We've just updated the beta branch with another hotfix. See the changelog below:
ADDED:
Missing translations
CHANGED:
Simplified controller’s Adaptive Triggers conditions for some tools
FIXED:
Fixed a bug where clients joining a co-op session were missing Database entries and Discoveries
Fixed a bug where debris was flying through the Rooftops POI
Fixed a bug where the client could trigger the final cutscene, breaking it for this session
Fixed a bug where the Cosmodrome didn’t save its state properly for clients in a co-op session
Fixed a bug where the Colossal Life Form cave didn’t save its state properly, which may lead to players being locked with their airships inside a locked cave
Fixed a bug where the crosshair disappeared after opening and closing the pause Menu
Fixed a bug where clients, after joining a co-op session, saw an empty Radar (and it got refreshed only after moving the airship)
Fixed a bug where the Back button at the end of the Credits (after playing an end cutscene) couldn’t be interacted with when using a controller
Fixed a bug where some in-game screens lost their focus and couldn’t be interacted with when using a controller
Fixed a bug where not all Discoveries menu entries could be accessed with a controller
More optimization fixes
KNOWN ISSUES:
Not all towers gated with Organic in the Overgrown Ruins biome collapse
You may happen to see an empty quest on the To-Do tab
There’s a rare bug where the radial menu (C key bind) stops working and requires a save and reload to start working again
Equipping tool animation is missing when no previous tool is equipped
Beta Hotfix Now Live!
Greetings scientists,
Fixes, additions and improvements have been made and sent to the beta branch. Here they are:
ADDED:
Workshop location missing sounds
FPP animation for the player's final decision at the AI-Tree
Transformer recipe restored - it’s available to craft once again
Research Parts were added to the Rooftops POI.
HUD elements highlights (Select Item, Flashlight, Helm’s Lock Speed) for better visibility of useful key shortcuts
HUD discoveries count while exploring locations
Difficulty settings description added to the main menu when starting a game
Building Mode description added to the main menu when starting a game
Lore tablets in the Ark Capsule Drop random event
All special rewards from the Kickstarter campaign, the Holiday event and the WDC charity DLC have been moved from Device Fabricator into Furniture Fabricator
Missing icons
CHANGED:
Item economy balance to progress the main quest path has changed
Radio Towers artifacts pool raised (from initial 2 to 6), so players can find a bigger variety of items
Floating debris balance in the Overgrown Ruins biome. More Synthetics and less Biomass
Research Parts relocated in containers should be easier to spot
Automated Deck Extractor size reduced
Hold time on an Insect Catcher device reduced
Hold time on picking up placeable objects has been reduced
Wrecked Paint Tool and Wrecked Repair Thrower scannable materials added
Airship total weight capacity for both Turbines updated
Machine Scrap scannable material added
Scannable materials for objects on The Workshop added
Scannable materials for objects on The Cosmodrome added
Scannable materials for objects in The AI-Tree added
Insect Catcher sound tweaked
Player breathing sounds tweaked
Player coughing sounds for Dust tweaked (oxygen threshold for coughing lowered)
Ladder climbing sounds tweaked
Medium Backpack research moved from Device Fabricator to Upgrade Fabricator
Bolt's research moved from Device Fabricator to Suit Printer
Wrecked Medium Oxygen Tank visibility improved on Underdust location
Glowweed Seeds added as a loot on Infected Gardens
Glowweed Seeds added and Petit Bruiseflower removed from Overgrown Lift
Quantity of insect enemies reduced on above the Dust locations
Sewer lid under Sleeping Lilies moved to its correct position on Underdust: Suburbs
Luciferin POI location proper color on Radar added
Workshop location got additional resource tweaks
Removed greyed out layer from locked slots, color change and paddle shake added instead
Metal Collector cannot be moved when there are some Metals gathered already
Minor changes in UI for localization purposes
Moth Swarms spawn time reduced
Removed color coding from object health indicator, outline added instead
