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Skybox

The current appearance of the Sky Box.

The Sky Box is the semi-transparent cube that surrounds each map. The map environment — terrain, objects, players — is contained within the Sky Box. Outside the Sky Box, nothing of gameplay relevance (objects, players) exists, and in many cases parts of vehicles or projectiles that go beyond it will either be lost, reset or simply vanish.

Overview[]

The Sky Box defines the boundary of the playable area. In Robocraft, every match takes place inside this virtual volume, and all major interactions — collisions, movement, visibility, projectiles — are calculated only within it.

Properties and Behaviour[]

  • The Sky Box is not a physical object players can collide with (i.e., you cannot “drive through” it as a wall), but crossing its boundary usually results in forced repositioning or falling outside the playable zone.
  • It often appears as a cube with a visible frame/edge or fade-out effect, allowing players to recognise the limit of their environment.
  • Projectiles or weapon effects that travel beyond the Sky Box will typically be removed or cease functioning once they fully exit the boundary.
  • Some cosmetics or HUD elements reference their relation to the Sky Box (for example, altitude indicators may display “beyond sky box” if exceeded).

Implications for Gameplay[]

  • Vehicle altitude, flight range and projectile arcs are implicitly limited by the size of the Sky Box. If you fly too high or push too far, you can exit the effective battlefield or be vulnerable.
  • When engaging at long range, use the Sky Box edges and terrain as reference points for positioning and line-of-sight.
  • In maps with open sky or elevated terrain features, be aware of how the Sky Box boundary influences vision, weapon travel and escape routes.

Map Design & Aesthetic Considerations[]

  • The semi-transparent texture or rendering of the Sky Box helps provide immersion (giving the sense of being in a contained “arena” or planetary zone) while still allowing players to view distant environment features.
  • Some maps may customise the appearance of the Sky Box (colour, lighting, clouds, stars) to match the map’s theme — day/night, space, desert, etc.
  • Designers must ensure that no game-play critical objects (enemy spawn points, objectives, cover) are placed so close to the Sky Box boundary that they allow exploits (e.g., hiding beyond the boundary, abusing invisible wall geometry).

Trivia[]

  • Some players have attempted to cross or exploit the Sky Box boundary. For example:
    • “I’ve flown to the inside of Mars before, but has anyone ever flown so far out of the ship that they’ve left the skybox (spacebox?)?”
  • Altitude-measuring devices (like the Altimeter) may continue to display increasing values until the sky box limit is reached — but once above it, gameplay consequences apply.
  • Map transitions, loading screens or “out of bounds” resets often occur when a vehicle goes beyond the sky box.

See also[]

References[]

  • “Outside the Skybox?” discussion thread on Reddit
  • Altimeter page commentary on height and sky box relation.