May 9, 2018
Sunless Skies: Sovereign Edition - honeyedheroine
One of the things we really wanted to finesse was the feeling of 'Threat' within the game. Sunless Skies is a brighter, more diverse landscape than Sunless Sea, so it's extremely important to us that there’s still has a sense of peril and dread.

WEATHER
With Threat as our main focus, we’ve been busy implementing a few Hazardous Discoveries. Beware, as some existing Discoveries now have the ability to spawn enemies!

The most major Hazardous Discovery work includes adding three different types of weather to the High Wilderness, which effect players and their locomotives in different ways.



The Peacock Wind is a ripe, boisterous wind which blows in the Reach. It smells green and mulchy, and sends leaves scuttling against the windows of your engine.

The Candle-Wind is a hollow, howling wind, flickering with a procession of candleflames. It gives you a gnawing hunger, impossible to satisfy.

The Storm That Speaks is a storm of growling thunder, stabbing violet lightning, and countless voices that ride its winds. What are they trying to tell you?



WORSHIP
Our writers have also been busy creating gods. While paganism is not condoned by The Church in London, many skyfarers were once zailors, and when they couldn't bring their old gods with them to the High Wilderness, they found new deities to worship among the powers of the sky.

Captains may now find that certain actions can attract a god's attention or wrath. Currently, only a few events grant or use attention, but more will be added as development continues.

The Waste-Waif dwells in the deserted spaces where suns have died, and commands the winds the same way a shepherd commands sheepdogs. The lost, the outcast and the dying like to imagine a kinship with it.

The Burrower Below gnaws at the roots of heaven. Skyfarers say her breath is the fog that fills the High Wilderness, and sometimes they make oaths in her name. Her retribution is rightly feared.

The Storm that Speaks is a tempestuous power associated with grief, melancholy, regret and the past (where its house is said to lie). Some say that the hours mined in the Reach are its tears. It is partial to souls.



SCOUTS
More scouts are now available, including: the Star-Smitten Bat, the Intrepid Cavey, the Cyclopean Owl (a Kickstarter exclusive) and the Ratronaut!

Each scout has a different set of stats, so some will travel further, or report additional findings each trip, or provide more information about the things they find!

OTHER IMPROVEMENTS
With the Scout additions also comes some additions to the Chart, such as icons for transit stations, Spectacles, and Discoveries.



With more features at our disposal, we’ve now made improvements to agent and Discovery spawning. This will affect the variety and frequency of Discoveries and agents you'll come across. Now your captain’s actions will have more effect on the types of things you encounter in the High Wilderness. We've spent a lot of time creating interesting and dynamic situations we can’t wait for you to discover!



We've also enlisted the horrific imaginations of Harry Tuffs and Emily Short to craft some new Nightmares. As your Terror rises and your Condition worsens, you may find yourself experiencing new sets of horrific realisations.



We've also revised and expanded the Winchester War between the Tacketies and Stovepipes. The war now has a greater effect on the spawning of each side's vessels. New content has been added to reflect its current state (including new more opportunities to affect the course of the war and new Bargains and Prospects). In addition, the systems that handle its general progress will conduct themselves more discreetly behind the scenes. You can always read the newspapers at New Winchester to learn of recent developments in the war, including how both sides perceive you.



Our Threat build has also received some updates to Wrath. Agents will now provide visual feedback when they are provoked or hostile. A few animations and visuals for damaged agents are also now implemented (with more coming later!), helping to indicate how close to death they are.



Our next build will cover improvements to the roleplaying aspects within the game. Next month prepare yourselves for new officers and officer storylines; mascots; character backgrounds; new pasts and deeds; and even some new weapons and equipment for player locomotives!

Join us this Friday at 16:00 BST for a FBG Podcast on Twitch. Lesleyann will be touring us through our tantalising new features!
Sunless Skies: Sovereign Edition - honeyedheroine
Build Version: 1.0.9.4.72fb12b
Release Date: 09/05/2018
Known Issues

In a nutshell, the Threat update is all about making the High wilderness feel like a more dangerous place. It is a more dangerous place. Be prepared to defend yourself. Be prepared to die, frequently. You are welcome.

