Transcript
Lost Skies -Skywatch #24
From Adrift · Episode page · Watch on YouTube
· 24 min · 4,485 words · 27 timestamped sections
This is the full, timestamped transcript of "Lost Skies -Skywatch #24", an episode of Adrift published September 30, 2024 (24 min, about 4,485 words). It mentions 34 people, works and ideas, including Skywatch, Island Creator, Discord, Grappling Hook, Data bank.
What is discussed, and when
- – 5:00: Island Creator, Skywatch, Deep Learning Super Sampling, Discord
- – 10:00: Grappling Hook, Island Creator, Atlas lifter, Data bank
- – 15:00: Skywatch, Data bank
- – 20:00: Indiana Jones, Skywatch, Three-Body Problem
- – 23:46: Discord, Lost Skies
Notable quotes from "Lost Skies -Skywatch #24"
What is up everyone and welcome back to another lost Sky Skywatch update we are on number 24 in the public development log and there are a ton of new updates and info to cover in the realm of everything in World building to new.
about Skywatch · atComplexion tone and even a placeholder for a background type using the ancestry name of the gall people which some of you may have once heard before in these past updates next…
about Gall People · atTo create new Region 2 islands and to play around with the current version of The Island Creator the jam as they mentioned was a fantastic opportunity to get some New…
about Island Creator · atUsing a few Atlas lifters on a massively cut Boulder and then utilizing the grappling hook to pull that now levitating object out of the way like it's a small pebble in order…
about Grappling Hook · atFor new players and exploring them in the actual game next up we also get to see a new edition called the data pad for the island Creator which allows you to add text to…
about Data Pad · atThe player takes them out using a pistol and then gets access to what appears to be the updated Data Bank in the structure behind it which will'll be shown off in a little bit…
about Data bank · atThis similar theme before one of the biggest features this team has been working on for Milestone 11 is the map table which will serve as a hub for the navigation and progress…
about Map Table · atMoons Crossing in front of one another I must say reminds me of the show the three body problem where all three of the Suns start eclipsing which had strange gravitational…
about Three-Body Problem · at
Who and what is mentioned in this episode?
People
- Aaron Ross — Person · 1 mention
- Big Ed — Person · 1 mention
- Brandon Kenny — Person · 1 mention
- Janis Ian — Person · 1 mention
- Keith Mark — Person · 1 mention
- Liu Cixin — Person · 1 mention
- Mary Ellen — Person · 1 mention
- Matt — Person · 1 mention
- Tony — Person · 1 mention
Books & papers
- Three-Body Problem — Book · 1 mention · first at
Companies & orgs
- Discord — Company · 3 mentions · first at
Based on the recent feedback and that they would love for you guys in the Lost guys Discord which I'll have linked below to give as much feedback as possible on features that…
- Bossa Studios — Company · 1 mention
Products & tech
- Skywatch — Product · 5 mentions · first at
- Island Creator — Product · 4 mentions · first at
- Grappling Hook — Product · 2 mentions · first at
- Data bank — Product · 2 mentions · first at
- Atlas lifter — Product · 1 mention · first at
Well and also they give us a fantastic demonstration of the player using a rifle as well as the atlas lifter items we have seen before which in case you may not remember is an…
- World's Drift — Product · 1 mention · first at
Extent the atlas lifters may actually be used as in the past particularly in the world's drift Island Creator Island design objects generally could not be moved under any…
- Data Pad — Product · 1 mention · first at
- Map Table — Product · 1 mention · first at
- Lost Skies — Product · 1 mention · first at
Like what you've been seeing on the scope of updates on this channel revolving around lost Skies as well as different types of video essay type content that I do on this…
- Arc — Product · 1 mention
- DLSS (Deep Learning Super Sampling) — Product · 1 mention
- Herald Boss — Product · 1 mention
Concepts & topics
- Gall People — Concept · 1 mention · first at
- Ray Traced Global Illumination — Concept · 1 mention · first at
Possible on features that you would love to see in the second region additionally Tom has been experimenting with Ray traced Global illumination for previewing islands in the…
- Deep Learning Super Sampling — Concept · 1 mention · first at
Upscaling was added which to quickly summarize is a type of video rendering technique known as deep learning super sampling that boosts frame rates which will help ensure…
- Indiana Jones — Concept · 1 mention · first at
Door this then allows large boulders to roll down the stairs is likely to try and kill the player like in Indiana Jones movie where at the end you can see the old remains of…
- Ray Tracing — Concept · 1 mention
- Sorian Tech — Concept · 1 mention
- Voronoi Grid System — Concept · 1 mention
Places & events
- Region 2 — Place · 1 mention · first at
News in the second region part of the game where the devs mentioned that the focus of Region 2 is all about having a tumnal tones and ancient ruins with lots of grappling…
Sponsors
- Discord (Lost Skies Community) — Sponsor · 1 mention
- YouTube Membership — Sponsor · 1 mention
Full transcript with timestamps
what is up everyone and welcome back to another lost Sky Skywatch update we are on number 24 in the public development log and there are a ton of new updates and info to cover in the realm of everything in World building to new heral boss workor and even a strange unexplained Island courtesy of Adams let's get straight into the newest content now first off we have from the team's 3D artist Ed some brand new character heads to allow for more personalization when it comes to actually building your character where the devs have gone ahead and they've made four new male and female heads while mentioning that you will be able to modify your character in the game and have a bunch of different types of face paints and hair styles and additionally Ellen in tandem has been creating mockups for the character creation HUD formatting where they mentioned that featuring certain body preset types linked to the in-game cultures that you
