As part of the festivities, Forever Skies is 25% off so if you've been eyeing our little survival blimpy game or have friends who want to jump in, now is a great time to grab it.
ACTIVE BUNDLES
We've also got a few ongoing bundles with some of our survival gaming friends from Aloft, Pacific Drive, and Volcanoids. So you can get an additional 10% the two games or one if you already own the other.
As a reminder, despite a lot of support and positive feedback, we've openly stated we see where the game fell short for some people and so we're now hard at work fixing these pain points. The full write-up is in our previous blog post here. But here is a quick look at just some of the work in making interior spaces more believable and varied. We want to make abandoned settlements feel like someone actually lived in these locations at one point, instead of just generic rooms in every location.
We're also doing the same thing with the exteriors of habitats too, by making them look and feel like they were once lived in a long time ago. Here are two work-in-progress images of new outdoor areas we're toying around with.
These are just one of the things we're doing to help reduce the feeling of repetitiveness when you are exploring the world.
We'll be sharing more of these with you when we're ready, so we can hear your thoughts.
All the best and happy bargain hunting!
- Team Far From Home
Beta Hotfix Now Live
[p]Greetings scientists,[/p][p][/p][p]We just launched a nice new hotfix to the beta branch. Information on how to join our beta branch can be found by clicking here![/p][p][/p][p]Here is what was fixed:[/p][p][/p]
[p]Fixed the displaced Technology Printer (and other objects) issue.[/p]
[p]Fixed the issue of some locations not being spawned, despite the Radar leading players to them.[/p]
[p]Fixed a bug with the Technology Printer that could lead to items being lost if the player had a full inventory.[/p]
[p]Fixed a bug which caused the Controls tab in the Settings to not work in UI scale set to 120%.[/p]
[p]A few weeks ago, we announced an upcoming dev AMA and asked for your questions. Weâve compiled a selection of your questions and have answered them below.[/p][p][/p][p]Itâs also available on YouTube[/p][p]----------------------------------------[/p]
DEVELOPER AMA
[p][/p]
âCan we expect further games in the same IP?â
[p]From: Lord Admiral Revol - Steam[/p][p][/p][p]FFH - Right now, our biggest priority is to make sure that Forever Skies meets the expectations many players had for it. So we don't want to talk about any future projects just yet, while our main focus is on improving Forever Skies.[/p][p][/p]
âCan we expect a creative mode or a way to build airships without restrictions?â
[p]From: Derpy WaterMelon - Steam[/p][p][/p][p]FFH - Yes, a creative mode is planned for post-launch support. We want to get some of the larger issues with the current game fixed first, and then we can start working on exciting additions like Creative Mode.[/p][p][/p]
âWill sticky notes return? What about making sticky notes that show pictures of resources as well (sorta like the screens on the filtering deck extractor)?â
[p]From: suikodudeman007 - Steam[/p][p][/p][p]FFH - Sticky Notes will return, but not in their previous form. One option weâre considering is a Sticky Note, which displays icons instead of text, as seen in your inventory or as you mentioned, on the auto-deck extractors. We want players to be able to organise their storage, whilst also keeping younger players safe online.[/p][p][/p]
âAre there plans to get a Steam Deck verification?â
[p]From: AUTHORITAAHHH - Steam[/p][p][/p][p]FFH - Itâs on our minds with every update we do. Our primary objective is to enhance the overall quality of Forever Skies, and one key factor that also hinders its performance on Steam Deck is optimisation. But we're getting closer and closer with each update and patch. Not long ago, we reached a milestone where Forever Skies required less than 10 GB of RAM, which opened the first major door to Steam Deck verification. But there is still more room for improvement.[/p][p][/p][p]Another major point to ensure the game runs well on the device is to address UI scaling. Forever Skies has a lot of tiny texts, which we tried to improve by adding a UI scaling slider in the settings. But for Steam Deck, we need to go even further. We need to improve the overall UI scaling system and make edits to quite a bit of our texts, especially in localized languages that are a lot more âwordyâ. So that's just some of the work we need to do to have something that is actually fun and playable on the device. But rest assured, we're just as keen to get this working as are all our players who are asking for this.[/p][p][/p]
âArea layout needs more massively randomization, its severe lacks of variety, the Underdust needs randomization tooâ
[p]From: Leziropav - Steam[/p][p][/p][p]FFH - One of the key points we're working on is how we can increase diversity in the world. Since our 1.0 release, we have prepared an action plan, and I think that soon we will be happy to share and show you in detail what we want to achieve. Today, however, we can try to outline the direction we are taking.[/p][p][/p][p]So the key areas we want to focus on are:[/p]
[p]Diversifying the motivation/reason for visiting locations[/p]
[p]The appearance of the world/locations[/p]
[p]Environmental storytelling[/p]
[p]The believability of the world[/p]
