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	<title>forever skies &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Forever Skies Review &#8211; Touch the Sky</title>
		<link>https://gamingbolt.com/forever-skies-review-touch-the-sky</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Thu, 17 Apr 2025 08:13:16 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Far From Home]]></category>
		<category><![CDATA[forever skies]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=617108</guid>

					<description><![CDATA[Forever Skies offers a fresh survival twist with customizable airship exploration, but its lackluster survival mechanics and uninspired combat hold it back.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">O</span>ne of the most popular genres tackled by indie game developers tends to be the survival game. The kind of game where you’re thrown into an alien world with little to work with except maybe a small backpack, and you have to get to work in building shelter to survive whatever horrors the game might throw at you. Ultimately, you end up with a giant mansion that you’ve managed to design and build by yourself, along with a variety of other buildings and equipment that let you craft just about anything you can imagine. <em>Forever Skies</em> is an interesting new survival game where, rather than making you settle down on a plot of land, your home base instead travels right alongside you.</p>
<p>The premise of <em>Forever Skies</em> isn’t exactly groundbreaking. You end up stranded on a post-apocalyptic Earth that has been ravaged by industry and nature coming together to wreak ecological havoc. Equipped with just a 3D printer on your suit, you must now figure out how you can escape the planet, while also trying to uncover the several smaller stories that happened all around you. To help you in this ambitious task is the game’s primary gimmick: an airship that you have to design and build by yourself.</p>
<p><iframe title="Forever Skies Review - The Final Verdict" width="500" height="281" src="https://www.youtube.com/embed/wZBsfIHR-ZA?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>The airship is truly the lynchpin of the entire experience, since it not only does it act as your main method of transportation, it’s also your home base. As you fly around scavenging for parts, you will have set up various tools and machines all over your airship that allow you to fish for food, use a magnet to scavenge metal plates, and even conduct research on new parts and items that you can build. In fact, the airship acts as your primary path of progression throughout the game.</p>
<p>Rather than upgrading yourself, you’ll be spending more of your time researching new structures and parts for the airship. Want to fly even higher? Attach some turbines to the outer walls of your ship. Want to cook more food? Build some more electric cookers. Want to get your hands on some drinking water? A rainwater collector paired with a water filtration system along the walls of your airship will do the trick.</p>
<p>Along with the obvious advantage of being able to navigate through a fully 3D environment thanks to the power of flight, the airship also adds a new dimension to what ends up feeling like an otherwise standard survival game by encouraging exploration in a unique way. In a game like <em>Valheim</em>, for example, you will often find yourself limited in how far you can travel from your base, depending on the amount of food and water you carried with you, or the enemies you might face down the line. And then you also have to worry about your arduous trek back home. <em>Forever Skies</em> more or less removes this as a problem by making your home base your main method of exploring. You never really have to worry about a long walk back home when you’re out of food since your airship is often just a couple of minutes away.</p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-583994" src="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2-1024x576.jpg" alt="forever skies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>It is worth noting, however, that the main reason for exploring the world of <em>Forever Skies</em> isn’t really to hunt down specific materials. Rather, you’ll be exploring around to find new blueprints and tidbits of stories told through notes that have been left behind. In some ways, the core gameplay structure of the title feels quite similar to what we’ve previously seen in games like <em>Subnautica</em>. Rather than the hunt for materials, exploration is instead encouraged by offering up a variety of different rewards, like the ability to make fancier doors for your airship.</p>
<p>Which brings us to <em>Forever Skies’</em> take on what tends to be one of the most important aspects of a survival game: the building. More ambitious titles in the genre tend to be plagued with issues like awkward building controls where you often have to spend too much time simply aligning walls with the right roof.</p>
<p><em>Forever Skies</em> introduces its own twist on the idea by simplifying the designing and building process a great deal. Rather than placing down individual tiles for flooring and walls and a roof to eventually create a room, you simply use the room tool that automatically creates a 3&#215;3 tile room for you. This room can then be further expanded by using the room tool on its adjacent walls, or even adding flooring tiles with ladders that go up or down (allowing for quite a bit of vertical building), and once you’re happy with the room, you can finish things off by adding walls, doors and windows.</p>
<p><img decoding="async" class="aligncenter wp-image-583997" src="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-1024x576.jpg" alt="forever skies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>This approach to building ends up feeling incredibly intuitive, and players that tend to have more ambitious ideas for how their airship should shape up will likely be able to create some awe-inspiring designs. The simplicity of the system also goes a long way in taking out the headaches related to figuring out where you put down the various furniture and equipment you often need. Some equipment, like the Fishing tool or extra engines and turbines, can only be added to areas considered to be on the “outer” side of your airship. Others, like a fabricator or the research panel, can only be placed on the “inner” side.</p>
<p>Upgrading your airship in <em>Forever Skies</em> is also helped quite a bit thanks to the abundance of basic materials you need to actually build. Just about everything starts off by needing some combinations of Metals and Synthetic Materials. These are often found just floating around near whatever structure you’re currently exploring, and you can simply extract these materials even if they’re relatively far away.</p>
<p>The airship being the primary focus of the game does mean that its other elements tend to feel more anemic in comparison. Combat, for example, is incredibly bland. In fact, you won’t be getting into fights until you’re several hours into the game. In its early parts, your biggest threat tends to be a creature that will occasionally fly to your ship and try to dissolve it. The threat posed by these are minor, since they can be taken care of simply by using the Extractor on them. You do eventually get more weapons that let you deal with more imposing threats, but combat never really feels like it was meant to be the core focus here.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-524451" src="https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-1024x576.jpg" alt="forever skies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Similarly, even the survival mechanics feel half-baked. You typically have three things you need to pay attention to: hunger, thirst, and energy. None of these stats ever really pose any real threat, since there is plenty of food and water to go around. And as for energy, you can quickly regain it the moment you research and build a bed. Ultimately, the survival mechanics don’t really end up adding much to the general experience. Unlike in a game like <em>Valheim</em>, where specific food offers unique buffs, you never really have to worry about the concept aside from making sure you don’t starve.</p>
<p><em>Forever Skies</em> definitely feels like it belongs in a specific sub-genre of survival games alongside titles like <em>Subnautica</em> and <em>The Raft</em>. Rather than focusing on the core sandbox experience, the game is instead more focused on presenting a unique world with an interesting story, and letting you go explore to your heart’s content. And while its main story might not be anything groundbreaking, it ends up giving you just enough of an incentive to explore the lush world.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on PC.</strong></em></span></p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">617108</post-id>	</item>
		<item>
		<title>Forever Skies Exits Early Access With Content-Filled Update</title>
		<link>https://gamingbolt.com/forever-skies-exits-early-access-with-content-filled-update</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Tue, 15 Apr 2025 12:44:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Far From Home]]></category>
		<category><![CDATA[forever skies]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=616935</guid>

					<description><![CDATA[There are also plans for more content for Forever Skies, with a major update slated for Summer that will bring more build options.]]></description>
										<content:encoded><![CDATA[<p>Developer Far From Home has <a href="https://store.steampowered.com/news/app/1641960/view/538850173472735858?l=english" target="_blank" rel="noopener">announced</a> that its survival game, <a href="https://gamingbolt.com/forever-skies-everything-you-need-to-know"><em>Forever Skies</em></a>, is now out of Early Access. The game, just got its 1.0 update, which brought with it a host of new content along with getting the game out of its Early Access period. Along with its official PC launch, <em>Forever Skies</em> is now also available on PS5. Check out the launch trailer below.</p>
<p>Among the content that got added to <em>Forever Skies</em> thanks to its 1.0 update are new biomies, a host of new locations, and several new points of interest to explore. The new biomes are dubbed Silent City and Overgrown Ruins. Each biome will have its own unique vibe, and will have different things that players can scavenge for. Check out the full patch notes of the update below.</p>
<p>Back when it had <a href="https://gamingbolt.com/forever-skies-is-exiting-early-access-on-april-14">announced the 1.0 update release date</a> for <em>Forever Skies</em>, Far From Home had also revealed a loose roadmap of future content for the game. Summer 2025, for instance, will be getting the Airship Expansion update. There is also a major content update planned for Fall 2025, and December will see a seasonal event.</p>
<p><strong><em>Forever Skies</em> 1.0 Patch Notes:</strong></p>
<p class="_1sGnlGwCeaGUp63h4Lx-pU BB_Header3 _3s7cUqglDds9wzcWb7OLz6"><em><strong>New content:</strong></em></p>
<p class="_1sGnlGwCeaGUp63h4Lx-pU BB_Header3 _3s7cUqglDds9wzcWb7OLz6"><em><b class="_3cln317VYhwhE1fSeMCG48">World</b></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>The world has been split into 3 different Biomes, with unique visuals</em><br />
<em>&#8211; Silent City</em><br />
<em>&#8211; Overgrown Ruins</em><br />
<em>&#8211; New Nature</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Different gates surround different biomes</em><br />
<em>&#8211; The Wall</em><br />
<em>&#8211; Charged Blockade</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>New locations</em><br />
<em>&#8211; Cosmodrome</em><br />
<em>&#8211; Workshop</em><br />
<em>&#8211; AI-Tree Surface Lift</em><br />
<em>&#8211; AI-Tree Roots</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>New small locations / POIs</em><br />
<em>&#8211; Loot Containers</em><br />
<em>&#8211; Luciferin POIs</em><br />
<em>&#8211; Three unique Colossal Life Form POIs</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Murals</em><br />
<em>&#8211; 20+ unique world murals</em></li>
</ul>
<p><em><b class="_3cln317VYhwhE1fSeMCG48">Story / Progression</b></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>The story finale has been added with more than one possible ending</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>New Research: Computers with blueprints for Airship parts</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Discoveries tab in the Studies menu showing all the collectibles (replacing Scanner tab)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Lore tablets in the Ark Capsule Drop random event </em></li>
</ul>