will be able to customize not only your character but even the ancestry of the character as well giving you more options to orient the character to their own Connection in the actual World itself where we can see in some of these different pictures and examples of the different body types coloration complexion tone and even a placeholder for a background type using the ancestry name of the gall people which some of you may have once heard before in these past updates next we have more improvements from Ellen in the space of UI this Sprint has been working with the design for finalizing the design for user experience and flow on these servers selection screen where they provide a few options for different types that they have worked on mentioning that they have been leaning toward the image based button design layout as it makes the navigation more visually intuitive and second to this they mention the fact that this is where
you will be able to customize your server rules in world to your own personal preferences seeing options of personal privacy max players allowed in said world and setting password types indirect searches for servers SL Port IP specification for those things as well which I must say that knowing in this capacity we'll eventually be able to allow for more than six players in a single server at some point calls into question what the planned upper limit of the server functionality may actually be and in my mind what capacity servers can be outsourced by individuals to possibly run larger servers with more people than a standard machine if that even will be a possibility but at the very least I think I personally quite like the format Direction they are going where there are also icons for showing how strong the connection is to those servers and adding on to this I think it would be nice to have the option to select
servers and identify how strong the Ping changes will be since these servers and the players hosting will have different geographical locations that consequently make those further away have a slightly more laggy experience of course that will come at the player's own discrepancy when choosing the servers that they play but I think what they have so far is a great start now moving on from the UI front we have some more news in the second region part of the game where the devs mentioned that the focus of Region 2 is all about having a tumnal tones and ancient ruins with lots of grappling opportunity where recently they held an internal one-day game Jam to create new Region 2 islands and to play around with the current version of The Island Creator the jam as they mentioned was a fantastic opportunity to get some New Perspectives from the team's newest members getting to use the island creator for the first time where
they also mentioned that Claudia has been hard at work creating new ruins based on the recent feedback and that they would love for you guys in the Lost guys Discord which I'll have linked below to give as much feedback as possible on features that you would love to see in the second region additionally Tom has been experimenting with Ray traced Global illumination for previewing islands in the Creator which helps to give the caves and overhangs more of an accurate look to how it will appear in the game mentioning that dlss upscaling was added which to quickly summarize is a type of video rendering technique known as deep learning super sampling that boosts frame rates which will help ensure smoother performance during the previews where they mention that we can expect more gear and tools to be made available in the island Creator toolbar very soon to those in the open development Community which to
this end the devs provide a fantastic video showing off many of the highlighted additions we just explained as well as coverage on the newest object hole puzzles that some of you guys might remember from the previous Skywatch post which utilizes different shaped objects with rotating Atlas crystal inside of it which points in the direction of where that object needs to be moved but first off here we get to see the great before and after video showing the added RTX effects which demonstrates the very pretty shadows and stalagmite water drips in the cave where I apologize there's no audio provided for these but nonetheless all of the beautiful assets as well as visuals for the player walking around in the game in different ruin structures which really enhance the glowing blue assets while carvings as well and also they give us a fantastic demonstration of the player using a rifle as well as the atlas lifter items
we have seen before which in case you may not remember is an item the player will be able to make and use within the game which will impose gravitational effects onto different objects in the game on the islands where we get an awesome demonstration of the player using a few Atlas lifters on a massively cut Boulder and then utilizing the grappling hook to pull that now levitating object out of the way like it's a small pebble in order to reach the entrance behind it as well as another example on a round Boulder to gain access to a floor entrance hiding below it now I do just want to impose a question here as this is something that I've been curious about as to what extent the atlas lifters may actually be used as in the past particularly in the world's drift Island Creator Island design objects generally could not be moved under any circumstances however these massive rocks and boulders are now
becoming a physical object to move and control using these devices which does make me question to what physical limits that those objects can be affected with these lifters and if there is a theoretical upper size limit for how big the object can actually be but nonetheless of whether or not we do get to find that out I think this is a very cool mechanic which will definitely be interesting especially in the sense of players who make Islands becoming able to set up Dynamic entrances to Hidden areas and allowing for a lot more creative ways of Designing challenges for new players and exploring them in the actual game next up we also get to see a new edition called the data pad for the island Creator which allows you to add text to certain locations where an example is used here of two Mr skelebones lying on a bed next to the data pad object which I think will be an awesome addition to the Creator in that
