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Important News Regarding Save Compatibility with the Upcoming Co-op Update

Hi everyone. I’m Wojtek Liwanowski, and I’m a Producer here on Forever Skies.

As we are deep into our current beta tests, I want to address an important change regarding the compatibility of your current Early Access saves with our upcoming update, which will, among many other things, add co-op. We know this news might come as a disappointment, but we want to be transparent and honest with you as soon as possible.

[h3]OLD SAVES WILL BECOME INCOMPATIBLE WITH THE NEXT 1.7.0 UPDATE[/h3]

Up until now, we’ve worked extremely hard to ensure that each update we released kept your save games compatible. Each time, it’s been a challenge, but we’ve managed to make it work. We’ve always prioritized this, knowing just how much time and effort many of you have invested in your airship builds. We approached this new update with the same intention - to preserve your saves. However, after months of testing, redesigning, and QA, we’ve come to the glaring conclusion that, no matter how hard we try, the next update has evolved the game so much - both in terms of new features and changes to core systems - that old saves will no longer be compatible. So, with the next 1.7.0 update coming in a few weeks, we will have to ask everyone to start the game from a fresh save.

[h3]EXISTING SAVES ARE CREATING TOO MANY CONFLICTS[/h3]

While it’s easy for us to simply say this is how things are, we think, if you ask any of our current beta testers, they’ll likely tell you the same thing: the way you progress now is vastly different from how it was before. Tools that you previously had to find in the world are now given to you at the start. Key airship expansion moments tied to the story progress have been reshuffled. Several mechanics have been tweaked, removed, or replaced with new ones.

The list goes on. Each of these changes creates its own set of logical conflicts between how the game is now and the near-infinite possibilities of where your old save might have been, dating all the way back to June 2023. Essentially, it has become nearly impossible for us to account for every "before and after" state a save could be in to ensure compatibility once the new gameloop is added.

[h3]COULD WE HAVE DONE THINGS DIFFERENTLY?[/h3]

Could we have handled this differently? Yes, of course. One option would have been to leave the game as it is. If we had decided that continuing to support existing saves was the top priority, we would have ultimately concluded that we couldn’t move forward with many of these exciting and much-needed changes. But these changes were directly driven by feedback from you, our community, and have been made with the sole purpose of improving the overall gameplay experience - for both single-player and co-op play.

Maybe if we were a team in the 100’s we could have brute-forced these issues and fixed the slew of problems that would have cropped up after the update went live. But we are 20 developers on this game, the idea of releasing an update that we know would cause both you and us more frustration than enjoyment is just an awful idea.

[h3]PART OF WHAT EARLY ACCESS IS FOR[/h3]

Why we opted for Early Access in the first place was always so that the game could evolve with the help of you, our players. But with that development choice came the risk that a hard reset might be necessary. We understand that this is far from ideal, and we’re extremely sorry that it has come to this. Please believe me when I say that everyone on our team did everything possible to avoid this situation for as long as we could while still improving the game. We explored fixes and workarounds right up until this week, before finally deciding that we had no other option but to accept the situation. So, we wanted to inform you as soon as we knew with 100% certainty that this is now our only choice. We also wanted to share this information with any new players who might be picking up the game now or during the upcoming Steam Autumn Sale.

[h3]A SMALL TOKEN OF THANKS[/h3]

As a gesture of thanks for your understanding and to properly honor the airships you’ve built in Early Access, we will be creating a special poster and in-game artifact to commemorate your past journeys. These will be added in a future update after co-op, and we hope they will serve as a special reminder of your past adventures and contributions to the game’s development as you dive back in to experience the next - and final - evolution of the game.

Since we only agreed this week for certain that you'll need to start fresh saves, these items are still just ideas on paper so we don't have anything to show. But rest assured we'll be making this something special for all of you.