[p]We want to achieve the first point by making the basic locations not only a source of basic resources, but also a place where the player can learn about new devices, locations, and the people who used to live there. Secondly, we have added and are testing special workbenches within Radio Towers where players can modify and upgrade the Extractor tool. Since the extractor tool is the central core of the FS gameloop, we want to make it more flexible. Players would be able to visit Radio Towers and upgrade their extractors, speed, charge, reach, etc. Thirdly, these locations will become an even greater indication that people lived there and what they did to survive. Among other things, we plan to move away from the very generic appearance of the current âshedsâ and entire buildings in favor of more elaborate ones with specific types of rooms, such as living rooms, kitchens, bedrooms, etc, with appropriate loot within. So it feels like actual people resided here. In addition, we plan to increase the number of notes and scenes that will allow players to uncover more lore secrets of Forever Skies. We are also considering adding additional activities or side quests, but it is a little too early to talk about that at the moment.[/p][p][/p][p]We want to emphasize this once again - we take the feedback about a lack of diversity very seriously, and apart from technical and performance issues, our primary focus right now is on this problem. We just need a little more and everyone's patience here. We plan to update the game regularly and deliver content, and these changes are going to be a core part of that.[/p][p][/p]
âNot everyone can/wants to use a mic 24/7 so is a text chat planned?â
[p]From: Retrogon - Steam[/p][p][/p][p]FFH - Because our game is rated and accessible to a younger audience, certain rules in certain countries state that we should ensure we do not expose them to situations and content that can be harmful. This is a very complicated field, and we want to try to solve this issue in a slightly more modern way than typical text chats, but for now, we have to let players use external tools for voice comms while we figure this all out.[/p][p][/p]
âCould we get a solution for completed items in the Database being illegible? Green on something not quite green is next to impossible to read. Contrasting colors would be greatly appreciatedâ
[p]From: dcy665 - Steam[/p][p][/p][p]FFH - We've heard a few comments about our database not being 100% intuitive, so changes are coming there already. We'll consider your suggestion here too, as it's a very valid point.[/p][p] [/p]
âAny chance for a custom difficulty mode?â
[p]From: NoClip - Steam[/p][p][/p][p]FFH - Yes, this will soon be in development. We want players to have more control over their experience than simply easy, normal or hard. We're looking to introduce sliders for consumption of food and water, combat, items lost on death, etc. That sort of thing.[/p][p][/p]
âWill tanks ever be able to store anything other than dirty water? Maybe liquids besides water and fertilizer have uses for being piped?â
[p]From: Saronin A. C. Jayhart - Steam[/p][p][/p][p]FFH - Clean water is one of the most anticipated QoL improvements. We'd like to rework the whole gardening system in the future, so you can assume this will be happening. Nothing to tell about other liquids for now, although itâs something we should consider![/p][p][/p]
âAre you planning to add more combat content to the game?â
[p]From: Keta - Steam[/p][p][/p][p]FFH - We are considering adding a few more threats to locations or in the skies, but there may also be additional optional challenges in the game that will allow players to test themselves against more dangerous versions of the mantises. However, it is important to emphasize that Forever Skies is not a game in which combat is or will be a key mechanic. Our inspiration is largely in line with games like Raft, where combat is never a key focus.[/p][p][/p]
âAre you going to add better movement control? (Especially when jumping)â
[p]From: Defrost - Steam[/p][p][/p][p]FFH - Possibly, it's a request we've seen quite a few times. But there are certain considerations here that matter that aren't immediately obvious. Such as the existing level design that would require reviewing.[/p][p] [/p]
âAre you going to add more technology? e.g. a radar type video display that shows your entire ship and it's distance to objects. Maybe a jetpack? Some weapons?â
[p]From: Defrost - Steam[/p][p][/p][p]FFH - More technology is very likely. However, the specific examples you list, are rather unlikely as many of them have already been tested and tried previously and it created too many diversions and loopholes in our existing systems.[/p][p][/p]
âIt takes a long time to read some of the entries in the Database so is it possible to pause (or slow down) game progression while the Database is open?â
[p]From: PJCham - Steam[/p][p][/p][p]FFH - We are planning to add that option at some point but we're just still not sure how its gonna work in coop if at all.[/p][p][/p]
âWill the underdust performance be improved? That is the only real complaint i have about this game. As soon as i step into the underdust the performance and frame-rate drops get super awful, borderline unplayable.â
[p]From: Potassium - Steam[/p][p][/p][p]FFH - Overall performance is a big priority for us. Hopefully, you have noticed, we try to release hotfixes regularly, around one patch per month, and each of these always has some element of fixes aimed at optimization. A large part of our development team's work is focused on performance. The underdust is quite a challenge here because it is a completely different set of models and textures than the world above, which is a big challenge for us, especially since we wanted to ensure a smooth transition between them during the elevator ride. We realize that on some hardware, this is not yet the final experience, and we are constantly working on improvements.[/p][p][/p]
âWhat inspired you all to make this game?â