Overgrown Ruins and New Nature biomes visual tweaks
Inventory gamepad bindings - “Move” is on Facebutton Bottom (X/A) and “Use” is on Facebutton Left (Square/X)
Balance in Technology Printer XP gain (more XP for any action)
Loot balances on Workshop locations
Crossbow Bolts speed increased
Minor changes to the world map for a better exposure of Colossal Lifeforms events
Item/stacks quantity on a Technology Printer show the actual number of items about to be sold
General texts polish
Missing Database entries added
Murals’ Database icons changed
FIXED:
Fixed a bug where Charged Blockade sound wasn’t playing properly
Fixed a bug where both biome gates weren’t playing sounds
Underdust: Suburbs level design tweaked so Mantis enemies do not get stuck in the floor
Colossal Lifeform Cave POI level design improved (players path)
Fixed a bug where clients in a co-op session saw incorrect Docking Plank movement
Fixed a bug where the Blueprints screen showed placeholder items on the first opening
Fixed some bugs with levitating items
Fixed bugs with wrong interactive material setup for some objects
Fixed rare bug where healing sound from Medical Station didn’t end after healing was completed
Fixed a bug where trigger for running a lift was present on the whole lift
Fixed a bug where new Room frames were weirdly rotated in ghost mode
Fixed a bug where player was stuttering while snapped to Helm during flight
Fixed a bug where Filtering Bottle was showing durability 0/0 after crafting
Fixed a bug where player could block themselves when building Balloon Core
Fixed a bug when player is using a gamepad and is in the splitting menu, pressing anything on the mouse causes them to lose focus
Fixed a bug with Dust shader visible on entering both combat locations
Fixed a bug where Discoveries menu was presenting not yet discovered locations
Fixed a bug where Copper Elements on the Lower Wind Farm could be picked up again after saving and loading a game
Fixed a bug where the player could enter a closed Container via an overlapping ladder
Fixed a bug where Alternator switch doors weren’t working on Underdust: Suburbs
Fixed a bug with the wrong message being played and shown in the log when Engines were being placed
Fixed a bug where items dropped on the airship were detached from it after save / load
Fixed a bug where Moth Swarms were blocking players from interacting with world objects (no triggers were shown)
Fixed a bug with levitating items on Greenhouse Towers (Research Computer position fixed accordingly)
Fixed a bug where some objects in a Greenhouse Tower weren’t visible for clients in a co-op session
Fixed a bug where Overgrown Radio Towers didn’t count as discovered upon landing, leaving “?” on a Radar
Fixed a bug where objects extracted by clients in a co-op session weren’t disappearing from the world
Fixed a bug where players couldn’t use the Artifact Trade Station properly with a controller
Fixed a bug where clients in a co-op session couldn’t start playing again, because the host was closing only their own Credits with the Back button
Fixed a bug where the Cosmodrome side-rooms were popping in only when in close proximity.
Fixed a bug where clients in a co-op session saw some strange items in the middle of Underdust: Suburbs
Fixed a bug where clients in a co-op session stopped seeing the Dust after they returned to the same location for the second time
Removed prototype Stun Bolt from Technology Printer
Missing translations added
More optimization fixes
KNOWN ISSUES:
Colossal Life Form Cave may lock an airship inside if the player flies inside, save and load the game
Players are not able to close the Credits at the end of the game with a controller
Controller’s Adaptive Triggers switches dynamically way too often
Clients in a co-op session do not see Database entries and non-location Discoveries after joining a session
Cosmodrome doesn’t save its state for clients in a co-op session
Not all towers gated with Organic in the Overgrown Ruins biome collapse
You may happen to see an empty quest on the To-Do tab
There’s a rare bug where the radial menu (C key bind) stops working and requires a save and reload to start working again
When you load a save, the airship might be slightly moved from the place it was at the time of saving.
