
This game is a work in progress. The Game Design Document is still being written, and this webpage should be viewed as a living document. Parts will be changed and adjusted in order to display the most up-to-date information. Any questions related to the game should be directed to the following email.

The world of Sky Smith is a fractured expanse of floating islands and cavern biomes suspended in the aftermath of an apocalyptic war between Fallen Archangels and the divine. Players navigate this realm as master craftspeople forging weapons, building sanctuaries, and riding storm-born wyverns through turbulent skies. Blending high-difficulty mechanical combat with uncompromised accessibility, the journey demands absolute precision among the shattered wreckage of a forgotten heaven.

A single-player smithing simulation set among isolated sky islands. Drag raw resources into forge slots, balance heat levels, and execute a timing-based strike minigame on your anvil to form gear. Fulfill custom crafting contracts to earn gold, manage your inventory capacity, and supply nimble explorers navigating the clouds.
You can stay up to date with Development in real time by joining the Discord and watch development in real time with our #unreal-reports thread.
A modular inventory system capable of handling the backend requirements of a quick slot, equipment, and inventory. This will be the backbone of everything that follows after. Items will have to be highly modular.
Started: 05/01/2026
Completed: 06/12/2026
An equipment system capable of handling both male and female Skeletal Mesh Assets as well as static mesh. This should automatically handle incoming and outgoing items as they maneuver through the inventory.
Started: 06/12/2026
Completed: 07/12/2026
A modular inventory capable of storing items inside of one array instead of the array being split across several arrays. This will have to work in conjunction with the current player inventory.
Started: 07/12/2026
Completed:
Basic Health, Mana, and Stamina as well as Hunger, Thirst, and Sleep. Leveling system will also be implemented at this step. Attributes should be Strength, Dexterity, Intelligence, Willpower, and Luck. To give a wide array of bonuses.
Started:
Completed:
A radial timing based mini game that will simulate the user processing different items into finished products. This is the backbone of the main game and will require immense dedication. This will be ongoing until the end of development.
Started: 05/01/2026
Completed:
A light combat system capable of handling Block, Attack, and Parry. Similar to Valheim or Smalland. This will be for my first procedural project, Cavern of Lost Souls! I'm excited for this one.
Started: 07/31/2026
Completed:

This will take you to drive.google.com,
last updated on 08/30/2026
Healing shrines provide players with a reliable, localized sanctuary to restore vitality and purge debilitating status ailments without consuming finite inventory items. In game pacing, they serve as crucial environmental checkpoints that anchor exploration, encouraging adventurers to venture deeper into hostile territory knowing a safety threshold exists nearby.
The absolute basics of the Combat System are now live! The hive mind will prevail! Enemies can attack and be attacked now. Remember you are a blacksmith not the hero! So your attacks may feel a bit strange at first. That's normal. You arn't a Blade Master!
The credits menu is one of the most important aspects of Game Development often overlooked. This menu displays the names of all Creators who have worked on the project. As well as links to their Studio pages and the asset pages they put out.
A massive thank you to everyone who has participated in this experience.
From the players and people watching me Develop it all the way to the
people who created wonderful asset packs that bring the Game to life!
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