[p]From: {CIA}_JT_{AS} - Steam[/p][p][/p][p]FFH - This is a story we've told a few times. Our studio is based in Poland, and air pollution is quite a serious and regularly discussed issue here, especially in the winter. There are times in winter when official government messages are issued telling people to stay indoors and keep their windows shut if they can, because the air quality is bad. The most infamous smog is or was KrakĂłw. It's gotten a bit better now, after a lot of money, effort, and uproar but it used to be so thick that scientists found that in theory you need to go 140 meters above ground just to breathe clean air.[/p][p][/p][p]So our game is a kind of dramatization of that very idea and threat. It's set in a version of the future where Earth has lost the fight against climate change. We also knew we wanted to make a survival game, and from there, the premise naturally came together.[/p][p][/p][p]That said, weâre not out to preach some heavy-handed âhumans are the problemâ message. The environmental collapse is more of a backdrop than the main focus. At its core, the story follows a scientist searching for a cure to the Gray Plague.[/p][p][/p]
âWhat games did your team take inspiration from while making the game (if any)?â
[p]From: {CIA}_JT_{AS} - Steam[/p][p][/p][p]FFH - In terms of Forever Skiesâ gameloop and world design, our biggest influence was probably Raft. Taking that feeling and loop, and adding a more sci-fi and serious spin on it. But equally, we also took inspiration from other games like Subnautica, The Long Dark and Green Hell.[/p][p][/p]
âWhat are some things that your team thought about cutting from the game (for any reason), but are now glad you didn't remove?â
[p]From: {CIA}_JT_{AS} - Steam[/p][p][/p][p]FFH - While adding the cooperative mode, we noticed that some mechanics of the basic loop didn't work under the new conditions and needed to be rebuilt. [/p][p][/p][p]It was quite a challenge because we had already gotten used to the flow of the game, and quite a few of us reacted negatively to proposed changes. This meant stepping far outside our comfort zone and questioning why we were doing this in the first place, if it was working. After several weeks of testing, balancing, and iterating, we managed to reach a point where it clicked, and what's more, it opened up the possibility of developing the game and exploring directions that were not possible before. The extractor has become a part of our player that is always at hand, allowing for the creation of exploration, level design, and puzzles that were not possible before.[/p][p][/p]
âAny chance of introducing the Recycler earlier in the game? Currently, it is found at the very end when it isn't even needed anymore. Gear like storage boxes that become obsolete have to be tossed overboard or stored long-term until the Recycler is found.â
[p]From Zenthar - Steam[/p][p][/p][p]FFH - We are indeed facing a problem where players are finding some devices later than we planned. Interestingly, it's not that these devices can only be found in later stages of the game. Many of them can appear in locations in the first few minutes, but unfortunately, we don't provide enough motivation to actively look for them. This is one of the issues we plan to change so that players are more aware of what they can find and where.[/p][p][/p]
âIs there going to be an option to deal with excess seeds from gardening? They pile up very quickly and the only thing to do with them is toss the extras overboard, as there's no other way to use/get rid of them.â
[p]From Zenthar - Steam[/p][p][/p][p]FFH - We'll consider this. Some time ago, we thought about changing it into Biomass.[/p][p][/p]
âAre there plans for an upgraded cooking station? Cooking food for several people gets very tedious, having to manage several individual boilers one by one.â
[p]From Zenthar - Steam[/p][p][/p][p]FFH - This is actually a good example of the issue some players have, that the game can get rather repetitive. The food loop and preparation method are practically the same from the tutorial to the endgame. So yes, we want to change this so that the player feels that they are getting better and better, while producing better food and drink in a more optimal way as they progress.[/p][p][/p]
âForever Skies works by providing a procedurally-randomised experience, instead of a curated experience like some similar games... this means that the amount of non-essential events and non-essential assets (sounds, visuals, et cetera) has a much, much heavier impact on immersion, replay value and fulfilment... Have you got any plans to triple (or an even greater increase) your current "stock" of content that is not craftable or story-related?â
[p]From: Tenziel - Steam[/p][p][/p][p]FFH - We'll be supporting Forever Skies by adding additional content for as long as it needs it and it makes sense. [/p][p][/p]
âWill there be modding support for the community?â
[p]From: aazertix - Steam[/p][p][/p][p]FFH - We wish to treat all players equally. We are constantly looking for a solution that will allow modding on both PC & PS5. Additionally, we still face the challenge of easily being able to join sessions where the host or client has mods. I don't want to say that these issues are impossible to solve, because they certainly are not, but at the moment, our focus is on providing the best possible experience with Forever Skies without mods. From time to time, we hold internal discussions and meet with companies that have modding technologies to find a way forward for Forever Skies. I would very much like to be able to announce in the future that Forever Skies is moddable. We have a fantastic community, and we believe that the ideas and their implementation regarding the content of Forever Skies could often surprise us in a very positive way and even show us directions for development that we had not thought of before.[/p][p][/p]
âThank you all! Loved the game (have 100s of hours in so far) My question is, are you planning on making it more clear on how to obtain all the patterns in the endgame? This is due to the fact I was able to unlock some patterns in one clear, while in the next play through I wasnât able to find them?â
[p]From: MediocreRazzmatazz13 - Reddit[/p][p][/p][p]FFH - Our current plans include removing Data Cards completely and introducing some other ways of obtaining paint skins or pets' accessories. We'd like to make this experience more user-friendly, allowing you to acquire all these blueprints along the quest path. We're thinking of some side quest activities.[/p][p][/p]
