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Full Steam announcements and update articles for this title.
Greetings scientists, Forever Skies: The Final Echoes Update is now fully playable on our experimental beta branch from now until Monday, July 13th! We then plan for it to return on the following weekend, Friday, July 17th - Monday, July 20th. Instructions on how to join our beta_flight branch can be found by clicking HERE \ IMPORTANT SAVE INFO This time, our beta branch will work slightly differently from how we normally do things, so please pay attention to the information in this section. If you are planning to take part in both beta weekends, we recommend creating a dedicated save slot for the beta. This save will carry over between the two beta weekends, but it will not be playable in the period between them. During this time, you’ll still be able to play Ver.1.2.2 using a different save slot. Then, next Friday, the beta branch will switch back to Ver.1.3.0, The Final Echoes (where you will be able to resume the save you made). We always recommend keeping your beta saves and main game saves separate, just in case there are any differences between the main game and the beta. More info on how to manage your beta saves can be found in the same “how to” link above. We recommend starting a new save for The Final Echoes in order to experience all of its content in its entirety, but it is not necessary, as we have a unique quest in place to onboard existing save files. \ UPDATE OVERVIEW ICYMI: The Final Echoes is the third (and final) part of our Echoes Update series where we have worked with your feedback following the launch of 1.0 to bring more diversity and depth to the world of Forever Skies. Here are some of the new features included with this update:
New airship-wide electricity system. You can read more about this new mechanic on our PREVIOUS BLOG.
Custom Difficulty Settings
New enemies above the dust.
New locations
6 new side quests
QOL + bug fixes
+ More! (Full patch notes below) \ Please keep in mind that, as with all beta builds, this content is still a work-in-progress. You will still notice bugs as well as placeholder texts, textures, and icons. These assets are not yet in their final look/state. We are just a few short weeks away from the full release of the Final Echoes Update on July 27th, and we really hope you enjoy the new content we have been working so hard on. We also know many of you have held off from trying Echoes Part 1 and Part 2, because you wanted to experience Echoes in its entirety. If you are one of those people, enjoy. We hope it was worth the wait! \ ------------------------------------------------------------------------------------------ PATCHNOTES:
Electricity System
Custom Difficulty Settings
New Devices:
Power Generator Tier 1
Power Generator Tier 2
Power Generator Tier 3
Lightning Rod
Weather Control Device
New Locations:
Lightning Tower
Power Generator Location
New Side Quests
Two Worlds
New Path and Old Questions
Lacking Manpower
Pet Dreams
Power Must Flow
New Landmarks
Field Hospital
Large Park with a hidden school
Soccer Field Destroyed
New Enemies
Drone
Robot
New Crossbow Bolts:
Tempered
Reinforced
Decorations
Paint Skin: Bug Theme
Artifact: Smog Globe
Artifact: Earth Globe
Knife attack changed to light and heavy attack
Crossbow bolts changed to tiers
Poison Bolts name changed to Acid Bolts
Decoys and Mines adjusted to new enemies
Airship device behaviours have been adjusted to work with the Electricity System
Some side quests now spawn with better distance, direction and biome logic.
Side Quests guidance was improved to prevent players from being sent back and forth between biomes unnecessarily.
Several small UI texts were increased in size for better console readability.
Fixed multiple co-op issues where clients could not interact with devices correctly.
Fixed a co-op issue where players could lose inventory after leaving and rejoining a fresh tutorial-hosted game.
Fixed session issues where tutorial sessions could appear incorrectly or register the wrong number of players.
Fixed radar issues where stale side quests could keep being displayed.
Fixed quest lock logic, which was incorrectly triggering unlock events.
Fixed quest starters and quest areas for several side quests.
Fixed missing or incorrect quest icons, objective text and database entries.
Fixed crossbow animation, reload and ADS issues.
Fixed bolt visibility and incorrect bolt item data.
Fixed charged bolt not destroying charged growth blockade on direct hit.
Fixed booster HUD order, duration display and warning icon behaviour.
Fixed item tooltip category information not displaying correctly.
Fixed white screen issue in the database.
Fixed font sizes in multiple widgets to meet readability requirements.
Fixed floating vines, misplaced decals, clipping objects and collision issues across multiple locations.
Fixed empty Radio Operator Sheds.
Fixed ruins spawning problems caused by incorrect randomization values.
