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Play Forever Skies Co-Op Update this weekend for Free

Hello everyone!

So we’ve had a few requests from people saying they’d really like to test out the game with friends ahead of the coop update to decide if the game is for them.

So we’re very excited to invite you to a limited open beta of the long-awaited and highly requested Co-op Update, now known as “World Evolved + Co-op Update”



This will allow you a chance to try the game solo or with friends even if you don’t own the game. The tests will also give us the opportunity to test a few final things ahead of our update on December 9th.

However, the number of places is limited so if you are interested - please register now to secure your access. Please note if you want to play with friends - they need to sign up too.



We will start letting players in from Saturday morning CET and will run for 48 hours.

[h3]Reminder, you dont need to own Forever Skies to take part in this beta.[/h3]

See you in the skies Scientists!

- Team Far From Home

Legacy Branch Launch: Archive Your Old Saves and Airships

[h3]Hello, scientists![/h3]

Today we are launching the Legacy Branch for Forever Skies, a direct response to our community's amazing feedback and requests to help archive their old saves ahead of the reset from our next major update.

As many of you know we've been hard at work preparing a massive update for Forever Skies that includes a full gameplay overhaul and the inclusion of the much awaitedco-op mode. This update, launching on December 9th, will change the game in so many ways for the better. However one drawback as mentioned a few weeks back is that old saves will no longer be compatible and so everyone will need to restart their progress.

See here if you missed the news: https://steamcommunity.com/app/1641960/eventcomments/6955341523712025315?snr=1_5_9_

But thanks to our community feedback we have one bit of silver lining - The Legacy Branch.

[h2]What is the Legacy Branch?[/h2]

The Legacy Branch is a special branch of the game that you will be able to switch to in Steam to return to your old saves on the side. It’s essentially a "time capsule" for your past adventures, archiving the progress you’ve made until now.

We saw a massive outpouring of support and understanding when we announced why old saves would no longer be compatible. However many of you all expressed interest in having a way to memorialize your old progress before the big changes come, and we thought it was a fantastic idea. So you can now return to your old airships and play down memory lane.

[h2]Important Things to Note:[/h2]
  1. The Legacy Branch will not receive any updates or fixes. It is and will stay as a preserved version of the game that everyone could have experienced up to November 2024.

  2. The Legacy Branch is for those who want to preserve their old saves and airships. To access it you will need to switch from the main branch and also copy your saves into the correct location (exact details on how to are further below)

We want to be clear that the Legacy Branch is not a new or alternate version of the game — it’s just a way to ensure you can keep your older content archived and playable while you move forward with the new changes and gameplay overhaul.



[h2]How To Access The Legacy Branch[/h2]

To Switch to the Legacy Branch you need to do the following:

  • Located Forever Skies in your Steam Library
  • Right click - Properties - Betas
  • Select the drop-down arrow and choose “Legacy Branch”
  • Allow the game to update
  • Press Play




When you want to return to the current, updated version of Forever Skies, do all of the above steps, and in the drop-down arrow select “NONE” and allow the game to update

[h2]How To Import Saves to The Legacy Branch[/h2]

Your existing saves for the main game are stored in a different folder compared to your saves for the legacy branch. To place and preserve your saves in the legacy branch you’ll need to do the following:

  • Locate your save files on your PC. By default they should be stored in the following file path: C:\Users\\AppData\Local\ProjectZeppelin\Saved\SaveGames\
  • Select the save file/s that you want to preserve, right-click, copy.
  • Located your Legacy Branch save folder. By default they should be stored in the following file path: C:\Users\\AppData\Local\ProjectZeppelin\Saved_legacy\SaveGames\
  • Paste your copied save file/s into this location


As a precaution make a 2nd copy of your save file and paste it somewhere on your desktop or in a safe folder. This way you can ensure you have a clean, backup save/s just in case.