âLove the game! However I feel like once you complete the story there is no more real purpose to keep playing apart from re-building the ship. Is there any plans for late game content? Procedural generated missions, side quests, something like that? Felt like the game's story ended earlier than I wanted to. Cheers!â
[p]From: T-A-R-K-A-T-A - Reddit[/p][p][/p][p]FFH - First and foremost, we plan to place greater emphasis on building in the endgame. We are thinking about challenges that will motivate players to build their ships in a certain way, but also about special locations or places that will require players to prepare their ships in a specific way before setting off on a journey. Unfortunately, these are just loose ideas at the moment, but we want to make sure that the endgame is enjoyable so that players can enjoy the world and the possibilities of the game for longer. We are also planning to add Creative Mode, as was mentioned earlier.[/p][p][/p]
âWas curious about the biome walls? Are these a permanent addition or is it subject to change in the future based on feedback? Personally, I am not a huge fan of the walls. I much preferred the immersion and openness of a world truly devastated by the dust. As always, thanks for your hard work!! I adore Forever Skies!â
[p]From: Plum_Berry_Delicious - Reddit[/p][p][/p][p]FFH - Something in between! Weâre considering leaving them, but providing tools that will allow them to be turned off completely or opened automatically so that they become virtually unnoticeable to players at a later stage of the game. They play an important role until you can enter New Nature (biome 3). After that, not so much.[/p][p][/p]
âHas the FS Brain Trust given consideration to a reworking the gardening system in general? Specifically, pot to pot piping that would allow us to forgo the use of sprinklers all together? Of everything in the game, I feel that this is the biggest area in game where my time hasn't been respected. due to glitchiness and inconsistencies in game play.â
[p]From: polomarkopolo - Reddit[/p][p][/p][p]FFH - Reworking the gardening mechanics is high on our list of plans for post-launch support. We're not necessarily looking to remove elements of it, but simply make it easier and simpler to set up and connect it all together. The current piping system is unintuitive and frustrating to set up and takes up most of the player's time.[/p][p][/p]
âHas there been a consideration to adding different styles of ship walls? For example, giving us the ability to create walls in a room on a diagonal angle rather than on the edge of a room?â
[p]From: polomarkopolo - Reddit[/p][p][/p][p]FFH - There has been consideration for quite a long time, to be honest. Nothing precise yet, unfortunately. We have to deal with the more important things players want first, then we can focus on cool new cosmetics.[/p][p][/p]
âWill there ever be crossplay?â
[p]From: NeverMidnightGames - Reddit[/p][p][/p][p]FFH - No current news to share on cross-play, I'm afraid.[/p][p][/p]
âWhy did you guys stop making devlogs?â
[p]From: inconspicuos-user - Reddit[/p][p][/p][p]FFH - Honestly, they take quite a long time to make, and the views they generated didn't justify the time spent on them. Plus, many of our players seem to prefer receiving their news in text form. Either via a blog, social media post, Discord or Reddit announcement, etc. But never say never, we might start them up again in the future if there is a high demand for them to return.[/p][p][/p]
âHas Forever Skies broken even?â
[p]From: SirAccomplished799 - Reddit[/p][p][/p][p]FFH - Yes, it has. Forever Skies has regained what it cost to produce and has generated profit. But regardless, since development started, we announced that we wanted to support Forever Skies even after the full release, which weâre now doing. This applies to both game fixes and its further development with new content.[/p][p][/p]
âAre you planning a PS5 Pro enhancement update?â
[p]From: @Erik-lr5hd - YouTube[/p][p][/p][p]FFH - There are already some implemented. On the PlayStation 5 Pro, there is better resolution, texture quality, and runs smoother. However, this is not the end, and we hope that with future patches, we will be able to further improve the Forever Skies gaming experience on consoles, both on the standard edition and on Pro.[/p][p][/p]
âWill there be story DLC?â
[p]From: @paulbagleyjr451 - YouTube[/p][p][/p][p]FFH - Thatâs to be decided, but we do want to develop Forever Skies for as long as the game remains popular with existing and new players. A few of us previously worked on games that had literal years of post-launch support, and we would love for Forever Skies to have something similar. At the moment, though, our focus is on addressing the most pressing issues we talked about here. After that we will be able to sit down and see if there is room for something that can be made into story DLC and how it could fit in the world. And there are definitely areas we can look into. One of the mysteries we haven't answered yet for example, is what the egg remains are that players can find in the colossal life form-related locations.[/p][p]----------------------------------------[/p][p][/p][p]That is all the questions we have time for for now. Thank you to everyone who sent questions to us, we appreciate it! [/p][p][/p][p]Now is the time for us to get our heads down and continue to work on the improvements to Forever Skies. We canât wait to start sharing our progress with you.[/p][p][/p][p]Have an awesome day,[/p][p]Team Far From Home[/p][p] [/p][p] [/p]
The Future of Forever Skies and Patch
To Our Forever Skies Community,
First off, we want to thank each and every one of you for your continued feedback and support for Forever Skies. That said, we recognize that a significant part of our player base has been left disappointed with the game. Rest assured, we have been closely watching and listening to your concerns.