Fixed ladders, landing pads, shed interiors and object placement in several locations.
Fixed a gameplay cue performance issue related to low vitals.
Fixed map loader behaviour to prevent unnecessary preloading in some situations.
------------------------------------------------------------------------------------------ A reminder, this update might be called The Final Echoes, but it does not mean this is the final update. We will share more of our future plans at a later date, but for now, please enjoy this new version of Forever Skies that we feel is much closer to the version of the game we envisioned during early development. Thats all for now, speak soon! Team FFH
Hello everyone. As we get closer to the release of our big "The Final Echoes" update, we wanted to turn to our community for help finding bugs that our own QA teams might have missed. The top 5 most active and useful community QA participants will be rewarded, with the grand prize being an NVIDIA GeForce 5070. This initiative is open to all owners of Forever Skies on PC only. You have to own the game on Steam to take part.
Fill out this form: https://forms.gle/diyuFsW9W7RHVtoq5
Wait for a password to be sent to you by email.
Join the Final Echo test branch during the testing period.
Play the test build and look for bugs, crashes, broken quests, visual issues, balance problems, progression blockers, or anything that feels wrong.
Report bugs through the official bug report in-game tool (accessible by pressing F6)
Each report must include your email address, and please add your Steam nickname to the bug description, so we can identify participants, track submissions, and contact winners.
Each valid bug report will count toward your Bug Hunt ranking, which our team sees internally.
A bug report must include:
Your email address.
Your Steam nickname.
A clear description of the issue.
Steps to reproduce the bug, if possible.
Screenshot
Your platform and PC specs, especially GPU, CPU, RAM, and OS.
Save file or logs, if requested by the team.
Reports that are unclear, duplicated, fake, abusive, or impossible to verify will not count.
Participants will be ranked based on the number of valid and confirmed bug reports submitted during the Bug Hunt and also on the quality of the bug report. Quality is what counts here, not quantity.
To keep it fair:
Duplicate reports count only once, usually for the first person who submitted them clearly.
Critical bugs will be given extra weight by the team.
Low-effort spam reports will not count and may decrease your ranking
The team has the final say on whether a report is valid.
The Top 5 most active and useful participants will receive rewards.
1st place
Graphics card, main prize - NVIDIA GeForce 5070
All Forever Skies DLC
2nd to 5th place
Steam Gift Card - 50 USD
Forever Skies DLC (Supporter Pack & Soundtrack)
Additionally:
Name mentioned in game credits (if you want)
The testing period will run for up to 6 days and so your bug reports must be submitted during the official Bug Hunt period:
Start: 1 July 2026 \
We will likely announce the winners on DATE once we've had time to properly assess and rank everyone's contributions accurately.
Reports submitted after the deadline may still help the game, but sadly will not count toward the contest ranking unless a critical/unique bug is brought to our attention.
By joining the Bug Hunt, participants agree that:
Reports will be based on the official Final Echo test build.
Bugs must be found and reported honestly.
Participants must provide a valid email address and Steam nickname for identification and reward purposes.
Exploiting, leaking, datamining, or sharing unreleased content outside approved channels may result in disqualification.
Harassment, offensive behaviour, or spam will result in removal from the Bug Hunt.
Far From Home may contact participants for additional information about their reports.
Far From Home has the final decision on scoring and winners.
The goal of the Bug Hunt is to help improve Final Echo before release. We are looking for useful, clear, reproducible reports, not just the biggest pile of submissions. Quantity helps; quality matters more. And spam belongs in the trash, where it can reflect on its life choices. 😆
Email addresses and Steam nicknames will be used only to identify Bug Hunt participants, verify submissions, contact winners, and distribute rewards. These details will not be used for unrelated marketing communication unless the participant separately agrees to it.
Greetings Scientists!
Now that we have our launch date locked in for our The Final Echoes free update (July 27th, 2026), we wanted to start sharing some more details of the major changes coming with it. So today, we're diving into one of the biggest additions in the update.
One of the most significant gameplay changes arriving with The Final Echoes is a complete overhaul of how electricity works aboard your airship.
We received a fair bit of player feedback from players saying they wanted something to keep them more engaged with their airship throughout their playthrough that goes beyond just building and decorating. After exploring several ideas and prototypes, we landed on a new power management system that makes generating and maintaining electricity a core part of survival.