If you have done all the above correctly and switched to the Legacy Branch, you should be able to see your old save in the menu once you start the game.

[h2]Thank You for Your Feedback![/h2]

As mentioned, the idea for the Legacy Branch is one of the many examples of feedback that came straight from the community, and we can’t thank you enough for your ongoing feedback and support. Your ideas have shaped the development of Forever Skies in more ways than we can count and will do so as we fly closer and closer to our full release in early 2025.

So keep soaring and we’ll see you real soon with the next update on December 9th!

- Team Forever Skies

Beta Hotfix #2 | EA.1.7.0 #34862

[h3]Greetings beta scientists,[/h3]

Here is your next hotfix for EA.1.7.0:

ADDED:
  • Upgrade Parts as a new resource needed for upgraded tools and devices
  • New animation for low-stamina Knife attack
  • New TPP animation for default box item being equipped, e.g. Repair Patch
  • Posters for Medieval Dynasty collaboration (x3)
  • Posters for Planet Crafter collaboration (x2)
  • Posters for Pacific Drive collaboration (x2)
  • Artifact for Pacific Drive collaboration
  • Posters for Frostpunk 2 collaboration (x2)
  • Artifact for Pacific Drive collaboration
CHANGED:
  • Location Radar now shows the closest quest location instead of multiple, marked with “!”
  • The number of Broken Crates spawned in the world increased
  • Loot rarity in Broken Crates raised (better items to be found inside)
  • Cost for repairing Broken Crates raised from 2 to 3 Repair Patches
  • Wrecked Automatic Deck Extractor moved to Infected Garden location
  • Wrecked Filtering Deck Extractor moved to Rooftops location
  • Filtering Deck Extractor can now extract Silicon
  • Metal Collector can’t catch Machine Elements anymore
  • Metal Collector Heads and all Lures are now stackable (10 items)
  • Changed nutrition values of Dust Moth (from 15 to 10), Fat Dust Moth (from 15 to 20) and Glowing Dust Moth (from 15 to 25)
  • Changed nutrition values of Boiled Dust Moth (from 30 to 40), Boiled Fat Dust Moth (from 40 to 55) and Boiled Glowing Dust Moth (from 50 to 75)
  • Plants growth times are updated globally
  • Dust Fertilizer is no longer needed to grow some plants, right now it speeds all plants growth three times faster
  • Organic Fertilizer speeds all plants growth two times faster
  • Players can obtain Metal Collector study recipe even if they don’t scan Wrecked Metal Collector during the relevant quest (temporary solution)
  • Players default pose for interacting with devices changed from A-pose to idle pose
  • If a player falls from the airship they’re now teleported to a safe place close to the Helm
  • General research and crafting costs balance
  • Small improvement to Extractor recharge animations
  • All players within one session have to run the same build version
FIXED:
  • Fixed rare bug where quest icon (“!” mark) on Location Radar was invisible
  • Fixed bug where players didn’t see Wind Farm location marked with “!” on a Radar if they were farther than 1 km
  • Fixed bug where players joining session stopped seeing all locations after flying far away from the starting location (more than 16km)
  • Fixed bug where players joining session weren’t able to see paints from Paint Tool
  • Fixed rare bug where after leaving Wild Habitat or New Nature Territory locations dust was disappearing for players
