SUNLESS SEA

A year ago, Fallen London and Sunless Sea developer Failbetter Games successfully pitched Sunless Skies on Kickstarter. The upcoming project was funded in four hours and its crowdfunding campaign concluded with nearly 400 per cent of the money needed to smash its financial target. In September last year, Failbetter won a GamesIndustry.biz award for being one of the best employers in the UK video games industry. The team gave enthusiastic quotes to Eurogamer's sister site about the benefits of working at the tiny, tightknit outfit. Failbetter, seemingly, was on a high.

But last week the London-based studio surprised fans and Sunless Skies backers alike with the news it had delayed the game and would cut four staff - a quarter of that same, tiny studio. Those who had talked so positively of life at Failbetter just six months prior were among those headed out the door. Failbetter announced the delay and lay-offs via a blog post which blamed redundancies on a need to slim down its workforce and work on one Sunless Skies-shaped project at a time, a move it said was necessary to protect the future of the company. The news came out of the blue for Failbetter fans, but for staff at the studio, it came as no surprise.

Eurogamer was alerted to the upcoming layoffs and complaints of poor management at the studio several weeks ago, and over the past month I have spoken with around a dozen Failbetter staff, past and present, both before and after the company made its public announcement. These claims have found voice in Failbetter's former boss Alexis Kennedy, who left the company in 2016 but has remained close to the team he founded, and a number of others who have chosen to speak out but wished to remain anonymous for the sake of their careers. These complaints have also, it is equally worth noting, been broadly denied by the studio's board and the majority of other Failbetter staff continuing at the studio.

Read more…

SUNLESS SEA - contact@rockpapershotgun.com (Alice O'Connor)

Following a difficult year, Sunless Sea and Fallen London devs Failbetter have battened down the hatches and scaled back some of their plans, including laying off several members of staff and delaying Sunless Skies. Part of the problem is early access sales of the encounter-unspeakable-cosmic-horrors-then-eat-your-crew space survive-o-exploration RPG sequel have been lower than expected. The small English studio assure that they will finish Sunless Skies but they want to be sure they’ll be safe to fund another game beyond that, so they’ve made a few cautious cuts. (more…)

Sunless Skies: Sovereign Edition

Sunless Sea developer Failbetter Games has delayed the launch of its upcoming crowdfunded sequel, Sunless Skies.

There's no new delivery date, but Failbetter has assured fans there was "no danger of us failing to deliver the project you backed".

The decision to delay the game from its previously-announced May arrival comes after a disappointing 2017 for the studio, with lower-than-expected sales of the game on Steam Early Access and four of the small team's staff being laid off as a result.

Read more…

Jan 31, 2018
Sunless Skies: Sovereign Edition - honeyedheroine
Hello, Skyfarers! An update, in which we discuss the EXPLORATION release and the ever-closer reveal of ALBION!

This release pulls in a lot of the work we’ve been talking about from recent sprints (TEKTITE and VEGA):



Discoveries and spectacles are now available! Scavenge from wrecks, harvest hives, investigate (or eat) fungal fragments, mine sky rocks for undiscovered hours, scour flotsam and jetsam for random treasures, and carry Curators' Eggs to port before they can hatch.

At the edge of Old Tom's Well, you can discover the Pitchkirk and its bitter sect. Those who can prove they have been aggrieved may even be allowed to take part in their services and enact their well-rite: the Rite of Wrongs (which will modify your captain's skills).

You’ll notice a lot of fun (“fun”) changes to Terror: new visual and audio effects and terror music made by Maribeth that will make the atmosphere more and more tense and unbearable.



Fog and locomotive headlights will work together to add atmosphere to your journey, help you target enemies during combat and make it easier to discern which elements on screen are possible to crash into. Docking will be automatic. You’ll be able to tell how many sovereigns you have more easily.

The next release, coming at the end of February, will cover MOVEMENT AND COMBAT, including work based on your feedback.

With exceeding joy, we can confirm the release after will be ALBION. A whole additional region, with its own look, feel and surprises. If you’ll permit us some over-excitement, it’s time to get on board the SPACE HYPE TRAIN.



It almost goes without saying, but releasing an additional region into the game will immediately make the play experience something much more like the final game; in all likelihood it will be the biggest appreciable change to the game during Early Access for you as players. We are intensely nervous and excited to reveal it to you.