From now on, your airship will run on the power you generate yourself. Managing production and consumption will become an important part of keeping your ship operational and efficient. So in this post, we want to lay out some of the details on what changes, how it works, and a little bit of what to expect.
(Tier 1, 2, and 3 generators side by side)
One of the first changes you'll notice is that batteries are no longer required to power devices aboard your airship. You'll still use batteries for crafting, powering old devices at locations, or to open some doors, but now you'll no longer need to constantly replace them just to keep your onboard devices running.
Instead, your airship will rely on a balance between power generation and power consumption. Nearly every device contributes to your ship's overall power demand, and it's up to you to ensure your generators can keep pace.
While every starter airship will come with a small amount of built-in power generation, it won't be enough for long. Expanding your power infrastructure by building and installing generators will quickly become a priority.
Your airship's performance now depends on its overall power status. Throughout a playthrough, you'll encounter four different power states. The one you're in can be seen in the top right of the HUD, but also through the ambient lighting throughout your airship and devices.
You can cycle through the 4 images below to see them side by side.
Stable Status is indicated by a white-coloured device and interior lights
Overload Status is indicated by a yellow-coloured device and interior lights
Emergency Status is indicated by a red-coloured device and interior lights
Surplus Status is indicated by a blue-coloured device and interior lights
Stable Status is achieved when your generators produce enough power to meet or exceed your ship's consumption.
This is the ideal day-to-day operating state for your airship. Everything functions as intended, and you won’t be juggling turning multiple devices on and off just to be able to print a new water bottle.
Overload Status occurs when your ship is consuming moderately more power than it produces. While manageable in the short term, it still comes with risks. As the electrical system struggles to meet demand, random devices and ship components may occasionally suffer damage.
Unlike Emergency Status (below), there are no efficiency penalties. Devices will continue operating at normal speed and effectiveness, and your airship's flight performance will remain unchanged etc.
Think of Overload as a warning sign. It's manageable for a while, but not forever. Reducing consumption or expanding your power generation should be a priority before the problem escalates.
Emergency Status occurs when your power consumption greatly exceeds your power production. This is the most dangerous state your airship can enter. Powered devices will begin deteriorating rapidly and, if left unchecked, may eventually catch fire and explode.
The effects extend beyond damage. Crafting stations work more slowly, production systems become less efficient, and even your airship's flight speed takes a hit. If your ship enters Emergency status, you'll want to take immediate action by shutting down all unnecessary systems and maybe even some crucial ones before taking a hard look at how you need to build up your power generation setup.
The final status is Surplus Status, and will be turning you all into professional storm chasers. By capturing lightning strikes during storms, you'll be able to push your power grid beyond its normal limits and unlock powerful bonuses.
This does, however, require some preparation and work. First, you'll need to upgrade your generators. While your Tier 1 generators will do a decent job of keeping the lights on, upgraded Tier 2 and Tier 3 generators will of course, produce more power, but also let you capture and store lightning strikes caught during storms.
It’s also recommended that you discover, research, and install Lightning Rods on your airship. These rods absorb any additional lightning strikes once your generators are fully stocked up on surplus energy, and avoid your ship taking the hits. Each intercepted strike deals damage to the stuck rod, so installing multiple ones is recommended. It will help spread the wear and also reduce the need to try replacing them in a frenzied scramble as you’re getting blasted by untethered electrical rage.
With all this setup, now you can fly directly into storms and overload your grids with captured energy, which will unlock with significant efficiency perks. Crafting stations work faster, resource-producing systems become more productive, and even your airship gains additional flight speed with a built-in boost mode.
(The new Lightning Rods)
While reading all this, it’s safe to assume some of you are already wondering what all of this means for existing saves. As with previous Echoes updates, we're doing our best to ensure compatibility with older saves. However, this particular system change may require some immediate attention when you first load in after the update.
Most established airships were built around the old battery-based system and may have a large number of active devices without any generators installed. As a result, there's a good chance you'll find yourself in a mostly powered-down airship when you load in a save after the update.
If that happens, don't panic. We’ve set it so the bulk of your airship devices have been powered off, but you’ll still be able to fly and turn on and off anything you may need in a pinch. You'll also receive a new questline that will guide you on the path to getting your first generators researched and built.
