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Forever Skies News

1.0 Now Available on Beta!

[h3]Greetings scientists…[/h3]

The 1.0 build is now available in our beta branch!!

As always, please remember that content on this branch is still experimental UNTIL it reaches our main build. We are actively working on the game, so some features/assets, texts, audio files, etc, might be missing or still in placeholder form.

[h2]HOW TO JOIN BETA[/h2]
If you want to know how to switch to our beta branch, follow this guide.

IMPORTANT - If you played on the beta after EA.1.7.0 (Co-op Update), you will not need to start a new beta save (although it helps to experience every new detail). However, if you haven't played your beta save since before EA.1.7.0, you will have no choice other than to start again.

[h2]NEW CONTENT FOR 1.0[/h2]

Biomes

Our world has now been divided into biomes. Before, our world was almost completely randomized. This caused a few issues, especially with progression through the game and obtaining upgrades.


By designing a couple of different biomes with specific locations, resources and visuals, we’ve created a more structured world, while still allowing for some procedural variety.

[h2]New Points-Of-Interest[/h2]

There are many new places to discover in 1.0. These range from large new locations to explore, like The Workshop, to smaller points of interest like Luciferin Plants. A small location in the Overgrown Ruins where you can land and gather a useful new resource.

[h2]Chapter 4 - The Final Chapter[/h2]

After acquiring the 1.0 Cure at the end of the current chapter, It’s finally time to take the cure back to the colony on board The Ark. Simple…right??


As always, we’ve included the changelog info so you can see every single thing that has been added, changed and fixed for 1.0. There are still some known issues which we’re in the process of fixing, which we listed below.

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[h2]CHANGELOG/PATCH NOTES[/h2]

[h2]NEW CONTENT:[/h2]

World
  • The world has been split into 3 different Biomes, with unique visuals
    - Silent City
    - Overgrown Ruins
    - New Nature
  • Different biomes are surrounded by different gates
    - The Wall
    - Charged Blockade
  • New locations
    - Cosmodrome
    - Workshop
    - AI-Tree Surface Lift
    - AI-Tree Roots
  • New small locations / POIs
    - Loot Containers
    - Luciferin POIs
    - Three unique Colossal Life Form POIs
  • Murals
    - 20+ unique world murals
Story / Progression
  • The story finale has been added with more than one possible ending
  • New Research: Computers with blueprints for Airship parts
  • Discoveries tab in Studies menu showing all the collectibles (replacing Scanner tab)
Tools & Devices
  • Cutting Tool
  • Extractor module: Organic
  • Mural Frame
  • New Balloons
    - Bulky
    - Flat
    - Tech
Resources
  • Luciferin
  • Machine Scrap
  • Technology Token
  • Basic Research Part
  • Advanced Research Part
  • Unique Research Part
Settings & UI
  • DLSS Frame Generator
  • Scalable UI (up to 120%)
  • Ingredients Auto Crafting added - you can now craft items in printers for which you don’t have all the necessary components, but you have resources to craft them. This does not yet work for the Research Station.
  • All action bar slots are possible to bind
  • Add a UI widget that shows when the game is being saved
Other
  • Three Colossal Life Form Eggs for airship decoration
  • Database button to mark all entries as read
  • Suit Printer tab added to Blueprints menu
  • Blueprint menu adjusted to uniform UI look
  • Many optimization works to boost the performance of the game
    - Further optimization of 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 host's CPU
    - Other CPU-side optimization
    - Draw call reductions
    - Lighting optimization
    - Reduction of memory consumption of models and textures