<p><em><b class="_3cln317VYhwhE1fSeMCG48">Tools &amp; Devices</b></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Cutting Tool</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Extractor module: Organic</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Mural Frame</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>New Balloons</em><br />
<em>&#8211; Bulky</em><br />
<em>&#8211; Flat</em><br />
<em>&#8211; Tech</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Three Colossal Life Form Eggs for airship decoration</em></li>
</ul>
<p><em><b class="_3cln317VYhwhE1fSeMCG48">Resources</b></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Luciferin</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Machine Scrap</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Technology Token</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Basic Research Part</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Advanced Research Part</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Unique Research Part</em></li>
</ul>
<p><em><b class="_3cln317VYhwhE1fSeMCG48">Settings &amp; UI</b></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Ingredients Auto Crafting added &#8211; you can now craft items in printers for which you don’t have all the necessary components, but you have resources to craft them.</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Scalable UI (up to 120%)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>HUD elements highlights (Select Item, Flashlight, Helm’s Lock Speed) for better visibility of useful key shortcuts</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>HUD discoveries count while exploring locations</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>All action bar slots are possible to bind</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>A UI widget that shows when the game is being saved</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Difficulty settings description added to the main menu when starting a game</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Building mode description added to the main menu when starting a game</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Database button to mark all entries as read</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Option to leave the game to the desktop from the Pause Menu</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Gamepad input settings to Settings</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>DLSS Frame Generator</em></li>
</ul>
<p class="_6-VR2WCBCDupCcUN5INQM BB_Header2 QuKtTJ4LCPUlQeWYfLNyX"><em><strong>Changed:</strong></em></p>
<p class="_6-VR2WCBCDupCcUN5INQM BB_Header2 QuKtTJ4LCPUlQeWYfLNyX"><em><b class="_3cln317VYhwhE1fSeMCG48">World / Locations</b></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>The Lower Greenhouse platform changed into a small early standalone location</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Locations and their surroundings changed their height/altitude to adjust them to the relevant biomes</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Dust color presets have been assigned to each biome to make them look more visually distinct from one another</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Rains less often (every 15 minutes, more or less)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Clients&#8217; weather, especially rain, should now be better synchronised with the host&#8217;s session (small issues may still appear, though)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Locations general level art and level design pass</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Sewer lid under Sleeping Lilies moved to its correct position on Underdust: Suburbs</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Moth Swarms spawn time reduced</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>World generation minor changes to prevent spawning locations on other locations</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Collisions on some locations adjusted</em></li>
</ul>
<p><em><b class="_3cln317VYhwhE1fSeMCG48">Story / Progression</b></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>First Immunity drop moved from Greenhouse Tower to Underdust: Tunnels</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Second Immunity drop moved from Underdust: Tunnels to Overgrown Lift</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Researching Encrypted Data no longer needs Evolved Flora Hologram as its crafting component</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Food and Water tutorial quests made as optional</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Item economy balance to progress the main quest path has changed</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Extracting Biomass grants a blueprint for Biomass Fuel</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Organic Printer removed from the Blueprints menu</em></li>
</ul>
<p><em><b class="_3cln317VYhwhE1fSeMCG48">Tools / Devices</b></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>All special rewards from the Kickstarter campaign, the Holiday event and the WDC charity DLC have been moved from Device Fabricator into Furniture Fabricator</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Airship decoration items moved from Device Fabricator into Furniture Fabricator</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Boosters research recipes moved from Device Fabricator to Suit Printer tab</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Crossbow research recipe moved from Device Fabricator to Suit Printer tab</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Medium Backpack research moved from Device Fabricator to Upgrade Fabricator</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Bolt&#8217;s research moved from Device Fabricator to Suit Printer</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Radar visual changed to highlight surrounding biomes better</em><br />
<em>&#8211; Biomes representation on the outer ring </em><br />
<em>&#8211; The biome you’re currently exploring is represented by the background colour</em><br />
<em>&#8211; Murals icons added</em><br />
<em>&#8211; Container icons added</em><br />
<em>&#8211; World events icons added</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Filtering Deck Extractor now allows you to select Biomass for extraction</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Basic Turbine and Advanced Turbine now give not only an altitude bonus but also a maximum weight bonus (+50 / +100 respectively)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Altitude bonus for Advanced Turbine is now +30 (instead of +20)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Airship ascends/descends faster now &#8211; it&#8217;s permanent, not related to Turbines</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Repair Thrower and Airship Builder now has a longer-lasting battery</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Both Automatic Extractors need Crystal Batteries</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Small Backpack moved from New Nature Territory to Greenhouse Tower</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Medium Backpack moved from Underdust: Suburbs to New Nature Territory</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Plant Oil and Organic Fertilizer are the default Distiller recipes now</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Low stamina animation with Knife plays its animation faster</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Wrecked versions of Repair Thrower and Paint Tool added so they match all the other Wrecked tools research process</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Crossbow bolts tweaked for a better lifespan, especially on long distances, e.g. for destroying the 3rd Biome gates</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Automatic Deck Extractor size reduced</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Automatic Deck Extractor crafting recipe changed (Fiberglass added)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Metal Collector cannot be moved when there are some Metals gathered already</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Better detection range of Garden Pots placed under Sprinklers, less probability of those not being watered down with Sprinklers</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Sprinklers watering time reduced</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Sprinklers work when Garden Pots are out of water only</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Garden Pots collisions reduced so they can be placed closer together</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Paint Tool now contains 4 basic paints after acquiring this tool</em></li>
</ul>
<p><em><b class="_3cln317VYhwhE1fSeMCG48">Airship</b></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>The Ladder Room module now has a proper ladder matching climbing animation</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Landing the airship at high speed will no longer cause damage</em></li>
</ul>
<p><em><b class="_3cln317VYhwhE1fSeMCG48">Resources / Balance</b></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Changes to flying debris:</em><br />
<em>&#8211; Silicon is found in the Silent City biome</em><br />
<em>&#8211; Biomass is found in the Overgrown Ruins biome</em><br />
<em>&#8211; Glass is found in the New Nature biome</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Repair Patch stacks improved from 5 to 10</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Biomass stacks changed from 50 to 100</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Solid State Battery and Upgrade Fabricator crafting cost reduced</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Paint Tool moved from Furniture Fabricator to Suit Printer</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Energy Crystals are now craftable</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fiberglass is now craftable</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>All Keycards no longer need Access Modules as crafting ingredients</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Costs for crafting Polymer changed from 3 to 5 Plant Oil stacks</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Picking up a Firecracker plant now rewards with its fruits (with a random chance on getting its seed)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Artifacts can’t be recycled anymore &#8211; they can only be sold in Artifacts Printers on the Dust Territories only</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Plants from the Overgrown Ruins biome need Organic Fertilizer for their growth process aboard your airship</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Plants that are pickable in Underdust locations only need Dust Fertilizer for their growth process aboard</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Radio Towers artifacts pool raised (from initial 2 to 6), so players can find a bigger variety of items</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Glowweed Seeds added as a loot on Infected Gardens</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Glowweed Seeds added and Petit Bruiseflower removed from Overgrown Lift</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Some plant spoiling timers were prolonged</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Rebalancing research and craft recipes</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Stacks Balance</em><br />
<em>&#8211; Energy Crystal: 10-&gt;50</em><br />
<em>&#8211; Polymer: 20-&gt;50</em><br />
<em>&#8211; Epoxy: 20-&gt;50</em><br />
<em>&#8211; Transformer: 10-&gt;25</em><br />
<em>&#8211; Machine Parts: 25-&gt;50</em><br />
<em>&#8211; Synthetic Compound: 25-&gt;50</em><br />
<em>&#8211; Luciferin: 20-&gt;50</em><br />
<em>&#8211; Solid State Battery: 10-&gt;25</em><br />
<em>&#8211; Upgraded Battery: 10-&gt;25</em><br />
<em>&#8211; Copper Element: 25-&gt;50</em><br />
<em>&#8211; Virus samples 1-&gt;10</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Energy Crystals can now be found on both Wild Habitat and New Nature Territory</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Energy Crystals can now be found in the Colossal Life Form cave in the New Nature biome</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Stamina Booster is now a reward from extracting Photophobia Virus Sample (previously assigned to Pyrexia)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Biomass Fuel crafting recipe changed (Clean Water &gt;&gt; Dirty Water)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Lobster Pepper plants added to Greenhouse towers again</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>All Plants should have their boiled versions (instead of an Overcooked Meal)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Synchronize the growing times with the water quantity in the soil</em></li>
</ul>