We have no intention of abandoning our game and moving on. This goes against the principles on which our studio was founded. If youâve been following us for some time, youâll know that we have remained highly active in releasing updates and communicating with our players.
âItâs tough to see that the game didnât meet the expectations of so many players since we poured our hearts into it, and still it fell short in ways that matter. But good or bad, our intention has never been to walk away from Forever Skies, so we are for sure not going to call this 'good enough' and just move on. Weâre here to do the work, make the game better, and show you that weâre listening. These days, itâs clearer than ever that trust and admiration from players are what make a studio thrive in the long term. And to earn that, we need to make a good game and step up when things need to be fixed. Thatâs exactly what we intend to do.â- Andrzej Blumenfeld, Far From Home CEO
Where Are We Going To Focus Our Attention?
After a lot of analysis and looking through comments, reviews, and overall sentiment research, we feel the bulk of negative feelings towards the game can be grouped into 4 key areas:
Technical Issues that block your progress or break immersion
Performance problems that break immersion
Repetitive environments that hinder any sense of exploration and variety
Tedious Gameplay mechanics that can become boring or lack meaningful engagement
Going forward, these are the core areas we will focus on with upcoming updates. However, we also want to open up the discussion and hear from you. If there is something else we have overlooked that deserves to be re-evaluated or reworked, please let us know.
Our plan now is to work on updates and fixes that we will release regularly as we push to bring the game closer to the hopes and expectations many had for Forever Skies.
Some of these updates will be pushed out quickly, while others will need more time and work for us to get right, so we ask for your patience and understanding here. Getting things right takes a bit of time and room to work.
How Does the Current Patch Align With Our Plans?
It is also worth noting that today's patch focuses primarily on a number of issues we were working on before we properly identified the four key areas of improvement. In general, this update targets a collection of specific bugs weâve gathered since the start of 1.0. It also adds small adjustments, balances, and a handful of minor game changes that the team felt were something we could do and resolve now. While these changes are not overly tied to the broader priorities highlighted previously, they do help lay the groundwork for the more substantial fixes and updates we want to do.
Feature Upvote - What's Next and Why
The subject of our Feature Upvote has also been brought up a couple of times since launch, as we appreciate that there has been very little movement on popular suggestions since January/February earlier this year.
Just to confirm, nothing is changing with Feature Upvote. January/February was when we feature locked the 1.0 update, so that was the last time you would have seen statuses changing on suggestions. We will continue to use the Feature Upvote board in this manner and update your suggestions when there are developments in the studio.
The current feature request statuses are all up to date. If it says they're âUnder Considerationâ, it's because they still are, there is every chance they could still be included in the game. However, soon you will start to see movement on features as we determine what will be going into our upcoming patches (1.0.3, etc) and our next major update, 1.1.0.
The full patch notes for today's patch are listed below.
Thank you for being here and speak soon.
-Team Far From Home
---------------------------------------------
PATCH 1.0.2
ADDED:
Ingredients Auto Crafting works for the Research Station
New loading screens
New death screen background
Cockroachesâ hideout lore scenes added to some locations
Petit Astre and Petit Bruiseflower now have Boiled versions
Visual indicator showing the front of a device when in placement mode
Aim Assist for Crossbow on controllers added
Aim Assist Scale options setting added to the Controls menu
Auto-saving is now allowed outside of the airship (on all locations). Other conditions added include auto-saving being blocked in cinematics, in-game cutscenes, and elevators.
CHANGED:
Lore scene tablets mesh was changed to differentiate them from the main quest ones (work in progress)
Once read, lore tablets shouldnât spawn again
Tweaks in FPP Knife animation timing
FPP Knife and crouch FPP Knife animations improvements â using knife animations will randomize with each use
The Technology Printer UI has been slightly reorganised, so it is more readable
The scanning shaking animation effect is slightly reduced
Failed scanning animation shakes are highly reduced
Knife holding animation adjusted, sped up, diversified and optimized
Different player damage indicator. Type post-process FXs changed and optimized
Mantis jump attack animation smoothed
Inverting the controllerâs vertical axis doesnât change the inversion for the Item Select menu
Rebalanced flying debris in the Overgrown Ruins (red) biome - more Synthetics, less Biomass
Airship parts requiring fibreglass cost reduced from 10 to 5
Fibreglass crafting quantity raised to 10 (was 5)
Ingredients Auto Crafting is turned on by default for all
Glass Railings 2x1 are to be found in the Research Computers
Half Walls and Organic Half Walls are to be found on Research Computers