What's New
Hazardous Discoveries
Various transient discoveries across the High Wilderness are now Hazardous Discoveries, that is they have a chance to give you a nasty surprise when you interact with them. This is generally in the form of spawning a beastie who will be rather displeased to see you (their sudden appearance may give you a bit of a shock, but we'll be adding a more subtle spawn animation in the future).

Some discoveries (Vitrified Structures, Curators Eggs and Grim Inscriptions) now have a halo effect similar to Spectacles where Terror will be applied when you get too close. Others like Wefts of Unravelled Time force interaction when you approach. Sail carefully!

Weather
Weather is a special type of Hazardous Discovery that randomly spawns throughout the High Wilderness (there are many spawn points in the Reach but only a few in Albion at present. We will be implementing additional weather spawn zones in a future update). All weather exhibits a physical force on locomotives along with other effects, some negative others beneficial.
  • The Peacock Wind will increase your rate of Terror gain but also replenish your current barrel of supplies up to 100%.
  • The Candlewind will increase your rate of supply consumption. Ensure you have enough sustenance before daring to cross it.
  • The Storm-that-Speaks is an interactable discovery. If you can cope with the Terror gain and Hull damage on your journey to the eye of the storm, then perhaps you may speak to it.

Scouts
The Diffident Bat finally has some company. This update sees the release of an additional three scouts, the Star-Smitten Bat, the Intrepid Cavy and the Ratronaut. For Kickstarter backers there is also the Cyclopean Owl. These are not just pretty pets, but useful lookouts each with varying abilities. There are three attributes by which scouts can be ranked:
  • Bravery. Scouts are either Cautious and search for things nearby (Diffident Bat, Cyclopean Owl) or Bold and have a longer range.
  • Curiosity. Scouts can be Diffident and only report a single find (Diffident Bat, Star-Smitten Bat, Intrepid Cavy), or they can be Inquisitive and spot up to three things of interest.
  • Acuity. Finally Scouts may be Oblivious and simply mark locations on your chart (Diffident Bat, Star-Smitten Bat, The Ratronaut), or they may be Discerning and will categorise their findings with unique icons.

The helpful critters can be acquired from a very special merchant who you'll encounter at New Winchester. This trader will appear after roughly a month of in-game time on a new account and will have already set up shop on existing saves, so it's worth a detour to take a look at his wares. Be warned though, the merchant is a traveller and once you've poked around his shop he will move on. Fortunately he will always leave a clue as to where he intends to visit next (after a number of stops he will move on to Eleutheria so ensure you do not squander your opportunities to purchase new scouts).

Wrath
Agents now provide visual feedback when they are provoked. A crescent will be seen around your locomotive indicating the direction of the agent and their hostility towards you. The colour will change from white to red as an agent's wrath builds and if it decides to attack the crescent will pulse deep red before vanishing. Some agents have bespoke animations, like Scrive-Spinters which emit a red glow of rage when they decide to hunt you down. Other agents will be updated with similar effects in due course.

Some beasties like the Scrive-Spinster and Enduring Dreadnought now have damage indicators. Dreadnoughts will start smoking when they reach 50% health and will catch fire around 25%. Scrive-Spinsters have a similar effect where they start to ooze yellow particles as they take damage. Again we'll be applying similar effects to other beasties throughout the High Wilderness in future updates.

There are now bunch of new ways for you to accrue wrath from various enemies. Some agents in the Reach will be friendly or hostile towards you depending on your allegiance in the Winchester War. Some will become angry when you are running errands for their enemies in the form of Prospects and Bargains. Other agents, like the territorial Chorsiter Bees, will take issue with you when you are carrying certain items. Approaching them may raise their hackles and while they'll check you out they will generally leave you alone. If you're carrying Nectar however, well, just remember our advice. Don't antagonise the bees!