Our next FBG Podcast has been moved to Tuesday 6 February at 4:00pm GMT so that we can take a moment to celebrate Sunless Sea’s third birthday. So bring your captain’s logs and memories to share! We’d also love to show off Sunless Sea fanart, so leave us a link here or tweet to @failbettergames and we’ll cover as much as we can!

As ever, we’re taking your feedback on the Steam, GOG and Failbetter forums. We can’t wait to hear what you make of these changes!

AND - hooray - you can come and meet the team to chat about Sunless Skies at EGX Rezzed! We’ll be there from the 13th to the 15th of April and we’re excited to see you.

Your friends,
Failbetter Games
Jan 31, 2018
Sunless Skies: Sovereign Edition - honeyedheroine
Hello, Skyfarers! An update, in which we discuss the EXPLORATION release and the ever-closer reveal of ALBION!

This release pulls in a lot of the work we’ve been talking about from recent sprints (TEKTITE and VEGA):



Discoveries and spectacles are now available! Scavenge from wrecks, harvest hives, investigate (or eat) fungal fragments, mine sky rocks for undiscovered hours, scour flotsam and jetsam for random treasures, and carry Curators' Eggs to port before they can hatch.

At the edge of Old Tom's Well, you can discover the Pitchkirk and its bitter sect. Those who can prove they have been aggrieved may even be allowed to take part in their services and enact their well-rite: the Rite of Wrongs (which will modify your captain's skills).

You’ll notice a lot of fun (“fun”) changes to Terror: new visual and audio effects and terror music made by Maribeth that will make the atmosphere more and more tense and unbearable.



Fog and locomotive headlights will work together to add atmosphere to your journey, help you target enemies during combat and make it easier to discern which elements on screen are possible to crash into. Docking will be automatic. You’ll be able to tell how many sovereigns you have more easily.

The next release, coming at the end of February, will cover MOVEMENT AND COMBAT, including work based on your feedback.

With exceeding joy, we can confirm the release after will be ALBION. A whole additional region, with its own look, feel and surprises. If you’ll permit us some over-excitement, it’s time to get on board the SPACE HYPE TRAIN.



It almost goes without saying, but releasing an additional region into the game will immediately make the play experience something much more like the final game; in all likelihood it will be the biggest appreciable change to the game during Early Access for you as players. We are intensely nervous and excited to reveal it to you.



Our next FBG Podcast has been moved to Tuesday 6 February at 4:00pm GMT so that we can take a moment to celebrate Sunless Sea’s third birthday. So bring your captain’s logs and memories to share! We’d also love to show off Sunless Sea fanart, so leave us a link here or tweet to @failbettergames and we’ll cover as much as we can!

As ever, we’re taking your feedback on the Steam, GOG and Failbetter forums. We can’t wait to hear what you make of these changes!

AND - hooray - you can come and meet the team to chat about Sunless Skies at EGX Rezzed! We’ll be there from the 13th to the 15th of April and we’re excited to see you.

Your friends,
Failbetter Games
Sunless Skies: Sovereign Edition - honeyedheroine
Build Version: 1.0.7.4.1f12226aa
Release Date: 31/01/2018


What’s New
Spectacles
Spectacles have arrived! Some of these are existing assets that have been spruced up and had a Terror effect applied, others are new sights to discover. Some Spectacles will fill your crew with a sense of wonder and your Terror level will decrease whenever you’re basking in their beauty. The High Wilderness however is also filled with many horrors and a lot of Spectacles will increase your rate of Terror gain whenever you get too close.

Each wonder and horror spectacle has a charge which begins to dissipate and apply its Terror effect when you enter its immediate area. Once the charge has run out, your normal rate of Terror gain will resume. The time over which the Terror effect is applied varies from Spectacle to Spectacle, and while it eventually runs out they do recharge so plan your journeys carefully.


Discoveries
Our first batch of discoveries are in place. Scattered across the Reach you’ll find abandoned wrecks, homesteads, mineable sky-rocks and hives to mention just a few. Flotsam and jetsam litters the space between ports and you’ll be able to pick up a number of items from them on your travels. Some discoveries have accompanying storylets and while most will disappear after interaction or on leaving the segment, some are perpetual. Two permanent discoveries found in the Reach are Old Tom’s Well and Wreck of the Parzifal. Both have storylets though Old Tom’s Well also has a Spectacle-like terror effect when you approach it. You’ll understand why when you find it. Happy hunting!