not only are the players able to fully custom their islands and worlds that they build but now they can tell the stories of their own in a vastly more descriptive way which can help explain the backstories to what the islands were once used for at least in the ideology of the Creator allowing the players to write their own riddles hints and structures or clues that may eventually lead the player to discovering these islands and figuring out where certain Treasures or loot areas may be hidden we also get a clip showing the working turrets that were briefly shown off off in the recent Sneak Peak Trailer where the player takes them out using a pistol and then gets access to what appears to be the updated Data Bank in the structure behind it which will'll be shown off in a little bit here the last thing we have here is the new object hole puzzle where it starts off where the player will be activating a switch
to spawn in the puzzle in this case being a ball-shaped object which again contains the atlas Crystal pointing in the direction like a compass to where it needs to be moved which respectively when taken to where it needs to go will activate a mechanism to unlock a test door as an example where in the Creator tool itself you can see the places lining connections to both the switching mechanisms and the door demonstrating a base visual of how the puzzles can be made to work however you prefer where they then switch the object type to a cube which doesn't move towards where it needs to go nearly as easily requiring the player to actually have to drag the cube using the grappling hook or use the atlas lifters to help levitate and pull the object to where it needs to go additionally seeing more of the extent of the physics implementation where the player even has the lifters on the cube and can punch it into the sky while
still grappled to it and eventually pull it down into the door unlocking location and in this same realm I think it opens up a huge opportunity not only for the variability of puzzles and their functionality but even as just a baseline it seems like a really fun way to just mess around with with the physics in the game keeping in line with the puzzle options for the island creation process we have some awesome looking concept art for the new data strand puzzle showing a very nice what I would guess to be a sorian styled model with different holographic strand visuals in which it isn't clear exactly how this puzzle is supposed to function from what I would guess based on context clues is that this strand will either provide holographic symbols to be possibly input into the device based on whatever code is needed for the mechanism to work and next to these they also had Ross move forward with creating
a 3D model for it as well keeping again very close in style of the Drone soran weaponry and other objects we've seen in this similar theme before one of the biggest features this team has been working on for Milestone 11 is the map table which will serve as a hub for the navigation and progress tracking in the game while also allowing you to get a good spot on your ship to plan out your adventures with your team teammates currently the devs mention that they are working on an interface for the table itself to optimize the player experience and help discuss what data can be tracked where they give us a beautiful rendition of what I imagine to be the planned look SL animation look on the map in a holographic format with the image on the left showing the simple structure so far of what formatting might look like inside the table I also took notice of the blue drawn ARA with the text saw an island around here which
I imagine means that they want the players to be able to eventually use this table to leave notations or some form of marker on the map in which if you actively explore the world and there's small areas in the distance that you saw while trying to explore other areas you can leave notations to come back to that spot in a sense as well as have the option to copy the map data likely for other players with their own personal ships in order to help them out which I think will be a very convenient feature next up we have more content on the arc specifically the concept Arc from John where they show us some of the survival pods and Arc interior plans for the dynamic doors that signal their different states through different visuals for opening and closed objects as well as the small internal structure sketch and even a colored rendition showing the arc computer concept that we've seen before as well which depicts
what I would imagine is the door to another room within the ark or to leave the ark itself where we can see the three different stages of blue color Tech glowing indicating the powering up of the door in the different stages next we actually have even more art from John showing the concepts of the low tier rifles in the game including shotguns pistols revolvers and to quote them directly they are all rooted in soran Tech which will be very awesome to eventually see shown off in the game especially with the different tiers of weapons I know I'm definitely very excited to see what the eventual design for the tier 3 rifle which just looks absolutely crazy and even the art for the different pistols which have types for the common pistol the common revolver and an uncommon Auto and burst pistol which I'd like to see an auto one not going to lie but we also do get to see the design look for modeling of the