Updates
  • We've revisited discovery and agent spawning in the Reach so the experience is more akin to that in Albion. Some discoveries that were released in the Albion update can now be found in the Reach.
  • We've added a whole host of new ambient text including segment entrance messages.
  • We've added four interactable Isambard line discoveries.
  • You'll now experience new Nightmares as your Terror rises and your Condition worsens
  • We've expanded the Winchester War content between the Tacketies and Stovepipes with added options to influence the course of the war.
  • The Winchester War now has a greater effect on the spawning of agents around the Reach.
  • New Prospects and Bargains.
  • Hints are now present on the loading screen.
  • Esc now closes interfaces.
  • Bullets and their particle effects have been updated.
  • The locomotive's smoke trail has been updated.
  • New chart icons for Spectacles, Transit Relays and Discoveries.
  • We've improved the UI highlighting for controller/keyboard support.
  • We've made changes to the Prospects and Bargains interface to make it more user friendly.
  • Current and example save files have been removed from the mode selection screen when starting a new game.
  • New Term of Address options on character creation.
  • Wonder and Horror music has been introduced to Spectacles.
  • New SFX are in place throughout the High Wilderness including: docking, agent attacks, weapons fire, looting, fuel/supply barrel change and level up.

Bug Fixes
  • You now have to turn controller support on manually in the control options menu. This is a temporary fix to stop gaming keyboards, mouse devices and non-standard controllers (e.g. foot pedals, arcade sticks, steering wheels) being auto-detected.
  • Controller instructions will no longer become stuck on screen after death.
  • The Interact prompt no longer appears over the top of the transit gates once activated and the animation runs.
  • You can now open more than one section at a time on Possessions interface with a controller.
  • The pause menu no longer opens behind the Chart.
  • Homesteads now appear in the Prosper segment.
  • Collision damage has been applied to Kisigar Gardens and Youngsfound assets in New Winchester.
  • The Worlebury-juxta-mare label is no longer obscured by fog.
  • Collision damage has been applied to all assets in Brabazon.
  • We've fixed the z-fighting near Tuxeed Point in the Brabazon segment.
  • Smoke is now correctly aligned with the pipes producing it in Brabazon.
  • The headlight no longer passes over the port assets at the Royal Society.
  • The new strafing and venting SFX are now present on all non-Spatchcock locomotives.
  • Port Avon bells can no longer be heard when starting a new save file.
  • Port Avon bells are now muted when storylets are open.
  • Port Avon bells no longer distort with player movement.
  • Various SFX are now muted when SFX volume is set to 0% (strafing, venting, docking, Magdalene's clock, Port Avon's bells and Scorn-flukes and Guest attack SFX).
  • Port specific SFX are now heard when travelling to Albion and when moving between segments.
  • We've fixed a bunch of typos and grammatical errors.

Known Issues
Below is a list of known issues. For a full list of game issues see our Known Issues page.
  • The new docking SFX is missing at several ports
  • The Wrath overlay can get stuck on screen after death or returning to the Title Screen
  • The chart icon does not update when players encounter Transit Relays after being scouted by oblivious scouts.
  • Transit Relay and Persistent Discovery icons do not persist on chart after reload

As always, if you find a bug that's not on the Known Issues page then send us a quick Bug Report
Apr 4, 2018
Sunless Skies: Sovereign Edition - honeyedheroine


A new region—Albion—is now available!

Welcome to Albion, skyfarers. Albion is the heart of the British Empire and home to Her Majesty Queen Victoria. Explore the empire's civilised stronghold and dig into the engines of industry, where manners must be minded and secrets are necessary.

“The excited shriek of train-whistles.
The hiss of steam.
The clamour of countless voices.
London.”



In celebration of this momentous occasion, we’ve created a new trailer to give you a sneak peek of Albion! https://youtu.be/oiiRYVtze3Q

Those looking to discover Albion should head towards Port Prosper to find the transit relay. Transit permits will be free during Early Access, though to make sure captains are seasoned enough for the journey, you'll still need to pay for either a Ministry-Stamped Permit or 2 Barrels of Hours before you travel.