CHANGED:
  • The Lower Greenhouse platform changed into a small early standalone location
  • Some locations changed their height/altitude to adjust them to the relevant biomes
  • First Immunity drop moved from Greenhouse Tower to Underdust: Tunnels
  • Second Immunity drop moved from Underdust: Tunnels to Overgrown Lift.
  • The Ladder Room module now has a proper ladder matching climbing animation
  • Some Posters were rescaled
  • Clients can’t join the session while the host is operating lift to or from Underdust locations to prevent further session problems
  • Elevator ride “interactive loading screen” changed to not generate so many frame drops
  • Radar visual changed to highlight surrounding biomes better
    - Biomes representation on the outer ring
    - The biome you’re currently exploring is represented by the background colour
    - Murals icons added
    - Container icons added
    - World events icons added
  • Dust color presets have been assigned to each biome to make them look more visually distinct from one another
  • Filtering Deck Extractor now allows you to select Biomass for extraction
  • Changes to flying debris:
    - Silicon is found in the Silent City biome
    - Biomass is found in the Overgrown Ruins biome
    - Glass is found in the New Nature biome
  • Repair Patch stacks improved from 5 to 10
  • Biomass stacks changed from 50 to 100
  • Basic Turbine and Advanced Turbine now give not only an altitude bonus but also a maximum weight bonus (+50 / +100 respectively)
  • Altitude bonus for Advanced Turbine is now +30 (instead of +20)
  • Airship ascends/descends faster now - it's permanent, not related to Turbines
  • Repair Thrower and Airship Builder now has longer lasting battery
  • Solid State Battery and Upgrade Fabricator crafting cost reduced
  • Both Automatic Extractors need Crystal Batteries
  • Helm in the basic airship moved away from the Cockpit
  • Small Backpack moved from New Nature Territory to Greenhouse Tower
  • Medium Backpack moved from Underdust: Suburbs to New Nature Territory
  • Rains less often (every 15 minutes, more or less)
  • Clients' weather, especially rain, should now be better synchronised with the host's session (small issues may still appear though)
  • Database entries stripped of any irrelevant data (like edible and nutrients sections)
  • Energy Crystals are now craftable
  • Fiberglass is now craftable
  • Plant Oil and Organic Fertilizer are the default Distiller recipes now
  • All Keycards no longer need Access Modules as crafting ingredients
  • Boosters icons were replaced on all devices
  • Costs for crafting Polymer changed from 3 to 5 Plant Oil stacks; further balance optimisation should be adjusted properly to this change (it has to be done for technical purposes only)
  • Low stamina animation with Knife plays its animation faster
  • Picking up a Firecracker plant now rewards with its fruits (with a random chance on getting its seed)
  • Researching Encrypted Data no longer needs Evolved Flora Hologram as its crafting component
  • Wrecked versions of Repair Thrower and Paint Tool added so they match all the other Wrecked tools research process
  • Boosters research recipes moved from Device Fabricator to Suit Printer tab
  • Crossbow research recipe moved from Device Fabricator to Suit Printer tab
  • Suit Printer tab moved to the leftmost space in the Research Station
  • Food and Water tutorial quests made as optional
  • Cooldowns to many repeatable VOs and message log lines added (they shouldn’t spam your log anymore)
  • Artifacts can’t be recycled anymore - they can now be sold in Artifacts Printers on the Dust Territory locations only
  • Crossbow bolts tweaked for a better lifespan, especially on long distances, e.g. for destroying the 3rd Biome gates
  • Scrapwing Hatchery no longer spawns when all players are sleeping at the same time
  • More insect enemies on locations above the dust
  • Plants from the Overgrown Ruins biome need Organic Fertilizer for their growth process aboard your airship
  • Plants that are pickable in Underdust locations only need Dust Fertilizer for their growth process aboard
  • Some plant spoiling timers were prolonged
  • Airship decoration items moved from Device Fabricator into Furniture Fabricator
  • Paint Tool moved from Furniture Fabricator to Suit Printer
  • Landing the airship at high speed will no longer cause damage
  • Details added for each difficulty level on the main menu
  • Descriptions added to Normal and Legacy building modes
  • Rebalancing research and craft recipes
  • Locations general level art and level design pass
  • Other languages translation updated
FIXED:
  • Corner View room tops do not overlap with floors anymore, and its glass material has been corrected to standard airship modules' glass
  • Hanging Cabinet pivot lined with the center of the cabinet
  • Fixed collisions on Infected Garden, blocking entry to one of the location branches
  • Large Bloom Two-Deck Cockpit icon changed to a proper one
  • Fixed a bug where the player could pick up Thorn Bee Hive, resulting in bees staying in the world forever
  • Fixed a bug where players could rescue two Friendly Insect pets
  • Fixed a bug where players couldn’t join a co-op session if their Steam names included some special characters
  • Fixed a bug where clients in co-op sessions didn’t see plants growing
  • Fixed a bug where non-picked-up items in buildings containing Wrecked Objects needed for main quest progression (e.g. Wrecked Basic Turbine) appeared again floating mid-air on the next visited locations
  • Fixed a bug where Studies / Discoveries contained Metal Collector instead of Wrecked Metal Collector, thus making it impossible to complete this discovery set
  • Fixed a rare bug where the Sleeping screen (when a player got exhausted) didn’t fill the whole screen
  • Fixed a bug where the Friendly Insect animation breaks when more than one player tries to pet it at the same time
  • Fixed a bug where eating Green Colander raw treated the Pyrexia disease
  • Fixed a bug where players caught anything else than Dust Moths during the tutorial
  • Fixed a bug where clients in a co-op session didn’t see the dust on the Underdust: Suburbs
  • Airship shouldn’t get stuck in locations geometry
  • Fixed a bug where the animation for entering the Medical Station wasn’t playing
  • Fixed a bug where clients in a co-op session couldn’t sell items more than once in the Artifact Trade Station
  • Several of the most common sources of a crashing game have been removed
  • Final texture added to recharge strap of Extractor tool
KNOWN ISSUES:
  • Loot Containers POIs are not fully working for clients in co-op section yet - they may see some strange ruins around those locations
  • You may happen to see an empty quest on the To-Do tab
  • There’s a rare bug where the radial menu (C key bind) stops working and requires a save reload to start working again
  • When you load a save, the airship might be slightly moved from the place in which it was at the time of saving.
  • Some world ruins do not collapse when all surrounding objects were extracted
  • Some ruins popping up in the New Nature biome
  • Missing audio during Colossal Lifeform sequences