data bank which we briefly saw in the animation in the video before where they show up the concept art for the coloration structure with side and top down views as well Al having that same Atlas crystall looking symbol that we see on other types of tech which compared to the data banks that we saw in Worlds of drift I think this is a very cool updated look to before however I will say that I'm very much missing the old design so deep down I kind of do hope that they find a way to eventually Implement some of the original worlds of drift data banks just to kind of you know reminisce of what we had before but maybe in the future there'll be some you know super ancient civilization in the gamees lore that we learn about and they could add some of the old designs back but you know slightly updated but that's just my personal opinion not something that's actually planned but it might be nice next we have updates to the Skybox
and sfx Claudia has been making significant updates adding new Vistas and things for players to discover in the distance and these images you might notice some very cool things in the sky including a moon and even a Saturn moon next to it but further than that to the right an absolute Ely massive floating structure that it seems the devs have left entirely unexplained now initially looking at this it's not clear whether this is just a Skybox change or something the devs have put in for the player to actually reach to or gain access to as it is extremely high up and seems to have some very strange glowing pulsating waves around it that gives it almost a feeling of northern lights in the sky which seems to be somewhat half and maybe half machine and despite the photos the devs provide for this mysterious object the best picture is actually sitting in the Skywatch title card itself where the island appears to
be way closer to the player than before where you can really start to see some very odd visuals of the circular Machinery that seems to make up this island additionally I took notice of the comparison of the Moon in this image to the initial images of the one where the island is much closer in this scenario and the second shattered moon seems to be Crossing in front of the orbital alignment of the other one from the player's perspective which really calls into question what implication of this Mega structure might actually be to the game's lore mechanics and as far as I can tell based on nearly every Skywatch we've seen thus far there has been nothing to actually indicate what this object is just tearing me apart but placing my own tinf foil hat on and going out on a really far limb here the moons Crossing in front of one another I must say reminds me of the uh show the three body problem where all three of
the Suns start eclipsing which had strange gravitational effects on the planet that the main characters were on which maybe means that the reason it's so much closer in this image is because of some kind of gravitational anomaly or event that makes me wonder if there will be certain times the player could possibly try and explore this strange Island maybe it moves closer at certain time frames or maybe it's just a closeup pull of the image then everything I said is absolutely pointless but I think it's fun to theorize what this thing is either way so moving on we do get an update from Mark who has been working excellently on new sound effects for the game including the rolling of rocks which is depicted in a video and more ambient sfx to deepen the atmosphere of the game where we can see a player shoot a switch that activates a very large door this then allows large boulders to roll down the stairs is likely to try
and kill the player like in Indiana Jones movie where at the end you can see the old remains of players that once tried to leave and accidentally activated the Trap which I think is another creative example using the physics of the giant boulders to create different challenges for the players exploring different Islands which leading Back to Before makes me curious to what extent those physical objects in the island crater will be able to be affected by the physics and if objects someone might place in the island crater actually have the capacity to be affected in such a way depending on what type of thing it is moving on there is new content covering the World building where Matt has been collaborating with the design team to define the island difficulty across the world where the plan is for the difficulty to Scale based on your distance from the starting area where it's mentioned that the
higher level Ai and rare resources will appear the further you venture providing a steady increase to the difficulty the more and more you venture out and in this sense you will need to craft higher level weapons and work on upgrading your Loadout and ship defenses in order to become more equipped to handle the harder zones where they provide a small but blurry image of the islands within a region that seem to have their own colors and show respectively the difficulty in each area ranging from green blue yellow and red as well as a depiction of a player aiming the rifle at a bull Manta within the game likely just to show how some creatures will scale in difficulty as you progress aside from the ones that you will discover As you move further into different regions we also have a new development for ship building where we get to see a test area showing the new additions of dynamic part weights which
courtesy of Tony who has been pushing through with these systems means that the ship weight now dynamically changes based on material types and parts that you create in different panels and likely I would assume Sals and other objects for but regardless list in this example while blurry we see the player selecting the engraved metal panel using a metal material and placing it within the new modified frame types then in the ship core seeing those respective weight changes due to the materials that we implanted inside the ship now additionally we get to see a picture showing how the scaffolding has been refined to exclude inner ship areas making the navigation easier so that individual materials can now be assigned to ship panels for different customization options next to this we also get a video showing off the panel and UI improvements that they made on more of a micro scale where they added