<p><em><b class="_3cln317VYhwhE1fSeMCG48">Settings / UI</b></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Blueprint menu adjusted to uniform UI look</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Database entries stripped of any irrelevant data (like edible and nutrients sections)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Suit Printer tab moved to the leftmost space in the Research Station</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Cooldowns to many repeatable VOs and message log lines</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Distiller message log informs about finishing the whole process instead of every stack of distilled liquid</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Hold time on an Insect Catcher device reduced</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Hold time on picking up placeable objects has been reduced</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Removed greyed out layer from locked slots, color change and paddle shake added instead</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Slight change in a selected inventory slot for better visibility</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Removed color coding from object health indicator, outline added instead</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Minor changes in UI for localization purposes</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Inventory gamepad bindings &#8211; “Move” is on Facebutton Bottom (X/A) and “Use” is on Facebutton Left (Square/X)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Posters were rescaled</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Database icons and backgrounds adjusted</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Simplified controller’s Adaptive Triggers conditions for some tools</em></li>
</ul>
<p><em><b class="_3cln317VYhwhE1fSeMCG48">Other</b></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Clients can’t join the session while the host is operating lift to or from Underdust locations to prevent further session problems</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Elevator ride “interactive loading screen” changed not to generate so many frame drops</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Scrapwing Hatchery no longer spawns when all players are sleeping at the same time</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Insect Catcher sound tweaked</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Player breathing sounds tweaked</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Player coughing sounds for Dust tweaked (oxygen threshold for coughing lowered)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Ladder climbing sounds tweaked</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>The virus, which the player is infected with, is named Grey Plague and updated in the Database entries</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Only the first intake of the Cure plays its animation</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Viewing Corner dimensions adjusted</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Stair Rooms dimensions adjusted</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Inverted Cockpit model adjusted</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>General texts polish</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Many optimization works to boost the performance of the game</em><br />
<em>&#8211; Further optimization of airship flight physics</em><br />
<em>&#8211; Elevator rides should be less choppy</em><br />
<em>&#8211; The intro movie should play more smoothly</em><br />
<em>&#8211; Hosting a co-op game should now be less taxing on the host&#8217;s CPU</em><br />
<em>&#8211; Other CPU-side optimization</em><br />
<em>&#8211; Draw call reductions</em><br />
<em>&#8211; Lighting optimization</em><br />
<em>&#8211; Reduction of memory consumption of models and textures</em></li>
</ul>
<p class="_6-VR2WCBCDupCcUN5INQM BB_Header2 QuKtTJ4LCPUlQeWYfLNyX"><em><strong>Fixes:</strong></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where Thunderstorms were looping indefinitely, which resulted in lowering performance</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Corner View room tops do not overlap with floors anymore, and its glass material has been corrected to standard airship modules&#8217; glass</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Hanging Cabinet pivot lined with the center of the cabinet</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed collisions on Infected Garden, blocking entry to one of the location branches</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Large Bloom Two-Deck Cockpit icon changed to a proper one</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where the player could pick up Thorn Bee Hive, resulting in bees staying in the world forever</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where players could rescue two Friendly Insect pets</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where players couldn’t join a co-op session if their Steam names included some special characters</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where clients in co-op sessions didn’t see plants growing</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>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</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a rare bug where the Sleeping screen (when a player got exhausted) didn’t fill the whole screen</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where the Friendly Insect animation breaks when more than one player tries to pet it at the same time</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where eating Green Colander raw treated the Pyrexia disease</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where players caught anything other than Dust Moths during the tutorial</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where clients in a co-op session didn’t see the dust on the Underdust: Suburbs</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Airship shouldn’t get stuck in a location&#8217;s geometry</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where Charged Blockade sound wasn’t playing properly</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where both biome gates weren’t playing sounds</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Underdust: Suburbs level design tweaked so Mantis enemies do not get stuck in the floor</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where clients in a co-op session saw incorrect Docking Plank movement</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where the Blueprints screen showed placeholder items on the first opening</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed some bugs with levitating items</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed bugs with the wrong interactive material setup for some objects</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a rare bug where the healing sound from a Medical Station didn’t end after healing was completed</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where trigger for running a lift was present on the whole lift</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where new Room frames were weirdly rotated in ghost mode</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where player was stuttering while snapped to Helm during flight</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where Filtering Bottle was showing durability 0/0 after crafting</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where player could block themselves when building Balloon Core</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug when player is using a gamepad and is in the splitting menu, pressing anything on the mouse causes them to lose focus</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug with Dust shader visible on entering both combat locations</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where Copper Elements on the Lower Wind Farm could be picked up again after saving and loading a game</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where Alternator switch doors weren’t working on Underdust: Suburbs</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug with the wrong message being played and shown in the log when Engines were being placed</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where items dropped on the airship were detached from it after save / load</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where Moth Swarms were blocking players from interacting with world objects (no triggers were shown)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where some objects in a Greenhouse Tower weren’t visible for clients in a co-op session</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where players couldn’t use the Artifact Trade Station properly with a controller </em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where clients in a co-op session saw some strange items in the middle of Underdust: Suburbs</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where clients in a co-op session stopped seeing the Dust after they returned to the same location for the second time</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where the crosshair disappeared after opening and closing the pause Menu</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where clients, after joining a co-op session, saw an empty Radar (and it got refreshed only after moving the airship)</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where some in-game screens lost their focus and couldn’t be interacted with when using a controller</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where resources on a Standard Wind Farm lower landing pad were visible &amp; floating midair after scanning the Wrecked Basic Turbine and then visiting a different Standard Wind Farm</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where consuming items from dropped stacks removed the whole stack but gave a boost from a single item only</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where clients, after joining a co-op session, couldn’t see the quest log on their HUD</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where the Garden Pots preview stayed visible after the player moved the Sprinklers</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where the ghost previews for Garden Pots, flickered while the airship was moving</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where the Select Item menu was opening when the player wanted to pick up an object from the ground with a controller</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a rare bug where a client in a co-op session saw the Extractor ray pointed in a weird direction instead of towards the extracted object</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug with the player changing their look direction after using the Select Item menu with a controller</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where Descent to the Underdust “!” mark stayed on the Radar after leaving this location</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where Radar was placed upside down after loading a game or moving it</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where player could lock their movement after using Cure from any container other than the inventory</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where Friendly Insect Pet stayed in its cage after being rescued by a client in a co-op session</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where Medical Station collisions prevented placement of other devices on the floor down below it</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where a player standing from a chair could’ve been flying and falling off an airship</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where a player using a controller had an additional, invisible row between Inventory and Backpack</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where Friendly Insect Pet could get lost forever after player death</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where Soft Cushion could be lost when placed on Catwalks and taken by a Scrapwing Hatchery</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where blueprints in Artifact Trade Station and Technology Printer could be bought more than once</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Fixed a bug where the player couldn’t switch filters on an empty container of a Filtering Deck Extractor</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>A set of vines, which could spawn on Wild Habitat arenas removed</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Level design and level art improved in some locations for a better exploration</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Several of the most common sources of a crashing game have been removed</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>Final texture added to the recharge strap of the Extractor tool</em></li>
