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Forever Skies News

Forever Skies - Game Performance Survey

[h3]Greetings scientists,[/h3]

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! đź’Ż

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.

👇 👇 👇

[h2]Click Here - Performance Survey[/h2]

đź’š Thank you for being an awesome part of the community! đź’š

Team Far From Home

Hotfix Now Live!

[h3]Greetings scientists![/h3]

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

[h3]Greetings scientists,[/h3]

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:

[h3]CHANGED:[/h3]
  • 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)
[h3]FIXED:[/h3]
  • 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
[h3]KNOWN ISSUES:[/h3]
  • 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 (No Longer Taking Applications)

[h3]Greeting scientists![/h3]

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:
  1. Have free time in February and can play the full build from start to finish
  2. Have not been part of any previous Forever Skies beta tests before
  3. Are not intimidated or put off by playing unfinished content (mechanics, locations, biomes, world design and any other kinds of placeholders)
  4. Can join our Discord to coordinate the playtests.
  5. Will fill out the post-test surveys and share your comments throughout the testing.

[h2]FOR ANYONE WHO DOES NOT OWN THE GAME, WE WILL SEND YOU A TEMPORARY KEY[/h2]

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.

See you in the skies soon!

[h2]SURVEY NOW CLOSED[/h2]

Bug Hotfix Now Live! #7

Greetings scientists!

The beta patch from last week has now been moved over to main.

Alongside some much-needed bug fixes and improvements to performance, we have also included a bunch of QoL changes related to game balance. You can check out the full list of features and changes below:

[h3]NEW:[/h3]
  • Added a shortcut to the Suit Printer. It’s “P” by default and can be changed in the Controls Settings
  • Added an Invite Player button to the Session’s Settings.
[h3]CHANGED:[/h3]
  • Synthetic Components were removed from the tutorial area
  • All printing times for the items in the Device Fabricator set to 5 seconds
  • Prices changed to improve the tutorial experience for following items:
    - Bed
    - Electric Cooker
    - Extractor
    - Repair Patch
    - Scanner
    - Water Purifier
    - Water Generator
    - Rainwater Collector
    - Metal Collector Head
  • Metal Collector Head’s price reduced
  • Room Frame and Half Walls price and weight reduced
  • Paint Tool and Aircutter’s battery greatly improved
  • All fuel types last longer than before
  • Cost of each painted module decreased to 1 unit of Paint Cartridge
[h3]FIXED:[/h3]
  • Ongoing fixes for Co-Op connection issues. This is a work in progress, if you previously had these issues, please check if they still occur on this version
  • Fixed missing Capsule Drops
  • Fixed collisions on some of the Radio Tower variants which prevented players from passing through
  • Fixed the bug that caused the colours on the Engines to not switch correctly when the device was being turned off/on.
  • Fixed the bug that caused the Lift to get stuck in the middle of the way down when the player pressed the button right as the Lift’s doors were opening.
  • Locations should no longer spawn in mountains
  • Locations should no longer spawn in ruins
  • Medical Station now displays information if there aren’t enough Preternatural Nuclei added for it to work
  • Fixed the bug that caused a ladder to spawn in an incorrect place on some Radio Tower variants
  • Fixed a bug which prevented players from using the Ladder Room
  • There should no longer be Thorn Bee’s Nests missing from the Underdust location
  • Fixed “Printing Completed” voiceline playing for each crafted item in the Suit Printer
  • Fixed “Printing Completed” voiceline playing for each unit of liquid crafted in the Distiller
  • Fixed “Printing Completed” voiceline playing for each food item cooked in the Electric Cooker
  • Lulling Grass Crickets’ nests are no longer hovering above the ground
  • Lulling Grass Crickets no longer spawn in every possible spot on Garden locations
  • Fixed strangely rotated cabinet doors hanging in air
  • Missing translations added
  • Further performance improvements:
    - Some airship modules should now be lighter in terms of graphics and flight physics performance
    - Improved UI and HUD performance in several in-game screens
[h3]KNOWN ON-GOING ISSUES: [/h3]
  • Sometimes the Airship gets stuck and doesn’t respond to steering. If this happens, pick the Engines up and place them again.
  • If you lost the Friendly Insect, there is currently no way to get it back. At this moment we recommend loading an older save on which you still have the Friendly Insect.
  • The yellow highlight for new items doesn't disappear for any item in all printers.
  • After placing an Engine, the “The limit of maximum flight speed reached” voiceline is played. This is an incorrect message.
  • After placing a Turbine, the “The limit of maximum flight altitude reached” voiceline is played. This is an incorrect message.
  • Automatic Deck Extractors don’t target the Scrapwing Hatchery if their inventory is full. This will be reworked.
  • Some items on Radio Tower are respawned after reloading a save and float in the air.
  • Some items on Wind Farm’s lower platform are respawned after reloading a save and float in the air.
  • Sometimes players can’t remove previously placed ship modules (catwalks, railings). We are investigating this issue.


That's all...for now. More improvements and fixes coming soon!

- Team Far From Home