  • Fixed bug where some Radio Towers, Wind Farms and Greenhouse Tower locations were spawning in plants and ruins
  • Fixed bug where players weren’t able to place anything on a freshly built wall
  • Fixed bug crashing the game after Eelair plant finished its growth cycle
  • Fixed bug where expandable ladders weren’t saving their states properly and after load they weren’t expanded or expandable anymore
  • Fixed bug where Drop Capsules weren’t spawning farther than 2km from starting location
  • Fixed bug where players joining session couldn’t use Water Tanks, Water Pipe Generator, Sprinklers, Distiller and Recycler or had some visual inconsistencies with player hosting session
  • Fixed a bug where players joining a session couldn’t neutralize an Infected Garden even when removing Gnarls.
  • Fixed a bug where the airship wasn’t damaged from any source
  • Fixed a bug where Automated and Filtering Deck Extractors were extracting Energy Containers
  • Fixed bugs where the wrong object was visible in the Studies menu
  • Fixed a bug where the old Plant Oil crafting recipe was found in Suit Printer
  • Fixed bug where players joining session still saw location lights after Solid State Battery was removed from Fuse Box
  • Fixed rare bug with Artifact Trade Station collisions teleporting player into a wall
  • Fixed bug with Artifact Trade Station not refreshing properly its menu for players joining session
  • Fixed speed of TPP Crossbow reload animation
  • More optimization works
KNOWN ISSUES:
  • Since the build is still a work in progress, it still has some problems you may experience, like:
  • Still incomplete localization for languages other than English
  • Random disconnecting from sessions - we’re investigating tons of logs now and trying to fix the most common problems
  • New floor built under objects standing on it before, may make those objects to detach from an airship completely
  • Object, e.g Storage Boxes or artifacts, placed on any Storage Rack may detach from it when players move away from an airship
  • After rejoining a session quest-related parts of some locations may not be visible for joining players (clients)
  • Some things don’t work for clients yet, e.g. Pipes, Cross Pipes and Pipe Sockets
  • The Infected Garden location is not working properly for clients - Preternatual Seed may spawn in a water tank in the middle of this location
  • Friendly Insect is duplicated for clients in the Underdust: Tunnels
  • Friendly Insect may behave oddly once in a while
  • Clients may have a better visibility on under dust locations - the dust isn’t distributed properly
  • Ladder Room ladder mesh will be replaced, right now animations don’t match
  • Every player hears other player characters coughing (from the lack of oxygen) as loud as they would hear themselves.
  • Upgraded Engines and Turbines tend to rotate oddly for clients
  • Sometimes hitboxes for Inkbulbs in pots make it very tricky to harvest those flowers.
  • When two or more clients extract a resource at the same time, it won’t get extracted. The players then have to stop extracting and only one of them should start extracting again.
  • Oil Barrels don’t show the correct state when the clients exit and join the game again. They appear full, but they aren’t.
  • When a player is left on a location and the rest of the crew fly away a certain distance, when the stranded player uses the UNSTUCK button, the world may not load properly for them when they return to the airship