</ul>
<p class="_6-VR2WCBCDupCcUN5INQM BB_Header2 QuKtTJ4LCPUlQeWYfLNyX"><em><strong>Known Issues:</strong></em></p>
<ul class="_3Y-LRoi5aeZ9-3ujWjXuG3 bullets">
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>There’s a rare bug where the radial menu (C key bind) stops working and requires a save and reload to start working again</em></li>
<li class="_1iXxYKOlzzXiVr02E7n2Fe"><em>There is a bug where the player’s position while using the Medical Station change when an airship is flying</em></li>
</ul>
<p><iframe loading="lazy" title="Forever Skies | 1.0 Launch Trailer" width="500" height="281" src="https://www.youtube.com/embed/LaGXUFm7Vtc?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">616935</post-id>	</item>
		<item>
		<title>Forever Skies &#8211; Everything You Need to Know</title>
		<link>https://gamingbolt.com/forever-skies-everything-you-need-to-know</link>
		
		<dc:creator><![CDATA[Stuart Glover]]></dc:creator>
		<pubDate>Mon, 14 Apr 2025 11:42:17 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[Far From Home]]></category>
		<category><![CDATA[forever skies]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=616800</guid>

					<description><![CDATA[Here’s 15 things to know before you take to the skies in Forever Skies.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">S</span>urvival games are experiencing a bit of a moment, and with titles like last year’s <em>Pacific Drive</em> proving there’s still tons of room for imagination in this genre, survival’s popularity shows no signs of slowing down. Whilst it’s been in the works for quite a long time now, <em>Forever Skies</em> – with its 1.0 release on the near horizon – looks to be releasing at the most opportune time. The gameplay loop here is familiar, but there’s also enough innovation to ensure the game stands on its own.</p>
<p><strong>It’s been in early access since June 2023</strong></p>
<p>That’s quite a long time, one-and-three-quarter years developer Far From Home have been remodelling <em>Forever Skies</em>. In that time, the aeronautical survival adventure has received 34 updates to become unrecognisable from its earliest iteration. Resource extracting tools, more methods to safely store and prepare toxic food, recycling stations, a broader selection of airship modifications, plus inventory management overhauls and boons to locale variety the brief highlights of a wealth of changes included in <em>Forever Skies’</em> 1.0 release.</p>
<p><strong>Release date, platforms, and price</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-583997" src="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-1024x576.jpg" alt="forever skies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><em>Forever Skies</em> is coming to PC via Steam and PlayStation 5 on April 14<sup>th</sup>, 2025. Priced at $29.99 on Steam and $34.99 for the base game on PlayStation. There is a Deluxe Edition pre-orderable for PlayStation users, with 5 unique airship decorations, 5 PSN avatars, and 72-hour early access included for an extra $5. Also of note: PS Plus subscribers can pre-order right up until the 14<sup>th </sup>of April release date for 20% off.</p>
<p><strong>What it’s about</strong></p>
<p>Returning to Earth hundreds of years after a mysterious ecological catastrophe blanketed the planet in toxic smog, you’re a scientist pursuing a rumoured cure to the infection rendering Earth unhabitable to humans. You’ll explore rusting ruins, scavenge supplies, scan materials, and enhance your hi-tech airship on a mission to bring the last remnants of humanity out of interstellar limbo and back to their home planet. Mystery behind Earth’s environmental disaster plus the happenstance of prior return expeditions are story beats to unlock throughout your journey.</p>
<p><strong>Developed by an experienced team</strong></p>
<p>Wroclaw-based Far From Home are the team behind this one, and they’re a talented bunch with a wealth of experience working on a host of well-known titles. Between them, the Polish developers are bringing expertise from the <em>Dying Light</em> series, <em>The Medium</em>, and <em>Outriders</em>. If there’s ever a marker for the quality of a game, it’s the experience the team behind it are bringing to the table.</p>
<p><strong>Airship customization</strong></p>
<p>Early on in <em>Forever Skies</em>, you’ll procure the carcass of an airship lying in wait following the failure of a prior expedition. It won’t stay bare for long though; this airship evolves into more than your mode of transport. As more modules and apparatus are added, the airship becomes your laboratory, your workshop, your home. With a host of customisations – from new rooms, furniture, and decorations – the airship becomes uniquely yours. A word of warning though: <em>Forever Skies</em> is a perilous experience. The integrity of your airship, as you probably expect, must be maintained.</p>
<p><strong>Airship maintenance</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-583996" src="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4-1024x576.jpg" alt="forever skies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>And on that note, it isn’t just the hull of your airship that’ll need to be patched up following mid-air debris collision or an overzealous approach to your latest abandoned radio tower. No, it’s engines demand fuel – which, thankfully, can be extracted and fabricated from material debris floating through the air – your scientific gizmos require batteries, your air balloon requiring helium. There’s plenty in terms of airship maintenance to keep you occupied during excursions.</p>
<p><strong>Science</strong></p>
<p>You’re a scientist, so naturally scientific discovery plays a huge part in <em>Forever Skies’</em> progression. Not long after acquiring your airship you’ll be instructed to research and fabricate – via an onboard 3D printer – a scanner. With this scanner you can accumulate information on numerous bric-a-bracs littered across the elevated platforms and dishevelled windfarms explorable via your airship. Rusty turbines, crumbling building material, floating tumble weed, and this knowledge can be fed right into an onboard research station, providing the knowhow to 3D print fuel, cooking appliances, quality of life improvements, airship components – anything, really, to enhance your experience above Earth’s sickly green clouds. Blueprints ascertainable throughout the world provide extra means to craft something integral to survival and discovery too.</p>
<p><strong>Survival mechanics</strong></p>
<p>You’ll need to maintain the integrity of your body as well as your airship, and that means managing hunger, thirst, health, and energy levels. The latter can be easily topped up during quieter moments by having a lie down, whilst health – at least during the game’s demo – is only affected by high falls and can be replenished via collectable health kits. Hunger and thirst are the killers, and this being a toxic world as you can expect the collectable food and drink can be harmful if not cooked or purified respectively. The means boiling moths and filtering water collected from putrid pools should be your top priorities for research and crafting.</p>
<p><strong>Survival activities</strong></p>
<p>We’ve alluded to this already, but the bulk of your activity throughout <em>Forever Skies</em> will be in picking Earth’s elevated ruins clean. Mechanical parts, batteries, health items, these will provide the meat for yours and your airship’s bones. An especially useful gizmo for scavenging is an airship mounted turret which can extract building materials such as metal and glass via transparent laser beam, raw materials required to craft the game’s smorgasbord of items.</p>
<p><strong>You can descend to the Earth’s surface</strong></p>
<p>Eventually, that is. At first, your body and your protective clothing can’t withstand the effects of Earth’s noxious fog, but with enough scientific know-how you’ll get there. Upon the planet’s surface, you’ll encounter strange flora and fauna; plant life which has adapted to the harsh climate and creatures which have forged their own survival. It’s a strange world below the dust, and it’s here, perhaps, where viral antidotes can be sourced.</p>
<p><strong>Combat</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-583995" src="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3-1024x576.jpg" alt="forever skies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Yes, <em>Forever Skies</em> will feature combat. As is typical of games of this genre, the abandoned environment uninhabitable to humanity has birthed hostile life, and it’ll be down to you to wield a range of firearms to protect yourself. Via previews, the team at Far From Home have shared images of mantis-like creatures that’ll provide threat. More enemies – maybe even rival factions – will make an appearance. The gameplay loop currently is rather calm, so there’s a question as to whether this game needs combat. If it’s done without being too intrusive, it could prove welcome.</p>
<p><strong>4-player co-op</strong></p>
<p>One of the community’s most asked for features during the game’s early access period launched on December 9<sup>th</sup> and will be available upon launch. In fact, footage of players working together to procure resources has featured prominently in gameplay shared thus far. Building airships, exploring, and plain surviving will be enjoyable in squads of up to four.</p>
<p><strong>Post-launch roadmap</strong></p>
<p>There’s a hefty roadmap, or, rather, a flight plan, of post-launch updates confirmed for <em>Forever Skies</em>. Coming summer 2025 is an update to airship expansions, whilst a substantial content update is slated for late-summer, early fall. Coming in December 2025 will be a seasonal update – snow perhaps?</p>
<p><strong>PS5 demo currently available</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-524451" src="https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-1024x576.jpg" alt="forever skies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Right up until the game’s launch on April 14<sup>th</sup> there is a demo for PlayStation players available directly from the PS Store. The demo covers at least the first hours’ worth of play – acquiring an airship, laying foundation for the narrative’s mystery, exploring a range of creaking platforms above the green clouds. For PC players, well, there was once a demo available on Steam, but this is currently unlisted.</p>
<p><strong>PC requirements</strong></p>
<p>At a bare minimum, to run <em>Forever Skies</em> on your PC you’ll need an Intel Core i5-7600 or AMD Ryzen 5 1600 processor, RX 580 8GB VRAM, Intel Arc A750, or GeForce GTX 1060 6GB GPU, and 12GB RAM. Recommend specs as per the game’s Steam page include an Intel Core i7-7700k or Ryzen 7 3800X, RX 5700-XT, Intel Arc A770, or GeForce RTX 2070 GPU, and 16GB RAM. No matter your setup, you’ll need 31GB of storage space.</p>
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		<title>15 Biggest New Releases of April 2025</title>
		<link>https://gamingbolt.com/15-biggest-new-releases-of-april-2025</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 01 Apr 2025 12:57:05 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[Bionic Bay]]></category>
		<category><![CDATA[Clair Obscur: Expedition 33]]></category>
		<category><![CDATA[Commandos: Origins]]></category>
		<category><![CDATA[Crashlands 2]]></category>
		<category><![CDATA[Days Gone Remastered]]></category>
		<category><![CDATA[descenders next]]></category>
		<category><![CDATA[Fatal Fury: City of the Wolves]]></category>
		<category><![CDATA[forever skies]]></category>
		<category><![CDATA[forza horizon 5]]></category>
		<category><![CDATA[Monaco 2]]></category>
		<category><![CDATA[MotoGP 25]]></category>
		<category><![CDATA[South of Midnight]]></category>
		<category><![CDATA[Steel Seed]]></category>
		<category><![CDATA[Tempest Rising]]></category>
		<category><![CDATA[The Last of Us Part 2 Remastered]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=615702</guid>

					<description><![CDATA[Remasters, first-party exclusives, long-awaited sequels, surprising follow-ups and more await. Check out this month's big releases.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">M</span>arch had its fair share of releases and new titles, but April is a whole other beast in quantity and quality. Remasters, ports, long-awaited sequels, exclusives, at least one incredible-looking RPG – there&#8217;s a lot to look forward to. Check out the 15 biggest games launching in April 2025.</p>