Fog and Lighting
Fog has crept into the Reach helping to build the mood and sense of dread as you explore areas unknown. Unfortunately with this increase in atmosphere came a decrease in visibility, making it even harder to see what objects you could collide with.

To combat this we’ve introduced the long-awaited locomotive headlight. The headlight is purely to help with navigation, there are no mechanics (such as increased fuel consumption) applied to it and as such it cannot be turned off. This perpetual beam is there to help guide you through the Reach and see what you can and cannot crash into. Anything on the collidable level will stop the light passing over it, creating eerie shadows and beautiful scenes of dancing debris. Light will pass underneath bridges too making them much easier to distinguish.

Another benefit is the effect it has during combat. The headlight acts as a targeting reticle, helping you to see when your weapons are lined up and also when you are in your enemy's line of fire (for mechanical beasties as least).


New Docking System
There’s now an auto-docking system in place at all ports in the Reach. As your locomotive pulls into the entrance of a dock the docking system will take over and guide your ship into position, meaning fewer collisions and hull repairs! Turning and strafing will be disabled whilever you’re in dock too, helping you to maintain a shiney, damage-free engine.


More Terror Changes
Along with the new Survival HUD, November’s update saw the introduction of different rates of Terror gain. We reduced the ambient rate from approximately 1% per 7 seconds to 1% per 14 seconds and applied a Terror-free zone in and around ports. We also added a spooky camera effect that creeps in at the edges of the screen when your Terror rate doubles, owing to having less than half the amount of Crew that your locomotive can carry.

January’s update sees further additions to Terror in order to make it clearer when you are gaining or losing it. The Terror icon and bar is white when you are not gaining any Terror, but will pulse red when it starts to increase on leaving the safety of a port. If your rate of Terror gain increases (around Spectacles, when you have a low Crew count, or both), the pulsing quickens and you’ll see visible colour changes. When your Terror decreases however, the HUD will turn a soothing shade of blue. We’ve also added additional camera overlays to accompany these Terror effects. Now that there are more ways to increase and decrease Terror in game we’ve once again tweaked the ambient rate of Terror, this time to ~1% per 10 seconds.


New Officer HUD
We’ve implemented a new Officer HUD so you’ll be able to see who you have recruited at all times. It also incorporates your Profile avatar and the tooltip will display your name, level, experience and how many character points you have to spend (character points are gained each time you level up). Clicking on your avatar will open the character progression screen where you can spend your character points on new Facets.

Not all the functionality of the new Officer HUD is in place just yet however. You cannot yet click on the Officers to interact with them.


Updates
  • Sovereigns are now visible in the shop and Bazaar interfaces!
  • The Spatchcock’s cargo space has been raised to 12.
  • New items are available at New Winchester.
  • The Bank interface has been reworked so that it is one UI element.
  • New Title Screen, Terror and Death music.
  • All locomotives now have their own unique engine SFX.
  • Enemies now explode on death.

Bug Fixes
  • There is now a delay between the triggering of in-game messages around ports.
  • The camera overlay no longer persists after death.
  • The focus icon no longer overflows the storylet interface at Traitor's Wood.
  • Settlers can now be dropped off at Traitor’s Wood.
  • The Possessions, Officer and Profile interfaces now auto-update if they are open when you obtain new qualities, officers, port reports, affiliations or peculiarities.
  • When the Journal is open alongside a storylet it will now auto-update with quests when you start, advance or complete them.
  • The Hold now updates automatically if it is open when accepting and completing Prospects or when purchasing a Bargain.
  • Terror gain now stops correctly around all ports.
  • Interfaces now open and close correctly after other UI elements have overridden them.
  • Agents can no longer enter docks and drop loot which cannot be collected.
Sunless Skies: Sovereign Edition - honeyedheroine
Build Version: 1.0.7.4.1f12226aa
Release Date: 31/01/2018


What’s New
Spectacles
Spectacles have arrived! Some of these are existing assets that have been spruced up and had a Terror effect applied, others are new sights to discover. Some Spectacles will fill your crew with a sense of wonder and your Terror level will decrease whenever you’re basking in their beauty. The High Wilderness however is also filled with many horrors and a lot of Spectacles will increase your rate of Terror gain whenever you get too close.