(Every device can now be turned on or off)
So that’s the gist of the new electricity system. We’re keeping a few extra details as a surprise, but the goal of this overhaul is simple: to make your airship feel more alive, interconnected, and dependent on the choices you make. Every device matters. Every generator counts. Finding the right balance can mean the difference between barely surviving and thriving above the toxic clouds.
We're excited to see how you'll adapt to the new system and rethink the way you design and manage your airships.
To wrap up, we’d just like to say we’re part of the Steam Summer sale with a hefty 50% off, along with a few great bundles too. So check out the link below to see if you can get an even deeper discount on either Forever Skies or another game from one of our buddy studios you’ve been eyeing.
https://store.steampowered.com/bundlelist/1641960
May Gabe have mercy on your wallets.
- Team Far From Home
Greetings, Scientists.
We’ve got some exciting news for everyone wondering when our big “The Final Echoes” update will arrive. Today at Summer Games Fest, during The Future Games Show, we officially announced the release date!
🎉📅 July 27, 2026 📅🎉 (New Location: Lighting Tower)
To mark the occasion, we’ve also released a brand-new trailer featuring just a few glimpses of some of the content coming in the update, including new devices, locations, and enemies above the dust, just to name a few:
(New Device: Power Generators) July 27 also coincides with the launch of the game on Xbox Series X|S. For those who may have missed the news back in April, we want to repeat two important points we expect players may still be wondering about.
Nope. Absolutely not. Our Xbox port is being handled by an external partner, and they are porting the existing version of the game as it currently stands. Echoes 3 content will then be patched into the Xbox version the same way we’ll release it on PC.
If anything, the Xbox version is waiting for the Echoes update to be completed, not the other way around.
No. “The Final Echoes” does NOT mean we’ll never update the game again or were done supporting it. The name is simply our way of wrapping up the Echoes initiative in a way that feels meaningful and complete. We’ll still continue releasing updates with fixes, improvements, and additional content based on your feedback. They just won’t be on the same massive, game-changing scale as the Echoes updates.
For those who may have missed some of our previous posts, here’s a quick reminder of some of the major additions arriving in The Final Echoes:
Additional side quests that further explore the stories of the world’s former inhabitants
A brand-new airship electricity system
A complete overhaul of the airship damage system
Additional enemies and combat encounters
More unique landmarks to discover and explore
New custom difficulty settings
Radio Tower variety overhaul for Biome 3
And that's only part of what's included. We’ll be sharing more details about these features and other additions as we get closer to launch. (New Enemy Type) We’re incredibly excited to finally have The Final Echoes launching alongside the previous two updates. Together, we feel they bring the game much closer to the vision many players hoped for at launch.
Thanks for reading! - Team Far From Home
Greetings scientists! Today is quite a chunky news day with a slew of announcements, so let's get stuck in. As you may have seen, we just took part in the Spring Galaxies Showcase on Twitch & YouTube. At this event, we announced two very important tidbits of info:
Forever Skies is coming to Xbox
The Final Echoes Update (previously known as Echoes Part 3) will be released alongside it in Summer 2026.
Right out of the gate, let's talk about 4 major points we think a lot of you might have with this news.
1. "Summer 2026 is a little vague". We know, sorry. But we are still in the process of getting everything lined up, so we don't have the exact date ourselves and don't want to set one publicly until we're 100% certain. But we're talking a few months tops here.
2. "You said Spring 2026". Yes, that was our plan. But then the more we got stuck in, the more content we started adding. And since your feedback was still being looked at, the ideas kept coming. So this has turned out to be a much bigger update than we initially planned. We are, however, now pretty much content locked, so it's a matter of finishing all the cool stuff we've got started and not adding more. Anyone on the team who now comes up with additional ideas is sent to a timeout and told to write a company email explaining the value of deadlines and why making players wait even longer is a no no. Promise.
Sometime around May and June, we'll start showing you a lot more of what is coming to Forever Skies. 3. "The Xbox version is delaying Echoes 3". It's not. We promise. Our Xbox port is being worked on by an external partner, and they are porting the existing game as it is right now. Echoes 3 content is then patched in the same way as we'd do it for PC. So if anything, the Xbox version is waiting for the Echoes to be done and not the other way around.