<p><strong>Days Gone Remastered</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2025/04/Days-Gone-Remastered.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-615683" src="https://gamingbolt.com/wp-content/uploads/2025/04/Days-Gone-Remastered.jpg" alt="Days Gone Remastered" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/04/Days-Gone-Remastered.jpg 2400w, https://gamingbolt.com/wp-content/uploads/2025/04/Days-Gone-Remastered-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/04/Days-Gone-Remastered-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/04/Days-Gone-Remastered-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/04/Days-Gone-Remastered-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/04/Days-Gone-Remastered-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/04/Days-Gone-Remastered-2048x1152.jpg 2048w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p>After years of asking for a sequel, <em>Days Gone</em> fans have been rewarded with&#8230;a PS5 remaster. Thankfully, <em>Days Gone Remastered</em>, out on April 25th features some notable new content like Horde Assault, where Deacon must survive against larger, more challenging hordes. Enemies become more difficult as time passes, and you can even control brand-new characters to survive for as long as possible.</p>
<p>You also have Speedrun and Permadeath modes with graphical improvements, reduced loading times and DualSense support. PS4 owners can upgrade to the remaster for $10, and all content will be available for PC players via the <em>Broken Roads</em> DLC at launch.</p>
<p><strong>Forza Horizon 5 (PS5)</strong></p>
<p>For a long time (over three years, in fact), the de facto racing experience on PS5 has been <em>Gran Turismo 7</em>. However, it&#8217;s finally getting some real competition when Playground Games&#8217; <em>Forza Horizon 5</em> launches on April 25th. It&#8217;s the first title in the franchise to debut on a Sony console and, more importantly, one of the very best with its incredible open world, stunning visuals, hundreds of cars, and a litany of features.</p>
<p>Best of all, a new update, Horizon Realms, goes live the same day, offering up 11 returning tracks, the new Stadium Track, over 60 Accolades, new cars, and much more.</p>
<p><strong>The Last of Us Part 2 Remastered (PC)</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-596362" src="https://gamingbolt.com/wp-content/uploads/2024/08/last-of-us-part-2-joel-1024x576.jpg" alt="last of us part 2 joel" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/08/last-of-us-part-2-joel-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/08/last-of-us-part-2-joel-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/08/last-of-us-part-2-joel-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/08/last-of-us-part-2-joel-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/08/last-of-us-part-2-joel-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/08/last-of-us-part-2-joel.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Just when you thought it was over, somehow, <em>The Last of Us</em> returns, right on time for season 2 of the TV series. It&#8217;s the PS5 remaster debuting for PC on April 3rd, and alongside all the platform-specific features like support for Ultrawide displays, DLSS and FSR, there&#8217;s some brand new content in No Return. The rogue-like mode will receive two new characters and four new maps to go with the previously included Lost Levels, developer commentary, Guitar Free Play and more.</p>
<p><strong>South of Midnight</strong></p>
<p>With a story seeped in Deep South mythology and stop-motion-like visuals for its cutscenes, <em>South of Midnight</em> is an unexpectedly endearing new title from Compulsion Games. Launching on April 8th for Xbox Series X/S and PC, it&#8217;s about Hazel who becomes a Weaver after her hometown is wrecked by a hurricane. From interacting with giant fish and crocodiles to mending spiritual bonds, she seeks her own place in the universe while dealing with tragedy. With about 15 to 25 hours of gameplay, <em>South of Midnight</em> could be one of the more underrated titles of the year.</p>
<p><strong>Commandos: Origins</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2025/03/commandos-origins-screenshot-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-615145" src="https://gamingbolt.com/wp-content/uploads/2025/03/commandos-origins-screenshot-3.jpg" alt="commandos origins" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/03/commandos-origins-screenshot-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/03/commandos-origins-screenshot-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/03/commandos-origins-screenshot-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/03/commandos-origins-screenshot-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/03/commandos-origins-screenshot-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/03/commandos-origins-screenshot-3-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p>Jack O&#8217;Hara and his legendary<em> Commandos</em> return, albeit in a prequel that explores their origins. Launching on April 9th for PS5, PC, and Xbox Series X/S, players will embark on over ten missions throughout World War 2, combining their squad&#8217;s strengths to succeed. Go alone or with a friend in split-screen or online co-op, and experiment with different approaches to succeed, be it stealth, subterfuge or chaos.</p>
<p><strong>Descenders Next</strong></p>
<p>An extreme-sports-meets-rogue-like title is already fairly unorthodox, but RageSquid is taking the formula even further with <em>Descenders Next</em>. You can still play solo or with up to other players and find the best way to reach the bottom of the mountain as quickly as possible. It&#8217;s an instinctual joy, and there are new clothes and boards to unlock, a new soundtrack, and much more to dive into when it launches on April 9th.</p>
<p><strong>Clair Obscur: Expedition 33</strong></p>
<p>Sandfall Interactive&#8217;s homage to real-time parrying and dodging and an imaginative fantasy world. Suffice it to say that it looks like a winner ahead of its launch on April 24th with its 30+ hour main story, gorgeous visuals and an all-star cast.</p>
<p><strong>Fatal Fury: City of the Wolves</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-594042" src="https://gamingbolt.com/wp-content/uploads/2024/07/fatal-fury-city-of-the-wolves-kevin-rian-1024x576.jpg" alt="fatal fury city of the wolves kevin rian" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/07/fatal-fury-city-of-the-wolves-kevin-rian-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/07/fatal-fury-city-of-the-wolves-kevin-rian-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/07/fatal-fury-city-of-the-wolves-kevin-rian-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/07/fatal-fury-city-of-the-wolves-kevin-rian-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/07/fatal-fury-city-of-the-wolves-kevin-rian-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2024/07/fatal-fury-city-of-the-wolves-kevin-rian.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>A sequel to <em>Garou: Mark of the Wolves</em> wasn&#8217;t on every fighting game fan&#8217;s wishlist for 2025, but here we are. Launching on April 24th for Xbox Series X/S, PS4, PS5, and PC, City of the Wolves sees several returning fighters, some newcomers, and even a few debuts by Fatal Fury legends. With rollback netcode, cross-play, a new RPG-like single-player mode and the REV System for new tactics, it could take the community by storm.</p>
<p><strong>MotoGP 25</strong></p>
<p>As little as the franchise evolves year after year, you have to give credit to Milestone&#8217;s <em>MotoGP</em> franchise for its consistency. The latest title,<em> MotoGP 25</em>, launches on April 30th and offers new Race Off Disciplines for its modes, a new Arcade Experience, improved adaptive difficulty, and cross-play. It&#8217;s coming to Xbox Series X/S, PS4, PS5, Xbox One, Nintendo Switch, and PC.</p>
<p><strong>Steel Seed</strong></p>
<p><em>Close to the Sun</em> developer, Storm in a Teacup is going in a completely different direction with its next title, <em>Steel Seed</em>. As Zoe, players traverse a mysterious facility in a post-apocalyptic world, dealing with hordes of unwelcoming machines. Mixing platforming and puzzles with combat and light stealth, <em>Steel Seed</em> launches on April 10th for PC, Xbox Series X/S, and PS5.</p>
<p><strong>Bionic Bay</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2025/02/bionic-bay-1.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-611754" src="https://gamingbolt.com/wp-content/uploads/2025/02/bionic-bay-1.jpg" alt="bionic bay 1" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/02/bionic-bay-1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/02/bionic-bay-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/02/bionic-bay-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/02/bionic-bay-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/02/bionic-bay-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/02/bionic-bay-1-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p>Speaking of platformers, <em>Bionic Bay</em>, slated for last month, arrives on April 17th for PS5 and PC. The biomechanical setting and premise are still intriguing, however, and having the ability to flip environments, and manipulate physics to traverse obstacles looks cool. And for those who really want to test their platforming skills, an Online Mode with events and leaderboards is also included.</p>
<p><strong>Tempest Rising</strong></p>
<p>If you&#8217;ve been feeling the lack of any <em>Command and Conquer</em>-like titles over the past several years, Slipgate Ironworks&#8217; <em>Tempest Rising</em> may help. It&#8217;s out on April 24th for PC, offering two playable factions with unique units, two campaigns, online multiplayer, custom games, and the base-building real-time strategy you know and love.</p>
<p><strong>Forever Skies</strong></p>
<p>A survival crafting game in a post-apocalyptic setting may not inspire the most interest, but<em> Forever Skies</em> offers some intriguing spins on the formula. Instead of exploring the dust-covered Earth on foot, you&#8217;re venturing through the skies on an airship, gathering resources to upgrade it from various skyscrapers and structures. What awaits on the surface? You&#8217;ll have to find out when <em>Forever Skies</em> exits early access and launches on April 14th for PS5 and PC.</p>
<p><strong>Crashlands 2</strong></p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2025/04/Crashlands-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-615713" src="https://gamingbolt.com/wp-content/uploads/2025/04/Crashlands-2.jpg" alt="Crashlands 2" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/04/Crashlands-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/04/Crashlands-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/04/Crashlands-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/04/Crashlands-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/04/Crashlands-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/04/Crashlands-2-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p>The sequel to Butterscotch Shenanigans&#8217; survival crafting classic finally arrives on April 10th and sees Flux Dabes returning to Woanope to reunite with her buddies. Things quickly go wrong though, and after yet another crash landing, she embarks on a journey to find out what&#8217;s happening while combating dangerous creatures, unlocking upgrades, and more. With vastly improved visuals, new recipes, and more, <em>Crashlands 2</em> could be the perfect cozy crafting sim for fans when it launches on PC, iOS, and Android.</p>
<p><strong>Monaco 2</strong></p>
<p>Speaking of a long-awaited sequel to a classic title, <em>Monaco 2</em> also launches on April 10th for PC, Xbox Series X/S and PS5. Much like the original, you&#8217;re still conducting heists alone or with up to three other players but there are new characters and playstyles and Blueprint Mode for finer planning. Whether you&#8217;re in it for the zany yet stylish campaign or the long haul with its procedurally generated levels, <em>Monaco 2</em> should be a worthy follow-up.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">615702</post-id>	</item>
		<item>
		<title>Forever Skies is Exiting Early Access on April 14</title>
		<link>https://gamingbolt.com/forever-skies-is-exiting-early-access-on-april-14</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Thu, 20 Mar 2025 12:15:53 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Far From Home]]></category>
		<category><![CDATA[forever skies]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=614750</guid>

					<description><![CDATA[Alongside its exit from Early Access, Forever Skies will also be getting a host of new content, including biomes and locations.]]></description>
										<content:encoded><![CDATA[<p>Developer Far From Home has <a href="https://store.steampowered.com/news/app/1641960/view/804560736106841796?l=english" target="_blank" rel="noopener">announced</a> that its co-op survival game <em>Forever Skies</em> will be exiting Early Access on April 14. The release date was announced alongside a trailer which you can check out below.</p>