Lobster Chilli Peppers quantity per plant on Greenhouse Tower locations reduced
Pipes, Sockets and Cross Pipes crafting prices rebalanced
Recycler now takes item durability into account, giving fewer resources in the process
Several items moved to a proper tab in the Research Station (Chitin Armor, Medkit, Advanced Medkit, Brain Cleanser, Capsaicin, Haemoglobin Purifier, Mydriasis Inhibitor, Crystal Battery, Large Bottle, Charged Mine, Poisonous Mine, Decoy, Cutting Tool, Motion Detector)
FIXED:
Fixed a bug with huge FPS drops when entering Underdust and during lift travel
Fixed a bug where Sprinklers didnât water all properly placed Gardening Pots
Fixed a bug for clients joining a co-op session with Medium Oxygen Tank showing Oxygen 100/130
Fixed a small issue of playersâ toes sticking out of Medical Station
Fixed a bug where Item Select menu didnât allow changing type of used Bolts
Fixed a bug with Small Cockpit bottom clipping through the ceiling to the bottom floor
Fixed a bug where quick move didnât work on liquids stored in Bottles
Fixed a bug where stacked items didnât show all available actions when they were put into backpack inventory slots
Fixed a bug where Technology Printer incorrectly displayed inventory count instead of purchase quantity
Fixed a bug in Underdust where players couldnât climb a ladder shortcut to Medium Oxygen Tank platform due to collisions
Fixed a bug where Machine Scraps casing could block an airship from being powered up on a Workshop
Fixed a bug with Extractorâs recharging sound being audible from far away
Fixed a memory leak on airship physics
Fixed a bug with Webling Larva's moving animation
Fixed a bug with Mantis Glands still to be found in the game, while removed from it already
Fixed a bug where player could get stung by Thorn Bees through the wall in the Underdust
Fixed a bug where player is unable to join any session after accepting a session from Steam Invite and then returning to the main menu
Fixed a bug in Legacy building mode where players couldnât place Engines on Room frames
Fixed a bug with duplicated Research Computer at the Wild Habitat
Fixed a bug where Database entry was missing Floating Glass description
Fixed a bug where Database entry North Star fruits were described as Sleeping Lilly ones
Fixed a bug where building a Metal Collector before the quest path instructed to do so, resulted in quest not being completed without moving or crafting another instance of this device
Fixed a bug where players couldnât skip intro when it had played for several seconds already
Fixed a bug where Automatic Extractors couldnât extract objects which player was extracting in the first place and didnât finish the extraction process
Duplicated Mission Report 05 removed from the Database
Fixed a bug where the Scannerâs UI was visible during cutscenes when those were triggered with an active Scanner
Fixed a crash when DLSS Frame Generator was working and player opened the on-screen keyboard
Level art on different locations and biomes updated and optimized
Fixes to all locations and POIs spawning points so they wonât interfere with each other anymore
Fixes in some wrongly displayed textures over the various locations
Fixes in many object collisions for a smoother player movement or to allow loot collection
More general optimization fixes
KNOWN ISSUES:
There is a rare bug where extracted objects are pushing the Extractorâs beam away, not allowing to extract themselves properly
On some Workshop locations, both the Power Generator and Technology Printer may be missing. Finding another instance of The Workshop should help (until we fix it)
Small Oxygen Tank can be dropped but cannot be crafted. It blocks Oxygen progression for bigger tanks
There are rare desync problems in a co-op session, where clients see other things than the host (some objects donât update their states properly in a co-op session)
There is a bug where the playerâs position while using the Medical Station changes when the airship is flying
The pipe blocking the way in Underdust Tunnels stays in the same position, even though the player has moved it.
Sometimes the debris pushes the Extractorâs beam away, making extracting them difficult.
Beta Hotfix Now Live
Greetings beta scientists,
We've just sent out a hotfix to the 1.0.2 build on the beta branch. See changelog below...
ADDED:
FPP Knife and crouch FPP Knife animations improvements âusing knife animations will randomize with each use
CHANGED:
Cockroachesâ hideouts visual improvements (work in progress)
Tweaks in FPP Knife animation timing
Loading screen graphics changed
Continued work with changing lore tablets to new meshes
FIXED:
Localization fixes
Patch Ver.1.0.2 Now Live On Beta
Greetings scientists,
The latest patch (Ver.1.0.2) is now live on our beta testing branch. Please check it out and let us know your thoughts.
INSTRUCTIONS ON HOW TO JOIN OUR BETA CAN BE FOUND HERE
Below is the full list of patchnotes:
ADDED:
Ingredients Auto Crafting now fully works for the Research Station (Ingredients Auto Crafting needs to be turned on in Gameplay Settings)
New loading screens
New death screen background
Petit Astre and Petit Bruiseflower Boiled versions
Visual indicator showing the device front when in ghost (placement) mode
Aim Assist for Crossbow on controllers
Aim Assist Scale options setting added to the Controls menu
Cockroaches' hideouts and lore throughout the world (work in progress)
Auto-saving outside of the airship (on all locations) is now allowed. Other conditions added include auto-saving being blocked in cinematics, in-game cutscenes and elevators.