That's all for now! This is easily are largest ever update. There will be further improvements across the board made between now and April 14th. We hope you enjoy your first taste of Ver.1.0

Speak soon!
Team Far From Home

Full Release Date REVEALED! And More...

[h3]Greetings scientists…[/h3]

There is no preamble, let's get straight to it. Forever Skies 1.0 launches on Steam on[h3] April 14th 2025![/h3]

Check out our Release Date Announcement trailer below…
[previewyoutube][/previewyoutube]

Our full release includes a whole bunch of new content. This includes biomes, new locations, the final story chapter, new tools, new QOL improvements and more. We wrote about some of the more notable new additions a few weeks ago in a previous blog here



[h2]Roadmap 2025 & Beta[/h2]
But we won’t be stopping here, we plan to continue to support Forever Skies with additional updates after the full release. Below, you can see some of our plans for the rest of 2025 with our updated roadmap.



What we decide to work on following the full release will be based on a couple of things, but mostly the feedback we get from you, the community. That being said, we already have some ideas based on your suggestions on our Feature Upvote site.

Finally, before we go, we’re excited to announce that players will be able to get their first taste of the 1.0 update on March 25th when the update goes live on our beta branch (yes, this coming Tuesday!)

We can’t wait to hear your thoughts on the full release.



[h2]REMINDER: We're Re-setting Our Discount[/h2]
As a reminder, we’re currently 40% off till March 20th and this will be the last time the game will be discounted this deep for some time.

We also have 2 great bundles going with our friends from Aloft and Frostpunk 2 which give you an additional 10% off.

https://store.steampowered.com/bundle/51364/Aloft__Forever_Skies/

https://store.steampowered.com/bundle/51032/Frostpunk_2_x_Forever_Skies/

Forever Skies has been in development for just over 4 years, and we can’t believe we’re nearly at the 1.0 stage. Thank you to everyone reading, whether you’ve been following us since January 2022 when we first announced the project or whether you’ve only just discovered our little game. Thank you to each and every one of you.

Speak real soon.
Team Far From Home


Beloved survival game and Subnautica rival Forever Skies is coming to 1.0

If you want to play a new survival game with a distinct flavor, look no further than Forever Skies. It's a little bit of Fallout, No Man's Sky, and Subnautica all rolled into one, and it's been getting better and better recently. With an 84% positive user score from almost 5,000 reviews, Forever Skies is worth a try if games like Palworld and Once Human have run their course for you.


Read the rest of the story...


RELATED LINKS:

Survival game Forever Skies is Fallout meets Subnautica, and now it has co-op

Forever Skies, coming this year, looks like Fallout crossed with Subnautica in the sky

Forever Skies 40% off + Great Bundles with Aloft and Frostpunk 2

Hey everyone!