1.0 Now Available on Beta!
Greetings scientists…
The 1.0 build is now available in our beta branch!!
As always, please remember that content on this branch is still experimental UNTIL it reaches our main build. We are actively working on the game, so some features/assets, texts, audio files, etc, might be missing or still in placeholder form.
HOW TO JOIN BETA
If you want to know how to switch to our beta branch, follow this guide.
IMPORTANT - If you played on the beta after EA.1.7.0 (Co-op Update), you will not need to start a new beta save (although it helps to experience every new detail). However, if you haven't played your beta save since before EA.1.7.0, you will have no choice other than to start again.
NEW CONTENT FOR 1.0
Biomes
Our world has now been divided into biomes. Before, our world was almost completely randomized. This caused a few issues, especially with progression through the game and obtaining upgrades.
By designing a couple of different biomes with specific locations, resources and visuals, we’ve created a more structured world, while still allowing for some procedural variety.
New Points-Of-Interest
There are many new places to discover in 1.0. These range from large new locations to explore, like The Workshop, to smaller points of interest like Luciferin Plants. A small location in the Overgrown Ruins where you can land and gather a useful new resource.
Chapter 4 - The Final Chapter
After acquiring the 1.0 Cure at the end of the current chapter, It’s finally time to take the cure back to the colony on board The Ark. Simple…right??
As always, we’ve included the changelog info so you can see every single thing that has been added, changed and fixed for 1.0. There are still some known issues which we’re in the process of fixing, which we listed below.
New small locations / POIs - Loot Containers - Luciferin POIs - Three unique Colossal Life Form POIs
Murals - 20+ unique world murals
Story / Progression
The story finale has been added with more than one possible ending
New Research: Computers with blueprints for Airship parts
Discoveries tab in Studies menu showing all the collectibles (replacing Scanner tab)
Tools & Devices
Cutting Tool
Extractor module: Organic
Mural Frame
New Balloons - Bulky - Flat - Tech
Resources
Luciferin
Machine Scrap
Technology Token
Basic Research Part
Advanced Research Part
Unique Research Part
Settings & UI
DLSS Frame Generator
Scalable UI (up to 120%)
Ingredients Auto Crafting added - you can now craft items in printers for which you don’t have all the necessary components, but you have resources to craft them. This does not yet work for the Research Station.
All action bar slots are possible to bind
Add a UI widget that shows when the game is being saved
Other
Three Colossal Life Form Eggs for airship decoration
Database button to mark all entries as read
Suit Printer tab added to Blueprints menu
Blueprint menu adjusted to uniform UI look
Many optimization works to boost the performance of the game - Further optimization of airship flight physics - Elevator rides should be less choppy - The intro movie should play more smoothly - Hosting a co-op game should now be less taxing on the host's CPU - Other CPU-side optimization - Draw call reductions - Lighting optimization - Reduction of memory consumption of models and textures
CHANGED:
The Lower Greenhouse platform changed into a small early standalone location
Some locations changed their height/altitude to adjust them to the relevant biomes
First Immunity drop moved from Greenhouse Tower to Underdust: Tunnels
Second Immunity drop moved from Underdust: Tunnels to Overgrown Lift.