Each wonder and horror spectacle has a charge which begins to dissipate and apply its Terror effect when you enter its immediate area. Once the charge has run out, your normal rate of Terror gain will resume. The time over which the Terror effect is applied varies from Spectacle to Spectacle, and while it eventually runs out they do recharge so plan your journeys carefully.


Discoveries
Our first batch of discoveries are in place. Scattered across the Reach you’ll find abandoned wrecks, homesteads, mineable sky-rocks and hives to mention just a few. Flotsam and jetsam litters the space between ports and you’ll be able to pick up a number of items from them on your travels. Some discoveries have accompanying storylets and while most will disappear after interaction or on leaving the segment, some are perpetual. Two permanent discoveries found in the Reach are Old Tom’s Well and Wreck of the Parzifal. Both have storylets though Old Tom’s Well also has a Spectacle-like terror effect when you approach it. You’ll understand why when you find it. Happy hunting!


Fog and Lighting
Fog has crept into the Reach helping to build the mood and sense of dread as you explore areas unknown. Unfortunately with this increase in atmosphere came a decrease in visibility, making it even harder to see what objects you could collide with.

To combat this we’ve introduced the long-awaited locomotive headlight. The headlight is purely to help with navigation, there are no mechanics (such as increased fuel consumption) applied to it and as such it cannot be turned off. This perpetual beam is there to help guide you through the Reach and see what you can and cannot crash into. Anything on the collidable level will stop the light passing over it, creating eerie shadows and beautiful scenes of dancing debris. Light will pass underneath bridges too making them much easier to distinguish.

Another benefit is the effect it has during combat. The headlight acts as a targeting reticle, helping you to see when your weapons are lined up and also when you are in your enemy's line of fire (for mechanical beasties as least).


New Docking System
There’s now an auto-docking system in place at all ports in the Reach. As your locomotive pulls into the entrance of a dock the docking system will take over and guide your ship into position, meaning fewer collisions and hull repairs! Turning and strafing will be disabled whilever you’re in dock too, helping you to maintain a shiney, damage-free engine.


More Terror Changes
Along with the new Survival HUD, November’s update saw the introduction of different rates of Terror gain. We reduced the ambient rate from approximately 1% per 7 seconds to 1% per 14 seconds and applied a Terror-free zone in and around ports. We also added a spooky camera effect that creeps in at the edges of the screen when your Terror rate doubles, owing to having less than half the amount of Crew that your locomotive can carry.

January’s update sees further additions to Terror in order to make it clearer when you are gaining or losing it. The Terror icon and bar is white when you are not gaining any Terror, but will pulse red when it starts to increase on leaving the safety of a port. If your rate of Terror gain increases (around Spectacles, when you have a low Crew count, or both), the pulsing quickens and you’ll see visible colour changes. When your Terror decreases however, the HUD will turn a soothing shade of blue. We’ve also added additional camera overlays to accompany these Terror effects. Now that there are more ways to increase and decrease Terror in game we’ve once again tweaked the ambient rate of Terror, this time to ~1% per 10 seconds.


New Officer HUD
We’ve implemented a new Officer HUD so you’ll be able to see who you have recruited at all times. It also incorporates your Profile avatar and the tooltip will display your name, level, experience and how many character points you have to spend (character points are gained each time you level up). Clicking on your avatar will open the character progression screen where you can spend your character points on new Facets.

Not all the functionality of the new Officer HUD is in place just yet however. You cannot yet click on the Officers to interact with them.


Updates
  • Sovereigns are now visible in the shop and Bazaar interfaces!
  • The Spatchcock’s cargo space has been raised to 12.
  • New items are available at New Winchester.
  • The Bank interface has been reworked so that it is one UI element.
  • New Title Screen, Terror and Death music.
  • All locomotives now have their own unique engine SFX.
  • Enemies now explode on death.