Thats all for now, speak soon!

Beta Hotfix #1 | EA.1.7.0 #34627

[h3]Greetings beta scientists,[/h3]

Here's the first round of fixes for the World Evolved & Co-op Update beta...

ADDED:
  • Additional translations for non-English languages added
FIXED:
  • Fixed bug where players couldn’t read some lore scene tablets
  • Fixed bug when clients couldn’t progress quests which required checking the Studies or Database tabs.
  • Scrapwing Hatchery alerts are being shown to all players
  • Fixed bug where Crystal batteries couldn’t be handcrafted
  • Most critical issues of Infected Garden location fixed - clients can cut down Preternatual Seeds, Gnarls dim out after cutting Preternatural Seeds, the path to upper floors should be accessible by clients
KNOWN ISSUES:

Since the build is still a work in progress, it still has some problems you may experience, like:
  • Still incomplete localization for languages other than English
  • Random disconnecting from sessions - we’re investigating tons of logs now and trying to fix the most common problems
  • After rejoining a session quest-related parts of some locations may not be visible for joining players (clients)
  • Some things don’t work for clients yet (although everything should work for a host), e.g.
    - Water tanks show no water
    - Sprinklers show no water,
    - Paints won’t be seen etc.
  • The Infected Garden location is not working properly for clients - Preternatual Seed may spawn in a water tank in the middle of this location
  • Some locations may be spawned inside / on the verge of mountains or the organic wall - just look for a different one in such case
  • Friendly Insect is duplicated for clients in the Underdust: Tunnels
  • Friendly Insect may behave oddly once in a while
  • Clients may have a better visibility on under dust locations - the dust isn’t distributed properly
  • Ladder Room ladder mesh will be replaced, right now animations don’t match
  • Every player hears other player characters coughing (from the lack of oxygen) as loud as they would hear themselves.
  • Upgraded Engines and Turbines tend to rotate oddly for clients
  • Sometimes hitboxes for Inkbulbs in pots make it very tricky to harvest those flowers.
  • When two or more clients extract a resource at the same time, it won’t get extracted. The players then have to stop extracting and only one of them should start extracting again.
  • Paint Tool is not working for clients yet
  • Oil Barrels don’t show the correct state when the clients exit and join the game again. They appear full, but they aren’t.
  • When a player is left on a location and the rest of the crew fly away a certain distance, when the stranded player uses the UNSTUCK button, the world may not load properly for them when they return to the airship



Thats all for now...more fixes coming soon!

All Things Co-op! | Beta Launches Today | Release Date | Dev AMA

[h3]Greetings scientists…[/h3]

This will be a big one, so let's get started!
[previewyoutube][/previewyoutube]

[h2]Co-op Release Date & Beta Announcement[/h2]

We’re excited to reveal that the long-awaited and highly requested Co-op Update, now known as “World Evolved + Co-op Update” will go live for everyone in just a few weeks. EA.1.7.0 will launch for all Steam Early Access players on [h3]December 9th 2024![/h3]

But that's not all…

After just over a month of closed playtests, we’re excited to announce that the Forever Skies World Evolved + Co-op Update is live on our Beta Test branch (beta_flight) RIGHT NOW!

We’re grateful to the 800+ players who have been testing and breaking the closed builds for the last month to get us to this point, we couldn’t have done it without you. Details on how to join our beta branch will be shared below. And speaking of branches, a new Forever Skies Steam branch will be accessible to players when we launch EA.1.7.0.



[h2]The Legacy Branch[/h2]

As most of you know by now, your existing saves will not be compatible with The World Evolved + Co-op Update. ICYMI, you can read the full details of that announcement by clicking here.

In the comments of that post, FS Community member “Mickjay” suggested that the game in its 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. A few other community members got behind this and quite frankly, we also thought this was an AWESOME idea, and so we have done just that.

The new legacy branch will be available in the next few weeks, so keep your eyes out for more information if you wish to preserve your current game saves/fancy blimps. Please keep in mind that this legacy branch will receive no further updates. It will remain as EA.1.6.0.



[h2]Co-op Mode Information[/h2]

The game can now be fully played in traditional single-player or our brand-new Co-op Mode. Co-op will only become available once you have completed the game's tutorial and have taken flight for the first time. A notification will appear when it becomes available.

The co-op gameplay loop is structured around one host and up to three friends (or volunteers). Volunteers join the host world and will become the crew of the host’s Airship base, in order to build, scavenge, research and survive together.

When starting a new Co-op game, on the main menu players will have a couple of options available to them when hosting a world:

Single-Player - Offline mode. Players can pause their game, no players can join your world.

Co-op Mode - The new mode where you will get a few different types of co-op modes to choose from. All of these modes require you to be online, which means no pause is available. Here are the different versions of Co-op you can play:
  • Friends-Only - Your game is visible and accessible only to friends on Steam.
  • Public - This mode is visible to everyone, whether from the in-game Sessions menu or from within Steam.
  • Private - Here, players can join your game via Steam invite only.

After you have chosen between single-player or co-op, you can then choose your difficulty level of Easy, Medium or Hard. You also get the option of what Airship Building ruleset you wish to use.
  • Normal - The new ruleset that's been added as part of the World Evolved & Co-op update, that places tighter restrictions on shipbuilding at the start but more in-depth freedom with airship upgrades as you progress.
  • Legacy - The previous ruleset you already know that gives players more freedom on where they could place Airship components

It's only possible to join another player's Co-op session once you have completed the tutorial yourself. When joining a session, you join the world of the host with no resources of your own, only your trusty Extractor. You will have to rely on the resources of your host before gathering them yourself. You can’t bring resources over into the host's world either.