4. "This is the final update to the game?" No. The Final Echoes does NOT mean that after this, we'll never update the game ever again. This is just a way to name and wrap up the updates in a way that makes sense. We'll still do additional updates that add fixes and some content based on your feedback, just not on such a massive, game-changing scale as we did with the Echoes initiative.
Alongside our big announcements about Xbox and Echoes, we have launched our biggest discounts on Steam to date. For the first time ever, you can grab Forever Skies at 50% off The sale runs until April 30th.
And finally, in case you missed it, today is also the full launch of our official Forever Skies plushie campaign. Together with Makeship, we're bringing your Friendly Insect Buddy from the game into the real world.
This little buddy already kept you company during our envisioned apocalypse, so it only makes sense to let them be there for you during the real-world nightmare we've got going on around us right now! <3
Our little dude will cost 29.99 USD plus shipping. Here's the link:
https://www.makeship.com/products/friendly-insect-plushie
That's it for this chunky news drop. Thanks for reading! -Team Far From Home
We’re now well into April, which means, as promised, we’ve got a bit of free content for you along with some extra feel-good news from the studio.
So let’s kick things off with the main attraction.
The most exciting addition to our spring update is the Winds of Change Event. In this new custom quest, you’ll help bring the season of spring into the world by solving the mystery behind a weather anomaly.
For our newer players, once you visit the Infected Garden in Biome 2, you’ll find the quest waiting for you there. For veteran players who are already past this point, your quest log will update automatically when you load up your save.
Find and collect special coins found around Radio Towers. These can then be used in a special vending machine located during the quest. Up for grabs are 5 very classy, stained-glass airship items to spruce up your airship with even more.
We’ve also heard from some players that they feel disheartened by how quickly these timed events come and go. So for this event, we’ve decided to let it run to at least 24th June, 2026, giving you plenty of time to hop in one evening and complete the bonus quest. We also promise that all the items in this quest will be made available again at some point in the future. The event is live right now for all players.
We’ve also teamed up with two emerging indie survival games that are both bringing something fresh and special to the survival crafting genre.
First up, we have AETHUS. Developed and published by a signle former AAA developer and his dog, this game lets you explore a vast underground world to mine, refine, and craft hundreds of items. Build up your modular surface outpost to farm hydroponic crops, prospect for gems, and automate your resource gathering in this sci-fi survival crafter where the story always gives you a reason to dig deeper.
Another game that just launched in March is Blossom: The Seed of Life. Also a solo-dev project, Blossom is like if Wall-E and Planet Crafter had an indie baby. Terraform a dead planet back to life in this open-world survival crafting game. Explore ruins, gather resources, print machines, drive modular vehicles, and grow forests, biomes, and ecosystems. Create life and help it thrive with your own hands.
If you already own Forever Skies, you can grab an extra 10% off either bundle. So if you’re looking for something to scratch that sci-fi survival indie itch, be sure to check them out.
If you remember, back in November 2025, after a barrage of requests, we launched the first stage of our Friendly Insect Buddy plushie petition for early backers through the plushie wizards over at Makeship.
To everyone who supported us, thank you so much because you absolutely knocked it out of the park and turned this idea into a reality.
We now have the official date for when the campaign opens for everyone and anyone to be able to order their own cuddly little helper bug: April 16th, 2026.
For a sneak peek, here are some DIY photos that we snapped at our offices of the first ever Friendly Insect plushie!
Recently, the Far From Home team held an internal vote and decided to virtually adopt / sponsor a group of okapis that are under the care of the Wrocław Zoo. The zoo is located in our home city, so it holds a special place in our hearts, but more importantly, it is fully accredited by the European Association of Zoos and Aquaria (EAZA) and the World Association of Zoos and Aquariums (WAZA), which maintain very high standards when it comes to animal welfare and conservation initiatives. Our partnership means that a significant portion of the okapis’ care, as well as the conservation efforts carried out by Wrocław Zoo, will be supported by our contributions.
Okapis (sometimes known as forest giraffes or zebra giraffes) are classified as highly endangered and are indigenous to only a small area of land in the Democratic Republic of the Congo.
Thanks to you, our players, Forever Skies has achieved a strong level of success, which allows us to make these kinds of contributions and gestures. We’re hoping to do something special with this partnership in the future, but for now, here’s a small article (in Polish) from Wrocław Zoo announcing that we are now the okapis’ foster parents, along with some adorable pictures of these weird little dudes that we’d like you to all welcome to the Far From Home family.