Bug Fixes
  • There is now a delay between the triggering of in-game messages around ports.
  • The camera overlay no longer persists after death.
  • The focus icon no longer overflows the storylet interface at Traitor's Wood.
  • Settlers can now be dropped off at Traitor’s Wood.
  • The Possessions, Officer and Profile interfaces now auto-update if they are open when you obtain new qualities, officers, port reports, affiliations or peculiarities.
  • When the Journal is open alongside a storylet it will now auto-update with quests when you start, advance or complete them.
  • The Hold now updates automatically if it is open when accepting and completing Prospects or when purchasing a Bargain.
  • Terror gain now stops correctly around all ports.
  • Interfaces now open and close correctly after other UI elements have overridden them.
  • Agents can no longer enter docks and drop loot which cannot be collected.
Sunless Skies: Sovereign Edition - honeyedheroine
You may have noticed these past few sprint blogs that we’ve been changing the format a bit, as we add many large features into the game. We’ve also recently restructured our production process and in 2018 we’ll be handling these blogs and our FBG Podcasts a little differently!

Instead of posting a development blog and podcast every sprint (or every other week), we’ll be shifting to releasing a blog and podcast per release build (when we update the live Steam/GOG builds for players)—so roughly once a month. Now that most of the structural systems and core gameplay features are in the game, we want to make sure each of these updates are packed full of exciting new features, screenshots and gameplay.

That means our next development update (and game update!) will come the 31st of January, with our next FBG Podcast on the 2nd of February! In between these official updates there will of course continue to be patch notes, and Lesleyann and Haley will still be hanging around on the forums (Steam, GOG, FBG) to answer any questions you have and take feedback, too.

ART

We’ve been going over a lot of the feedback regarding game atmosphere, and therefore this sprint was all about adding in atmospheric improvements. One of the largest ways we’ve addressed this feedback is to add fog and shadow into the Reach.



Fog adds more mystery and suspense, allowing AI agents and beasties to loom into the player’s sight. Bringing fog into the High Wilderness also allows us to add a major new feature—a headlight! We’ve wanted to put this into the game for a while, but with the Reach being so bright it didn’t feel appropriate. However, it makes a great deal more sense as a fog light.



Adding the headlight is also helpful in numerous other ways, such as being able to definitively tell which side of the locomotive is which, on both the player and agent locomotives. It also is beneficial to combat, as it acts as a helpful targeting device.



Currently the headlight isn’t tied to any mechanics (ie. fuel, stealth, etc.) and cannot be turned off. However, over the coming weeks we’d love to hear your thoughts on this!



With light of course comes shadow. Shadows are helpful to address feedback we’ve seen, that because of the parallax layers it’s occasionally difficult to tell which objects you run the risk of crashing into with your locomotive. Now, with shadow, it’s easier to tell: anything that casts a shadow is collidable, while anything the light passes over is out of reach.

CONTENT

Content have remained steady in their Albion work, including adding the finishing touches to Meg Jayanth’s port: Perdurance.

"Perdurance is a jewel in the Empire's crown. Here, time is mastered, and the flower of the Empire's youth disport in eternal opulence"

Cash has continued his work on the Eagle’s Empyrean, which is the Khanate’s stronghold in the sky. Meanwhile, Olivia has been writing up the complex looting storylets for agents like the Scorn-Flukes and the chiropterous Curators. We recently changed the name of the Curators (prev. Custodians) for tonal reasons and to make possible the imminent pun that you may want to brace yourselves for.

We've also finalised a special piece of content written by Liam: the Curator's Egg. This is a Discovery: a gooey bundle containing a Curator's collected treasures. If you can get one back to port in time, you may be able to sell it. But take too long, and it could hatch, unleashing who knows what aboard your locomotive.

We’ve also now received all the player responses for our Correspondence Kickstarter reward, so Chris has been working on translating them into correspondence sigils while Paul designs their visual look.

GAMEPLAY & DESIGN

One very welcomed feature we’ve been implementing is auto-docking at ports! Soon, when you get close enough to a dock, it’ll automatically (and gently) guide you in. This also allows the locomotive to stay still while docked at a port. To leave, simply press forward and head back into the High Wilderness.



This sprint Barry has been finishing work on pathfinding and local avoidance improvements. Amongst other things, this will allow agents to fly more smoothly and hopefully get stuck less on rocks.

We’ve also begun designing how transitions will work between regions, in preparation of Albion joining the game. Improvements to transitions between segments within a region have also been implemented by Paul and Tobias, as they add fog and shadow into the region.



Some very agitated Scorn-Flukes have also been created, with excellent animations we can’t wait for you to uncover.