<p>The major update that will accompany <em>Forever Skies</em> alongside its 1.0 release will bring with it a host of new content, including biomes, new locations, and the final chapter to the game&#8217;s story. Details about the some of these new additions were revealed <a href="https://store.steampowered.com/news/app/1641960/view/538847007103517544?l=english" target="_blank" rel="noopener">back in February</a>.</p>
<p>Two of the new biomes coming to <em>Forever Skies</em> are the Silent City Biome and the Overgrown Ruins Biome. While more details about these new biomes weren&#8217;t revealed, the studio did mention that the 1.0 release of <em>Forever Skies</em> will bring in new technology to the game that helps with the procedural generation of new biomes during play. These biomes will also be home to specific resources that players can target.</p>
<p>With the major update, players will also be able to visit many new locations, including the Workshop, where players can find the Laser Cutting Tool. This tool can be used for quite a few things, including cutting open the locks on supply containers that players can find all over the game&#8217;s world.</p>
<p>Some of the new points of interest that players will be able to check out, aside from isolated supply containers include strange murals that tell different stories and expand on the game&#8217;s lore, as well as colossal lifeforms that can be an incredible challenge for players that decide to pick a fight.</p>
<p>Alongside the big 1.0 release for <em>Forever Skies</em>, the studio has also revealed its roadmap for the rest of 2025. Summer will see the Airship Expansion update, and December will be getting a seasonal event. Between the two, Fall will be also be getting a major content update that has currently not been revealed.</p>
<p>For players that might want to check out some of the new content coming to <em>Forever Skies</em>&#8216; 1.0 release, an early version of the update will be coming to the beta branch of <em>Forever Skies</em> on March 25. Since this is primarily for testing the new features out, expect plenty of bugs when you&#8217;re playing on the beta branch.</p>
<p>Far From Home COO Wojciech Liwanowski had spoken about some of the things the studio had learned from the Early Access launch of <em>Forever Skies</em>. In an <a href="https://gamingbolt.com/forever-skies-interview-early-access-learnings-1-0-plans-and-more">interview with GamingBolt</a>, Liwanowski also spoke about competing in a genre that has quite a few other games out there, as well as post-launch support plans for <em>Forever Skies</em> after its Early Access run is complete.</p>
<p>&#8220;We absolutely will be adding to the game post-launch, but the exact &#8216;what&#8217; is going to be decided on mainly by the community feedback,&#8221; said Liwanowski back in April 2024. &#8220;We’re already using community to steer a lot of the development, but post 1.0 launch we’re going to be leaning towards them even more. Once our planned vision is done, the best we can do is keep asking players to talk to us and tell us what else they want in the game.&#8221;</p>
<p><em>Forever Skies</em> is currently available on PC as an Early Access title on Steam. The game wis also slated for release on PS5 on the same day.</p>
<p><iframe loading="lazy" title="Forever Skies | Release Date Announcement Trailer" width="500" height="281" src="https://www.youtube.com/embed/Mpizsm3m1-k?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">614750</post-id>	</item>
		<item>
		<title>Forever Skies Interview &#8211; Early Access Learnings, 1.0 Plans, and More</title>
		<link>https://gamingbolt.com/forever-skies-interview-early-access-learnings-1-0-plans-and-more</link>
		
		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Wed, 10 Apr 2024 12:06:33 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Far From Home]]></category>
		<category><![CDATA[forever skies]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=583992</guid>

					<description><![CDATA[Far From Home COO Wojciech Liwanowski speaks with GamingBolt about the studio's first-person post-apocalyptic survival game. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">S</span>urvival games have enjoyed a significant boost in popularity in recent years, and in that crowded space, one that&#8217;s garnered quite a bit of attention is <em>Forever Skies</em>. Far From Home&#8217;s first-person post-apocalyptic game launched for Steam in early access in June last year, and reception from those who&#8217;ve played it since then has been glowing. Recently, the developer announced plans for a 1.0 launch later this year, accompanied by a PS5 port, and among the game&#8217;s community, the excitement is continuing to climb.</p>
<p>Hoping to learn more about how <em>Forever Skies&#8217; </em>early access period has helped development, what its post-launch plans will look like, and more, we recently shot across some of our questions about the game to its developers. Below, you can read our interview with Far From Home COO Wojciech Liwanowski.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-583996" src="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4.jpg" alt="forever skies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-4-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Based on what we’ve seen, our setting of Earth after a massive ecological disaster and the fact you are building and piloting an airship is what seems to immediately grab people when they see <em>Forever Skies</em>. It’s a concept that is unique but at the same time very easy to warp your head around and decide if that is something that sounds like your kind of game."</p>
<p><strong><em>Forever Skies</em> has been in early access for a while now. What are the biggest improvements you&#8217;ve made to the game based on feedback from players during the early access period?</strong></p>
<p>To list everything would take forever since we’ve been very actively listening and adapting the game based on player feedback. We’re also now looking into tools that can help our players collectively suggest features too. But in terms of the top 3 major improvements so far, I’d say:</p>
<ol>
<li>The first is a slew of tools and equipment that players felt were needed and aligned well with our scientist exploring an ecologically ruined earth setting. So things like automatic resource extractors and filters, freezers to keep food from spoiling, recycling station etc. This also then branched out into various airship building modules and decoration items as players really got invested in creating and customizing their airships. This was always something we were going to keep adding to, but the feedback we got showed us we needed to prioritize these items a bit more and try to have more with each subsequent update. One thing we are changing is the airship &#8211; more modules will be added and their cold sci-fi vibe will move into more organic and almost dragonfly silhouette. Some may even see a slight Dune inspiration there and we would love these comparisons.</li>
<li>Then we had a lot of design / system changes that we did thanks to community feedback. Things like massive overhauls of our inventory system and inventory management. Changes to how our procedural generation system worked with our locations which then allowed us to add more variety to existing locations. We also initially wanted to add the bulk of our story at the end of Early Access, but a lot of players got sucked in with what we had added at the start and were clamoring to get more. So we shifted our workflow and now the story gets added in chapters with each big update. Part of the above change is expanding our survival mechanics &#8211; with release of Airship Gardening Update we will offer player new ways of obtaining food and various resources.</li>
<li>Also, something the community feels is a massive win is the inclusion of little pet that you can find and place in your airship. So many people wanted some sort of buddy onboard while they explored the toxic wasteland that we simply had to add the little guy. Don’t want to spoil it too much for those who don’t know, but it&#8217;s something that happens as you progress through the current story.</li>
</ol>
<p>As for future updates that we know will also refine a lot with our community is co-op. This is one of the biggest additions we are planning to introduce. We have been talking about it from the very start and it was highlighted by the community as one of the most wanted features. We are going to add a 4-player and the game will introduce mechanics that will boost the fun of cooperation in building the airship, surviving and exploring the harsh world.</p>
<p>And then combat. We heard our community in that regard and more threats are on the way to the game. We have already created some expectations with the mantis-like predators visible in our game and on the Steam page. We can&#8217;t wait for players to feel the excitement coming from facing these creatures. It is possible that we won’t stop there but the details of additional upcoming hostile creatures will be released at a later date.</p>
<p><strong>The survival genre has seen a significant surge in popularity in recent years, which in turn means it&#8217;s also become much more crowded. How important has it been during <em>Forever Skies&#8217;</em> development to ensure that it can carve out a unique space for itself, and what are the key ways you&#8217;ve chosen to do that?</strong></p>
<p>Based on what we’ve seen, our setting of Earth after a massive ecological disaster and the fact you are building and piloting an airship is what seems to immediately grab people when they see <em>Forever Skies</em>. It’s a concept that is unique but at the same time very easy to warp your head around and decide if that is something that sounds like your kind of game.</p>
<p>Another way we achieved our own space is by focusing a lot our survival and gameplay around the idea that you are a scientist using technology to progress and survive vs just brute force or your typical “wilderness expert” able to take on anything that you see in a lot of other survival games.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-583995" src="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3.jpg" alt="forever skies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-3-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Right now, the focus is on adding everything we want into Early Access with the final story chapter and last bits of content being the last update when we go into 1.0. We absolutely will be adding to the game post-launch, but the exact “what” is going to be decided on mainly by the community feedback."</p>
<p><strong>After you hit the 1.0 milestone, what do your post-launch plans for <em>Forever Skies</em> look like in terms of new content and future improvements?</strong></p>
<p>Right now, the focus is on adding everything we want into Early Access with the final story chapter and last bits of content being the last update when we go into 1.0.</p>
<p>We absolutely will be adding to the game post-launch, but the exact “what” is going to be decided on mainly by the community feedback. We’re already using community to steer a lot of the development, but post 1.0 launch we’re going to be leaning towards them even more. Once our planned vision is done, the best we can do is keep asking players to talk to us and tell us what else they want in the game.</p>
<p>Additionally, we are planning to support the game after 1.0 &#8211; based on the community input we will be shaping co-op, airship modules and customizations and of course new story advancements. One tool that is going to help us here is UpVote &#8211; which we will introduce soon ad which will allow us to hear the voice of the community more clearly and loudly.</p>
<p><strong>At the time of <em>Forever Skies&#8217;</em> early access release, you said the game would launch in full about a year from that point. Is that still the plan right now?</strong></p>
<p>We recently announced that we are planning to do the full release sometime in 2024. So while it’s not going to be an exact year since our Early Access launch in June 2023, we are on track to finish up this year. Part of this plan and our earlier communication is PS5 version and since we talked about it all is progressing well.</p>
<p><strong>Far From Home&#8217;s team boasts impressive collective experience, with members who&#8217;ve worked on the likes of <em>Dying Light </em>and more. How has having that sort of know-how in your ranks helped <em>Forever Skies&#8217;</em> development?</strong></p>