The Ladder Room module now has a proper ladder matching climbing animation
Some Posters were rescaled
Clients can’t join the session while the host is operating lift to or from Underdust locations to prevent further session problems
Elevator ride “interactive loading screen” changed to not generate so many frame drops
Radar visual changed to highlight surrounding biomes better - Biomes representation on the outer ring - The biome you’re currently exploring is represented by the background colour - Murals icons added - Container icons added - World events icons added
Dust color presets have been assigned to each biome to make them look more visually distinct from one another
Filtering Deck Extractor now allows you to select Biomass for extraction
Changes to flying debris: - Silicon is found in the Silent City biome - Biomass is found in the Overgrown Ruins biome - Glass is found in the New Nature biome
Repair Patch stacks improved from 5 to 10
Biomass stacks changed from 50 to 100
Basic Turbine and Advanced Turbine now give not only an altitude bonus but also a maximum weight bonus (+50 / +100 respectively)
Altitude bonus for Advanced Turbine is now +30 (instead of +20)
Airship ascends/descends faster now - it's permanent, not related to Turbines
Repair Thrower and Airship Builder now has longer lasting battery
Solid State Battery and Upgrade Fabricator crafting cost reduced
Both Automatic Extractors need Crystal Batteries
Helm in the basic airship moved away from the Cockpit
Small Backpack moved from New Nature Territory to Greenhouse Tower
Medium Backpack moved from Underdust: Suburbs to New Nature Territory
Rains less often (every 15 minutes, more or less)
Clients' weather, especially rain, should now be better synchronised with the host's session (small issues may still appear though)
Database entries stripped of any irrelevant data (like edible and nutrients sections)
Energy Crystals are now craftable
Fiberglass is now craftable
Plant Oil and Organic Fertilizer are the default Distiller recipes now
All Keycards no longer need Access Modules as crafting ingredients
Boosters icons were replaced on all devices
Costs for crafting Polymer changed from 3 to 5 Plant Oil stacks; further balance optimisation should be adjusted properly to this change (it has to be done for technical purposes only)
Low stamina animation with Knife plays its animation faster
Picking up a Firecracker plant now rewards with its fruits (with a random chance on getting its seed)
Researching Encrypted Data no longer needs Evolved Flora Hologram as its crafting component
Wrecked versions of Repair Thrower and Paint Tool added so they match all the other Wrecked tools research process
Boosters research recipes moved from Device Fabricator to Suit Printer tab
Crossbow research recipe moved from Device Fabricator to Suit Printer tab
Suit Printer tab moved to the leftmost space in the Research Station
Food and Water tutorial quests made as optional
Cooldowns to many repeatable VOs and message log lines added (they shouldn’t spam your log anymore)
Artifacts can’t be recycled anymore - they can now be sold in Artifacts Printers on the Dust Territory locations only
Crossbow bolts tweaked for a better lifespan, especially on long distances, e.g. for destroying the 3rd Biome gates
Scrapwing Hatchery no longer spawns when all players are sleeping at the same time
More insect enemies on locations above the dust
Plants from the Overgrown Ruins biome need Organic Fertilizer for their growth process aboard your airship
Plants that are pickable in Underdust locations only need Dust Fertilizer for their growth process aboard
Some plant spoiling timers were prolonged
Airship decoration items moved from Device Fabricator into Furniture Fabricator
Paint Tool moved from Furniture Fabricator to Suit Printer
Landing the airship at high speed will no longer cause damage
Details added for each difficulty level on the main menu
Descriptions added to Normal and Legacy building modes
Rebalancing research and craft recipes
Locations general level art and level design pass
Other languages translation updated
FIXED:
Corner View room tops do not overlap with floors anymore, and its glass material has been corrected to standard airship modules' glass
Hanging Cabinet pivot lined with the center of the cabinet
Fixed collisions on Infected Garden, blocking entry to one of the location branches
Large Bloom Two-Deck Cockpit icon changed to a proper one
Fixed a bug where the player could pick up Thorn Bee Hive, resulting in bees staying in the world forever
Fixed a bug where players could rescue two Friendly Insect pets
Fixed a bug where players couldn’t join a co-op session if their Steam names included some special characters
Fixed a bug where clients in co-op sessions didn’t see plants growing
Fixed a bug where non-picked-up items in buildings containing Wrecked Objects needed for main quest progression (e.g. Wrecked Basic Turbine) appeared again floating mid-air on the next visited locations
Fixed a bug where Studies / Discoveries contained Metal Collector instead of Wrecked Metal Collector, thus making it impossible to complete this discovery set
Fixed a rare bug where the Sleeping screen (when a player got exhausted) didn’t fill the whole screen
Fixed a bug where the Friendly Insect animation breaks when more than one player tries to pet it at the same time
Fixed a bug where eating Green Colander raw treated the Pyrexia disease
Fixed a bug where players caught anything else than Dust Moths during the tutorial
Fixed a bug where clients in a co-op session didn’t see the dust on the Underdust: Suburbs
Airship shouldn’t get stuck in locations geometry
Fixed a bug where the animation for entering the Medical Station wasn’t playing
Fixed a bug where clients in a co-op session couldn’t sell items more than once in the Artifact Trade Station
Several of the most common sources of a crashing game have been removed
Final texture added to recharge strap of Extractor tool
KNOWN ISSUES:
Loot Containers POIs are not fully working for clients in co-op section yet - they may see some strange ruins around those locations
You may happen to see an empty quest on the To-Do tab
There’s a rare bug where the radial menu (C key bind) stops working and requires a save reload to start working again
When you load a save, the airship might be slightly moved from the place in which it was at the time of saving.