Once a save has been created past the tutorial, the save can then be played in either Single-Player or Co-op mode depending on how you want to play that day.



[h2]New Gameplay Loop[/h2]

The most important thing before playing is to forget everything you thought you knew about Forever Skies. If you try to play through the game and its objectives while holding onto previous knowledge and expecting the game to work the same as before, it could leave you at a disadvantage. The core game loop and progression has been reworked. This was done for a few reasons, but it mainly stems from player feedback about the previous loop and to make the game translate better to a co-op experience, while maintaining a fun single-player experience. Here are some of the changes and additions made to the game in EA.1.7.0:
  • Handcrafting, allows you to craft certain items and components via a built-in Suit Printer, enabling crafting while exploring instead of being tied to an on-board Fabricator.
  • A complete overhaul of the hand Extractor's design and accessibility. The tool will now be part of your suit near the start, with a self-recharge function in emergencies. We’ve also adapted our level design to provide more resources in the world for extraction, puzzles to solve with the Extractor, and a range of upgrades for players to discover, research and attach.
  • The Ship Workstation, now known as the Decoration Fabricator will also be made available just after the tutorial. We want players to start customizing their airships closer to the start of the game.
  • Objectives have been re-worked from the start of the game, right up to the first Underdust descent. This includes a more in-depth tutorial so new players learn how to manage their stats correctly, more focus on vertical gameplay and introduces players to new tech items.




[h2]Additional New Content[/h2]

Capsule Drops sent from the Ark. These capsule drops will occur every so often when flying above the dust layer and will be worth scavenging. You can expect to find all kinds of useful resources inside, including upgrades for your tools!

Metal Collector! This new handy bit of kit can be crafted and placed on catwalks along your airship exterior and will collect metal scraps from underneath the dust layer. Yes, we’re moving away slightly from floating metal in the sky, this still happens, but will only occur rarely. Your main source of metal now comes from the Metal Collector or extracting it from buildings and ruins.

Improvements to Radio Tower locations. Radio Towers are now typically much larger than before. With multiple levels and buildings to explore and scavenge. You will also find more stories and secrets from the previous inhabitants here.

A brand new intro cutscene. While we like our current opening cinematic, we believe it doesn't give the player much information to begin their journey on ruined Earth. The new cutscene gives players more context to how the player got back to Earth, and why. The cutscene also includes a picture of your crew aboard the Ark before the virus took its toll on everyone aboard. We also made this photo an item in-game that you can place on your Airship and take with you throughout your entire journey.

Scrapwing Hatchery - a new threat has appeared in the skies! As you explore above the dust, keep your eyes and ears out for this parasite. The Hatchery will attach itself to the side of your Airship and feast on the metal Catwalks. If this goes unchecked, after some time, it will tear off the Airship Catwalk along with whatever precious equipment you had on it! So be on alert unless you want to say bye bye to your Water Condensers.

Design changes made to Radio Towers. They're now typically a larger location than before.

[h2]Dev AMA[/h2]

A few weeks ago, we sent out a social media post asking players for their questions following a series of announcements from us, we have selected a few of them and answered below…

jeffie_pie5340 - YouTube
[h3]Q. How many players are planned for the coop?[/h3]
A. Four players. One player will host, and up to three friends can join the host's world.

Jack Skett - Twitter
[h3]Q. When playing co-op will it progress both players’ games or just the host?[/h3]
A. Playing will only progress the host's world/game.

Dude_72 - YouTube
[h3]Q. Will PS5 and Steam be able to play multiplayer together when it comes out?[/h3]
A. We currently have no plans for cross-play.

