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I have updated the villages to be larger and at the center of time is a pub that will heal you! This change is inspired by my late nights stumbling around Boston. When the weather is cold and the sky is dark, there's nothing quite like a warm pub and a cold dark beer that will increase my HP. More changes to come. Sorry I haven't been working on the game as much these days. I have a full time job that takes up a lot of time. But I still find some time for Skullborn everyone now and then. Happy Valentines Day <3
Kill chickens, get raw chicken, cook it at a cauldron, get cooked chicken
All block shapes can now be unlocked from the core unlocks menu. Including a new one: morph blocks! These "blocks" work differently than the others. They morph together with adjascent morph blocks. And I think they end result looks pretty cool! I am excited to see the creations yall will make with these!
I added another type of core unlock: Bag Slots. Unlock these to gain slots that you can equip bags to. Bags can be purchased from the goblins in the villages. And they increase the size of your inventory! This has been a long requested feature so I hope you enjoy
Dungeons now have leaderboards! Try and get the fastest time for each dungeon
Open the menu while in a dungeon to see your current time and how many chests you've found (if the dungeon has extra chests!)
New enemy: Big Bad Skelly: This big brute wears player-made armor and once you kill it you can pick up these armor pieces. It has a punch attack and an AoE ground smash attack that will launch you in the air!
New Level 5 Dungeons:
Doors Upon Doors by @Halo0113 : Get lost in the expertly crafted labyrinth of twists turns, deadly traps, elementals, and doors upon doors!
Fozo Dungeon by me: Try out Skullborn's toughest jumping puzzle. Keep an eye oout for the big blue duck head!
Hidden Village by @Krob : This dungeon is absolutely insane. It's more of an experience than a dungeon. I don't want to spoil it for you guys. You just gotta try it out for yourself. I will say it features an entire handcrafted village, science lab, torture chamber, and a whole lot more!
STARTING at 12 pm and for the rest of the day Come try out Skullborn's most challenging and fun obstacle course yet! Who will be the first to beat it? And who can speed run it the fastest? So many questions and so little time so hop in and try it out TODAY After 12pm CST type the chat command /fozo to join the obstacle course!
I've mostly been focusing on fixing bugs and preparing for the Fozo cross promo and in game event which we will be testing today starting in 3 hours!! (see my next update for more details!) Other stuff
Hello Skellies! I wanted to make the world of Skullborn more accessible to more players so I have decided to drop the price of the game. As a thank you to all of the early adopters of the game, anyone who purchased the game before today will be able to create their own custom block. You can name it whatever you want and give it whatever texture you want. You will be given an unlimited supply of this block and eventually I may make these blocks discoverable by other players or by trade.
Improvements to building
Placing block improvements: it shows you exactly what type and shape will be placed and has an outline to increase visibility.
Drag and drop works for all block shapes and all shapes work the same way
Dungeons/Builder
When players die in a dungeon they will respawn at the start of the dungeon.
Added spike blocks. These blocks will kill the player instantly when they fall on them.
Added dungeon checkpoints. If the player reaches a checkpoint and then dies, they will respawn at the checkpoint.
When testing dungeon in the dungeon builder you can take damage, die, and respawn.
Added "place tester position" button. This will allow you to specify where you want to spawn when testing the dungeon so you don't have to constantly repeat parts of the dungeon that you don't want to.
Discord chat integration
The #in-game-chat discord channel will now display player's global chat messages (not local chat) and discord members can respond in the channel and in game players will see the messages
Added a cache to save player made assets locally
This will speed up chunk and dungeon loading times because the client will grab all the assets from your local machine instead of needing them to be sent from the server
But wait, there's more!
