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Forever Skies News

Beta Hotfix Now Live

Greetings beta scientists,

Here's the changelog for the hotfix we just sent through:

ADDED:
  • Proximity Crafting for Extractor Upgrades
  • Cockroaches Poster added to Artifact Trade Station
  • Side Quests rewards presented in their description in To-Do list
CHANGED:
  • Scanning Crustpede unlocks Knife research
  • Lower Greenhouse Tower removed from Overgrown Ruins location
  • Data Cards with quest rewards have to be picked up to get a reward (scanning them won’t grant a reward anymore)
Known Issues:
  • Some of the Side Quests are not playable in co-op
  • Side Quest “The metal heads” can sometimes appear at two Radio Towers
  • One of the buildings on the Radio Tower may be locked, and it will not be possible to enter it


Team Far From Home

Echoes Part 1: Live on Beta Branch

[h3]Greetings scientists,[/h3]

We’re excited to announce that Echoes Part 1 can now be played by all Steam players on our beta branch.



[h2]SAVES[/h2]

[h3]Instructions on how to join the beta (beta_flight) can be found by clicking here. [/h3]

We always recommend keeping your beta saves and main game saves separate, just in case there are any differences between the main game and the beta. More info on how to manage your beta saves can be found in the same “how to” link above.

A lot of you will already have a beta save or two. If you plan to use the same beta save file that you used previously, that's totally fine, but be advised that it will only work if the save is from the 1.0 build or later. Beta saves from Early Access builds won’t be compatible with this update.

We recommend a fresh new save in order to experience every new change, but it isn’t necessary.


[h2]OVERVIEW[/h2]



ICYMI: This is just the first of 3 parts in our series of updates, where we are working with your feedback to bring more diversity and reason to explore our world. This first part focuses on biome 1 only. You can check out our planned roadmap on our previous blog:
https://store.steampowered.com/news/app/1641960/view/556882414728642713?l=english
Please keep in mind that, like all beta builds, this content is still a work-in-progress; you may still notice placeholder texts, textures and icons. These assets are not yet in their final look/state. There will be more added to Echoes Part 1 for its official release on November 17th, including updated texts, more polish, performance improvements, and numerous bug fixes.

[h3]🚨This beta content is currently only available in Single Player.🚨[/h3] [h3]🚨This beta content will be available in Co-op in a few days via a patch.🚨[/h3]



We are eager to know your thoughts on the new content. Please keep speaking to us and let us know what you think. Your early feedback in the beta will help us prepare patches following the official release. The best way to contact us is in the official Forever Skies Discord and opt in to beta channels or use the new built-in reporting tool by pressing F6.



Yes, we have a new built-in bug reporting tool, which will make reporting issues much easier than using our Feature Upvote page like before. You can access this either by pressing F6 or pressing SEND FEEDBACK via the pause menu. This new software will also automatically send us a screenshot of your game and your save file, making it hassle-free for all.

PLEASE NOTE: this new built-in feature is just for reporting bugs and game performance etc.
Feature Upvote will continue to be the place to request new game features and mechanics.




[h2]PATCHNOTES[/h2]

Ver.1.1.0 | #42453

ADDED:
  • Gameplay elements
    - Ziplines
    - Bridges
    - Scrappable machinery
    - Locked closets
  • New pickable resources
    - Silicon plates
    - Metal plates
    - Upgrade gear
  • New extractable objects
    - Plastic Wall
  • Landmarks
    - Park
    - Prison
    - Cinema
    - Cemetary
    - Theatre
    - Football field
  • Side Quests
    - Path of Greed
    - Unknown Signal
    - Hunting Giants
    - The Metal Head Problems
    - Stolen Future
    - Picture of Terror
    - The “Borrowed” Pal
    - The Sabotage
    - Colors of the Sky
    - Fresh Food Storage
  • HUD Location & Biome widget when landing on a POI.
  • Reporting Tool - embedded tool to report bugs and feedback (default key: F6)
  • Narration & progression update (new cutscenes)
  • Proximity crafting for the Airship Builder
  • Upgrade Gear mechanics introduction
  • Decor items
    - Wedding Arch
    - Feast of the Flesh Dragon Poster
    - Garden Of Eden Poster
    - Cockroaches Poster
    - Neo-Baroque furniture mini set
    - Poster Frame
  • New shimmer effects on interactive items
CHANGED:
  • World map reset in order to maintain existing saves. World compatibility has been reset, and your airships will now appear back in biome 1 (Silent City)
  • Radio Tower locations complete overhaul
  • The knife is now unlocked by scanning Blockades on doors or Thorn Bee’s
  • Knife now has a durability of 50 hits
  • Progression change - The day/night cycle only starts once players get the new “Night is Coming” quest
  • World change - Rain and Stormy weather only become a part of the weather cycle after the player interacts with the Greenhouse Tower main quest path computer
  • Height barrier removed around starting area
  • Overall economy rebalance
    - The Copper Elements Pack costs 20 Copper to craft
    - Condenser Membrane stack size changed to 10
    - Small Backpack Module now costs 1 Silicon and 2 Synthetics to research
    - Small Backpack Module now costs 4 Plastic Scrap, 4 Silicon and 4 Metals to craft
    - Flashlight costs 1 Metal, 1 Synthetic and 1 Glass to research
    - Flashlight costs 1 Metal, 1 Electric Element, 2 Plastic Scraps and 1 Solid State Battery to craft
    - Knife now costs 1 Metal and 1 Synthetic Compound to research
    - Knife now costs 12 Metals and 4 Synthetic Compounds to craft
    - Extractable metal walls on location give 1 unit of resource and can be extracted more quickly than before
    - Damage from Thorn Bee’s has increased
  • Descend to the Underdust location lowered to 229m
  • All posters are now the same size for consistency
  • High Point POI can now be found in the Overgrown Ruins biome
  • Improved Thorn Bees' visual feedback
  • Solar Panels added to Radio Towers
  • Deck Extractor moved from Lift Tower to Underdust
  • Small Backpack moved from Greenhouse Tower to Underdust
  • Players can place items on door frames in normal building mode