Zenoe-strict7295 - YouTube
[h3]Q. I'm wondering if steam deck support is being worked?[/h3]
A. Right now, our team is mostly focused on the co-op update and the full release on PC & PS5 in early 2025. But we would love to bring Forever Skies to the Steam Deck in the future.

Nick Rhodes - Facebook
[h3]Q. How early into 2025 can we expect [full release] dropping?[/h3]
A. Early. We’re looking at Q1.

Valtristk - Reddit
[h3]Q. Can you drop off a friend at one tower and head to another tower yourself?[/h3]
A. In theory, yes, provided the next tower is close enough. We are still thinking about how to solve the problem that one player can fly away and leave the others. For now, the Unstuck button can freely teleport one player to the airship, but we are considering more in-game solutions.If you fly too far from your friends, the world around them WILL unload. So don’t go too far.

Valtristk - Reddit
[h3]Q. Can one friend enter the underdust while others go and do other things above the dust?[/h3]
A. No, all players need to head to the Underdust together and vice versa.

The_Ham_of_Rum - Reddit
[h3]Q. At what point in the game's progress can I start playing coop?[/h3]
A. Co-op becomes available for hosts and clients after completing the game's tutorial in the opening area.

uncle_smule - YouTube
[h3]Q. What are those colossal lifeforms you talked about?[/h3]
A. They’re coming along nicely in production. We really pushed for one of the encounters to be in this latest update, but it wasn’t quite ready in time. You will see them soon enough.

pannedartist - YouTube
[h3]Q. Will we be seeing more pets within the future of the game? And how much customization will be available?[/h3]
A. We have no plans for additional pets but we are thinking about increasing the role of the pet itself. Additional outfits and attachments for the existing pet are still likely too.

JOHN HATTAM - Twitter
[h3]Q. Can [you] build elevators for your ship in the full game?[/h3]
A. No current plans in production for elevators on your airship but its a super cool idea. Feel free to suggest it on our Feature Upvote site.

The Danecdote - Reddit
[h3]Q. When will 2K [and higher] resolutions be playable?[/h3]
A. Its already possible to play in 2K resolution or higher but we dont recommend it fully as it can have some performance issues. Our production plans have mostly been focused on completing features and mechanics for Forever Skies. But with Co-op releasing in a few weeks , we will turn our focus to improving the games overall perfomance in the coming months.

--------------------------------------------------------------------------------------------------------------
How To Access the Test Branch
  • Open the Steam application on your PC and locate Forever Skies in your games library
  • Right click - PROPERTIES- BETAS
  • Put in the password: BlimpWorkshop
  • From the dropdown menu select the beta branch tilted: beta_flight
  • Press the blue “Opt into beta_flight…” button
  • In your Games Library click on Forever Skies [beta_flight]
  • Install the Test Branch


Start a New Save - Existing Won’t Work on the Test Branch

Remember that importing your old saves won’t work as they are no longer compatible.

So to start a new save, play through the opening location, and once you are airborne, you can get your friends to join your game.

The progress you make on the Test Branch will not carry over once the update goes live on December 9th.

Where to Submit Bugs

All bugs or issues that you encounter while playing should be submitted via the FEEDBACK TOOL that you can find in-game when pausing the game.

You can also access it here - https://forever-skies.featureupvote.com/

--------------------------------------------------------------------------------------------------------------

[h2]Changelog[/h2]

[h3]ADDED:[/h3]