visual dead zones to make placement easier to see wall panels can now be centered on individual blocks and edges transparent venal now no longer cast Shadows which is for placement of things like glass panels as well as a huge plethora of new flush out mechanics including double-sided formatting deletable cross beams and many other changes with which if You' like to read more closely and see more closely I will have the Skywatch posted below for in addition to this we also get a huge array of ship parts including new sales and decorative panels where it seems we have some early game wood assets with thrusters and a bunch of strange wooden devices what looks like curved wings and Rudders for ship designs as well and with this we are also seeing a brand new flight instrument and design set of models likely for the helm which can measure things like air speed altitude and other factors like fuel gauges for
the ship engines next we have new content for combat where courtesy of John and Kenny the devs have provided a fantastic video of the team's finalized model of the tank drone which is planned to be the largest and deadliest drone that you will face on the islands Tony has implemented a series of quality of life changes for the ship building which accompanied by some strange music shows off the beautiful drone in different stages smoking out of the head and exhaust points with the very strange and orange River like designs implanted on the drones model second to this we also get an image of the updated machine gun to the one that we saw a video for a while back of a player demolishing some drones as a test in order to help make sure that you are equipped for the herald fights that you will need to deal with inside of the game which now seems to be slightly modified with armor plating likely to help defend the player
during use and speaking of these Herald bosses the development on more designs has continued where Kenny has started the initial work on a new Herald shape giving us a small white box model and mechanics testing the model in the game from a small GIF where you can just about make out the windy airflow moving by the player on his ship and some of the orbit taxs and Smokey black particles within this clip and in addition to this new type Kev has been working on the specific Tech components for the multiple different Herald bosses that will spawn in the world using something known as a Veron grid system which in the realm of pathf finding AI are grids used for AI navigation to divide the world into different areas of interest that the AI will use as their own respective territories and in the same capacity I would imagine this is what they mean by utilizing this system similarly we also get to see some of the
videos depicting a placeholder boss in an extremely Dynamic up and down movement with what looks like attached gray boxes which I can only guess are what will be used as the shape visual reference in development of what the attachment pieces Kev is working on should actually look like both in the sense of size and coloration as well and lastly we have one more quick video from Ian and Andy whom have been refining the VFX for the herald orbs and experimenting on new Silhouettes for the intimidating bosses which depicts a stunning purple orb explosion which almost looks like some kind of crazy electrical dark magic now unfortunately there haven't been any luk leaks this past month but of course if there are any small pictures or videos that the devs decide to randomly release between now and the coming months I will be sure to post them so that you don't miss out on anything next to this the devs left a
nice message reminding us that there is still a ton of new stuff in the pipeline which I can attest to and that they want to thank everyone for the continued support for the development of this game and especially all of the feedback they've been receiving through their Discord and socials which Speaking of if You' like to be able to get considered for the open development Community I will have a link put in their Discord below where you can apply to be possibly selected and provide feedback to the devs on each of their internally released features and aside from that even if you aren't selected you can help support them in answering public polls community research within the Discord to help provide the devs with a better set of feedback on things that you would love to see in the game itself as well as your own thoughts on new features that are released second to this if you like what you've been seeing on the
scope of updates on this channel revolving around lost Skies as well as different types of video essay type content that I do on this channel do consider becoming a member as even the smallest amount of support is what allows me the opportunity to do this stuff at all as well as help share all the awesome things the devs from Lost skies are actually doing and help share other cool games ideas and stories on this channel but again there is no obligation simply being here is more than enough so regardless I wish you all the ABS the best and like always have a beautiful rest of your day boys peace
Questions about this episode
What is discussed in "Lost Skies -Skywatch #24"?
In order: 0:00 Island Creator, Skywatch, Deep Learning Super Sampling, Discord; 5:00 Grappling Hook, Island Creator, Atlas lifter, Data bank; 10:00 Skywatch, Data bank; 15:00 Indiana Jones, Skywatch, Three-Body Problem; 20:00 Discord, Lost Skies.
What is mentioned in this Adrift episode?
34 people, works and ideas are mentioned, including Skywatch, Island Creator, Discord, Grappling Hook, Data bank, Gall People. Each one on this page links to its own page with every episode that mentions it.
How long is "Lost Skies -Skywatch #24"?
The episode runs 24 min; the transcript is about 4,485 words in 27 timestamped sections.
More from Adrift
About this transcript: the episode's spoken words as captioned on YouTube, split into timestamped sections. Reclip.Me locates every person, work and idea in the text, keeps the time it is first named, and quotes the words around it verbatim. Last updated November 18, 2025.