- Platform Update - 19 December 2023
Hello Climbers, As you may know, Skyclimbers has pivoted to a 3rd person experience along with a visual and gameplay design overhaul. If you purchased a copy of Skyclimbers VR, the new version of the game has been added to your Steam library! - Skyclimbers is currently in Alpha, planned to reach Beta in mid-2024 - The Alpha is playable on Windows and Steam Deck We plan to reintroduce VR support for the new game direction eventually, though it is low priority. Standalone VR experiences within the Skyclimbers universe are also of interest to the dev team at some point. This store page and app ID will remain in your Steam library as playable with the last public build. Showcase of the Skyclimbers engine If you have any issues redeeming the new license, please contact [email protected] via email for assistance. From the team at Paratope, we greatly appreciate every customer who chose to s…
- Our Kickstarter has been approved! - 10 November 2020
You can follow the campaign using this link: KICKSTARTER PAGE Our Reward tiers will include: Discounted game keys Console release keys In-game exclusives Character plushies Original soundtrack Exclusive wallpapers Alpha testing keys And more!! Kickstarter will empower us to make the game of our dreams faster, while also engaging the community to build a product they love. For those looking for the updated Steam page, you can find it here! NEW STEAM PAGE - Paratope
- Roadmap + New Store Page - 6 October 2020
We are excited to showcase our new procedurally generated world full of new locations and characters! Miho in the plains biome: Mage class and Miho Vs Okamito: Procedurally generated forest and road: Yagi camp in the magma biome: The gloomy Drakonian coast: Drakonian Isles "Ocean Biome" 2020 has been a tough year for the dev team, with COVID 19 making a big impact on our ability to keep up with development and other expenses. Despite this we have pushed through, and are now closer than ever to bringing you an incredible gaming experience! Above is our primary roadmap, which outlines a kickstarter to expedite development and bring attention to the game, followed by closed alpha and beta testing. In addition to kickstarter, we will be launching a new Steam page, this way we can appear in the "upcoming releases" tab of steam. Don't worry, any current owner or beta tester of the game will r…
- Draconian Kingdom Preview - Content Coming Soon! - 21 March 2020
Introducing, the Draconian dynasty. A noble society of graceful warriors, and high intellectuals. They Inhabit the northern regions of Lithan, and take a sabertooth companion as their sigil. Within the great walls of their main City, Hi no Machi, the Raion is praised by statue and the banners hang from its highest peaks. A large courtyard sits within the center of the kingdom walls. Here fountains run fresh water to its citizens for drinking, and fields are open for common grounds. NPCs: Shown here are male and female civilians. They wander around the city and sometimes congregate in groups. In the future there will other types of NPCs, such as shopkeepers, tavern keeps, guards and more. They will be able to have conversations, with dialogue selections. NPCs will also interact with hostile and neutral AI. Classes: As with every race, you will be able to pick between three unique classes…
- Co-op, 20x Map, Companions and Much More On the Way! - 11 January 2020
A happy new year and welcome to an all new Sky Climbers... This past year has been one of many ups and downs, but it taught us so much. We realized we weren't doing justice to our vision of Sky Climbers, not in the state it existed in previously. Outdated assets, design modalities and code were holding us back, along with an increasingly-obsolete game engine. Rebuilding wasn't easy, and it is already allowing us do things more impressive than ever before. The playable map is now 20x the previous size and performant enough to run even on mobile devices!! The game is 100% open world, with every surface explorable. A dynamic lighting system, active day and night cycles, weather events and a world that is alive beyond the player. Multiplayer Co-op One of the many requested features, time and time again, has been multiplayer support. The new version of Sky Climbers is being designed for coop…
- Patch 2.2.0 - 25 November 2019
Hey everyone, The long-awaited 2.2.0 update is here, and is taking the game into a new direction... Welcome to the beginnings of a new open-world map, based on fresh design principals. The focus of this update is the new opening area, but the entire map will follow suit over the course of several updates. Existing gameplay will be partially maintained, and emphasis will instead be placed upon emergent systems and replayable content. The new emergent gameplay loop consists of resource gathering, cooking and exploration. The next set of significant additions to this loop will be hunting and combat encounters. The map will be littered with interactable relics and temples to provide new abilities, or challenges. This isn't an easy shift in design, but it is something many of you have expressed a strong desire for. It is about time we listened! Now for the goods: Fixed Ability saving Quest s…
- Patch 2.1.3 Major Bug Fixes - Temple Preview - 1 November 2019