The addition of a second region brings Sunless Skies closer to our final vision of the game, with two more regions to come before full release. This update also brings:

Nine new ports, including its hub city London

Visit the seaside at Worlebury-juxta-Mare. Pay your respects to Her Majesty's sacrifice at Albert's tomb at The Most Serene Mausoleum. Or witness the Brabazon Workworld, where time moves more quickly as labourers refine the empire's hours.



Our Kickstarter social reward port,The Royal Society, is also housed in Albion!

Twelve new Discoveries, some more troublesome than others

Set your locomotive's course for the sprawling Well of the Wolf and hear its celestial gales howl like its namesake. Dare to tread on a Weft of Unravelled Time, or steel yourself to investigate Exceptional Squirmings.



Six new Spectacles, a few of which won’t terrify you

Those brave captains who have zailed the sunless zee may uncover some eerily familiar sights. Some will inspire dread, others awe.

New agents, some who have felt the effects of artificial light

Albion brings a few new locomotive agents such as Glorious Dreadnoughts, Deranged Dreadnoughts and Sky-Maddened Explorers. Both Dreadnoughts are wrathful, one is slightly more rabid.

The skies of Albion also feature new beasties, such as leathery Curators and spiny Scorn Flukes!



For a more detailed idea of what’s new, check out the extensive list in our Patch Notes!

Our next build in May will focus on the feeling of 'threat' in the High Wilderness. Expect to see more weather and also some more hazardous Discoveries. We'll also be making improvements to the Chart, tweaking survival mechanics, and creating new Nightmares!

We’ll be holding a FBG podcast this Friday the 6th of April on Twitch at 16:00 BST. We can’t wait to discuss all the lovely bits of Albion with you and answer any questions you may have about the new region!

And those in London coming to Rezzed next week, do stop by the Sunless Skies booth and say hello! We will have something special for anyone who speaks the special codeword: bees.
Apr 4, 2018
Sunless Skies: Sovereign Edition - honeyedheroine


A new region—Albion—is now available!

Welcome to Albion, skyfarers. Albion is the heart of the British Empire and home to Her Majesty Queen Victoria. Explore the empire's civilised stronghold and dig into the engines of industry, where manners must be minded and secrets are necessary.

“The excited shriek of train-whistles.
The hiss of steam.
The clamour of countless voices.
London.”



In celebration of this momentous occasion, we’ve created a new trailer to give you a sneak peek of Albion! https://youtu.be/oiiRYVtze3Q

Those looking to discover Albion should head towards Port Prosper to find the transit relay. Transit permits will be free during Early Access, though to make sure captains are seasoned enough for the journey, you'll still need to pay for either a Ministry-Stamped Permit or 2 Barrels of Hours before you travel.

The addition of a second region brings Sunless Skies closer to our final vision of the game, with two more regions to come before full release. This update also brings:

Nine new ports, including its hub city London

Visit the seaside at Worlebury-juxta-Mare. Pay your respects to Her Majesty's sacrifice at Albert's tomb at The Most Serene Mausoleum. Or witness the Brabazon Workworld, where time moves more quickly as labourers refine the empire's hours.



Our Kickstarter social reward port,The Royal Society, is also housed in Albion!

Twelve new Discoveries, some more troublesome than others

Set your locomotive's course for the sprawling Well of the Wolf and hear its celestial gales howl like its namesake. Dare to tread on a Weft of Unravelled Time, or steel yourself to investigate Exceptional Squirmings.



Six new Spectacles, a few of which won’t terrify you

Those brave captains who have zailed the sunless zee may uncover some eerily familiar sights. Some will inspire dread, others awe.

New agents, some who have felt the effects of artificial light

Albion brings a few new locomotive agents such as Glorious Dreadnoughts, Deranged Dreadnoughts and Sky-Maddened Explorers. Both Dreadnoughts are wrathful, one is slightly more rabid.

The skies of Albion also feature new beasties, such as leathery Curators and spiny Scorn Flukes!



For a more detailed idea of what’s new, check out the extensive list in our Patch Notes!

Our next build in May will focus on the feeling of 'threat' in the High Wilderness. Expect to see more weather and also some more hazardous Discoveries. We'll also be making improvements to the Chart, tweaking survival mechanics, and creating new Nightmares!