<p>It has helped immensely. It means that everyone on the team is already used to advanced workflow methods that are required for more complex games. And since all these titles are different, they bring much broader experiences, so the team can try different approaches and adapt the best outcomes into our workflows as we have seen these work elsewhere. It also helps that a lot of us have known each other and worked together in the past on these projects. It means you come into the project with a lot of the team dynamics and mutual understanding already in place. This normally takes time to build, but with us a foundation was already there that we could just build on top of. Established relationships means it’s easier to communicate and also know each other&#8217;s strengths and weaknesses</p>
<p>From Larian our biggest learning was how impactful community can be during development. We wanted to go the same path with <em>Forever Skies</em> and build our first game with community feedback as backbone and we can confirm it works extremely well.</p>
<p>From Techland / <em>Dying Light</em> we came with a lot more since so many of us spent years working together there. Like organizing working pipelines and scaling them accordingly to the team size coupled with the knowledge of how to deal with certain technology aspects without the need to try so many wrong ways. The use of quick prototyping to prove or disprove a feature&#8217;s potential value and the ability to assess such a prototype in its infancy to know if it has potential or if it should go to the bin early is extremely valuable. Or looking for smart ways of saving time &#8211; be it by adapting existing tools or making our own.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-583994" src="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2.jpg" alt="forever skies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2024/04/forever-skies-image-2-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"From Larian our biggest learning was how impactful community can be during development. We wanted to go the same path with <em>Forever Skies</em> and build our first game with community feedback as backbone and we can confirm it works extremely well."</p>
<p><strong>The PS5 features an incredibly fast SSD with 5.5GB/s raw bandwidth. How can developers take advantage of this?</strong></p>
<p>How each developer takes advantage of this is entirely based on their project and needs so I can’t speak for them. In our case, one of the biggest uses we managed to get out of it was the ability to load-in the massive “Under the Dust” locations via gameplay and not have to throw up flow-breaking loading screens.</p>
<p>The overall power of the PS5 also comes in handy once players start building gigantic airships that take up a lot of the CPU and GPU power.  And then of course there is the matter of co-op. In order to have this feature we knew right from the start that we’d need to build the game around hardware that could handle something like this as our system will be peer-to-peer.</p>
<p><strong>What frame rate and resolution will the game target on the PS5?</strong></p>
<p>Since we are still quite deep in the development of new content and features, we can’t say yet. Throughout Early Access we keep adding stuff and also working on optimization side by side, so only once we are feature complete will we be able to focus on the final frame rate and resolution benchmarks.</p>
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		<title>25 Best Post-Apocalyptic Games You Can Experience on PC</title>
		<link>https://gamingbolt.com/25-best-post-apocalyptic-games-you-can-experience-on-pc</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 04 Aug 2023 07:56:18 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[Chernobylite Enhanced Edition]]></category>
		<category><![CDATA[days gone]]></category>
		<category><![CDATA[death stranding]]></category>
		<category><![CDATA[Deliver Us The Moon]]></category>
		<category><![CDATA[Dying Light 2 Stay Human]]></category>
		<category><![CDATA[Fallout 4]]></category>
		<category><![CDATA[FAR: Changing Tides]]></category>
		<category><![CDATA[forever skies]]></category>
		<category><![CDATA[Frostpunk]]></category>
		<category><![CDATA[Gears of War Ultimate Edition]]></category>
		<category><![CDATA[horizon zero dawn]]></category>
		<category><![CDATA[Hyper Light Drifter]]></category>
		<category><![CDATA[mad max]]></category>
		<category><![CDATA[metro exodus]]></category>
		<category><![CDATA[Primordia]]></category>
		<category><![CDATA[Project Zomboid]]></category>
		<category><![CDATA[remnant 2]]></category>
		<category><![CDATA[S.T.A.L.K.E.R.: Call of Pripyat]]></category>
		<category><![CDATA[State of Decay 2: Juggernaut Edition]]></category>
		<category><![CDATA[Stray]]></category>
		<category><![CDATA[Sunset Overdrive]]></category>
		<category><![CDATA[Telltale&#039;s The Walking Dead]]></category>
		<category><![CDATA[the division 2]]></category>
		<category><![CDATA[UnderRail]]></category>
		<category><![CDATA[wasteland 3]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=561134</guid>

					<description><![CDATA[ith so many titles that explore a range of settings, be it real-world or fantastical, there&#8217;s just something about the post-apocalyptic that makes it so endearing. Perhaps it&#8217;s that feeling of surviving against all odds or starting with a clean slate in a world where the old rules no longer apply. Maybe it&#8217;s discovering the [&#8230;]]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>ith so many titles that explore a range of settings, be it real-world or fantastical, there&#8217;s just something about the post-apocalyptic that makes it so endearing. Perhaps it&#8217;s that feeling of surviving against all odds or starting with a clean slate in a world where the old rules no longer apply. Maybe it&#8217;s discovering the eventual consequences of humanity&#8217;s actions if left unabetted.</p>
<p>Regardless, it&#8217;s a fantasy that many enjoy indulging in, and there are some great games to help with that. Check out 25 of the best post-apocalyptic games available on PC and what makes them so fun.</p>
<p><strong>Fallout 4</strong></p>
<p><iframe loading="lazy" title="25 BEST POST-APOCALYPTIC GAMES On PC You Can&#039;t Afford To Miss" width="500" height="281" src="https://www.youtube.com/embed/WhvSGCKBlew?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Controversial though it may be among hardcore fans, Fallout 4 remains the most accessible game in the series, with some of the best combat. The Commonwealth is pretty massive, with multiple points of interest to explore, junk to pick up and settlements to build up. Learning more about the post-nuclear fallout world, whether it&#8217;s HalluciGen Inc and its suspicious chemicals that drive enemies mad or the creepiness of Dunwich Borers, is enticing. Plus, you can lead gangs of raiders or build robots with the DLC. Just steer clear of Preston Garvey. Your sanity will thank you.</p>
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		<item>
		<title>15 Upcoming Sandbox Games To Look Forward In 2023 and Beyond</title>
		<link>https://gamingbolt.com/15-upcoming-sandbox-games-to-look-forward-in-2023-and-beyond</link>
					<comments>https://gamingbolt.com/15-upcoming-sandbox-games-to-look-forward-in-2023-and-beyond#respond</comments>
		
		<dc:creator><![CDATA[Usaid]]></dc:creator>
		<pubDate>Mon, 27 Feb 2023 09:01:21 +0000</pubDate>
				<category><![CDATA[Feature]]></category>
		<category><![CDATA[Slider]]></category>
		<category><![CDATA[death stranding 2]]></category>
		<category><![CDATA[derelicts]]></category>
		<category><![CDATA[Everywhere]]></category>
		<category><![CDATA[forever skies]]></category>
		<category><![CDATA[Frostpunk 2]]></category>
		<category><![CDATA[Grand Theft Auto 6]]></category>
		<category><![CDATA[occupy mars: the game]]></category>
		<category><![CDATA[outbreak island]]></category>
		<category><![CDATA[robocraft 2]]></category>
		<category><![CDATA[rooted]]></category>
		<category><![CDATA[S.T.A.L.K.E.R. 2: Heart of Chornobyl]]></category>
		<category><![CDATA[Sons of the Forest]]></category>
		<category><![CDATA[State of Decay 3]]></category>
		<category><![CDATA[The Legend of Zelda: Tears of the Kingdom]]></category>
		<category><![CDATA[wizard with a gun]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=543789</guid>

					<description><![CDATA[Sandbox games are few and far between, but we have put together 15 such games that fans should look forward to in 2023 and beyond.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>e gamers love to be let loose in wide open virtual spaces with nothing but a few tools of destruction and our imaginations, and there’s nothing quite like a good sandbox game to satisfy that itch. While the genre isn’t as popular as action adventure games, sandbox games have continued to thrive at a constant pace in recent years. And this trend doesn’t seem to be dying out anytime soon.To that effect, we present 15 upcoming sandbox games for 2023 and beyond that you should definitely check out.</p>
<p><strong>Grand Theft Auto VI</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-510547" src="https://gamingbolt.com/wp-content/uploads/2022/03/Grand-Theft-Auto-5-Xbox-Series-X-S-PS5_05.jpg" alt="Grand Theft Auto 5 - Xbox Series X-S, PS5_05" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/03/Grand-Theft-Auto-5-Xbox-Series-X-S-PS5_05.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/03/Grand-Theft-Auto-5-Xbox-Series-X-S-PS5_05-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/03/Grand-Theft-Auto-5-Xbox-Series-X-S-PS5_05-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/03/Grand-Theft-Auto-5-Xbox-Series-X-S-PS5_05-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/03/Grand-Theft-Auto-5-Xbox-Series-X-S-PS5_05-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/03/Grand-Theft-Auto-5-Xbox-Series-X-S-PS5_05-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p><em><strong>Grand Theft Auto 5 image used for representation purposes.</strong></em></p>
<p>It’s been almost an entire decade since <em>Grand Theft Auto 5</em> released on the PS3 and Xbox 360, and fans still have little to no information available on the next game in the series. While we have official confirmation that <em>GTA 6</em> is in active development and we have seen a very early version of the game in action thanks to recent leaks, we don’t really know much about its story, new gameplay features, map size, and the like. However, it’s fair to expect that <em>GTA 6</em> will feature a fully realized sandbox like every other entry in the franchise &#8211; so you will be able to carve out all sorts of fun with vehicles, NPC AI, and hopefully a Director mode as well. But since <em>GTA 6</em> isn’t releasing anytime soon, it&#8217;s best to keep expectations in check for now.</p>
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		<title>Forever Skies Interview &#8211; Co-op, Customization, Exploration, and More</title>
		<link>https://gamingbolt.com/forever-skies-interview-co-op-customization-exploration-and-more</link>
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		<dc:creator><![CDATA[Shubhankar Parijat]]></dc:creator>
		<pubDate>Thu, 14 Jul 2022 08:32:38 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Far From Home]]></category>
		<category><![CDATA[forever skies]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
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					<description><![CDATA[Far From Home's Radosław Pasternicki, producer on Forever Skies, speaks with GamingBolt about the upcoming survival game. ]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">T</span>he survival genre has always had a very dedicated fanbase over the years, but lately, it&#8217;s a corner of gaming that has seen a very noticeable incline in popularity. One of the more interesting survival titles coming out in the not-too-distant future is Far From Home&#8217;s <a href="https://store.steampowered.com/app/1641960/Forever_Skies/" target="_blank" rel="noopener"><em>Forever Skies</em></a>. From its ecological disaster narrative premise to its focus on verticality, from its flight gameplay to how it seems to be placing an equal emphasis on solo and co-op play, there&#8217;s plenty of reasons to be keeping an eye on this game- and that&#8217;s exactly what we&#8217;ve been doing here at GamingBolt. Recently, to get a clearer idea of what&#8217;ll make <em>Forever Skies </em>tick and what its developers&#8217; biggest ambitions are for the experience, we reached out to Far From Home with a few of our questions, and we learned quite a bit about the game in the process. Below, you can read our interview with producer Radosław Pasternicki.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-524451" src="https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image.jpg" alt="forever skies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Our goal here was to create a simple and fun building process, similar to <em>Subnautica</em> but combined with the freedom and creativity of <em>The Raft</em>."</p>
<p><strong>Managing and customising your ship seems like it&#8217;s going to be a crucial element of <em>Forever Skies&#8217;</em> core loop, but how much flexibility will the game options where those customization mechanics are concerned?</strong></p>