Hey everyone, Today we are releasing some MAJOR bug fixes with regard to respawn and falling through the map. You will also get a preview of the new temple dungeons with an updated lobby scene! Expect the full playable temples next friday, and if you are in the discord ask us about play testing today! Now for the goods: Fixed: Respawning in air Falling through a crate Respawn breaks save location Locomotion modes enabled on event triggers Falling through map at end of chapter 1 Added: New lobby scene Joystick manipulation of telekinesis Shrine event names New event pad for the Elder sequence Jump SFX In Progress: Two Temple dungeons Akata behavior saving Moving platforms Food to eat Updated inventory Quest journal Day Night Cycle Epilogue area Bow and Arrow combat Enemy Ai behaviors Zipline FX Climbable tree Cloth physics Large new open world area Hunting Stealth New NPC - The Devs
- Patch 2.1.2 - 19 October 2019
Hey everyone, Here is some concept art for the "Mozukai" which are a race of wood elves found in regions of Chapter 2. You will see these creatures in combat scenarios, and are defined as witches by the other natives. This week has a light public patch, however internally we have multiple prototypes that will roll out to public for next weeks patch! Now for the goods: Fixed: Monument Blast FX lineup Finding ways out of map in the owl trial Finding ways out of the map in boar trial Added: Music event when coming down steps from elder New event symbol for elder event Guiding wisp for the parkour section after the pond Vines on the door New animations when completing the Kommo quest In Progress: Improved door sequence Two Temple dungeons Akata behavior saving Moving platforms Food to eat Updated inventory Quest journal Day Night Cycle Epilogue area Bow and Arrow combat Enemy Ai behaviors Z…
- Patch 2.1.1 - 11 October 2019
Hey everyone, We have decided to go with a new schedule: Patch every Friday, with testing taking place on Wednesday. This way we can have a clear cut off for new features within the development cycle. Now for the goods: Fixed: GPU instancing on various materials All rocks updated to new collision system Overall collision performance cost reduced Tent collision Tutorial boundaries Bee hive physics update Akata straying from path to the shrine Akata falling off the nav mesh Akata getting stuck under the nav mesh Horned owl is floating in second and third location Kommo awareness distance Added: The owl will now look at you directly Rock walls around the owl trial More terrain cleanup around the owl trial Extended render distance Platforms for the levitation crate to avoid falling into it Different trees for the lower elevations that match higher elevations In Progress: Improved door seque…
- Patch 2.1.0 - 3 October 2019
Hey everyone, Today we have a patch for some big fixes, including a re-designed menu system, an auto save system, re designed gameplay, and lots of new graphics improvements. Cloth in Action Fixed Tent geometry artifacts Global cloth physics system Joystick/touchpad movement Telekenisis when moving Analog rotation with move in place Kommo navigation around his domain Kommo getting stuck on feeding area Feeding area not obvious Telekinesis line of sight Save manager Reduced navigation interference for Akata Made it easier to trigger purr behavior Akata Smoother transition between states Akata "sitting" Akata disappearing for the second trial 1.8 trial re designed Improved tent collision Archway glowing unnaturally Respawn mechanism Menu selection not saved in overworld Added Tent cloth simulation which reacts to the player Camera effects when user steps into fire Joystick tilt control (f…
- Massive Patch 2.1.0 Releasing Tomorrow! - 1 October 2019
Hey Everyone We want to start off with a huge thank you for the ongoing positive feedback and support we have been getting from curators, players, and reviewers. We have been working really hard the last month in order to nail down core issues. Many of these are deep and required us to uncover old issues in order to fix them. Again we thank you for the patience and hope you can hold out one more day! The changelog will reflect four major categories - Menu system - Saving/respawn system - Graphics - Playability - The Devs
- Patch 2.0.6 - Improved Pathfinding - 1 September 2019
Hey Everyone! Many users made us aware of Akata's inconsistent pathfnding. We hope that this patch resolves his inconsistent traversal! Fixed: Improved Akata's pathfinding Guiding wisp audio distortion Wind shrine audio distortion Navigation boundaries for AI Wind fx zones for the owls trial Music events for the owl trial Birds nest where the berry key items are located Melodic placement for climbing sfx Better balance for sfx and music when climbing Akata bark sounds more like a fox In Progress: Saving breaks locomotion Save management Expanded menu (new game, load game, exit button, loading control scheme from save file) Analog movement improvements OpenVR dll purge Inventory tutorial Known Issues: Analog movement currently has issues on slopes Saving system can break locomotion Saving system can break portal The owl trial can also break locomotion Button mapping inconsistencies on kn…
- 20% Sale Starts Tomorrow! - Patch 2.0.5 - 31 August 2019
We decided to delay the full release until we have more time to fix bugs and polish the gameplay. But we are going on a 20% sale tomorrow!!! First of all, thank you to everyone that has playtested, filled out questionnaires, and given us feedback through discord. It would have been impossible to get this far without you and we really appreciate it. Now time for the details: Fixed: Akata getting stuck on the stairs Aakta stuck on the jump platforms Saves not carrying over Bridge collisions cause jittery footsteps Spawning portal in overworld AI and animal collisions Recursive load screen returning to menu Dialogue box clipping Flipped joystick / joypad controls Added: The final room Final evolution sequence Exit sequence Credit sequence Door animations and sfx New easter egg area beyond the desert plains Destructible wall sfx More reverb zones More AI such as boar, elk, moths, and birds…