Added a "Reset Player" button that will reset your progress (button in Other Settings menu)
Halfed armor spiky damage towards enemies
Tweaked volume of different sound effects
Players will no longer collide with each other
Made death screen a bit nicer than the previous "u ded" screen
Inappropriate words will now be blocked out in chat with *'s
Bug fixes
Fixed bug where player would fall down very quickly when walking off of cliffs
When taking ingots from furnace, they will be added to your crafting palette if there is an open slot
Enemies can no longer walk through doors in dungeons
Enemies will clip through walls much less
Boring stuff
Did a lot of work to stress test the server and clients and used findings to implement a server player limit
Lots of work to automate deployment
The master client (the client that runs the AI for enemies and some other authoritative things) will now switch to the client with the best ping
Added a progression menu displays unlocks at each level displays player's armor stats of all combined armor pieces can hover over stats on stat displays to see info about the stat unlock slingshot at level 1 (instead of it being automatically unlocked) and unlock sword at level 1 And much more: Click crafted items in inventory to see options: Equip and recycle Recycle: this will dismantle the item into blocks and automatically add the blocks to your inventory (only works if you have enough space) Double click item to equip it automatically Items in inventory now will scale with the size of the square they are in (so they will no longer extend out of the square and overlap with other items) Changed "Stick" recipe to "Axe" (I know it was funnier as a stick but it was more confusing and now you will be able to see which way the axe is facing) Added indicator for when you take spiky damage from your armor/weapons When player has been stuck in loading screen for more than 1 minute a dialog will popup that allows you to disconnect to the main menu so you can reconnect Added sounds for the Wrock, thank you @Senator_Goob for helping make these amazing sounds! Bug fixes: fixed bug that would disconnect the player when they were finishing crafting fixed bug that prevented starting area dungeon from loading
Craft anything you want and submit a screenshot of it in the Skullborn Discord server in the #images channel by Sunday April 23
If your submission gets at least 3 reactions in Discord then you will be rewarded with the exclusive and limited edition Iridescent Trail
And the submission with the most will be showcased on the game's loading screen!
With your submission please include your in game username (most likely your Steam name).
Submissions may become in game loot for other players to find. This will be a part of the next big update
Item blueprints are back! Now you can access all your weapon and armor blueprints from the blueprint menu You can create copies of these blueprints whenever you'd like I have reformatted all blueprints that were created before the crafting update to the new format and you will be able to access those as well Crafted item names can now be changed Other stuff! While placing place-able items (crafting tables, chests, furnaces, etc.) they will be rotated with in the direction that you are facing Enemies will no longer be able to walk into villages Sword spin attack now does more damage than the regular attack All items are now 1x1 in preparation of a future overhaul of the inventory system that will allow more slots Bug fixes Fixed bug where sword would be under "Tools" in the crafting menu Fixed bug where sword stats would not display damage Fixed bug that prevented players from being able to move crafting tables from starting area
I've added a new starting area and tutorial to Skullborn!
The skeleton is now made entirely of blocks and every bone is editable. Crafting is now done on a crafting table. Blocks give items stats. So instead of there being stone axe, copper axe, etc. you now craft a "stick" and it does more damage depending on what blocks you add to it. Stone and ingots will make an axe do more damage and give you more protection but will also add weight to your skelly and will slow you down if you add too much! There are several other stat types and I plan on adding many more. To learn about all of the current stats you can ask Krob about them! Switch between block shapes whenever you want with all blocks! As I said in the last message, I had to delete all the existing crafted items because they weren't compatible with the new system. But I still have everyone's blueprints and I will work on getting those working again so your old work will not be lost! Also on 12/30 the community will be hosting another fashion show with the theme Winter / Holidays Use the new creative freedom to show off your crafting skills!! Join the Discord for more info! I am so appreciative of all of you and your support in these early days of Skullborn's development Skullborn will be 40% off during the Steam Winter Sale! So tell your friends and let's make the world of Skullborn grow! Happy Holidays!!
Firstly, I just want to say that you guys are awesome. Seriously, I know there are a lot of issues, but Im working through them every day. The reviews on Steam have blown me away. It seems like everyone is really excited about the concept of the game and to see where the game is going. So, I am excited to tell you about the next big thing well be working on: THE NEW CRAFTING SYSTEM! How will it work? (you should be asking yourselves..) Instead of there being many different recipes for items with different Materials (e.g., copper chest, iron chest, etc.), you will make your items stronger by adding better Materials to them. Materials will have different effects on your items. Some are pretty straight forward like adding 10 copper ingots to your item will give you copper level protection/damage. Other Materials will be tricky like cactus blocks which will increase a weapon's damage but theres a chance it could damage you when you use it! We have tons of ideas for how Materials could affect your equipments stats and behavior and were excited to get your feedback on them! So once you find a new Material how will you know what it does? Your Research Table. Once youve researched the Material, you will bring it over to your Crafting Table. Yup, no more T-posing to craft (and getting attacked in the process). Now you will craft in the safety of your home at a crafting table with a new crafting interface that allows you to see what Materials you have to craft with and how they will affect the equipment. We have plans for add-ons to the crafting table that allow you to craft more complicated items. Also, you will be able to freely switch between block shapes for all blocks. Which means: - More inventory space - Less tedious smelting - More creative freedom. Also on Saturday, Nov 12, at 3pm central on the US server at the spawn (-50, -50) we will be hosting a FASHION SHOW and signups will begin that morning on Discord!
