The developers recently sat down with the community to shed light on a variety of questions and revealed their Early Access plans for Lost Skies, including a new roadmap.
One key topic was support for dedicated servers. The team confirmed that full dedicated server functionality is firmly on the roadmap, though it is expected to arrive after the 1.0 release.
Questions about who is steering development revealed that many developers from the previous title, known as Worlds Adrift, have returned. Among the current crew are those who led design, programming, technical artistry, and art direction. Their collective experience has grown through years of refining mechanics such as the signature grappling system, and they now bring that know‑how to this new sky‑bound adventure.
Exploration lies at the heart of the experience, and the size of the Early Access map reflects that. While the demo world featured four islands, the Early Access edition expands significantly, and is enough to keep even the most dedicated explorers busy for quite a while. The exact number remains under wraps to preserve the sense of discovery, though the team teased that players will uncover at least five islands hidden by drifting clouds as they chart their own paths.

Looking even further ahead, the possibility of custom world creation was discussed. True workshop‑driven layouts, where players choose from community‑made islands to arrange their own sky realms, will follow once dedicated servers are in place. Initially, the focus remains on a carefully curated archipelago, but a simple designer tool is envisioned post 1.0, allowing island placement via a 2D overhead interface and unlocking infinite replayability.
Scope changes are a natural part of development, and the game released in Early Access with one region unlocked. A second region is slated for the full 1.0 release, and additional cultures and lands may arrive afterward. The team is committed to delivering those first two regions within the year, but any expansions beyond that will hinge on how well the game performs once it reaches a wider audience.
In the opening weeks of Early Access, polishing will take precedence, especially around performance and stability. With a variety of PC configurations to support, the initial focus will fall on ironing out hardware‑specific bugs. After that, new content and features will roll out in response to player feedback, ensuring that priorities align with the community’s desires.
Even in its post‑apocalyptic skies the world will not feel empty. Various creatures populate the islands and sky lanes, though the developers have ruled out fully inhabited human villages for the time being to maintain the feeling of mystery surrounding survivors. Still, future updates could introduce pockets of civilization as the narrative and technical constraints allow.

Community creativity will play a starring role in worldbuilding. The ratio of community‑made islands to developer‑crafted ones heavily favors player creations, with the studio stepping in only to refine minor issues or ensure lore consistency. As the Early Access period progresses, more workshop islands will be curated and integrated, offering unexpected designs alongside official content.
Features such as farming and animal husbandry were considered early on but shelved in favor of core mechanics. While the game’s systems could support planter boxes and livestock, those elements have been postponed to concentrate on the pillars of exploration, combat, and shipbuilding.
Loot physics, inspired by other looter shooters, occasionally sends treasure tumbling off cliff edges. The team plans to revisit this mechanic, potentially smoothing out explosions or introducing catch‑assist features to keep valuable items within reach without undermining the tactile thrill of grappling for loot.
Speaking of combat systems, the classic grapple‑aim mechanic makes its return, and while a true first‑person mode is off the table due to animation and camera challenges, the team may experiment with a zero‑distance camera for a pseudo‑first‑person feel. Movement remains physics‑driven, and ideas like hoverboards or skating mechanics are technically feasible but sit lower on the priority list and will depend on the player interest.
Although quick melee actions and grapple‑based kicks offer some close‑quarters flair, a full melee combat suite remains off center. The focus on ranged and ship‑borne battles makes extensive melee weapons less practical, though small enhancements might arrive based on player demand.

Weather barriers such as windwalls add environmental challenges early on, with more refined storm walls and other biomes slated for later stages. Encounters with island‑sized foes known as Heralds will see one major boss per region, complemented by smaller variants roaming the skies.
Ship customization and persistence extend beyond blueprints. Lost vessels do not vanish forever but transform into shipwrecks recoverable at shipyards, preserving your hard‑won configuration. A more flexible blueprint system that lets players rebuild anywhere may emerge in future updates.
On the ecological side, adult Atlas shrimp will scuttle through medium islands in Early Access, while providing both peaceful and aggressive encounters. Clothing options include a handful of base garments and secret finds, with plans to expand customization through ship‑based crafting stations like looms for dyeing cloth.
The enigmatic city floating in the sky will gradually reveal its secrets through story hints and world exploration. Base building remains centered on the ship as the primary portable home, though improvised camps and temporary structures can be erected on islands when the situation calls for it.
The modular central core for sky vessels makes an appearance in Early Access and be uses for unlocking upgrades through resource discovery to maximize ship’s capabilities.
Finally, owners of the studio’s previous title, Worlds Adrift, can get Lost Skies with a special 20% discount and receive a set of exclusive cosmetic items, known as The Worlds Adrift Legacy Pack.



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