[h3]THANK YOU FOR BEING YOU[/h3]

We deeply appreciate all the support we’ve received as we continue to refine and evolve Forever Skies. The feedback we’ve gotten from the beta has been extremely positive, and when we asked many of you if you’re okay with needing to restart your progress, there was a near-unanimous consensus that you understand why and are happy to do so, given how much has changed. Feedback like this is invaluable to us, as it shows that our community understands the complexities of game development and are behind us. We know we're not the first game ever to hit this speed bump and we know others in the future will have the same. But what was important to us was hearing your thoughts and reassurance on this.

We can’t wait to share this new update with you in the next few weeks. We’re still doing tests, but as mentioned previously, we plan to have this update in your hands by the end of the year.

Thank you again, and we’ll see you in our reimagined skies soon.

- Wojtek

*EDIT TO POST*
[h3]LEGACY BRANCH TO ACCESS YOUR OLD SAVES[/h3]

In the comments of this post, FS Community member “Mickjay” and others requested if the game in it’s current EA.1.6.0 form could be kept separate in a new branch so players could still access their OG Airship builds even after the change and reset with EA.1.7.0. Quite frankly, we thought this was an AWESOME idea.

We will create a separate branch on Steam with the game as it is right now. So, if you'd like to return to your existing airship using your old save, you can access it there.

However, please keep in mind that this branch won’t receive any future updates or new content moving forward. It’s simply there for those of you who want to revisit your past saves and progress before all the changes we’ve made reshaped the game.

Next Phase of Co-op Playtesting Starting Soon!

[h3]Greetings scientists[/h3]

ICYMI, we’re currently running co-op playtests and are keen to start gathering people for the next phases.



[h3]We are looking to let more people in on the following dates:[/h3]
  • November 12th
  • November 19th
  • November 26th (Potential depending on prior sessions feedback)
We are also opening the next phases to people who don’t own the game.

If selected and you haven’t purchased the game already, you will be given a Steam beta testing code which will give you access to the game to play co-op.

AFTER THE BETA IS OVER, THESE CODES WILL BE REVOKED AND THE GAME WILL BE REMOVED FROM YOUR LIBRARY. THIS ONLY APPLIES TO PEOPLE WHO HAVEN’T BOUGHT THE GAME ALREADY

[h3]If you are interested in playtesting then this is your chance! We are looking for players that will:[/h3]
  • Have PC hardware that meets or exceeds our current minimum requirements
  • Have free time throughout the rest of November to play as much Forever Skies as possible
  • Don’t mind playing an unfinished game with WIP mechanics or placeholder assets
  • Willing to share your feedback on a post-test survey


If this sounds feasible to you then please apply by filling out the survey below!

Those selected will be contacted with next steps. If you or your friends have already filled out this form in the past, you don’t need to fill it out again. We are looking over previous applicants and contacting them too if they meet the hardware criteria we have.

No NDA is required to take part, but we ask that you don’t make any footage from these builds public.


We appreciate everyone who has played and provided feedback to us so far during our Early Access journey. Now, we can continue on this flight path with our friends (finally!)

[h2]Don’t forget to apply here[/h2] - https://forms.gle/FWWD28EQktzHqfv78

Forever Skies Will Finish Early Access in Early 2025. Here’s Why...

Hello everyone.

As the title says, we’ve opted to extend our Early Access by a few months, so our planned window for launching 1.0 will now be in the first few months of 2025. The short answer as to why is that we are expanding and changing the game extensively. Two important notes right away:

  • We are still launching co-op on PC in 2024. The exact date will be decided based on the beta tests.
  • We are still aiming to release 1.0 on PC and PS5 simultaneously.


Since the start of Early Access, we’ve been listening to community feedback and shaping the game accordingly. Many of the changes and evolutions we’re adding are a direct result of this feedback.

