A downloadable game for Windows and Linux


New Update 0.1.6!


What is it?

SkyOfSteel is a sandbox building game set in the sky. Envisioned to be a game where one can build intricate factories and sprawling supply chains while engaging in a PVP turf war with your fellow server inhabitants. Enjoy highly fluid movement while destroying others with highly powered weaponry. Fight for technological superiority as you race through a deep tech tree constantly edging out your opponents.

While SkyOfSteel is remarkably far along in achieving this goal it is not yet there. At the moment there is a fully functional building system, chunk based world save and loading, highly stable multiplayer, Quake/Source engine style air strafing, and automatic bunny hopping. The current state of SkyOfSteel could be said to be more of a proof of concept of the further gameplay possibilities in the works.

What about this multiplayer?

I love multiplayer. Multiplayer is why I love gaming and decided to start learning programming and building games. There is something special about sitting down with a few friends and playing a game together, whether competitively or co-op. SkyOfSteel is being build around the many hundreds of hours of fun I have had with my friends over the years playing multiplayer games in private servers. With this game I hope to capture the special feeling I had playing such games. 

You mentioned movement?

SkyOfSteel has an ever expanding movement system. Currently this consists of an implementation of air strafing and bunny hopping which is almost identical to id Tech 3 and the Source Engine, sliding, and rocket jumping. To make bhopping easier and more fun, holding space jumps the same frame you land resulting in perfect bhops. This allows for an amazing amount of control when in the air and when traveling from place to place.

In time this will expand to include (list subject to change):
     - Long jumps
     - Double jump
     - Hang glider
     - Jet pack
     - Grapple hook

Cool, what does it cost?


SkyOfSteel is open source under the MIT license (source here https://github.com/ForLoveOfCats/SkyOfSteel). My intention is for SkyOfSteel to always be free for anyone who wishes to play it. I too know the pain of wanting to play a game with friends only to discover that it costs a tad to much for your entire group to purchase. In addition to this SkyOfSteel should never be tied to a specific gamestore and always be buildable from source.

What tech is this built with?

SkyOfSteel is proudly built with open source software such as Godot Mono, Blender, Gimp, Audacity, Emacs, and almost all development has taken place under GNU/Linux.

Please Rate and Share with Your Friends!


You can find our website here



SkyOfSteel_Win64_0.1.1.zip 19 MB
SkyOfSteel_Linux64_0.1.1.zip 31 MB
SkyOfSteel0.1.2Linux64.zip 52 MB
SkyOfSteel0.1.2Win64.zip 31 MB
SkyOfSteel_Linux64_0.1.3.zip 52 MB
SkyOfSteel_Win64_0.1.3.zip 31 MB
SkyOfSteel_Win64_0.1.4.zip 31 MB
SkyOfSteel_Linux64_0.1.4.zip 53 MB
SkyOfSteel_Linux64_0.1.5.zip 53 MB
SkyOfSteel_Win64_0.1.5.zip 31 MB
SkyOfSteel_Linux64_0.1.6.zip 34 MB
SkyOfSteel_Win64_0.1.6.zip 20 MB

Development log


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(1 edit) (+1)

is there any way i could download the earlier versions? i really liked the momentum they had, i made some fast-paced obstacle courses based entirely off momentum and would like to revisit them. thanks in advance, this is definitely my favorite sandbox on itch atm :3

btw 0.1.3 was released on my birthday lmao

I've unhidden the download links for all prior versions (except for 0.1 as the Windows build of 0.1 was incorrect so 0.1.1 is just 0.1 with a few bug fixes and a correct Windows build)

I would be *very* interested to hear what about the older movement versions you prefer more than 0.1.6? Very little changed between versions of the core movement itself (apart from stuff like gravity and the removal of wall kicking and sprinting). If you would like to give some more in-depth feedback feel free to join the Discord :)

the wall kicking/sprinting was what i miss the most about the older versions tbh

is there any way they could be re-added?

Sprinting is simply unnecessary. I found that when I was personally playing the game I would be permanently holding sprint. It is much better to just be always moving at a faster speed and simplify things.

Wall kicking was just plain broken. I had fiddled with it for several versions before removing it. The problem with wall kicking is that the player could face a wall, hold forward, and spam jump to scale the wall. There is no way to solved this as it is just how air strafing works. I ended up with a stopgap solution where air control would be reduced directly after a wall kick and then regenerate over the next second or so. This worked-ish and is how wall kicking ended up getting shipped but it was a weird hack and felt odd in practice all while only lessening the issue and not solving it outright. In the end either the wall kicking or air strafing had to go and of course I choose air strafing by a mile.

The movement system continues to be tweaked. The same release which killed sprinting and wall kicking added crouching which allows for crouch jumps to scale a single wall height as well as sliding (which is important as you have higher accuracy when crouched). I have a bunch more ideas to work on and 0.2 already has a bunch more improvements to the core movement.

ah, makes sense, i just hold shit in games like gmod for example, its just that with newer versions old things i made with sections you hat to wall jump through are broke, maybe you could add wall climbing?

ah, makes sense, i just hold shit in games like gmod for example, its just that with newer versions old things i made with sections you hat to wall jump through are broke, maybe you could add wall climbing?


Why don't you update it anymore? I was so hooked for the game.

Also i have some ideas:

-Some colored walls and stuff

-Signs that you can write text on

I hope you are working on an update! Stay safe!

Thank you for the kind words 😃

I am! I've been working on 0.2 for a while now but it is still a long way off. The intention is for 0.2 to be a complete experience, even if the size of that experience is not complete. 0.2 will be released when I feel like there is enough of a game that it forms a cohesive gameplay experience with enough depth for at least a few hours worth of progression. This is still over a year out though (and I'm targeting Godot 4.0 which is a while out as well).

You'll be happy to know that signs have long been a todo list item which I couldn't do because of various technical reasons which have all been resolved recently ;)

You're welcome to join our Discord server at https://discordapp.com/invite/Ag5Yckw for more discussion


very nice reminds me of minecraft and garrys mod i play this game when i need a break from godot and blender i love it very much maybe we can play sometime?


Love at a first sight


 game development is still active, you should try the game


This game is fun for a few minutes! Cant wait to see where this goes! this is JamesBoi.exe btw