FIXED:
  • All fixes will be live with the official release of Echoes Part 1 on November 17th.
KNOWN ISSUES
  • Some of the Side Quests are not playable in co-op
  • Side Quest “The metal heads” can sometimes appear at two Radio Towers
  • One of the buildings on the Radio Tower may be locked, and it will not be possible to enter it
  • Placeholder text on the Police station
  • Radar is not updating icons after track/untrack changes.


Thats all for now, we hope you enjoy what we've been working on.
Team Far From Home

Forever Skies: Echoes - Update + Roadmap

Greetings scientists.

It’s time for another development update, but in this one we’re coming with release date(s) and details on how the update will be delivered.

First bit of info, we’ve decided to name this update “Echoes”. For those unaware, these are a series of changes we have been working on and talking about here that are coming to Forever Skies based on community feedback which you can see here:

We’re calling the update Echoes because much of the content is thematically built around the lives and stories of those who were on Earth before the game starts. These echoes of the past will help you get a better feel and connection for how the world was functioning before the final collapse of humanity, and from the expedition teams that were sent before ours.



The next big announcement is how this will be delivered. Originally, we planned to release these changes as one massive update with overhauls to all 3 biomes and multiple new systems all landing at the same time. However, after careful consideration, we’ve decided it will be more sensible to split these into three distinct parts. This new approach will allow us to:

  • Deliver changes and new content more quickly
  • Build stronger foundations of the new systems to be applied in the next updates
  • Gather your feedback earlier to ensure the quality of the next updates

Most importantly, it means you won’t have to wait half a year to experience what we’ve been working on because, as it stands, had we kept this as one massive update, we’d be releasing this sometime in Spring 2026. We’re still a small team, and because these updates take time, we need to balance this out without being “content silent” for so much time.

We hope this line of thinking makes sense to players. Below is our planned roadmap for the 3 parts, along with a small write-up of each.

[h2]Echoes Update Roadmap[/h2]
[h3]Echoes Part 1 – Coming November 17, 2025[/h3][h3]Biome 1: The Silent City[/h3]

So for Echoes Part 1, the update will mainly focus on adding changes to Biome 1: The Silent City and will set the stage for everything that follows. Most importantly, we’ll introduce the core systems that will help create more diverse locations and generate the side quests. If these foundations work as intended, we’ll then be able to confidently use them, to also add to Biomes 2 and 3 in terms of additional location diversity and side quest content.
So highlights include:

  • A brand-new side quest system debuting in this biome
  • The long-awaited Radio Tower overhaul, which will enable more varied exploration and discoveries (more details in our earlier post here: Link)
  • Extractor Upgrading to create a more rewarding progression path with the extractor.

We’re also happy to announce that this update is planned to go live on Monday, November 17, 2025.

We will also be launching a Steam beta with Echoes Part 1 content in the next couple of days so we can get your first round of feedback in for what we’ve been working on so far. Keep an eye out here or on social media once we make the beta live.


[h3]Echoes Part 2 – Coming December 2025[/h3][h3]Biome 2: The Overgrown Ruins[/h3]

Echoes Part 2 brings new content mainly to Biome 2: The Overgrown Ruins. Highlights will include:
  • Biome 2 side quests and stories
  • New airship decor items
  • A seasonal event to close out the year, inspired by previous community favorites

Since the team will be taking some well-deserved time off during the holidays, Part 2 will be slightly smaller in scale. However, we wanted to end the year with something enjoyable that continues to expand the game’s world. We’ve also seen from feedback that The Overgrown Ruins Biome doesn’t give players such a strong feel of repetition compared to Biome 1, so if all things go as planned we should have this update ready for mid-to-late December.