- Patch 2.0.4 - Game Save and Load - 30 August 2019
Hey everyone, Counting the hours till release! This patch brings some hefty bug fixes, saving / loading and polish. Fixed: - Player and AI collision - Audio delays - Bird scatter radius - Recursive load screen when exiting game and reentering - Game crash on scene reload - Akata getting stuck on stairs - Portal tutorial text Added: - Reverb zone in Zone 1.2 - Save / Load functions - Game data local persistence - Updated lobby music track See you at release! Best, The Devs
- Patch 2.0.3 - Almost There! - 29 August 2019
Hey everyone, It's t-minus 1 day. Hope you're excited. In the meanwhile, here are some bug fixes to tide you over... Fixed: - Miscellaneous collision issues - Inventory pouch rotation speed - Disappearing inventory objects - Falling through the terrain when jumping - Zipline haptic bug - Zipline can be ridden upwards - Unable to destroy destructible walls - Unable to spawn portal in main scene - Unable to spawn portal without pressing the menu button - Getting stuck at the bottom of stairs Added: - Wind vfx and sfx in Zone 1.6 - Vegetation in Zone 1.6 - Player will respawn after falling through terrain - Atmospheric vfx in lobby - Sfx (including footsteps) and reverb zone in lobby - Updated menu sfx See you at release! Best, The Devs
- World Introduction + Patch 2.0.2 - 28 August 2019
https://www.youtube.com/watch?v=TWAeoRPGGgM Hey guys, This is an introduction to the game universe along, with some behind the scenes action. You will get to see how we go through our concept process, and get a glimpse of content from the upcoming release this Friday! Here are the notes: Fixed: - River incomplete - Getting stuck under waterfall - Reduced jump velocity to balance things - Tree collision not high enough - Zipline collision - Checkpoint collisions - Pressure plate collision/physics - Elk collision - Food items not recognized by kommo - Akata navigation to the shrine - Music triggers wait until last track ends - Quality settings better reflect performance thresholds - Tutorial UI redesigned to be more user friendly - Sound controls in lobby Added: - Pointer to tutorial - More micro ai entities around the map - Joystick input - Gaze or controller based movement option Huge t…
- Hotfix 2.0.1 - 24 August 2019
Good Afternoon Today we have a quick hotfix for last night’s update. The biggest missing feature was environment SFX, including wind and forest sounds. Here are the notes: Fixed: - Environment sound FX not audible due to priority levels - Updated quality settings - Collision detection on the trees - Collision detection on the archways - Prevent cheating in the levitation trials - Prevent cheating through pressure gates - Some of the bugs have already been fixed i will archive them Until next time - The Devs
- Patch 2.0.0 Bridge Update - 23 August 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27699592%2F18747f58d21e87e1df6cb6ff9989afc468fdaeda.png Good evening, Tonight we are finally replacing the main build as we are narrowing down on release and things are really polishing up. This is the bridge between now and full release being ready... Please note: Saving system is still in progress, and you will not be able to open the gates to the cave. Joystick movement is also in the works still. Added: - Wind zones - Elder event VFX - Monument VFX - Underwater VFX - Water splash SFX - Elder SFX - Pathway SFX - Underwater SFX - Bird SFX - Pressure plate SFX - Pressure door SFX/VFX - Climbing VFX feedback and SFX - More AI creatures - Improved event system - More footsteps - Music cues - Kommos theme - New elk footsteps - Reverb zones - Clearer pathways - Petting behavior for Akata - Akata purrs - Akata tail wag - Hiero…
- Beta Branch is Live! - 31 July 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27699592%2F6ac0697a17595df37672857f6b93fdc4a4cfa68d.png Hey Everyone, We have decided to postpone the full release until our closed beta comes to an end. Last week we opened submissions to the beta and have already gotten a great amount of feedback and bug reports for us to work with. If you already own the game you can access the beta branch by doing the following: https://i.imgur.com/2ItmwDK.png https://i.imgur.com/2bzql34.png Wait for the beta to download before launching the game. Here is the change-log for those participating in the beta: Beta Version 1.2 Fixed: Main menu buttons are now more sensitive Fixed player getting forcefully pushed away in main menu Removed climbing and telekinesis from tutorial scene to not confuse users (moved to their respective shrines) Improved Akata’s lead behavior Cleaned up terrain ge…
- Full Release - This July! - 19 July 2019
https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27699592%2Fc8681f3dfb6d5b0ac4068a12ecb60ffb83542aba.png Hey everyone We are excited to announce the long-awaited update is coming at the end of this month! https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27699592%2Fc6cba3a0a82e28ade49828144d46840d92d8913a.png It will replace the current game build and include all the new content we have been teasing since Dreamhack Sweden earlier this year. This update is massive, enough to warrant a full release and will bring us out of early access. You can expect to see this new content in its full glory on July 29th: our current launch date. "There will be a sale price as well" https://cdn.steampulse.org/steam/asset?u=https%3A%2F%2Fsteamcdn-a.akamaihd.net%2Fsteamcommunity%2Fpublic%2Fimages%2Fclans%2F27699592%2F3f19ead89ab6ff2d8bd8f162fcc23a38be3e4fbf.png In addition to releasing a new version of the base game, this release wil…