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Forever Skies News

Patch Ver.1.0.3 OUT NOW!

[h3]Greetings scientists,[/h3]

Our latest monthly patch is now live for all and comes with a whole host of bug fixes and performance improvements.

A lot of work has been done on the overall game performance with this patch. Especially performance related to rain and large airship builds.

See the full list of patchnotes below...

FIXED:
  • Replaced the Icon of the Research Computer so it matches the mesh used
  • Replaced the mesh of tablets in the lore scenes
  • Limit log verbosity for some categories to reduce log spam
  • Fixed Ruined Greenhouse Tower showing old icon in the database
  • Fixed the Pendrive with the Virus description typo
  • Fixed Broken Incubator typo
  • Fixed typos in Organic Fertilizer and Dust Fertilizer's descriptions
  • Airship Builder study recipe is now unlocked after completing the "Depart from location" quest objective, instead of being available from the start
  • Fixed improper aim assist behaviour in Scanner and Extractor
  • Disabled "No path to access" building rule for all rooms and all building modes
  • Fixed extractable ping icon not showing on every extractable actor
  • Underdust Tunnels - pipe blocking the way stays in place
  • The color of lore smartphones in the game is now consistently blue
  • Fixed a bug where Aim Assist might not work for static objects
  • The hotkey menu should resemble the controller placement
  • If the client leaves a friends-only session, they can now see the session when trying to rejoin
  • Removed front indicator arrow from artifacts and posters
  • Fixed an issue which prevented the player from picking up an attachment from a device (Hanging Shelf, for example)
CHANGED:
  • Items consumed in the Research Station now appear in log messages
ADDED:
  • Added Sticky Notes with item categories to toggle through
  • Added ability to set the Left Controller Stick settings in the Options Menu
  • Added improved Rain performance
  • Added motion/gyro input from the PS4/PS5 controllers to the Deck Extractor
  • Added Aim Assist to the Extractor and Scanner
  • Added sliders to tweak gamepad dead zones to the Options Menu


That is all for today, keep sending us your feedback!
Team FFH

Patch Ver.1.0.3 Now Live on beta

[h3]Greetings scientists,[/h3][p]
Our latest monthly patch is now live on our beta branch and comes with a whole host of bug fixes and performance improvements.

As usual, here is how to add the beta branch to your game on Steam.

[/p]
  • [p] Open the Steam on your PC and locate Forever Skies in your games library.
    [/p]
  • [p] Right click - PROPERTIES - BETAS
    [/p]
  • [p] Put in the password: BlimpWorkshop
    [/p]
  • [p] From the dropdown menu select the beta branch titled: beta_flight
    [/p]
  • [p] Press the blue "Opt into beta_flight..." button
    [/p]
  • [p] In your games library click on Forever Skies \[beta_flight]
    [/p]
  • [p] Install the test branch [/p]
[p]
For details to remind you on how to handle your existing and beta saves are here:

[/p][h2]A FEW HIGHLIGHTS[/h2][p] A lot of work has been done on the overall game performance with this patch. Especially performance related to weather and large airship builds. We would love to demonstrate this better for you, but Steam News Posts allow me to only use 12fps, 5mb GIF’s (thanks, Valve). We recommend switching to the beta and trying it out for yourself :P For those who prefer to use a controller while playing, we have added full aim-assist support for additional tools, such as the Extractor and Scanner.

As part of this, we’ve also added sliders to adjust sensitivity and dead zones. Giving you more control than ever before.


[/p][h2]FULL 1.0.3 PATCH NOTES[/h2][p]
The full list of fixes and improvements can be found below:[/p][p][/p][p]FIXED:[/p][p][/p]
  • [p] Replaced the Icon of the Research Computer so it matches with the mesh used[/p]
  • [p]Replaced the mesh of tablets in the lore scenes[/p]
  • [p]Limit log verbosity for some categories to reduce log spam[/p]
  • [p]Fixed Ruined Greenhouse Tower showing old icon in the database[/p]
  • [p]Snapping in and out of a socket should be more responsive[/p]
  • [p]Fixed Pendrive with the Virus description typo[/p]
  • [p]Fixed Broken Incubator typo[/p]
  • [p]Fixed typos in Organic Fertilizer and Dust Fertilizer's descriptions[/p]
  • [p]Airship Builder study recipe is now unlocked after completing the "Depart from location" quest objective instead of being available from the start[/p]
  • [p]Fixed improper aim assist behaviour in Scanner and Extractor[/p]
  • [p]Disabled "No path to access" building rule for all rooms and all building modes[/p]
  • [p]Fixed extractable ping icon not showing on every extractable actor[/p]
  • [p]Underdust Tunnels - pipe blocking the way stays in place[/p]
  • [p]Lore smartphones color is consistently blue[/p]
  • [p]Fixed a bug where Aim Assist might not work for static objects[/p]
  • [p]The hotkey menu should resemble the controller placement[/p]
  • [p]If the client leaves a friends-only session, they can't see the session when trying to rejoin[/p]
  • [p]Removed front indicator arrow from artifacts and posters[/p]
  • [p]Fixed an issue which prevented the player from picking up an attachment from a device (Hanging Shelf, for example).[/p]
[p][/p][p]CHANGED:[/p]
  • [p]Items consumed in the Research Station now appear in log messages[/p]
[p][/p][p]ADDED:[/p]
  • [p](Independent Gamepad Stick Sensitivity Adjustment) added ability to set the Left Controller Stick settings in the Options Menu (it was needed for the "Tweak analog sticks dead zones" task)[/p]
  • [p]Added improved Rain performance[/p]
  • [p]Added motion/gyro input from the PS4/PS5 controllers to the Deck Extractor[/p]
  • [p]Added Aim Assist to the Extractor and Scanner[/p]
  • [p]Added sliders to tweak gamepad dead zones to the Options Menu[/p]
[p][/p][p]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! [/p][p][/p][p]Team Far From Home[/p]

Hotfix Now Live

[p]Greetings scientists,[/p][p][/p][p]Our latest hotfix has left beta and is now live for all. ICYMI, here are the fixes:[/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][/p][p]Thank you for your bug reports. We will have more news on upcoming content, QOL improvements and bug fixes soon.[/p][p][/p][p]Team FFH[/p]

The Steam Summer Sale is Live (+ Ongoing Development)

Hello scientists!

Happy Steam Summer Sale!



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.

[h2]ACTIVE BUNDLES[/h2]
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.

[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink] [dynamiclink][/dynamiclink]
[h2]ONGOING WORK TO MAKE THE GAME EVEN BETTER[/h2]
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.

(These are still a work-in-progress 🔧)
  • 🛋️Living rooms
  • 🛁Bathrooms
  • 🥫Kitchens
  • and more....

[carousel][/carousel]

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.

[carousel][/carousel]

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][/p][p]More fixes coming soon![/p][p]Team FFH[/p]