[h3]Echoes Part 3 – Coming Spring 2026[/h3][h3]Biome 3: New Nature[/h3]

Finally, we’ll have Echoes Part 3, potentially the largest of the three updates.
Part 3 focuses mainly on changes that will apply to Biome 3: New Nature, but also some that touch the whole game experience. Highlights include:

  • Biome 3 side quests and stories
  • New dangers, enemies and environmental challenges
  • Custom difficulty settings, allowing players to tailor their experience to their preferred level of challenge and atmosphere

As you can see, each part of Echoes builds on the last. By delivering the update in stages, we can ensure each layer of content is well-tuned and informed by your feedback to move on to the next.

[h2]Each Update Will Bring More Than Shown Here[/h2]
We feel it’s important to highlight that the roadmap in this post just highlights the big changes we have planned a, but there will also be a long and extensive list of additional content and QoL improvements that will be laid out in detail closer to release. These updates will also come with additional new bug fixes, more optimization, and of course, things that come from your feedback.

And just like before, we will of course still be pushing out any hotfixes that we see need urgent attention, just as we have continually done so since the full launch of the game.

[h2]Your Existing Saves Will Be Fine[/h2]
As some of you may have already noticed, some of our planned changes will alter the overall progression of the game, and you might be worried about your existing saves. As it stands, we see nothing that should force you to restart the game from scratch.

This applies to all three parts of the update. There will, of course, be some minor things that won’t fit in as seamlessly as if you were starting fresh, but rest assured that your existing airships are safe, and the bulk of our changes will work fine regardless of where you are starting or continuing from.

That’s it for today’s post. We hope this level of transparency is appreciated and that the changes make sense to you. We’re excited to share these new systems with you soon, so let us know in the comments if you have any thoughts.

- Team Far From Home

Forever Skies Ongoing Development Update | September 2025

[p]Greetings Scientists,

A few weeks have passed since our last development update, and we’re back to share more about the upcoming changes and features we are working on for Forever Skies. As always, much of this work is inspired by the feedback you’ve shared with us about what would make the game feel richer and more rewarding.

If you missed our previous post from July 2025, you can catch up here:
[dynamiclink][/dynamiclink]
For those looking for a quick reminder, back in June 2025, we announced that through community feedback, we’d pinpointed 4 core areas that we want to focus on in making the game even better.
[dynamiclink][/dynamiclink]
These were collected from comments, reviews, and overall sentiment research from your feedback.
[/p]
  • [p] Repetitive environments that hinder any sense of exploration and variety
    [/p]
  • [p] Some tedious gameplay mechanics that can become boring or lack meaningful engagement
    [/p]
  • [p] Technical issues that block your progress or break immersion
    [/p]
  • [p] Performance problems that break immersion[/p]
[p]
So, with that all said, let’s jump into this month’s post and take a look at some of the fun things we’re adding to the game based on your feedback.

1. Points of Interest - It Feels Like People Lived Here
One piece of quite regular feedback we saw from many of you was the desire for more environmental storytelling. Things that gave clearer hints about how life and society unfolded above the dust.

To build on this, we’re expanding the variety of Points of Interest (POIs) that can be generated across our map. These new, notable locations are designed to make the environment feel more diverse and, most importantly, more lived in by people. The idea is that full generations survived in the clouds, and with that comes the notion that people, once they had sorted out the basics like food and shelter, would start to build more subtle human comforts.

So now, among the locations you already know you’ll soon come across:
[/p]
  • [p] Improvised football/soccer fields
    [/p]
  • [p] Makeshift theatres
    [/p]
  • [p] DIY cinemas
    [/p]
  • [p] Patchwork marketplaces
    [/p]
  • [p] Cemeteries
    [/p]
  • [p] Parks
    [/p]
  • [p] Prisons[/p]
[p]Here's a little preview of the football field - work in progress
[/p][carousel][/carousel][p]
Each of these spaces is meant to tell a story. They hint at how people once gathered, traded, or tried to bring back pieces of “normal life” even while society was slowly falling apart, above the dust. Exploring them should help you better imagine the many lives that came before yours and those of the people now on The Ark above orbit.

Some of these POIs will also include small gameplay surprises waiting to be uncovered, while exploring these areas will also reward you, something that’s covered in the next point.

2.1 Intricate Side Quests - Chasing Interesting Stories
Another major area we are focusing on is the inclusion of side quests. While Forever Skies already features story elements through lore tablets, we wanted to create something more interactive and layered for players who enjoy digging deeper into the world.