We’ll be holding a FBG podcast this Friday the 6th of April on Twitch at 16:00 BST. We can’t wait to discuss all the lovely bits of Albion with you and answer any questions you may have about the new region!

And those in London coming to Rezzed next week, do stop by the Sunless Skies booth and say hello! We will have something special for anyone who speaks the special codeword: bees.
Sunless Skies: Sovereign Edition - honeyedheroine
Build Version: 1.0.8.3.e51bc7cfe
Release Date: 04/04/2018
Known Issues


What’s New
The High Wilderness’ Second Region: Albion
Albion is finally here. A whole new region for you to discover, exploit and (mostly likely) meet your untimely end in! Albion is beautiful but deadly, survival here is harder than in the Reach. Do you have what it takes to make it, or will you crawl back to the verdant green landscapes of the Reach with your smoke trail between your legs?

To access Albion you will need to travel through the Reach-Albion Transit Gate which is located not far from Port Prosper. Head in a clockwise direction from Prosper around the rim of the Reach. Once there grab yourself a travel permit at which is free during Early Access. You’ll then need a Ministry-Stamped Permit for first class travel or two Barrels of Unseasoned Hours for second class (available at various ports around the Reach including Port Prosper).

We don’t want to spoil too much as we’re keen for you to explore and let us know what you think, but in brief Albion contains:

  • Nine new ports.
  • Five new agents (Scorn-Flukes, Curators, Star-Maddened Explorers, Glorious and Deranged Dreadnoughts).
  • Six new Spectacles (have fun finding out if they are Horrors or Wonders).
  • New transient Discoveries (Weft of Unravelled Time, Squirmings, Pardoner Eels, Grim Inscriptions and many others).
  • New persistent Discoveries: Wreck of the Boatman and Well of the Wolf (which like Old Tom’s Well has a Spectacle-like Terror effect).
  • The Altani-class Outrider available at the London engineyard.
  • New equipment to boost your Quarters, Hold and Hull.
  • Equipment which grants the Assaying quality (which you’ll need for all the eels and squirmings).
  • Albion Prospects and Bargains.

Updates
  • New Discoveries in the Reach: Fragments of the past, large Bronzewood pieces and fungal infested meteoroids.
  • New quality and focus icons throughout the Reach (be aware there are still a number of placeholder quality icons in game).

Bug Fixes
  • You can now interact with persistent discoveries more than once without having to leave and re-enter the segment.
  • Homesteads now spawn correctly in Magdalene’s and Polmear & Plenty’s segments.
  • Collision damage has now been applied to asteroids in the Magdalene's area.
  • Qualities are now removed from the Journal once they are reset (as opposed to when they are completed).
  • We made a change so that the in-game messages near Lustrum are easier to read.
  • The venting animation on the Parzifal-class locomotives is now aligned correctly.
  • We've fixed the scroll on the Hold section of the bank interface.
  • The auto-docking system no longer puts a player's locomotive at an angle.
  • You will no longer receive Hull damage when entering docks at angles.
  • The camera no longer shakes when entering docks at angles.
  • The level-up animation on locomotives is once again correctly aligned.
  • Lustrum: The Mountain Beckons now shows in the journal.
  • We’ve standardised the spelling of Dreadnought across the game.
  • The avatar tooltip no longer appears on the Character Progression screen if opened while it is displayed.
  • Crew can no longer be exceeded on the Homestead storylets.
  • We've cleared up the confusion with the Amenable Host when speaking to him after the death of your previous captain.
  • Hidden looting qualities now randomise correctly so you’ll see more looting opportunities for mechanical agents.
  • The Headstrong Strongwoman's dialogue is now accurate according to whether or not her flyers need posting.
  • The Phlegmatic Researcher's now continues to pay you for bringing him items for his private research.
  • Handing in Hybras Pus to the Phlegmatic Researchers for private research no longer moves you out of the storylet.
  • Damage to buildings at Titania from the Chorister Hive is now reported correctly.
  • We’ve corrected some typos at the Leadbeater and Stainrod Nature Reserve.