General:
  • Co-op mode
  • Ping system – players can press V to ping items and places in the world to other players
  • New Intro cutscene
  • New settings - Building Mode
    - Normal (new rules apply)
    - Legacy mode (locked on Combat update 1.6.0 version - from all the rework and building restrictions; this mode won’t be supported going forward)
  • New settings - Arachnophobia Mode - changes some enemies models into non-arachnid looking ones
Enemies:
  • Scrapwing Hatchery
Tools & Devices:
  • Suit Printer
  • Metal Collector
  • Metal Collector Head
  • Extractor Upgrade - Capacity
  • Extractor Upgrade - Reload
  • Extractor VFX - rods represent energy level
World:
  • Basic Radio Tower locations diversified with living quarters
  • A height barrier surrounds the starting area of the map
  • Solar Towers as source of Solar Panels for starting height
  • Single Wind Farm towers with Copper accessible after first height upgrade
  • Solar Panel as floating debris
  • Drop Capsules with loot
  • New lore texts added
New resources:
  • Copper Elements
  • Silicon extracted from Solar Panels
  • Synthetic Conglomerate
  • Energy Container
Player:
  • Suit Printer menu allows crafting directly from inventory
  • Dedicated slot for Extractor Upgrade under inventory
  • Death Screen lists all items lost due to player death
  • Additional HUD info notifications according devices and items placement
  • TPP player animations and VFXs
  • Animation for the first Extractor equip action
  • New first-person animations for climbing ladders and using Helm
  • Database updated for the current content additions and changes
  • Ability to Wake up players who ran out of energy
Airship:
  • Airship Catwalks can be destroyed along with everything that was placed on them by Scrapwing Hatchery.
  • New artifact - Family Photo
  • New artifact - Glass City
  • New poster - Dark Wishes
  • New poster - New London
  • Metal Half-Wall
  • Bloom Half-Wall
  • Sprinkler area coverage visuals