Here is an overview of what to expect:

[h2]Major Progress Overhaul[/h2]

First and foremost, we’re changing how players progress through the game. As it stands, there is a certain path players naturally follow to unlock specific technologies and upgrades. The shift we’re making will allow players to become much more self-sufficient, especially in the opening hours, while putting more focus on surviving aboard their airship instead of hopping from location to location. We want to ease some of the regular resource bottlenecks and provide more options for players. Some key examples of these changes include:



  • Handcrafting, allows you to craft certain items and components via a built-in Suit Fabricator, enabling crafting while exploring instead of being tied to a fabricator.
  • A complete overhaul of the hand extractor's design and accessibility. The tool will now be part of your suit from the start, with a self-recharge function in emergencies. We’ve also adapted our level design to provide more resources in the air for extraction, puzzles to solve with the extractor, and a range of modules players can research and attach.
  • Ensuring players always have access to basic resources and the ability to harvest them, designed to alleviate bottlenecks and give players the ability to recover even in dire moments.
  • Quicker access to tools such as the build tool, allowing airship expansion earlier in the game loop.
  • The Ship Workstation’s name changed to Decoration Fabricator and will be made available just after the tutorial. We want players to start customizing their ships and relying on expansion for survival closer to the start of the game.




These changes and many others we have ideas for will also have a knock-on effect, wherein much of our mid and end-game progress will now be reordered or redesigned.

[h2]Our World Will Be Divided into Biomes[/h2]



We’re moving away from relying entirely on procedural generation to place locations across the map. Instead, we’re creating groups of biomes that will only spawn certain locations within them. While procedural generation offers variety and unpredictability, it can sometimes lead to disjointed or chaotic landscapes and progression.

By designing biomes with specific rules and defining what locations can spawn within them, we can create a more cohesive and believable world while still allowing some procedural variety. This enables us to craft environments that tell a collective story, guiding players through more thoughtfully organized and interconnected areas.

In essence, we’ll have greater control over the atmosphere, pacing, and progression of the world, allowing us to build a more structured and meaningful story and exploration path.

On top of the new biome system, we are also creating and adding new locations that expand on the variety of places you will explore and scavenge.

[h2]Altitude - Restoring the Importance of Height[/h2]



In addition to biomes, we want altitude to play a more significant role in exploration, resource locations, and the overall narrative. While we’ve established a distinction between the world above and below the dust, we feel there’s more potential to encourage players to fly higher or lower for different reasons.

We’re currently prototyping systems where different altitudes will present varying threats, unique resources, and specific locations. While we already have an upgrade loop encouraging players to ascend, there’s little motivation to return to lower altitudes, aside from landing at specific locations. We’re aiming to change that.

[h2]The Need to Take Care of Your Airship[/h2]



We’re introducing a more advanced and overhauled damage system for your airship, making it more meaningful than the current version. We want to give players a compelling reason to maintain and repair their airship, as neglect will now have greater consequences—such as reduced performance, increased vulnerability, or even a total loss of equipment. This adds depth to the gameplay, moving beyond the current system, which many players feel is just a visual nuisance without real consequences.

Rest assured this will all be thoroughly tested and balanced so that upkeep feels fair and meaningful vs tedious and constant. We’ll also be introducing more tools and solutions to avoid or minimize the level of damage your airship takes, thus adding a new layer of progress or upgrades that you can push toward.

Basically, we want you to become more attached to your airship and feel motivated to maintain and upgrade it to the point where it feels like you can conquer all the threats our world throws at you.

[h2]Dynamic Random Encounters[/h2]



To add variety to the world, we’re introducing random encounters while exploring above the dust. These events will add spontaneity and unpredictability to the game, making each session feel fresh and exciting—especially in co-op. Instead of following a predictable path, players will face sudden challenges or rewards at any moment, including:

  • Hostile creatures attacking your airship, forcing you to defend it, repair damage, and safeguard against future attacks.
  • Supply drop capsules sent from the Ark Space Station, which land unpredictably and must be retrieved quickly before they disappear into the dust.
  • Colossal lifeforms at the apex of the evolved food chain. These rare creatures are far beyond your means to fight, but getting close enough might reward you with rare loot or new areas to explore.


[h2]The Addition of Co-op To All of This[/h2]



Everything we mentioned here along with other smaller changes we have planned all need to take into account that the game will be played not only in single-player but also in co-op.