<p>Let me start with a short introduction to <em>Forever Skies</em>. It is first and foremost a survival game which takes place a few hundreds of years in the future. You are returning to Earth, destroyed in a global environmental catastrophe. Our main protagonist is a scientist who gets to the planet’s surface in search of answers. He is coming from the orbit where in the last still functioning station, the remaining group of survivors is threatened by a mysterious disease and their fate is in the player&#8217;s hands.</p>
<p>You will start with a fairly modest version of an airship. Throughout the game, you will be able to upgrade and expand it based on blueprints found across the ruined skies, exactly to your tastes. Our goal here was to create a simple and fun building process, similar to <em>Subnautica</em> but combined with the freedom and creativity of <em>The Raft</em>. The protagonist will use the build tool to fabricate whole modular rooms and then operate on the level of single tiles in order to customise the room interiors. Players can build floors, ceilings and walls and reinforce them or for example change them into windows and add decorative elements. Interiors can be painted and fitted with different furniture in two modes &#8211; a basic one which allows for a speed building and a precision mode where furniture can be mounted in diverse positions and angles. Thanks to this approach each airship can be personalised and unique. Players will be able to build rooms and give them purposes and roles as they want. For example, the command deck where you will be able to see the status of the airship, a map of the nearby buildings, speed, altitude and more. A laboratory where you may discover new virus strains and then modify them to create boosters that may help you overcome some environmental challenges. Sleeping quarters where you will rest and replenish stamina. A medbay where you will be able to create medicine and perform body scans and procedures when needed. Gardens where you can grow new plants that may be a source of food and fuel. A kitchen which will allow you to prepare proper meals that will keep your immunity high and body fed. A relic museum full of items from the times of humanity on top of the food chain. But we shouldn&#8217;t forget about exteriors, catwalks, railings, water collectors and so on.</p>
<p>All of the above will keep a single player busy, but we already planned to take care of the above facilities by different players in the co-op mode. One player operates the rudder, another collects resources, conducts experiments and cooks dinner for the team. Another thing is the airship size when it will grow, it may require an additional balloon to support the weight, and more engines to move it with proper speed or reach higher locations.</p>
<p>I know I have thrown a lot of features at you but that&#8217;s not all &#8211; we hope to expand this list thanks to feedback from our community.</p>
<p><strong>What can you tell us about ship flight in the game in terms of its mechanical depth, and how much of an emphasis the game places on that particular aspect?</strong></p>
<p>First of all, flying around in a self-made zeppelin is a lot of fun. Control-wise this feels more like a helicopter than an airplane, as you control three-axis separately; forward-back, up-down and rotation.</p>
<p>Additionally, the environment will have an impact on airships and how it behaves. Flying during thunderstorms can be a different experience than flying in a sunny and clear sky. Even wind can change a lot, but players can learn how to take advantage of it and, for example, fly with it to get an additional boost or fly against it to try to collect resources that are carried by the wind. But flying may be challenging &#8211; manoeuvring in the debris fields and avoiding strong gusts of wind while undamaged may be difficult &#8211; especially with larger airship builds. In the end, the airship will get damaged and will need repairs.</p>
<p>What was mentioned briefly earlier &#8211; moving the airship requires fuel and finding the resources to produce it &#8211; will play an important role. Producing and using fuel will have its own progression and while in the start the only available option may be using “dirty” sources of energy, later in the game players will be able to move to green sources of fuel. It will be more efficient but will require additional technological advances. Because <em>Forever Skies</em> is a post-apocalyptic survival game, obtaining resources may not be that easy. In some cases they will require additional conversion into a new material, which can be done thanks to scientific methods our protagonist will be able to use. Another important aspect of flying the airship is the verticality of our game world. The remains of human civilisation are what&#8217;s left above the dust. Ruined skyscrapers and towers made by people escaping the collapse of the world they knew. These places are located at different altitudes and players will learn quickly that managing altitude is the key to exploration and survival. To get higher players will need to build turbines which will allow them to reach new places. Some locations may have landing pads as they were used by airships earlier, some may offer a dangerous approach and getting there may be tricky. While it may be risky, it may also be worth your time and allow you to get some rare items and resources. Who knows maybe with some rare and secret blueprints players will discover unusual ways of getting to seemingly unreachable locations?</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-2.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-524448" src="https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-2.jpg" alt="forever skies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-2.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-2-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-2-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-2-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-2-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-2-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"The world of <em>Forever Skies</em> is a semi-open sandbox, highly utilising procedural generation to build areas among pre-designed sections of the map for story beats."</p>
<p><strong>How large will the game&#8217;s world be? Is exploration going to be an important part of the experience?</strong></p>
<p>As described, exploration is key to finding stuff, which leads to making progress in the game. The world of <em>Forever Skies</em> is a semi-open sandbox, highly utilising procedural generation to build areas among pre-designed sections of the map for story beats. I can’t gauge the area in terms of square miles, let alone cubic miles, as exploration will be something different than is seen in survival games. Instead of running or galloping, you’ll be macro-exploring by flying. Then, after docking to one of many towers, you’ll micro-explore it on foot. Thus, I don’t think any surveyor-kind of area measurement will make sense here. Of course, there’s also the parallel world under the dust, but we keep it a mystery for now.</p>
<p><strong>With both the skies and the surface explorable, it definitely feels like <em>Forever Skies</em> has big ambitions. How varied are those experiences from each other, and how do they tie into one another?</strong></p>
<p>The game provides for two parallel realms: a vast endless horizon comprising destroyed remains of a post-human world, and a mysterious, vibrant and dangerous world under the dust. The former environment is all about tech, research, exploration and resource management, while the latter is thriving with new life forms and involves confrontation. Players will be only able to descend into the dust once they find surface lifts, some time into the game’s story. We still haven&#8217;t unveiled it in detail, so I’ll stop here, making a mark that it won’t be accessible from the start of the game.</p>
<p><strong>How much of an emphasis does <em>Forever Skies</em> place on its story and storytelling?</strong></p>
<p>There’s certainly a challenge to face as the player is arriving on Earth from its orbit where a group of descendants of survivors of the catastrophe are still alive, but not faring too well. Your mission is to come back with a cure for a mysterious disease. The story centres on possible long-term consequences of environmental disaster experienced firsthand, but in terms of balancing interactivity and storytelling, we absolutely give priority to gameplay. Narrative which I said comes second, isn’t by any means inferior. We&#8217;re crafting a remarkable storyline which will paint a meaningful background and build strong motivation for players’ actions, taking them through twists and turns.</p>
<p><strong>After its early access launch, roughly how long will it be until the game hits its 1.0 launch? What are your plans for it during the early access phase in terms of the content and features you plan to add to it?</strong></p>
<p>Early Access on Steam will deploy a single-player experience with plenty of mechanics and activities implemented in a vast world. It will outright allow for world exploration, gathering resources, reverse-engineering technologies, navigating and operating the airship, managing and maintaining the hull integrity and weight. The player will be able to build new modules and customise the interiors. As a part of the survival loop players will need to eat, drink, rest and take care of their health.</p>
<p>The next steps will involve some evolution, but largely tuning what we already have. The EA period is intended to add 4 player co-op, polish the overall experience, balance gameplay, and add features based on feedback from our community. Along with new content, we plan to focus on new devices and locations, new areas to explore, objects to build, as well as more customisation options for airships.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-3.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-524449" src="https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-3.jpg" alt="forever skies" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2022/07/forever-skies-image-3-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"We will actually launch <em>Forever Skies</em> as a solo experience and will deploy co-op as an add-on a bit later. This sequence will ensure that we have a strong story arch in place, with a satisfying, challenging and rewarding game loop, before we move to include cooperation."</p>
<p><strong>You&#8217;ve expressed how important the co-op experience is to <em>Forever Skies</em> as a game, but is playing it entirely solo an equally viable experience?</strong></p>
<p>No doubt. We will actually launch <em>Forever Skies</em> as a solo experience and will deploy co-op as an add-on a bit later. This sequence will ensure that we have a strong story arch in place, with a satisfying, challenging and rewarding game loop, before we move to include cooperation. One more word here; Far From Home recognises that these modes appeal to largely different tastes, and cater to different user groups. As with all of the content of <em>Forever Skies, </em>it’s our aim to listen to our community in regards to co-op mode, as soon as this mode will be launched.</p>
<p><strong>Roughly how long will an average playthrough of <em>Forever Skies</em> be?</strong></p>
<p>It is difficult to answer at this stage, but we’re aiming to deliver around 20 hours of gameplay in single-player in Early Access. It will certainly expand into a new dimension with the inclusion of the co-op mode. Of course, overall gameplay length may be affected by various aspects during the EA phase, like difficulty level and player’s focus on airship progress. We are also planning to add a full story mode ahead of full release, which is also likely to expand the length of gameplay. At this moment, we are focusing purely on gameplay &#8211; we want <em>Forever Skies</em> to deliver a diversity of experiences. Employing the mentioned procedural generation intends to nuance the game individually for everyone.</p>
<p><strong>Do you plan on eventually bringing the game to the Switch as well?</strong></p>
<p>To be honest &#8211; we would love to see our game available on as many platforms as it is possible, but we are a small studio and at this moment our main focus is to deliver the Early Access release on PC &#8211; once this will be completed we will be able to think about other platforms.</p>
<p><strong>What are your thoughts on the Steam Deck? Do you have plans for any specific optimizations for the device?</strong></p>
<p>Steam Deck is awesome. We very much want to see <em>Forever Skies</em> running on this platform. I can’t confirm anything right now, but it is certainly being considered.</p>
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