CHANGED:
Glass Railings 2x1 can be found in the Research Computers
Once read, lore tablets shouldnât spawn again
Lore scene tablets mesh changed to differentiate them from the main quest ones
The Technology Printer UI has been slightly reorganised, so it is more readable
The scanning shaking animation effect is slightly reduced
Failed scanning animation shakes are highly reduced
Knife animations adjusted, faster and optimized (input feedback is still WIP)
Player different damage type postprocess FXs changed and optimized
Mantis jump attack animation smoothed
Inverting the controllerâs vertical axis doesnât change the inversion for the Item Select menu
Rebalanced flying debris in the Overgrown Ruins (red) biome - more Synthetics, less Biomass
Airship parts requiring Fibreglass cost reduced from 10 to 5
Fibreglass crafting quantity raised to 10 (was 5)
Added a direct path to Infected Gardenâs secluded shed
Ingredients Auto Crafting is turned on by default for all
Half Walls and Organic Half Walls are to be found on Research Computers
Lobster Chilli Peppers quantity on Greenhouse Tower locations reduced
Pipes, Sockets and Cross Pipes crafting prices rebalanced
Recycler now takes item durability into account, giving fewer resources in the process
Several items moved to a proper tab in the Research Station (Chitin Armor, Medkit, Advanced Medkit, Brain Cleanser, Capsaicin, Haemoglobin Purifier, Mydriasis Inhibitor, Crystal Battery, Large Bottle, Charged Mine, Poisonous Mine, Decoy, Cutting Tool, Motion Detector)
Level art on different locations and biomes updated and optimized
Changes in many object collisions for a smoother player movement or to allow easier loot collection
More general optimization improvements
FIXED:
Fixed a bug where Wind Farm locations werenât spawning close to the starting location, blocking player from progress
Fixed a Database entry bug with a missing Floating Glass description and icon
Fixed a crash connected to the combat location
Ingredients Auto Crafting should no longer show the icon indicating that an item can be crafted, even though the required resources are actually missing
Ingredients Auto Crafting research should now work when thereâs already some progress made in the research
Fixed a bug where player may become rotated, and their controls sometimes inverted, after interacting with random ladders
Fixed a bug where extracted objects were pushing Extractorâs beam away not allowing to extract themselves properly
Fixed a bug with huge FPS drops when entering Underdust and during lift travel
Fixed a bug where Sprinklers didnât water all properly placed Gardening Pots
Fixed a bug where extracted objects didnât disappear for clients in a co-op session
Fixed a bug for clients joining a co-op session with Medium Oxygen Tank showing Oxygen 100/130
Fixed a bug where playersâ toes were sticking out of the Medical Station
Fixed a bug where the Item Select menu didnât allow players to change the type of Bolts in use
Fixed a bug with Small Cockpit bottom clipping through the ceiling to the bottom floor
Fixed a bug where quick move didnât work on liquids stored in Bottles
Fixed a bug where stacked items didnât show all available actions when they were put into backpack inventory slots
Fixed a bug where the Technology Printer incorrectly displayed inventory count instead of purchase quantity
Fixed a bug in the Underdust where players couldnât climb a ladder shortcut to the Medium Oxygen Tank platform due to collisions
Fixed a rare bug where Machine Scraps casing could block an airship from being powered up on a Workshop
Fixed a bug with the Extractorâs recharging sound being audible from far away
Fixed a memory leak on airship physics
Fixed a bug with Webling Larva's moving animation
Fixed a bug with Mantis Glands were still being found in the game, despite being removed previously
Fixed a bug where the player could get stung by Thorn Bees through the wall in the Underdust
Fixed a bug where player is unable to join any session after accepting a session from Steam Invite and then returning to the main menu
Fixed a bug in Legacy building mode where players couldnât place Engines on Room frames
Fixed a bug with duplicated Research Computer at the Wild Habitat
Fixed a bug where Database entry was missing Floating Glass description
Fixed a bug where Database entry North Star fruits were described as Sleeping Lilly ones
Fixed a bug where building a Metal Collector before the quest path instructed to do so, resulted in quest not being completed without moving or crafting another instance of this device
Fixed a bug with wrong names and icons in the Overgrown Towerâs Database entries for items removed from the game such as Gardening Pots with Water Tanks
Fixed a bug where players couldnât skip intro when it had already played for several seconds
Fixed a bug where Automatic Extractors couldnât extract objects which the player was extracting in the first place and didnât finish the extraction process
Fixed a bug where Mission Report 05 entry was duplicated in the Database
Fixed a bug where the Scannerâs UI was visible during cutscenes when those were triggered with an active Scanner
Fixed a crash when DLSS Frame Generator was working and the player opened the on-screen keyboard
Fixes to all locations and POIs spawning points so they wonât interfere with each other anymore
KNOWN ISSUES:
On some Workshop locations, both the Power Generator and Technology Printer may be missing. Finding another instance of The Workshop should help (until we fix it)
Small Oxygen Tank can be dropped but cannot be crafted. It blocks Oxygen progression for bigger tanks
There are rare desync problems in a co-op session, where clients see other things than host (some objects donât update their states properly in a co-op session)
There is a very rare bug where airship can be undocked on its own and fly away from a current location
There is a bug where the playerâs position while using the Medical Station changes when the airship is flying
Loading screens are work in progress (missing final background image, some typos may occur)
That's all for today, please check out the beta build and let us know your thoughts! We hope to get this build onto the main branch as soon as it's ready. And for that, we need your feedback :)
Have a great day! Team Far From Home
Hotfix #2 Now Live!
Greetings scientists,
We've just released another hotfix for you.