With the shift from Sprint Blogs to Release Blogs, our next FBG Podcast will be 2nd February at 16:00 GMT, which should not interfere with too many groundhog watching festivities.

Our next blog will focus on iterations and improvements to player movement and combat! Be certain to check our our Upcoming Changes: Locomotive Movement and Focused Feedback: Armaments threads.

P.S. For anyone wondering, our Sprint 30 over the holidays was called Umbra.
Sunless Skies: Sovereign Edition - honeyedheroine
You may have noticed these past few sprint blogs that we’ve been changing the format a bit, as we add many large features into the game. We’ve also recently restructured our production process and in 2018 we’ll be handling these blogs and our FBG Podcasts a little differently!

Instead of posting a development blog and podcast every sprint (or every other week), we’ll be shifting to releasing a blog and podcast per release build (when we update the live Steam/GOG builds for players)—so roughly once a month. Now that most of the structural systems and core gameplay features are in the game, we want to make sure each of these updates are packed full of exciting new features, screenshots and gameplay.

That means our next development update (and game update!) will come the 31st of January, with our next FBG Podcast on the 2nd of February! In between these official updates there will of course continue to be patch notes, and Lesleyann and Haley will still be hanging around on the forums (Steam, GOG, FBG) to answer any questions you have and take feedback, too.

ART

We’ve been going over a lot of the feedback regarding game atmosphere, and therefore this sprint was all about adding in atmospheric improvements. One of the largest ways we’ve addressed this feedback is to add fog and shadow into the Reach.



Fog adds more mystery and suspense, allowing AI agents and beasties to loom into the player’s sight. Bringing fog into the High Wilderness also allows us to add a major new feature—a headlight! We’ve wanted to put this into the game for a while, but with the Reach being so bright it didn’t feel appropriate. However, it makes a great deal more sense as a fog light.



Adding the headlight is also helpful in numerous other ways, such as being able to definitively tell which side of the locomotive is which, on both the player and agent locomotives. It also is beneficial to combat, as it acts as a helpful targeting device.



Currently the headlight isn’t tied to any mechanics (ie. fuel, stealth, etc.) and cannot be turned off. However, over the coming weeks we’d love to hear your thoughts on this!



With light of course comes shadow. Shadows are helpful to address feedback we’ve seen, that because of the parallax layers it’s occasionally difficult to tell which objects you run the risk of crashing into with your locomotive. Now, with shadow, it’s easier to tell: anything that casts a shadow is collidable, while anything the light passes over is out of reach.

CONTENT

Content have remained steady in their Albion work, including adding the finishing touches to Meg Jayanth’s port: Perdurance.

"Perdurance is a jewel in the Empire's crown. Here, time is mastered, and the flower of the Empire's youth disport in eternal opulence"

Cash has continued his work on the Eagle’s Empyrean, which is the Khanate’s stronghold in the sky. Meanwhile, Olivia has been writing up the complex looting storylets for agents like the Scorn-Flukes and the chiropterous Curators. We recently changed the name of the Curators (prev. Custodians) for tonal reasons and to make possible the imminent pun that you may want to brace yourselves for.

We've also finalised a special piece of content written by Liam: the Curator's Egg. This is a Discovery: a gooey bundle containing a Curator's collected treasures. If you can get one back to port in time, you may be able to sell it. But take too long, and it could hatch, unleashing who knows what aboard your locomotive.

We’ve also now received all the player responses for our Correspondence Kickstarter reward, so Chris has been working on translating them into correspondence sigils while Paul designs their visual look.

GAMEPLAY & DESIGN

One very welcomed feature we’ve been implementing is auto-docking at ports! Soon, when you get close enough to a dock, it’ll automatically (and gently) guide you in. This also allows the locomotive to stay still while docked at a port. To leave, simply press forward and head back into the High Wilderness.



This sprint Barry has been finishing work on pathfinding and local avoidance improvements. Amongst other things, this will allow agents to fly more smoothly and hopefully get stuck less on rocks.

We’ve also begun designing how transitions will work between regions, in preparation of Albion joining the game. Improvements to transitions between segments within a region have also been implemented by Paul and Tobias, as they add fog and shadow into the region.



Some very agitated Scorn-Flukes have also been created, with excellent animations we can’t wait for you to uncover.