Hello! First of all thank you for playing Skullborn! I am so appreciative of all the new players and especially about how excited everyone is about the future of Skullborn just like I am! I apologize for the bugs and issues that you are all facing and I just want you all to know that I am working hard every day on solving these problems! Thank you <3 - Snubber
Thank you for playing Skullborn! You will now automatically use the new terrain with more biomes and trees! if you want to access your buildings in the old terrain press the "Join different sererver/terrain" button
Hey guys, Valve needs to review Skullborn before I can release it and it's taking longer than expected so it's looking like I'm not going to be able to release the game tomorrow. Nothing is changing, you will still be able to play the demo until then. And this will just give me more time to improve the Early Access version of the game and market it more! And I want to add that many people still haven't discovered the easter egg with the Jack-o-lisk is that you can ride him around if you break off all of his tail chunks and you can ride him with other players. So maybe give that a shot!
I've added two new biomes and a new enemy as well as some more terrain tweaks that will be exclusive to the Early Access version of the game.
There are a lot more trees! And three new kinds as well: birch, pine, and redwood. That's right, you can finally get redwood blocks!
As well as the new enemy! I was calling him a rock snake but the community has spoken and decided his name is.... squiggly wiggly.... at least it's fun to say!
But seriously this guy will mess you up. The playtesters have said they get one shotted by him.. Maybe I will need to nerf him but you can tell me what you think in the Discord.
Starting today April 15 at 6pm EST until April 24 at 6pm EST there will be an Easter egg hunt on the Skullborn playtest!
In the Easter eggs you will find blocks that can't be found anywhere else!
The next big feature I am working on is: DUNGEONS!
How will they work?
The entrances to these dungeons will spread throughout the world. The dungeons will be instanced challenges that multiple players can join. The dungeons will be created by players! The creator of the dungeon can create the dungeon with blocks however they want. Right now they can also add enemies, doors, moving platforms, and move the treasure chest. Eventually I will also be adding many more features to the dungeon builder like traps and puzzle mechanics but not until after the contest is over so what you have to build with now will not change during the duration of the contest.
Contest
I need your help by making some awesome dungeons! These dungeons will be vital in shaping the development of Skullborn and will be used in the first Skullborn trailer!
How do I participate?
1) Enter your username and password and click "Builder"
2) Click "Build Dungeon".
3) Enter in the name of your dungeon (can be changed later) and click "Create New"
See the info in the top right for an explanation of the controls
This indicates the player spawn which can be moved
This is the chest which the player should find at the end of the dungeon. It indicates that the dungeon has been completed and the player will receive a reward when they interact with it. The reward will be decided by the game depending on the difficulty of the dungeon's surrounding area in the game world.
"Test Dungeon" this allows you to try the dungeon as a player would if they found your dungeon in game. NOTE: this is very WIP so certain things won't work in the way they should yet. Namely "The Wrock" enemy does not attack, all enemies can walk through doors, and moving platforms are kind of glitchy.
"Edit Dungeon Entrance": This allows you to edit what the dungeon entrance will look like in the game world. Once the player walks into this entrance they will spawn in your dungeon.
"Dungeon Entities":
These are all enemies, moving platforms, and doors that you can add to your dungeon
All participants must submit their dungeons by April 8th 3pm CST and at 5pm on April 8th I will be reviewing everyone's submissions on Twitch!
Guidelines
The dungeon shouldn't overload the player with too many enemies at once. Please spread the enemies out in a way that will challenge but not overwhelm the player.
Make something that looks cool! I will be using these dungeons to make a trailer which I will put on Steam and I will also use it to try and get approved to publish Skullborn on consoles. The future of Skullborn is in your hands .. but no pressure
_
Everyone who makes a dungeon that follows these guidelines will be rewarded with these super cool "deal with it" sunglasses
These are an exclusive item only available to to participants if this dungeon building contest! So let's build some awesome dungeons!
TL;DR Crystals are being changed and player buildings around crystals must be removed in order for the new features to work so make sure to save your buildings around crystals as blueprints if you want to keep them after the removed from the world. Crystals are being reworked:
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