNDTRACK - You will hear an entirely original soundtrack featuring dramatic sound sequences ranging from post tonal classical music to hard hitting electronic drops. The majority of the sound design was also done in house featuring unique sound effects catered to the aesthetic.

CLIMBING - As a core mechanic, we made it easy to climb most objects with a vertical element, you can also fling yourself from any climbable object providing a more in depth platforming experience.

DEVELOPING NARRATIVE - You will be lead through the early stages of your adventure by Blashm, a Shoi elder that acts as your first trainer and caretaker. As development continues we plan on adding dozens of new NPCs focusing on main/side quests

MULTI-TOOL - As of now the only multi tool ability available is the mag pull, which functions similar to a hookshot by pulling the player towards specific targets.

ARCHERY - Use your bow and arrow to activate areas by hitting targets, or go hunting in the chapter 1 forest!

HUNTING - Peaceful and wild animals roam around the chapter 1 map. Use your bow and arrow to hunt them "still under development currently only available in chapter1 so expect bugs and performance drops based on the number of animals present"

PARAGLIDING - Leap off from any high place and glide around the world "still under development currently only available in chapter1"

ANIMAL RIDING - Mount your companion guardian to travel quickly. Archery can be used while riding "still under development currently only available in chapter1"

CANYON ON LITHAN

You begin your adventure on Lithan, a desolate land with sparse inhabitants. Noticing a great Ark activate in the distance you go to investigate and find Blashm, your new mentor who will introduce you to the history and lore of the game world. This is also the time to learn basic locomotion mechanics. After meeting Blashm he takes you to the great reactor which powers the Ark transporter sending you through space and time to Tarouke where the main game takes place.

GARDEN OF TIME

A corespondent reactor/ark brings you to Blashm's homestead inside of a giant tree within the garden. After meeting with Blashm in his house, he informs you that you must begin your training by seeking judgement at the dojos where Aldor, a sky guardian will watch over your performance. Set on top of the highest mountain, you can see all of Tarouke from his treehouse.

DOJO SCENES

Each dojo challenge requires the player to maneuver through obstacles and solve puzzles. Each dojo gets progressively harder and builds upon the previous skills. Inside the dojo, the guardian eagle Aldor will oversee your challenge and reward you with a new ability if you can complete the challenge.

CHAPTER 1 FOREST

Upon completing the dojo challenges within the Garden of Time, the player will hop onto the guardian eagle Aldor’s back and fly to the southern forest. Blashm informs you that another shoi elder named Kniche lives in the south and he has something of great importance for you. This scene is still heavy in development and we will update this page as more content is available. As of now the player can explore the large environment and ride on Aoni while using the bow and arrow.

System Requirements

    Minimum:
    • OS: Windows 7 64 bit
    • Processor: Intel i5-6500 or AMD Ryzen 1500
    • Memory: 8 GB RAM
    • Graphics: GTX 1060 or RX580
    • DirectX: Version 11
    • Storage: 1300 MB available space
    Recommended:
    • OS: Windows 10 64 bit
    • Processor: Intel Core i7 6700 or AMD Ryzen 1700
    • Memory: 16 GB RAM
    • Graphics: GTX 1070
    • DirectX: Version 11
    • Storage: 1 GB available space
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