The new side quests will be more intricate and story-driven, often involving multiple steps and objectives that unfold as you progress. Rather than being one-off tasks, these quests are designed to feel like smaller narratives about the world, adding onto the idea that you wanted a better sense of how and what people did while living above the dust.

Many of these quests will be directly tied to the new Points of Interest introduced earlier. For example, arriving at a Soccer Field or a Cemetery might trigger a chain of events that draws you into a story about someone alive when these areas were still filled with people.

[/p][previewyoutube][/previewyoutube][p]

We’ve also introduced a variety of new mechanics, unique puzzles, and, in some cases, brand-new rewards designed specifically for these quests. The goal is to make these missions feel distinct from the main game. In addition to adding more depth to the world, they are meant to change the pace for players who want to slow down and explore rather than push through the main storyline without pause. Because these quests are optional and unlocked through exploration, players can decide when and how they want to shape the pace of their adventure.

[/p][h2]2.2 How Will You Find These Quests?[/h2][p]Quests will appear in various ways, but the general way is from exploring the world.

If you have built the radar, most of these quests will eventually appear on your radar with a new icon telling you that this location has a new side quest. It’s then up to you to go to the location, explore it and try to find the exact item/area of interest to get the quest.

We’ve also reworked our HUD options to allow you to track and untrack any active quests you have. By going into the TO-DO LIST menu, you can now decide which main and side quests you want displayed on your sidebar and also on your radar display. It's all about player freedom.

[/p][previewyoutube][/previewyoutube][p]
[/p][h2]3. More Stories About Actual People[/h2][p]The third area we want to highlight is how these locations and side quests will be built around more personal stories of people connected to the world of Forever Skies.
Up until now, much of our lore has been presented through notes, logs, and environmental storytelling, often focusing on the collective struggles of those who once lived above the dust. While this broad perspective has set the stage, many of you have asked for more depth about the individuals and groups who then went on and lived in our world.

So with our side quests, we’re building them around stories that can be divided into 3 groups

Survivors searching for more than survival
Eventually, not everyone living above the dust was simply trying to avoid starving. Some tried to build a life, create a community, or went on an adventure of their own making to live a little. Their efforts and struggles will now be reflected in the quests and environments you discover, and will hopefully give those of you asking for more insight into the personal lives of people above the dust.

Previous Expeditions
Right at the start of the game, it’s made clear that your journey is not the first mission back to Earth. The main story already explores Noah’s actions on his expedition, but other crew members didn’t get much of a spotlight. On top of that, there are other expeditions that came even before this. Some of their fates, successes, and failures will now be made into stories through the expanded side quests.

The Cockroaches
This group of survivors broke away with their own thoughts on what humanity needed to do to endure and what from the old world needed to be cast away for good. They are mentioned in the current game, but their role will now grow as we give them more exposure. Expect to learn a little more about their philosophy, fears, and the choices that set them apart from others trying to survive.

4. When are We Adding This All to Forever Skies?
It’s safe to assume that many of you, after reading this and the previous post, will start asking when any of these changes will actually make it into the game, and we want to be clear about our approach.

The simple answer is, when it’s all ready and tested.

We want to get this right. So instead of introducing these as small incremental updates, we’ve decided to deliver all of the changes together as one big update, and that takes time. The main thinking behind this is that, beyond our own testing, we once again want to turn to you, our community. Player beta tests have, hands down, always been the most useful feedback we have gotten that has helped shape the game for the better.

By doing this as one big update, we’re able to offer a much more exciting and substantial experience that feels interesting for seasoned players to want to jump back in and help us put things through the ringer. And the more playtesters we have, the more valuable feedback we can gather to shape the future of this update together.

So if you’ve done this for us before or would like to be part of that process for the first time, we’d love for you to join our playtests. We don't have an exact date yet but to get notified early, you can sign up here:

[/p][h3]https://forms.gle/9pbfgAWyaMaL5Aes8[/h3][p]
5. Hotfixes and Future Updates are Still Happening
Keep in mind that this is just the first of many large content updates we plan to do. We got a lot of honest feedback from you guys back in April, which we appreciate. And this upcoming update won’t be the answer for everything. Instead, we hope that you will view it as a positive leap in the right direction.

Also note, we haven’t and won’t stop updating the game between now and the launch of this new content. For those unaware, we’ve launched 5 hotfixes between now and when we wrote our first feature outline in July 2025 about our ongoing work.

That’s all for this post. Thanks for reading, and let us know what you think in the comments.

- Team Far From Home[/p]

Hotfix #5 Now Live

Greetings scientists,

We've just released another hotfix. It's small but addresses some important issues:
  • Fixed corrupted saves for players affected on both PS5 and PC.
  • EOS logs improvements made to help us diagnose networking issues reported by players playing in co-op mode.

We will have more news on our upcoming content update TOMORROW, so keep your eyes peeled on our news feed.

- Team Far From Home