Hello everyone! Hope your day is going well. Here are some more changes/fixes that I believe will improve your game experience.
Bug fixes: - Fixed a bug where the hacksaw would not spawn if you played the game twice (or more) without restarting the application or loading the game, which would make the game unwinnable. I honestly thought I had fixed this bug a ways back, but apparently not. Very sorry! - Fixed some text not appearing when using certain actions in certain places. - Fixed the opening dialogue to acknowledge that finals is NEXT week, not this week. - Fixed a bug where re-lighting the candles in the church's first room will re-trigger the puzzle solution.
Changes/Improvements: - Updated the flooded labyrinth again to make it even less (unfairly) confusing. Also can travel from the flooded labyrinth back to the sewers using a ladder. - The mouse wheel can be used to switch between each action. - A pause menu button was added to the gameplay interface. Now you can pause without needing to right click. - You can check the instructions screen from the pause menu. - You can increase/decrease the master volume by 10% increments. The game now starts at 40% by default. - Added two extra save files plus auto-save. Auto-save triggers each room (not counting transition events). - Added more descriptions and feedback from action usage. - Doors now automatically open when unlocked. - Added a puzzle note for the statue room. - When selecting an item, the "use" action is automatically also selected (assuming the "put" action isn't selected). - Actions are highlighted when selected. - The currently selected inventory page is now displayed as a page number.
These changes should help smooth out some of the rough edges. I still have not been able to reproduce any crashes, but auto-save should help out in case you encounter one. Enjoy, and have a great day! - Elias
In this update I've added "The Nutcracker": Caryosyntrips!
They are agile carnivores that use a snapping jaw motion to pinch or crack open prey. These colorful little fellas are sure to give everyone a unique and exciting playthrough.
I've also added an interactive tutorial! The tutorial takes a hands off approach to teaching, allowing the user to swim around and discover points of interest with tips and bits of information on how to play the game.
Changes to existing content: bugfixes. Improved Anomalocaris/Caryosyntrips swimming animation. Sidneyia can now eat meat.
- Fixed controller scroll on language dropdown - Fixed incorrect controller UI interactions - Fixed settings not initializing on first start - Fixed desktop icon
Click Real Fast, increasing clicking speed one click at a time.
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.
-Updated "next zone spawn" for difficulty 7-9: zone 1 mobs/ elites will no longer be replaced by zone 2 mobs/elites 10% chance to spawn mob from next zone(Except zone 1) 10% chance to spawn elite from next zone(Except zone 1) 10% chance to spawn boss from next zone(Except zone 6 and 7)
1. Fix the distance from the player's camera to the weapon
2. Solve the problem of mercenaries stuck in mid-air
3. The main character's lateral ability is greatly weakened
4. Increase of supply points in the map
5. AI enhancement
6. The weapon is added with the Remington M870 shotgun, and the initial sniper gun of the protagonist is slightly enhanced
7. The second form of night vision instrument (azimuth perspective) is weakened, and there is a chance that the enemy can not be perspective
8. Increase of merchant points
9. Taskbar item redo
10. Add a large number of supplies and their use actions
11. Game gun feel optimization
12. Many problems
Version features
The biggest feature of this version is the increase of war supplies. After all, the difficulty of this game is very high. The protagonist has only 100 points of life, but our protagonist's ability will be improved after using the supplies. For example, canned pork can improve the value of blood regeneration, chocolate can improve the maximum life, and soda can reduce the interval between players' blood regeneration
Season theme
Our current version of the game is beta 1.0. We officially entered beta 1.1 on February 4. I hope you can come and play happily, just like the title of the war, let your footprints cover the new battlefield!
This is the final update of planned content! I know it's quite late, but it finally happened! Everything on all of the design documents is now complete. This was namely finishing two optional side quest cutscenes. Without further adieu let's discuss what's in this update!
First up, the 9-Ben Matanga quest is finally over! They finally confront General A! General A is a unique character because we made him up with the blessing of Ethan Nicolle. General A is a combination of vaguely detailed elements from the comics. Super die hard fans will put some of these together when they see the cutscene I am sure!
to trigger the scene, find and defeat all of the Matanga and then talk to Bobby in the Axe Cop Station.
As I'm sure you are aware of from the main game campaign, song statues have different effects based on the music that plays in front of them. For instance, statues have three outcomes, one for Flute Cop/Avocado Soldier, Sockarang and the Water Queen. If you return to the Land of Volcanoes and use the Water Queen on those statues a special area will open up where you can learn secrets about Axe Cop's past.
Baby Man is the game's blue mage, being able to learn techniques from enemies. Several people have wanted a guide of some kind for how to acquire his moves, and rather than create an external item, I've updated the Bad Guy List to now show an icon next to all enemies that have a move Baby Man can learn. There are only a couple of fights where you get one opportunity to acquire a move, namely Eggy Eggy and the Badguymera.
There have been a small list of little bugs, nothing game stopping by any means, that have also been addressed in this update. I appreciate your patience and understanding as it took time to get to these final items. The game is very special to me, and I know to a lot of you, and it feels very good to know the game has the complete and final vision now.