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Lost Skies Release Date FAQ

[p][/p][p][/p][p]Thank you for all your great questions following last week's release date announcement.[/p][p]
[/p][p]We've taken some time to compile them all and hope this helps to address any concerns you may have. Your patience is greatly appreciated, we believe we have created a very rounded and captivating experience with Lost Skies. It's an incredibly exciting time for the team and we can't wait for you all to experience the full release. [/p][p]
As a final preview we'll be releasing the final 'Skywatch' before launch later this week, where we'll give you a more detailed look at what we've been working on and the scope of changes in the release version. Stay tuned! ❤️ [/p][p][/p][p]Lost Skies Release Date FAQ[/p][p][/p][p]What key features or level of polish define this as the 1.0 full release versus Early Access and was this timing driven by the game's readiness or by any external factors?[/p][p][/p][p]Our plan for Early Access had to change along the way. In April we encountered some development challenges with fundamental core tech (more on that below). We also still had a lot of features and content in development for 1.0. This led us to a clear decision: shift our entire focus from smaller EA patches to delivering a comprehensive 1.0 launch. As a small independent studio, allocating our resources efficiently is critical, and we believe this was the right call to make within our set timeframe. This dedicated time allowed us to improve stability, fix key bugs, and build the well-rounded experience we’re now ready to release. We're proud of the result and look forward to you playing it.[/p][p][/p][p][/p][p]Since there weren't as many EA updates as planned, what game-breaking issues have been addressed, and is the plan to fix everything else in this one release?[/p][p][/p][p]After releasing one major content update and four hotfixes, we made the decision to bundle all subsequent content and tech updates into the full release rather than continue with smaller patches.[/p][p][/p][p]Our highest priority for this release was resolving the most critical game-breaking issue: any potential for progress loss![/p][p][/p][p]Alongside that major fix, this version also includes fixes for dozens of other bugs reported by the community, spanning all systems from inventory and upgrades to puzzles.[/p][p][/p][p][/p][p]Are fixes for networking and progress loss coming in the full release, and will there be a progress wipe?
[/p][p]As outlined in the Steam Post, our biggest priority was to address networking issues and potential progress loss. This work will be completed for full release, making the game stable and reliable in the long run. Due to the scope of these fundamental changes, we’ll have to perform a full progress wipe, including all characters and worlds. [/p][p][/p][p]Please refer to the linked post by our Principal Developer for a more in-depth dive into this issue.[/p][p][/p][p][/p][p]Could you give an overview of the new content added for the 1.0 launch? For example: will there be new regions and bosses, weather wall crossings, or new creatures?[/p][p][/p][p]Here are some of the major changes we’re most excited for:[/p]
  • [p]The game world has been expanded from one region to four. The original Outskirts region has been split into three separate regions, and a new fourth region (the Midlands) has been added.[/p]
  • [p] All of these regions have been significantly expanded to contain roughly 30 islands and are now separated by new weather barriers, including windwalls and stormwalls.[/p]
  • [p] A new boss type (the Arbiter) has been introduced. Arbiters are smaller than Heralds and are designed to create more frequent sky combat encounters.[/p]
  • [p]Each of the new regions will also contain its own unique Herald boss.[/p]
  • [p]New ship parts (sail controls, new engines, decorations, and more)[/p]
  • [p]New hostile creatures like Thornets and Harpies[/p]
  • [p]New resources and materials that unlock additional crafting recipes[/p]
[p][/p][p]We will provide a visual showcase of this new content in a special edition of Skywatch later this week.[/p][p][/p][p][/p][p]What kind of balancing work went into 1.0?[/p][p][/p][p]We have performed an extensive balance pass on all major systems ahead of full release.
[/p][p]A primary focus was ship progression and based on the incredibly useful feedback we have received from Early Access, we observed that the stats gained from ship levelling and different materials were not affecting ship performance in a meaningful way. This area received a major overhaul - now those rare materials are going to provide a substantial boost to your ship.
[/p][p]The levelling cap for all ship parts is now 50, allowing you to really invest in your favourites.[/p][p][/p][p]This is in addition to sub-component random stat rolls. Propellers, barrels, wing tips, etc., can now roll with a variety of stats, allowing you to swap them out on your ship parts to really customize the stat distribution. Some sub-components even come with brand new stats, such as Energy Efficiency, which will reduce the energy cost for that ship part![/p][p][/p][p][/p][p]What does the future of the game look like after launch? Do you have a roadmap, and are there plans to fund and develop new content like more islands and regions down the line?