We are going to start our first beta tests for co-op soon which is a big moment for us, so you’ll be able to see how some of these changes actually play together. From there the team will need to take on feedback, do tweaks and then run more tests on top of adding in more and more of these mentioned features. All that takes time and effort which our team will need to do this right.

[h3]Remember, you can still sign up to our co-op beta tests using this link:[/h3]
🚨https://forms.gle/pEcZS44mX3e7G1N68🚨



[h2]When To Expect These Changes?[/h2]

All these changes we've outlined as well as the final story chapters will be added sometime between now and the final release of the game. To ensure these changes are properly prototyped and tested, we're not committing to an exact timeline for each.

However expect many of these to be introduced with the release of co-op mode still in 2024, while anything else we still need time on will be rolled out during the final early access update, if not before that.

So that’s it from our end on this. We hope you understand our decision to use this precious time in Early Access just a little longer. We’ve always said from the start, we’re doing our best to create the game that our community wants and with these changes, we’re aiming to get even closer to that promise.

- Team Forever Skies

https://store.steampowered.com/app/1641960/Forever_Skies/

Forever Skies + Survival: Fountain of Youth

[h3]Greetings scientists![/h3]

In case you haven't seen, our friends over at Survival Fountain of Youth have just launched a big update that comes with free DLC along with the full game is now 40% off.

We currently have a bundle going with them, so for all Forever Skies owners, you can get an extra 10% off.

https://store.steampowered.com/bundle/44700/Survival_Fountain_of_Youth_x_Forever_Skies/

In Survival: Fountain of Youth, you're transported to the beautiful yet treacherous Caribbean islands as a 16th-century shipwrecked explorer. This single-player, open-world survival game challenges you to adapt, survive, and thrive. Craft tools, build shelter, and unravel the mysteries of an ancient civilization and your own mysterious fate on these sun-soaked shores.

Their discount runs until October 14th, 2024 so grab it while you can along with the free Echoes of the Isles DLC pack.

- Team Forever Skies



Bug Hotfix Now Live!

Greetings scientists,

We have just sent out a hotfix that addresses a few key visual bugs, crashes and more. Here is the changelog:

[h3]CHANGED:[/h3]
  • The “Send Feedback” button now opens the Feature Upvote report site and automatically adds crucial information to the description.
[h3]FIXED:[/h3]
  • Fixed an issue where the Dust layer disappeared after travelling a certain distance.
  • Added icon for Wrecked Amber King Size Bed’s scan info.
  • Fixed an occasional crash while moving certain critical devices between Inventory slots.
  • Fixed a crash that occurred when the player tried to relocate the Organic Printer in the Underdust locations’ Lifts
  • Fixed a crash that occurred sometimes when the player was removing modules using the Build Tool.
  • Fixed an issue where the Organic Printer was showing 0% health.
  • Fixed Wrecked Distiller typo in the Database.
  • Fixed an issue with Combat quests for players who finished the story before the Combat Update. The quest previously called for harvesting Dust Firecracker on the New Nature Territory location, which isn’t there.
[h3]KNOWN ISSUES: [/h3]
  • Charged Growth Blockade’s material doesn’t show that it can be scanned.
  • “Inventory Full” error message can sometimes stay on the screen.
  • Sometimes using Deck Extractor for a longer period of time separates player’s mesh from player’s camera - it gets back to normal upon disengaging from Deck Extractor.
  • Sometimes the airship is not responding to handling its controls - the quickest way to solve this is to leave an airship completely and return.
  • Its rare, but occasionally using the Knife consumes all stamina at once - we’re investigating this issue.
  • Locations shouldn’t spawn near or in the mountains anymore, any further problems with it happening should be investigated as a separate issue.
  • Some players may experience black screen when starting a new game instead of the game’s intro. To fix this, go to the NVIDIA Control Panel, then to “Manage 3D Settings” and look for “VSync.” Then, change the “VSync” setting to “Off.”
  • There is an issue where players see high-contrast colours during a storm due to virus post-process effects. This happens if the player character was previously infected with Meningitis.


There will more fixes and QoL improvements coming soon. Thank you for your reports, keep 'em coming!

- Team Far From Home