With the shift from Sprint Blogs to Release Blogs, our next FBG Podcast will be 2nd February at 16:00 GMT, which should not interfere with too many groundhog watching festivities.

Our next blog will focus on iterations and improvements to player movement and combat! Be certain to check our our Upcoming Changes: Locomotive Movement and Focused Feedback: Armaments threads.

P.S. For anyone wondering, our Sprint 30 over the holidays was called Umbra.
Sunless Skies: Sovereign Edition - honeyedheroine
With the recent revamp of the proc gen system becoming available within the game to all, our focus this week has been to add some finishing touches to exploration in the Reach. Final touches and testing are being completed for Discoveries & Spectacles, which we hope to bring into the game soon. Additionally, the update to Terror’s visual effects and music are being finished as well.

ART

Our first overhaul to exploration within the game came with the new proc gen system which has allowed us to really define and curate the environments within the Reach. To build on top of that we’ve been working on Discoveries & Spectacles.

Discoveries are points of interest in the High Wilderness. It could be something as simple as a floating crate of munitions, or the (hopefully) empty wreck of some terrible locomotive crash. These will provide resources and stories for bold explorers to find.



Tobias has been busy bringing our writers’ content to life for many different Discoveries for both the Reach and upcoming Albion. On your way through the Reach you may stumble across Hives or even a Well.





Currently, Discoveries won’t be detectable by your Scout, and instead will have to be encountered up close and in the moment.

Tobias has also been working within the new proc gen system to design different segments for Albion. One of the ports he’s been working into the segment design is the Kickstarter social goal we achieved: The Royal Society.

The once-moribund Royal Society of inventors, explorers, and scientists has received a generous grant from Her Enduring Majesty and a renewed mandate: to unravel the mysteries of the High Wilderness! Were they eager to be at the forefront of new discovery? Or were they keen to be further from the Empire's control?


CONTENT

As Tobias works to visualise the Discoveries, Chris and Olivia have been busy crafting the messages that show up on screen as each Discovery is encountered.

James’ focus this sprint has been more towards Albion. He’s started the content for the Albion wealth ambition, as well as working on the content for The Royal Society. He’s also been writing the content for the Wreck of the Parzifal, mentioned in our Kickstarter!

The Parzifal was Her Majesty's pride, the first locomotive constructed at the Avid Horizon. But despite the pomp surrounding her launch, she never returned from her maiden voyage. What grim fate did she meet?

Excitingly, both Chris and James have also been working closely with our three Kickstarter backers who are designing a port with us. These ports are currently evolving and coming into shape. Two of these ports will be discoverable in Eleutheria, and one within the Blue Kingdom.


GAMEPLAY & DESIGN

Alongside Discoveries, we’ve also been working to finish up Spectacles, which have a more mechanical effect on players and their crew.

Spectacles are awe-inspiring locations in the High Wilderness. Most will strike terror into the hearts of your crew, while others may bring them comfort. A wise skyfarer will learn routes that will keep their people's dread at bay.

In the Reach, you may stumble across the Regent’s Grave spectacle in Traitor’s Wood, or the Apoidean Garden Wonder near the Nature Reserve.



Since Spectacles affect a player’s Terror level, we’ve also been continuing our work on the visual and audio effects of Terror. Along with the on-screen visual effects, we’ll also soon be implementing terror music made by Maribeth, that will make the atmosphere more and more tense and unbearable as their Terror level and Condition increases.

Mac has also updated the Bank UI so that the Bank inventory and the player's hold show up in one screen, as well as making sure the bottom nav-bar refreshes correctly. Also to the joy of everyone, Sovereigns will now be visible in Shops and the Bazaar!



He’s also been working to implement the Officer HUD (or where you see your Officer information on-screen). Your Captain’s experience bar will also be moving from where it previously was on the bottom nav-bar to a more logical place within the Officer HUD on the top right of the screen.



Once the work above makes its way into the live build on Steam and GOG, we hope that everyone will feel the Reach will have a lot of depth to explore! Moving on, our next sprint will focus on tweaking the atmosphere, to adjust how exploration in the High Wilderness makes players feel.



As the holidays approach the Failbetter offices will be winding down until the new year. This will be the last development blog until 17th January. The next FBG Podcast will be on 5th January at 16:00 GMT with Paul, our Creative Director!
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