Some world ruins do not collapse when all surrounding objects were extracted
Some ruins popping up in the New Nature biome
Missing audio during Colossal Lifeform sequences
That's all for now! This is easily are largest ever update. There will be further improvements across the board made between now and April 14th. We hope you enjoy your first taste of Ver.1.0
Speak soon! Team Far From Home
Full Release Date REVEALED! And More...
Greetings scientists…
There is no preamble, let's get straight to it. Forever Skies 1.0 launches on Steam on
April 14th 2025!
Check out our Release Date Announcement trailer below…
Our full release includes a whole bunch of new content. This includes biomes, new locations, the final story chapter, new tools, new QOL improvements and more. We wrote about some of the more notable new additions a few weeks ago in a previous blog here
Roadmap 2025 & Beta
But we won’t be stopping here, we plan to continue to support Forever Skies with additional updates after the full release. Below, you can see some of our plans for the rest of 2025 with our updated roadmap.
What we decide to work on following the full release will be based on a couple of things, but mostly the feedback we get from you, the community. That being said, we already have some ideas based on your suggestions on our Feature Upvote site.
Finally, before we go, we’re excited to announce that players will be able to get their first taste of the 1.0 update on March 25th when the update goes live on our beta branch (yes, this coming Tuesday!)
We can’t wait to hear your thoughts on the full release.
REMINDER: We're Re-setting Our Discount
As a reminder, we’re currently 40% off till March 20th and this will be the last time the game will be discounted this deep for some time.
We also have 2 great bundles going with our friends from Aloft and Frostpunk 2 which give you an additional 10% off.
Forever Skies has been in development for just over 4 years, and we can’t believe we’re nearly at the 1.0 stage. Thank you to everyone reading, whether you’ve been following us since January 2022 when we first announced the project or whether you’ve only just discovered our little game. Thank you to each and every one of you.
Speak real soon. Team Far From Home
Forever Skies 40% off + Great Bundles with Aloft and Frostpunk 2
Hey everyone!
The Steam Spring Sale is in full swing and Forever Skies is 40% off! We've also teamed up with two of ours friends to create some great bundles.
ALOFT
First off is Aloft, our friends surviving in their own, cozy skies. They're 20% off now and if you want an extra 10% off, you can use our bundle, even if you already own Forever Skies.
Soar the skies in Aloft, the co-op sandbox survival game set in a world of floating islands. Build any island into a skyship, your home in the clouds. Find lost knowledge, cure the fungal corruption, and brave the hurricane to restore the ecosystem.
FROSTPUNK 2
And then have the latest big game from our Polish brothers and sisters over at 11Bit Studios - Frostpunk 2! They're 30% off now and if you can get an extra 10% off, you can use our bundle, even if you already own Forever Skies.
Develop, expand, and advance your city in a society survival game set 30 years after an apocalyptic blizzard ravaged Earth. In Frostpunk 2, you face not only the perils of never-ending winter, but also the powerful factions that watch your every step inside the Council Hall.