[h3]CHANGED:[/h3]
  • Printing timers added to printer devices
  • Tutorial progression and mechanics reworked
  • Lander visuals adjusted to the intro cutscene
  • Starting location adjusted to the new Tutorial
  • Extractor available from the tutorial
  • Extractor as a default tool when joining co-op session
  • Extractor has a limit of charges before its energy depletes
  • Extractor has an option to be recharged manually
  • Deck Extractor is available to unlock on the first Lift to Underdust location
  • Solid State Batteries are now craftable from Suit Printer Menu
  • Transformers are no longer craftable and can be only found on locations
  • Changed logic for spawning Data Cards
    - There can no longer be multiple Data Cards on one location
    - Data Cards with items for specific tools/devices should be spawning only if the player obtained this tool/device first
  • Play menu name changed to Single Player
  • Rudder Controller name changed to Helm
  • Basic Fabricator name changed to Device Fabricator
  • Ship Workstation name changed to Furniture Fabricator
  • Water Tank’s name changed to Large Water Tank
  • Plastic Scrap name changed to Synthetic Compound
  • Device Fabricator can be crafted from Suit Printer
  • Research Station and Helm devices can be printed from Device Fabricator
  • Basic Turbines and Engines can no longer be placed on Room frames [“Normal” building mode]
  • Some items like posters, cabinets, and some hanging devices can no longer be placed on Room frames [“Normal” building mode
  • Basic and Upgraded Turbines height additions and limits changed
  • Every player needs a separate Bed for sleeping
  • Falling out of the ship does not kill the player but teleports them back
  • The percentage of items dropped due to death was increased:
    - To 50% on Normal difficulty level
    - To 60% on Hard difficulty level
  • Players now spawn not directly in front of the Helm, but on one of the floors closest to it
  • Player stats are rebalanced in the tutorial. The player now won’t die from Hunger/Thirst until they finish the food and water tutorial quests (or skip them by leaving the location before finishing them)
  • Increased regeneration of Hunger and Thirst from boiled food and clean water
  • Parameters should drop slightly slower while the player is sleeping
  • Seed container models changed from pouches to containers
  • Garden Pots crafting costs and mechanics changed - Dirty Water container capped at 1 unit
  • Garden Pots and their icons visuals changed - water tanks removed from the back of them
  • Plants growing times rebalanced
  • Wind Farm and Greenhouse Tower locations now have their lower and upper parts related to the changes in height progression
  • Small Cockpit is available in the Airship Builder from the beginning
  • Automatic Deck Extractors are now printable in the Upgrade Station
  • Wrecked Radar moved from Wind Farm to Radio Tower location
  • Wrecked Basic Turbine moved from Radio Tower to Wind Farm location
  • Tool Charger’s recipe moved from a Radio Tower (Electric Elements) to a Wind Farm (Circuit Board)
  • Small Water Tank capacity reduced to 50 units
  • Insect Catcher now limited to starting and 1st height biome only (210 - 250 masl)
  • Epoxy removed completely from Garden locations
  • Epoxy icon changed
  • Boiled Dust Lettuce icon changed
  • Boiled Sunmelon icon changed
  • Boiled Chili Pepper icon changed
  • Aircutter icon changed
  • Copper icon changed
  • Amber Bed icon changed
  • Evolved Flora Hologram icon changed
  • Size of Inventory slots changed by ~10%
  • Language settings moved from Audio to Gameplay Settings
  • Underdust Suburbs enemy spawners reworked
  • Permadeath removed
  • Sticky Note temporarily removed from the game (it needs more work)
  • Hypothermia Booster cost changed (Medical Reagent removed)
  • Overall rebalance of resources spawn and crafting costs
  • Many text changes to quests and lore tablets
  • Many level design and level art adjustments to existing locations
[h3]FIXED:[/h3]
  • Blood Coagulator Booster no longer causes the player to become immortal after applying
  • Boiled fruits and plants which looked like Boiled Chili Pepper now have their proper Boiled version meshes
  • Bloom Walls no longer show yellow makeshift tape from default Room
  • Wrecked Flashlight model changed to the proper Wrecked item
  • Noah’s graffiti is scannable again
[h3]KNOWN ISSUES: [/h3]
Since the build is still a work in progress, it still has some problems you may experience, like:
  • Incomplete localization for languages other than English
  • Random disconnecting from sessions - we’re investigating tons of logs now and trying to fix the most common problems
  • After rejoining a session quest-related parts of some locations may not be visible for joining players (clients)
  • Some things don’t work for clients yet (although everything should work for a host), e.g.
    - Water tanks show no water
    - Sprinklers show no water,
    - Paints won’t be seen etc.
  • Infected Garden location is not working properly for clients - Preternatual Seeds cannot be cut down, Gnarls do not dim out after cutting Preternatural Seeds by a host, path to upper floors may be blocked by some roots
  • Scrapwing Hatchery alerts are being shown to host only
  • Some tablets cannot be read by players
  • Data Cards spawning rates are influenced by other loot, making them harder to find
  • Clients cannot progress quests which need checking Studies or Database
  • Some locations may be spawned inside/on the verge of mountains or the organic wall - just look for a different one in such case
  • Friendly Insect is duplicated for clients in the Underdust: Tunnels
  • Friendly Insect may behave oddly once in a while
  • Clients may have better visibility on Underdust locations - the dust isn’t distributed properly
  • Ladder Room ladder mesh will be replaced, right now animations don’t match
  • Every player hears other player characters coughing (from the lack of oxygen) as loud as they would hear themselves
  • Upgraded Engines and Turbines tend to rotate oddly for clients
  • Sometimes hitboxes for Inkbulbs in pots make it very tricky to harvest those flowers
  • When two or more clients extract a resource at the same time, it won’t get extracted. The players then have to stop extracting and only one of them should start extracting again.
  • Paint Tool is not working for clients yet
  • Crystal battery can’t be hand-crafted
  • Oil Barrels don’t show the correct state when the clients exit and join the game again. They appear full, but they aren’t.
  • When a player is left on a location and the rest of the crew fly away a certain distance, if the stranded player uses the UNSTUCK button, the world may not load properly for them when they return to the airship


This was a long one, if you're still reading then we're impressed!
Have fun with the beta...

Team Far From Home