The Steam Spring Sale is in full swing and Forever Skies is 40% off! We've also teamed up with two of ours friends to create some great bundles. 

[h2]ALOFT[/h2]

First off is Aloft, our friends surviving in their own, cozy skies. They're 20% off now and if you want an extra 10% off, you can use our bundle, even if you already own Forever Skies.

https://store.steampowered.com/bundle/51364/Aloft__Forever_Skies/

Soar the skies in Aloft, the co-op sandbox survival game set in a world of floating islands. Build any island into a skyship, your home in the clouds. Find lost knowledge, cure the fungal corruption, and brave the hurricane to restore the ecosystem.

[h2]FROSTPUNK 2[/h2]

And then have the latest big game from our Polish brothers and sisters over at 11Bit Studios - Frostpunk 2! They're 30% off now and if you can get an extra 10% off, you can use our bundle, even if you already own Forever Skies.

https://store.steampowered.com/bundle/51032/Frostpunk_2_x_Forever_Skies/

Develop, expand, and advance your city in a society survival game set 30 years after an apocalyptic blizzard ravaged Earth. In Frostpunk 2, you face not only the perils of never-ending winter, but also the powerful factions that watch your every step inside the Council Hall.

That's it for now. Happy deal hunting and see you in the skies!

- Team Far From Home

Community Update - Full Release Content & More

[h3]Greetings scientists…[/h3]

Back in October 2024, we announced that our release window was changing to early 2025 and explained why by sharing what content we had planned…

ICYMI, you can read that blog post by clicking here. This release window hasn’t changed. In fact, we will announce the official release date and our 2025 roadmap in just a few short weeks! So make sure to keep your eyes peeled here come the middle of March 👀

While we’d love to tell you the exact release date now, we’ve been invited to take part in an online event, and the organisers have asked that we reveal our release date there. It helps us and the organisers to get more eyes on the game and the event, so we’ve happily obliged. But rest assured, we’re talking a matter of weeks before the game is fully out, not prolonged months or years.

Today, we thought we’d share an update on some of the new content being introduced for the 1.0 release to give you a taste of what the full experience will look like. Before we get into it, here is a word on current discounts and future pricing.

[h2]LAST EARLY ACCESS DISCOUNT + FULL RELEASE PRICE[/h2]
We wanted to be fully open and give players a heads-up about our price plans for 1.0.

First of all, Forever Skies Early Access is currently 40% off and will be for a few weeks! But this will be the last time our Early Access build will be available at a discount of this size. When we launch 1.0, we will reset our discount percentage and won’t use such a deep discount for some time. So, if you were considering taking the plunge on the game, now would be a great time to do it.

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

The second point is a lot of people have asked us over the last year and a half if we plan to increase the price of the game on Steam when 1.0 launches, and today I can confirm that the answer is no. There will be no price increase for the full release, only the change to the discount percentage amount as mentioned before.

[h2]PRODUCTION PLANS FOR THE 1.0 RELEASE[/h2]
There is a lot that we need to do to deliver a fun but stable full release to you. To achieve this, our production team has been split into three separate teams for full release:
  • Team 1 (Story) - This team is working on writing and implementing the final chapter and cutscenes to the story.
  • Team 2 (World) - This team is developing the changes to the world, including dividing the world and locations into biomes, as well as implementing new dynamic encounters and improving some of the existing mechanics like overhauling the old random data-card airship blueprint system.
  • Team 3 (Tech) - It's no secret that the performance of the game needs improvement for the full release. This is one of their biggest priorities, as well as implementing new QoL features and fixing bugs. We posted a performance survey on Steam yesterday (here). Filling this in helps this team understand where their focus needs to be.

So here’s some of what's coming up for 1.0…

[h2]BIOMES[/h2] Silent City Biome

Right now, our world relies completely on procedural world tiles to place locations and determines the world dressing across its map. It generates the same tile over and over every few KM, and location type placement is mostly random.

With 1.0, the world will be separated into different biomes where you will find specific locations, resources and more.

Overgrown Ruins Biome

By designing a couple of different biomes with specific rules and defining what locations will spawn within them, we can create a more cohesive and believable world while still allowing for some procedural variety.

