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Farthest Frontier News

The State of Early Access - Update #04

Farthest Frontier’s Early Access has been a tremendous success so far. Nearly one million of you have now ventured into the Frontier and braved its challenges. Your feedback has helped shape the game and your bug reports have been invaluable in tracking down some tough to reproduce issues. But now, with v0.8.3 in your hands and those bottomless resources at your disposal, we think it is a good time to talk about Farthest Frontier’s journey out of Early Access.

We have been busily gathering the community’s input and requests, seeing how they meshed with our own vision for the game as we plotted our course towards v1.0. Today, we are ready to share many of the myriad of major additions we are planning for Farthest Frontier up to its full release. These new systems and mechanics will not only flesh out the endgame but make each playthrough feel more distinct, offering new approaches and playstyles as you refine your ideal strategy for your settlements.



Coming up next, we are bumping the version number right up to v0.9.0. This is not merely a symbolic increment as the next update is going to carry quite a bit of heft. So let us dive in!

Note: everything you read here is a preview and is subject to change before release. This is not an all-encompassing list of every feature in the works. Nothing is set in stone, until it is!

See our latest preview for Farthest Frontier on the official forum.

Join us for a Dev Livestream July 6th!

We will be hosting a livestream on Twitch this upcoming Thursday (July 6th) at 1PM EDT (5PM GMT).

Bring your burning questions and learn more about where Farthest Frontier is headed in v0.9.0 and beyond as we head towards v1.0!



Come hang out with the devs!

https://www.twitch.tv/crateentertainment

Farthest Frontier v0.8.3 is now live

Version v0.8.3 is now available.

This update has many highly requested features that should make your endgame towns more enjoyable as well as some critical bug fixes to some rare, but frustrating issues:
  • Town Center placement now has an overview of all resources in the general area.
  • Work Camps can now be upgraded to tier 2. In addition to harvesting logs and stone, tier 2 Work Camps can also replant trees for sustainable forestry.
  • Deep Mines and Quarries are now available in tier 4. These buildings can gather their respective resource indefinitely once placed. Note that this feature requires starting a new map as the resources need to be regenerated.
  • The Professions Window now features an "Auto-Refill" checkbox underneath the Laborer count. When this feature is turned on, available laborers will automatically refill other professions whenever there are vacancies (ex. villager deaths). This feature is toggled on by default.




We hope you enjoy the latest improvements to Farthest Frontier. Stay tuned as we will be announcing a livestream in the coming weeks that will give you a deeper look at the major features coming in v0.9.0 and beyond as we work towards the full release of the game!

For the full list of changes, stop by the forum.

Farthest Frontier v0.8.2 is now live

Version v0.8.2 has just been released!

This update includes a number of quality of life improvements requested by the community, including:
  • You can now relocate the Town Center and Graveyards at the cost of gold.
  • Arborists and Compost Yards now feature new automation options.
  • New keybinds have been added for Camera Rotation, default Q and E.
  • The Monthly Gold cost has been broken down into more detailed information.
  • And more!


Steam Cloud saves have also now been enabled for the game. Just note that we do not have access to your cloud saves, so if anything ever goes out of sync between your local and cloud saves, we cannot help restore lost data.



We hope you enjoy the latest improvements to Farthest Frontier and stayed tuned for v0.8.3, which will feature new buildings!

For the full list of changes, stop by the forum.

Bug Reporters note: we are on the hunt for repro's for a couple very rare but nasty bugs. If you have any information on mass quantities of villagers stopping all actions or all crops not getting harvested, please share it with us here.

The State of Early Access - Update #03

We are now approaching the 6 month mark of Early Access, so we think it’s prudent to give you guys an update on where we are and where things are headed!

As always, we wish to thank you all for being a part of development with us. Your feedback and bug reports are invaluable and are helping shape the direction of the game. It is not an exaggeration that the feedback you share with us has a direct impact on our development priorities.



Since our last State of Early Access update, the game has seen 2 major updates. With v0.8.0, you gained access to new decoration and entertainment options, an entirely new system for setting production limits on your resources, major updates to AI behavior, and too many quality of life changes to list here. With v0.8.1, we got more technical as we focused almost entirely on improving performance across the board. We’re pleased to see many reports of significantly improved framerates, especially for larger towns!

Needless to say, there is still a lot we want to add to the game, and there is still a lot we can do to improve performance. So let’s take a look at what’s in store for Farthest Frontier in the next few updates, starting with v0.8.2!

Note: everything you read here is a preview and is subject to change before release. This is not an all-encompassing list of changes and features we are planning for the game before v1.0.

See our latest preview for Farthest Frontier on the official forum.