That's it for now. Happy deal hunting and see you in the skies!
- Team Far From Home
Community Update - Full Release Content & More
Greetings scientists…
Back in October 2024, we announced that our release window was changing to early 2025 and explained why by sharing what content we had planned…
ICYMI, you can read that blog post by clicking here.. This release window hasn’t changed. In fact, we will be announcing the official release date and our 2025 roadmap in just a few short weeks! So make sure to keep your eyes peeled here come the middle of March 👀
While we’d love to tell you the exact release date now, we’ve been invited to take part in an online event, and the organizers have asked that we reveal our release date there. It helps us and the organisers to get more eyes on the game and the event, so we’ve happily obliged. But rest assured, we’re talking a matter of weeks before the game is fully out, not prolonged months or years.
Today, we thought we’d share an update on some of the new content being introduced for the 1.0 release to give you a taste of what the full experience will look like. Before we get into it, here is a word on current discounts and future pricing.
LAST EARLY ACCESS DISCOUNT + FULL RELEASE PRICE
We wanted to be fully open and give players a heads-up about our price plans for 1.0.
First of all, Forever Skies Early Access is currently 40% off and will be for a few weeks! But this will be the last time our Early Access build will be available at a discount of this size. When we launch 1.0, we will be resetting our discount percentage and won’t be hitting such a deep discount for some time. So if you were considering taking the plunge on the game, now would be a great time to do it.
The second point is a lot of people have asked us over the last year and a half if we plan to increase the price of the game on Steam when 1.0 launches, and today I can confirm that the answer is no. There will be no price increase for the full release, only the change to the discount percentage amount as mentioned before.
PRODUCTION PLANS FOR THE 1.0 RELEASE
There is a lot that we need to do to deliver a fun but stable full release to you. To achieve this, our production team has been split into three separate teams for full release:
Team 1 (Story) - This team is working on writing and implementing the final chapter and cutscenes to the story.
Team 2 (World) - This team is developing the changes to the world, including dividing the world and locations into biomes, as well as implementing new dynamic encounters and improving some of the existing mechanics like overhauling the old random data-card airship blueprint system.
Team 3 (Tech) - It's no secret that the performance of the game needs improvement for the full release. This is one of their biggest priorities, as well as implementing new QoL features and fixing bugs. We posted a performance survey on Steam yesterday (here). Filling this in helps this team understand where their focus needs to be.
So here’s some of what's coming up for 1.0…
BIOMES
Silent City Biome
Right now, our world relies completely on procedural world tiles to place locations and determines the world dressing across its map. It generates the same tile over and over every few KM, and location type placement is mostly random.
With 1.0, the world will be separated into different biomes where you will find specific locations, resources and more.
Overgrown Ruins Biome
By designing a couple of different biomes with specific rules and defining what locations will spawn within them, we can create a more cohesive and believable world while still allowing for some procedural variety.
One of the biggest issues with the current world's randomized nature, is that a lot of players found the upgraded models of certain tech items, before finding the basic model, like the Freezer or Auto-Deck Extractor for example. Placing certain locations and their tech in a later biome makes progression feel more natural as it should, rather than chaotic.
NEW LOCATIONS
There are several brand-new locations currently in development, which we have shared on social media in the last few weeks, many of which will be tied to the story.
We won’t go into the details of the story here, but we will say that an important decision will need to be made by the player…
The Workshop is a new location type, found in the Silent City biome that some eagle-eyed players might recognise from our early trailers and Steam blogs back when we called it the Tech-Bay. However, we’ve given this location a glow-up since you guys last saw it.
Airships were manufactured at these locations before humanity lost its fight against nature. So expect to find important and cosmetic airship upgrades here. As well as more lore elements, new resources, devices and puzzles (interactive cranes anyone?)