[/p][p]Our immediate commitment is to support the launch. This includes releasing hotfixes for any urgent issues that may arise and developing a 'Day 30' patch to address early player feedback.[/p][p]
While our team are very dedicated to the game and have many ideas for the future of Lost Skies, we are not the biggest team. Post Day 30, the development of major new content is dependent on the commercial success of the full release and its public reception. We need to see how the game performs and how many players it reaches before we can establish a formal long-term roadmap. The community's support will directly influence what comes next.
[/p][p] [/p][p]Could you share the team's perspective on the upcoming full release? Specifically how does the team feel about the current state of the game and how many people are still actively developing Lost Skies?[/p][p][/p][p]Like any development team we'll always have more ideas we'd love to add to the game. That said, we are genuinely proud of what our small team has accomplished for the full release.[/p][p]
The scope of the game is significantly larger than it was in Early Access and we've focused on stability while fixing dozens of issues reported directly by the community. We're a mix of nervous and excited for everyone to jump in and see the changes for themselves. We sincerely hope the launch goes well and that our team has an opportunity to continue working on the world of Lost Skies. 😅
[/p][p][/p][p]Will Lost Skies be player-tested before full release?
[/p][p]We’re planning to share 1.0 build with our amazing OpenDev community the week before release, then we have a short buffer to review all feedback with the intention to implement this in the September patches and beyond![/p][p]
[/p][p]What are the plans for multiplayer servers? Specifically, will players have the option to set up dedicated or PVP servers and will there be a way to increase the player limit in a session?[/p][p][/p][p]To set clear expectations for the full release on September 17th, dedicated servers, custom server rules (including PVP or increased player cap) will not be included at launch. The player limit will remain at 6 just as it is in Early Access.[/p][p][/p][p]We understand that these are important features for many players. While a firm plan for them depends on how well the launch goes, we want to be transparent that our team is very keen to develop these options, and we know that PVP options are important to some of our community. Between EA release and 1.0 our focus was delivering the core PVE experience we promised to players and making the game as fun and stable as possible. It's high on our list of things we'd love to work on post-release, if our strong and supportive community continues to grow (which is our hope!).[/p][p]
[/p][p]Will players be able to create their own world layouts with custom islands on Full Release? [/p][p]Similar to the previous question, this is still something we feel passionate about because the ultimate goal is to create a fun and evergreen sandbox for players to enjoy for years to come. However, this is very much a stretch goal.[/p][p][/p][p][/p][p]How will we support modding post-launch?[/p][p][/p][p]We want to be clear that we are very pro-modding. The work from our modding community has been fantastic and we plan to continue supporting them just as we are now.[/p][p][/p][p]In these final weeks before the full launch, we are in direct communication with mod creators to help them prepare for the update. It's a two-way street: they are also collaborating with us to make sure their mods are stable and don't cause extra bugs for the community. Our shared goal is to make sure your mods don't break on launch day.[/p][p]
[/p][p]Some reviews for Early Access highlighted frustrations around the new player experience. Have you updated the tutorial or the starting island experience for the full release? [/p][p]While we haven't fundamentally changed the game's introduction we have focused on refinement. A number of bug fixes and quality-of-life updates have been made to ensure the starting experience is more stable and polished for the full release. While we understand the concerns here we simply don't have time as this would be a major change. [/p][p][/p][p]We are planning on working on visual guides with members of the community to help mitigate any issues that come up. Keep an eye on our socials for these. [/p][p][/p][p]Will new regions be added to Island Creator?[/p][p][/p][p]While there are no confirmed plans to expand on the Island Creators at this time, it's something we are prepared for.
[/p][p]We have already developed concepts and art assets that could form the foundation of a new region. However, our primary focus was getting the game set for full release. We'd love the opportunity to expand the world of the Island Creator further in the future.[/p][p][/p][p][/p][p]Will there be more tech trees for each culture and civilization?
[/p][p]Full release will feature the Saborian tech tree which has been expanded since the Early Access release.[/p][p]
[/p][p]Will Lost Skies be Steam Deck verified?[/p][p][/p][p]Our main priority for the full release had to be the game’s core stability and finishing all the launch features. We’ve made good progress on Steam Deck optimisation, but getting it officially verified had to take a backseat for now. We know it’s important and we believe we're not far off, but we have to make sure the main game experience is as solid as possible first.[/p][p][/p]