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Releases: nautilusbits/skynet-godot
Release list
v0.5.0 — final (Godot port frozen)
Final release. This Godot port is frozen as of 2026-10-13 and is no longer developed. Development continues in a new C# + SDL3 port, to be published later.
As before, the builds carry no game data: they read your own copy of SkyNET (and optionally Future Shock).
Changes since v0.4.1
- Future Shock takes SkyNET's palette as the original does; the moon has DOS's size, shape and place.
- The jeep turret turns the full circle; the HK has only DOS's flight ceiling.
- Staged cars keep taking hits on their last frame and burn out, as in DOS.
- Bots react after their skill's full reaction time and lose a target they cannot see.
- Robots stand where the original stands them (no more turrets sunk into the ground).
- Footsteps per map surface, landing sounds, pain grunts and the death grunt; drowning and radiation hurt silently.
- Sound mixing as in DOS: at most six placed sounds and six nearest loops at once.
- Robots look every 4th tick with DOS's distance; a hit alerts them until their next look; turrets fire without a line-of-sight check.
- Game sounds pause in the menus.
Downloads
- Windows:
SkyNET.exe - Linux:
SkyNET.x86_64 - macOS:
SkyNET.zip(unsigned: right-click → Open, orxattr -dr com.apple.quarantine) - Android:
SkyNET.apk(debug-signed)
SHA-256
89462c765208d644c557d77b757e0dfa4f7ae2811b9b7c04408356df7f7a29fc *windows/SkyNET.exe
609b265b93b3fda7194093da5234e276e8dee61fcd8331c5677f1b3e132c9e1e *linux/SkyNET.x86_64
26a5c4790dfa62aaf3dd4b54e8523cf2acf634f4aba095e51bb9ebb5342866bf *macos/SkyNET.zip
fa0aa6a63e445264240b6fa5e46b4602f3c4b27e6d05861e9921137d50cfd010 *android/SkyNET.apk
v0.4.1 — Future Shock playtest fixes
Builds for Windows, Linux, macOS and Android. As before, no game data is included: on first start the game asks for your SkyNET folder (and, optionally, your Future Shock folder).
Future Shock
- Leaving a building puts you in front of its door, not back inside its walls (the gas station, the hotel; #5).
- The player is as wide as in DOS, so the hotel's half-open door can be passed (#4).
- Spider robots walk instead of treading on the spot, and robots walk indoors as well as outside (#4).
- Future Shock starts from SkyNET's NEW GAME menu with its own briefing, as DOS starts it.
- MAP.050: the canal entrance on the way to the HK can be used.
- MAP.060: the camp's objective is met when its defences are destroyed, as in DOS. A game saved in mission 60, 90, 110 or 120 before this release carries the old objective count: restart that mission.
- Future Shock finds the 640×480 hi-res HUD set.
Both games
- Closed doors are solid: you can no longer run through one and fall out of the map. The use key reaches a doorway's exit even when you look at its gate.
- Low sills under low roofs are steps, not walls; chairs can be stood on again.
- Every flat-coloured face has its own colour (some showed the wrong one).
- The night sky has the original's stars, and outdoors the world ends where DOS ends it, at the view distance of the DETAIL setting.
- Hints and objectives are typed into the panel's message box, also in the enhanced HUD (bottom right).
- Hold RUN while firing a rocket to ride along with it, as in DOS.
- Each thrown item (molotov, pipe bomb, grenade, canister bomb, satchel) has its own look, blast and sound; the pipe bomb and the canister bomb bounce.
- Jeep: the gun looks 45° up and down, and the reticle is sharp at any window size (all vehicles).
- HK: it flies under the original's ceiling, and a hill can no longer lift it over a barrier.
- F12 toggles a test overlay: frame time, the mission's objectives, and an arrow to the next one.
Notes
- macOS: the app is not notarised — right-click → Open the first time, or run
xattr -dr com.apple.quarantine SkyNET.app. - Android: a debug-signed APK for sideloading; allow installs from unknown sources.
SHA-256
c6fa67b0c38cca7b1d0aceb65c47fc4632201acd63526870451901d793c9d7b6 SkyNET.exe
e78e70ba5d0b9dfa7f6a3cfb94e8c7fc8521b1f026074796a690c45b84739af1 SkyNET.x86_64
1af8f496909c3a1b32890d753269ba65dfcf1ba9f9ff8c293a30a8bb06d7d89c SkyNET.zip
1dcf8caac1b8d6065fff756815d6ca2f3ee8d2ccfcdc1d57ec0c4895e73ec351 SkyNET.apk
v0.4.0 — Future Shock, missions as scenes, Android
Builds for Windows, Linux, macOS and — new — Android. As before, no game data is included: on first start the game asks for your SkyNET folder (and, optionally, your Future Shock folder).
Future Shock
- NEW GAME → FUTURE SHOCK plays the Future Shock campaign on SkyNET's engine, as the DOS game did.
- Its own 17-mission campaign, vehicles and start kit (the pipe alone), read from the original tables.