That's all for today. Thanks as always for reading and supporting us! -Team Far From Home
Hello Scientists!
We’ve rolled into March, the seasons are changing, and so we’ve got a new patch for you.
Over the month of February, our team tackled a bunch of bugs you’ve helped us find, added a few QoL improvements and did some performance tweaks along the way. One change the whole team is especially happy about deserves a special mention. Our brother-in-arms Daniel has wrestled with Unreal and come out victorious — you can now move various airship items even if other items are stacked on them, all at once. So yes, no more emptying shelves because your OCD tells you, “A little to the left. No, actually… the right.” Now, just use the Move (Z) function on the shelf, and everything it's attached to will move with it. You can see
The full list of changes is at the bottom of this post.
Our Steam Spring Sale is live with 45% off. I mean, what better way to appreciate the sun coming out than sitting at home with the shades drawn, staring into a monitor, right?
We are also working on a little Spring Event that was meant to go alongside this patch, but we decided we still have a few small kinks we want to iron out before we go live. It includes a Spring-themed side-quest and some new Airship decor! We will aim to have this released very soon. Here is a preview of the new decor items!
That’s all for now. Thanks for reading, for playing, and for just being here with us. And remember, if you love the game, leaving a review always helps us a ton. — Team Far From Home
The Move (Z) function has been enhanced to support multiple connected objects simultaneously. For example, a shelf with ornaments on it will now move all items at the same time when you use Move (Z) on the shelf.
Optimized small texts throughout many of the game UIs
Fixed a bug where landing on the New Nature Territory location didn’t progress the “Get the Immunity Booster” main quest
Fixed a bug where some item tooltips weren’t showing all info, e.g. health and nutrition values
Fixed a bug where flying to a location with a Container for the first time didn’t complete the main quest subtask
Fixed a bug where the initial Underdust cutscene was played upon every visit to the location
Fixed a bug where the Extractor was stuck in a charging animation
Fixed a bug where the Recycler displayed the wrong amount of Synthetics (10) when recycling a - Small Bottle; however, it gave the proper amount after recycling (15)
Fixed a bug in the Database where the seeds description showed different-looking Garden Pots
Fixed a bug with the blocked path at the Vivarium Wreck in the Fish of the Sky Ocean side quest
Fixed a bug where players could play the drawer animation even if this drawer wasn’t a part of a piece of furniture
Fixed a bug where players couldn’t pick up Research Parts in some locations
Fixed a bug where clients were not able to use some actions after dying in a contamination zone
Fixed a bug that allowed the Trash Bin to destroy the Friendly Insect pet
Fixed the issue with a Poster Frame not displaying the inserted poster after loading a save
Further performance optimization (e.g. Location Radar, Flashlight, animations, Underdust and other areas to reduce memory usage)
Level art and level design optimisation (e.g. levitating objects, blocked paths, wrong collisions, intersecting objects)
We observed some multiplayer problems with hosts being kicked from their sessions (to investigate this issue, we need some game logs, so leave us your email in the Reporting tool, please)
We observed some multiplayer problems with session joining - they’re not game-related, and we’re investigating why it’s not working
On rare occasions, clients being kicked out of a session return without the Extractor present (if you’re hosting such a session, and it still happens to your team, report it via the in-game tool and leave us your email address so we can get a grip on this issue)
On rare occasions, Noah’s key card Terminal may not spawn
Night is Coming quest sometimes triggers when loading a game with a fully completed main quest line
Some side quest locations may not spawn in the world
Some of the tower batteries cannot be found
Sprinklers are not watering all Garden Pots under the Sprinkler
Greetings Scientists, We have a special end-of-year surprise for you!
Greetings scientists,
We've just released the first hotfix for Echoes Part One. It's small but addresses some important issues:
FIXED:
Fix for missing Colossal Lifeform encounters and capsule drops
Fixed UI bug appearing while using the suit printer
Known Issues:
Side Quest “The metal heads” can sometimes appear at two different Radio Towers
FPS Drops in the Underdust area
Some Radio Towers are missing that contain Side Quests
Solid State Batteries cannot be found at some Radio Tower locations.
Temporary Camp POI spawns in quite late
Thank you and stay tuned - more to come soon!
- Team Far From Home
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Forever Skies, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Forever Skies statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.