These locations have an extra large landing pad, complete with scaffolding making them the perfect location to Upgrade your airship exterior from and maybe attach one of the new Airship Balloon designs.
A new tool can also be found here after completing a series of puzzles called The Laser Cutting tool.
This tool can be used to get around The Workshop easier on return visits, as well as unlocking supply containers which you will find on the Workshop locations, but also on a smaller point of interest found throughout the world, Isolated Supply Containers.
OTHER POINTS OF INTEREST
Isolated Supply Containers & Changes To Data-Card Blueprint Mechanics
Inside Isolated Supply Containers like the one pictured, players will find a special resource that's used to research new blueprints for the Airship Builder - weirdly, they look just like the old Data Cards, but I’m sure that's just a coincidence 😛
Yes! We’ve recycled the old Data Card asset into a resource which will give you the control and freedom to research and unlock the parts you want. Rather than forcing you to grind locations for random blueprint drops and only unlocking a Railing after hours of searching. Now, you will have the control to unlock something you actually want (nothing against Railings though, of course).
Here is how it works…
Players will now find the blueprints for whole categories of airship modules via Research Computers at specific locations in the world. Not just one blueprint at a time like before…
These blueprints then get sent to your Research Station on your Airship. Players can then select which airship parts to prioritise and unlock first. Research on these blueprints will require research parts, which players can find inside these supply containers around the world (pictured above).
More freedom for the player, and no relying on random drops.
Murals
While exploring the world, you will come across various murals. Each one you find tells a different story and will expand the lore of the world, both before and after the ecological downfall of the planet.
By scanning all of them you will complete the collection and unlock a special reward. It might seem far-fetched that these murals exist in the first place, but creative and artistic people will always find a way to express themselves, even during the collapse of humanity.
Colossal Lifeforms
Yes! They’re finally being added to the game! At certain points throughout your journey, you will encounter a Colossal Lifeform.
These are rare creatures and are far beyond your means to fight. However, getting close enough at times might reward you with rare resources in new areas to explore!
Let's answer two more frequently asked questions before you go…
First, we can confirm that there will be no more save resets needed. We hate that we had to reset them for the World Evolved & Co-op Update, so we’re happy to confirm that this won’t be happening again for 1.0. However, we DO recommend you start again from scratch; otherwise, you risk missing out on some of the content listed above. Since the world is being split into biomes, our plan is for all players who load their old save to be dropped off in what we now call “Biome 0”. This is the opening area where players land and do the tutorial, but with all of progress intact. After you leave that starting tile, the world's biomes will start generating to bring your world up to date.
Secondly, we can confirm that even though we’re calling this the “full release”, in no way will this be the “final release”. There’s still so much content and QOL improvements we want to add to the game that we simply won’t have time to get it all done for the 1.0 release, which also includes many of your great ideas on our Feature Upvote board.
Having said that, there are still a bunch of features going into the upcoming 1.0 release that I’ve not mentioned because we simply don’t have time to talk about it today; this blog is already too long!! If you’re still reading, then fair play! 👏👏
That's all for today, I hope you found this blog useful. Please drop your comments and questions below. We will answer as best as we can! 👇
Be kind to each other in the comments, and stay awesome!
Team Far From Home
Forever Skies - Game Performance Survey
Greetings scientists,
Our team are in the process of optimizing Forever Skies as we prepare for the release of 1.0. We know many of you have thoughts about the performance of the game, and we need your feedback!
Yesterday, we released a hotfix that should have improved the experience for many. Did it work for you? Is it somehow worse??? Your input matters! 💯
Please take a moment to fill out our quick survey and let us know about your experience. Your input is invaluable and will help us create an even better game for everyone.
💚 Thank you for being an awesome part of the community! 💚
Team Far From Home
Hotfix Now Live!
Greetings scientists!
We just pushed a hotfix from our beta branch to the main branch.
We will continue to add QOL features and fix bugs via hotfixes as we get ready for 1.0. We've also done more work on performance. But we're not done here...
