Greetings scientists…
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 be announcing 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 organizers 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.
LAST EARLY ACCESS DISCOUNT + FULL RELEASE PRICE
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 be resetting our discount percentage and won’t be hitting 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.
PRODUCTION PLANS FOR THE 1.0 RELEASE
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…
BIOMES

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.
NEW LOCATIONS
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.
OTHER POINTS OF INTEREST
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!
-------------------------------------------------------------------------------------
BEFORE YOU GO…
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