As some of you might have seen, we were planning on launching a much larger patch onto the beta branch today, but we've found some issues late on, and so we will release this next week when those issues have been resolved.
Here are the notes from today's hotfix:
Fixed a rare bug where the outro wasnât played on specific nVidia GeForce settings (V-Sync set to Fast, and G-Sync turned on)
Fixed game crashing to desktop when quitting from a co-op session
Hotfix Now Live!
Greetings scientists,
Our latest hotfix is now live on the main branch. Here is the full list of changes:
CHANGED:
Changed spawning points of Copper Towers and Silicon Towers so they do not spawn in the close vicinity of bigger locations
Charged Bolts can be found as loot on Overgrown Towers in the New Nature (green) biome
FIXED:
Fixed a bug with collisions on many locations, which prevented or made it hard to explore them
Fixed a bug with huge FPS drops when players were about to leave and right after they left a lift to the Underdust
Fixed a rare bug with missing Copper Elements on a lower ramp of a Wind Farm
Fixed a rare bug with invisible walls blocking players from fully exploring Wild Habitat & News Nature Territory
Fixed a rare bug with Water Purifier being stuck in progress while there was no water being purified
Fixed a bug that caused a memory leak in the airshipâs physics when building a larger airship base
Fixed a bug where players not following the main quest path could get blocked by the Sleeping Lily plant seeds not spawning if the seeds were picked up before the quest requested it
Restored the Invite button in the Sessions Menu
Fixed a bug where players can get stuck in âWay Back Homeâ quest if they used âUnstuckâ during the quest at the Cosmodrome
Fixed a bug where players with older saves werenât able to research and craft Encrypted Flora Hologram, being blocked in a quest progression
KNOWN ISSUES:
There are FPS drops while descending to the Underdust locations in the Lift. We are working on fixing this.
Sometimes the game crashes for the host upon exiting the game.
Thereâs a rare bug where the radial menu (C key bind) stops working and requires a save and reload to start working again
There is a bug where the playerâs position while using the Medical Station changes when the airship is flying
Even more fixes coming soon, that's all for now.
Team Far From Home
More fixes coming soon, thats all for now...
Team Far From Home
Dev AMA Coming Soon - Send Us Your Questions!
Greetings scientists,
Itâs been a little over a month since Forever Skies launched into 1.0, and we will be sharing more details about our post-launch updates and game status soon.
However, for now, let's talk about the elephant in the room. Many of you probably noticed that our Steam review score dropped following the launch of 1.0. We received quite a lot of negative reviews from players for a variety of different reasons.
We want to ensure the community that we appreciate your constructive criticism, and that weâre reading all posted reviews to understand your feedback so that we can plan for future content, hotfixes and patches. We will do our best to address as many of the reported issues and suggestions as possible, and at the same time, ensure we stick to our promised roadmap plans. But we want to allow more people the opportunity to provide feedback and ask questions about the immediate and long-term future of Forever Skies, so itâs time for our next AMA.
We will be posting a dev AMA in just a few weeks, but for that, we need your questions! This AMA will be posted in text form on Steam & Reddit. It will also be posted in video form on YouTube.
No question is off the table, but please keep it respectful and ensure it follows Steam's Rules & Guidelines
Ask us about anything from our first post-launch update, to asking if weâre drinking enough waterâŠ(probably not btw)
Drop your questions in the comments, and we will select as many of them as possible!
Team Far From Home
Beta Hotfix #5 Now Live
Greetings beta scientists,
We've just updated the beta build, with a bunch of new fixes. Here is what changed:
CHANGED:
Changed spawning points of Copper Towers and Silicon Towers so they do not spawn in the close vicinity of bigger locations
Charged Bolts can be found as loot on Overgrown Towers in the New Nature (green) biome
FIXED
Fixed a bug with collisions at many locations, which prevented or made it hard to explore them
Fixed a bug with huge FPS drops when players were about to leave and right after they left a lift to the Underdust location
Fixed a rare bug with missing Copper Elements on a lower ramp of a Wind Farm
Fixed a rare bug with invisible walls blocking players from fully exploring combat locations
Fixed a rare bug with Water Purifier being stuck in progress while there was no water being purified
Fixed a rare bug with an airship being slowed down to 0 km/h when building while it was flying
Fixed a bug that caused a memory leak in the airshipâs physics when building a larger airship base
Fixed a bug where players not following the main quest path could get blocked by the Sleeping Lily plant seeds not spawning if the seeds were picked up before the quest requested it
Restored the Invite button in the Sessions Menu
Fixed a bug where players can get stuck in âWay Back Homeâ quest if they used âUnstuckâ during the quest at the Cosmodrome
Fixed a bug where players with older saves werenât able to research and craft Encrypted Flora Hologram, being blocked in a quest progression
KNOWN ISSUES:
There are FPS drops while descending to the Underdust locations in the Lift. We are working on fixing this.
Sometimes the game crashes for the host upon exiting the game.
Thereâs a rare bug where the radial menu (C key bind) stops working and requires a save and reload to start working again
There is a bug where the playerâs position while using the Medical Station changes when the airship is flying