Please play and see if the performance is better for you or not after downloading this hotfix. Tomorrow, we will be sending out a survey to help our tech devs understand where they need to prioritise their focus regarding performance. So please fill this out when we post it.
Here are today's patchnotes:
CHANGED:
Both automated Deck Extractors now prioritise targeting and extracting resources from a Scrapwing Hatchery if present. This will occur even if your containers are full.
Pet can follow the player on locations when airship is fully docked only (it won’t do it when hovering above the location)
DLSS updated from 2.0 to 3.7 (Frame Generation not enabled yet)
FIXED:
The "new discovery" marker (yellow triangles) should now correctly disappear from entries in various crafting menus
Fixed some rare occurrences of disappearing ladders when looked at (for some camera angles)
Fixed (hopefully) bug where Backpack gets locked even if all its slots are empty. This is really difficult to reproduce on our end. Please let us know if you still have issues.
Fixed a rare bug where Virus Sample Analyzer couldn’t be moved after loading a game from a save
Fixed bug where Photophobia virus wasn’t damaging clients in co-op
More optimization fixes
Further optimization on airship flight physics - Elevator rides should be less choppy - The intro movie should play more smoothly - Hosting a co-op game should now be less taxing on the hosts CPU - Other CPU-side optimization
Beta Branch: Patch Now Live
Greetings scientists,
We just sent out a new patch to our beta development branch. It includes some performance improvements and needed bug fixes. The full changelog is below:
CHANGED:
Both automated Deck Extractors now prioritise targeting and extracting resources from a Scrapwing Hatchery if present. This will occur even if your containers are full.
Pet can follow the player on locations when airship is fully docked only (it won’t do it when hovering above the location)
DLSS updated from 2.0 to 3.7 (Frame Generation not enabled yet)
FIXED:
The "new discovery" marker (yellow triangles) should now correctly disappear from entries in various crafting menus
Fixed some rare occurrences of disappearing ladders when looked at (for some camera angles)
Fixed (hopefully) bug where Backpack gets locked even if all its slots are empty. This is really difficult to reproduce on our end. Please let us know if you still have issues.
Fixed a rare bug where Virus Sample Analyzer couldn’t be moved after loading a game from a save
Fixed bug where Photophobia virus wasn’t damaging clients in co-op
More optimization fixes: - Further optimization on airship flight physics - Elevator rides should be less choppy - The intro movie should play more smoothly - Hosting a co-op game should now be less taxing on the hosts CPU - Other CPU-side optimization
KNOWN ISSUES:
Distiller is not working (we’ll hotfix it soon)
That's all...for now. More improvements and fixes coming soon!
- Team Far From Home
Closed Playtests Starting Soon!
Greeting scientists!
We’re piecing together the full launch content of Forever Skies for 1.0 and we're looking for some rookie or “never played it before” Forever Skies playtesters to give us their first impressions.
We’ll be reaching out to our seasoned players too, but at this stage, we’re looking for people who have no or limited play time in the game.
So if you want to help shape the full release of Forever Skies this is your chance!
We are looking for people who:
Have free time in February and can play the full build from start to finish
Have not been part of any previous Forever Skies beta tests before
Are not intimidated or put off by playing unfinished content (mechanics, locations, biomes, world design and any other kinds of placeholders)
Can join our Discord to coordinate the playtests.
Will fill out the post-test surveys and share your comments throughout the testing.
FOR ANYONE WHO DOES NOT OWN THE GAME, WE WILL SEND YOU A TEMPORARY KEY
We usually give you access to a new build before the weekend and ask for honest feedback a few days after.
If you are interested, please fill out the survey below which gives us an idea of who you are and your current hardware. We will get back to the selected people in the next few days.
We are not going to require anyone to sign an NDA, but will kindly ask everyone to not publically share or publish anything from the playtests.
First tests start later this month so don't delay in applying.