- Side maps are walked, not driven or flown (MAP.103 and MAP.129 no longer trap the player).
- Future Shock's triggers now follow the same, checked rules as SkyNET's.
SkyNET
- Missions are played one scene at a time; each map keeps its own state, and only the dead and what you picked up carry between visits, as in DOS.
- Doors, lifts, gates, lamps and switches work the way the original opens them, including floor switches you trigger by walking over them (the MAP.210 silo cover, the MAP.215 cover).
- Nobody swims: in water you walk on the bottom at half speed, and the water is see-through.
- The submarine's torpedo tube carries you through the water into the sewer, as a ride.
- The convoy on MAP.260 drives at its original speed and does not wait for you; the truck and helicopters follow their paths.
- Ammo you have left carries into the next mission, and a won mission tops it up from the original per-mission table.
- Movement speeds, player damage, the DOS status panel, the jeep's turret aim, the five throwables (F1–F5) and RESTART MISSION follow the DOS game.
- Fixed: the mission 1 ending, the MAP.217 gate, the MAP.271 tunnel teleport, the MAP.252 return trip, explosions that sometimes didn't show, texture seams with smooth textures, and the debugger warnings on start.
- Deathmatch: the host owns the map, triggers sync to every player, and bots count in the score.
Mods
- A map can be replaced by a Godot scene in
mods/maps/MAP.NNN.level.scn(see COMMANDS.md).
Notes
- macOS: the app is not notarised — right-click → Open the first time, or run
xattr -dr com.apple.quarantine SkyNET.app. - Android: a debug-signed APK for sideloading; allow installs from unknown sources. Not yet tried on a device.
SHA-256
48ce20edf30b832af73d41f7469028cb1452729345a0eba4abb8d9992510232e SkyNET.exe
fb17290d3b8b071c7a7ae7a42230e50485aba1e2d35a4d08b59b3605bfe41c6e SkyNET.x86_64
9e2230ef52753232ac380a7f4af683d77d92ac31eed0fab85f09c62fb7545be1 SkyNET.zip
f5fec8319f34e75e7ffb45746bd35b160e309e590ef63e3ecc4c7116733d9358 SkyNET.apk
v0.3.0 — no game data in the builds, and a hardening pass
The builds carry no game data. v0.1.0–v0.2.1 accidentally packed the converted asset cache into the executables; those releases have been withdrawn. As before, the first start asks for your own SkyNET install (and optionally Future Shock) and converts the data once.
Upgrading from an earlier build
- The asset cache is rebuilt on the first start (new cache format). A full conversion takes a few minutes; maps you have not visited convert when you load them.
- Saves: old saves still load; new saves use a new, safer format. Future Shock keeps its saves apart from SkyNET's.
- Multiplayer: everybody in a match needs v0.3.0 — the join handshake changed, and an older build cannot play with a newer one. From this version on, a mismatch is refused with a message instead of hanging on Connecting…
Fixes
- Home, Page Up and Page Down (the default look keys) no longer jump to another map mid-mission.
- After a won mission the cursor is back on the briefing screens and in the menu.
- A save remembers which map the mission started on, so loading one can no longer skip a mission; saving is refused during the mission-complete countdown.
- Revisiting a map no longer repeats its objectives, radio lines or water level changes.
- One map change at a time: pressing keys during a fade can no longer break an exit.
- The CONTROLS screen can bind mouse buttons again.
- RENDER DETAIL, smooth textures, dynamic lights and the 640x480 weapon art apply immediately.
- An exit that cannot be used no longer disables every other exit on the map.
Deathmatch
- The motion detector marks nearby players the way the original does: a dot, the player's name and the range in metres.
- Bots score their kills; a jeep is freed when its driver leaves or respawns.
- The host checks hits, positions, pickups and vehicle use, limits message floods, enforces kicks, and the console cheats are off in a match.
- The LAN server list only answers local networks.
Performance
- Enemies check the ground and their line of sight less often, effects reuse their nodes and materials, and shaders are warmed up behind the load fade: frame spikes on the big outdoor maps are roughly halved.
- The first-start conversion is about twice as fast.
Robustness
- Cached files and map mods are loaded only when this installation wrote them, or when they pass a data-only check.
- Damaged or crafted data files can no longer hang the game or exhaust memory.
- Data copied with lower-case file names is found on Linux.
Platform notes
- Windows: a single
SkyNET.exe. - Linux:
chmod +x SkyNET.x86_64after downloading. - macOS: the app is built on Windows and only ad-hoc signed. Open it once with right-click → Open, or run
xattr -dr com.apple.quarantine "SkyNET Godot Port.app".
SHA-256
cb374fe60497ef42cf23e1ae3d1f83c96dd6c7bea83abfed071ed990c0e2d92e SkyNET.exe
1de209b73a89d611c016554cc6de133cb90471673b1baf3e1f5cc844a6a37174 SkyNET.x86_64
6021f555ae0f81e057f6d6f4bfb9bcf849ccb1eb3c6435bafcba6d4652c738b8 SkyNET.zip