One of the biggest issues with the current world's randomized nature, is that a lot of players found the upgraded models of certain tech items, before finding the basic model, like the Freezer or Auto-Deck Extractor for example. Placing certain locations and their tech in a later biome makes progression feel more natural as it should, rather than chaotic.

[h2]NEW LOCATIONS[/h2]
There are several brand-new locations currently in development, which we have shared on social media in the last few weeks, many of which will be tied to the story.



We won’t go into the details of the story here, but we will say that an important decision will need to be made by the player…



The Workshop is a new location type, found in the Silent City biome that some eagle-eyed players might recognise from our early trailers and Steam blogs back when we called it the Tech-Bay. However, we’ve given this location a glow-up since you guys last saw it.



Airships were manufactured at these locations before humanity lost its fight against nature. So expect to find important and cosmetic airship upgrades here. As well as more lore elements, new resources, devices and puzzles (interactive cranes anyone?)



These locations have an extra large landing pad, complete with scaffolding making them the perfect location to Upgrade your airship exterior from and maybe attach one of the new Airship Balloon designs.



A new tool can also be found here after completing a series of puzzles called The Laser Cutting tool.



This tool can be used to get around The Workshop easier on return visits, as well as unlocking supply containers which you will find on the Workshop locations, but also on a smaller point of interest found throughout the world, Isolated Supply Containers.

[h2]OTHER POINTS OF INTEREST[/h2] Isolated Supply Containers & Changes To Data-Card Blueprint Mechanics



Inside Isolated Supply Containers like the one pictured, players will find a special resource that's used to research new blueprints for the Airship Builder - weirdly, they look just like the old Data Cards, but I’m sure that's just a coincidence 😛



Yes! We’ve recycled the old Data Card asset into a resource which will give you the control and freedom to research and unlock the parts you want. Rather than forcing you to grind locations for random blueprint drops and only unlocking a Railing after hours of searching. Now, you will have the control to unlock something you actually want (nothing against Railings though, of course).

Here is how it works…

Players will now find the blueprints for whole categories of airship modules via Research Computers at specific locations in the world. Not just one blueprint at a time like before…

These blueprints then get sent to your Research Station on your Airship. Players can then select which airship parts to prioritise and unlock first. Research on these blueprints will require research parts, which players can find inside these supply containers around the world (pictured above).

More freedom for the player, and no relying on random drops.

Murals



While exploring the world, you will come across various murals. Each one you find tells a different story and will expand the lore of the world, both before and after the ecological downfall of the planet.

By scanning all of them you will complete the collection and unlock a special reward. It might seem far-fetched that these murals exist in the first place, but creative and artistic people will always find a way to express themselves, even during the collapse of humanity.

Colossal Lifeforms



Yes! They’re finally being added to the game! At certain points throughout your journey, you will encounter a colossal lifeform.

These are rare creatures and are far beyond your means to fight. However, getting close enough at times might reward you with rare resources in new areas to explore!

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[h2]BEFORE YOU GO…[/h2]
Let's answer two more frequently asked questions before you go…

First, we can confirm that there will be no more save resets needed. We hate that we had to reset them for the World Evolved & Co-op Update, so we’re happy to confirm that this won’t be happening again for 1.0. However, we DO recommend you start again from scratch; otherwise, you risk missing out on some of the content listed above. Since the world is being split into biomes, our plan is for all players who load their old save to be dropped off in what we now call “Biome 0”. This is the opening area where players land and do the tutorial, but with all of progress intact. After you leave that starting tile, the world's biomes will start generating to bring your world up to date.

Secondly, we can confirm that even though we’re calling this the “full release”, in no way will this be the “final release”. There’s still so much content and QOL improvements we want to add to the game that we simply won’t have time to get it all done for the 1.0 release, which also includes many of your great ideas on our Feature Upvote board.

Having said that, there are still a bunch of features going into the upcoming 1.0 release that I’ve not mentioned because we simply don’t have time to talk about it today; this blog is already too long!! If you’re still reading, then fair play! 👏👏

That's all for today, I hope you found this blog useful. Please drop your comments and questions below. We will answer as best as we can! 👇

Be kind to each other in the comments, and stay awesome!

Team Far From Home