Albion Known Issues
Below is a list of known Albion issues. For a full list of game issue see our Known Issues page.
  • The Interact prompt appears over the top of the transit gates once activated.
  • Prospects are available at the Avid Horizon rather than bargains.
  • Worlebury label can be partly obscured with fog (depending on the segment it spawns in).
  • There’s some z-fighting near Tuxeed Point.
  • Blocking is missing on a few assets in Brabazon.
  • The headlight passes over the port/dock asset at The Royal Society (Airy House) and two asteroids in the Mausoleum segment.
  • The transit gate activation audio repeats on arrival in a new region.
  • The transit gate arrival audio is not yet in place.
  • Scorn-flukes are not muted when SFX volume is 0%.
  • The chart text does not update to say Albion when you move to that region.

As always, if you find a bug that's not on the Known Issues page then send us a quick Bug Report
Sunless Skies: Sovereign Edition - honeyedheroine
Build Version: 1.0.8.3.e51bc7cfe
Release Date: 04/04/2018
Known Issues


What’s New
The High Wilderness’ Second Region: Albion
Albion is finally here. A whole new region for you to discover, exploit and (mostly likely) meet your untimely end in! Albion is beautiful but deadly, survival here is harder than in the Reach. Do you have what it takes to make it, or will you crawl back to the verdant green landscapes of the Reach with your smoke trail between your legs?

To access Albion you will need to travel through the Reach-Albion Transit Gate which is located not far from Port Prosper. Head in a clockwise direction from Prosper around the rim of the Reach. Once there grab yourself a travel permit at which is free during Early Access. You’ll then need a Ministry-Stamped Permit for first class travel or two Barrels of Unseasoned Hours for second class (available at various ports around the Reach including Port Prosper).

We don’t want to spoil too much as we’re keen for you to explore and let us know what you think, but in brief Albion contains:

  • Nine new ports.
  • Five new agents (Scorn-Flukes, Curators, Star-Maddened Explorers, Glorious and Deranged Dreadnoughts).
  • Six new Spectacles (have fun finding out if they are Horrors or Wonders).
  • New transient Discoveries (Weft of Unravelled Time, Squirmings, Pardoner Eels, Grim Inscriptions and many others).
  • New persistent Discoveries: Wreck of the Boatman and Well of the Wolf (which like Old Tom’s Well has a Spectacle-like Terror effect).
  • The Altani-class Outrider available at the London engineyard.
  • New equipment to boost your Quarters, Hold and Hull.
  • Equipment which grants the Assaying quality (which you’ll need for all the eels and squirmings).
  • Albion Prospects and Bargains.

Updates
  • New Discoveries in the Reach: Fragments of the past, large Bronzewood pieces and fungal infested meteoroids.
  • New quality and focus icons throughout the Reach (be aware there are still a number of placeholder quality icons in game).

Bug Fixes
  • You can now interact with persistent discoveries more than once without having to leave and re-enter the segment.
  • Homesteads now spawn correctly in Magdalene’s and Polmear & Plenty’s segments.
  • Collision damage has now been applied to asteroids in the Magdalene's area.
  • Qualities are now removed from the Journal once they are reset (as opposed to when they are completed).
  • We made a change so that the in-game messages near Lustrum are easier to read.
  • The venting animation on the Parzifal-class locomotives is now aligned correctly.
  • We've fixed the scroll on the Hold section of the bank interface.
  • The auto-docking system no longer puts a player's locomotive at an angle.
  • You will no longer receive Hull damage when entering docks at angles.
  • The camera no longer shakes when entering docks at angles.
  • The level-up animation on locomotives is once again correctly aligned.
  • Lustrum: The Mountain Beckons now shows in the journal.
  • We’ve standardised the spelling of Dreadnought across the game.
  • The avatar tooltip no longer appears on the Character Progression screen if opened while it is displayed.
  • Crew can no longer be exceeded on the Homestead storylets.
  • We've cleared up the confusion with the Amenable Host when speaking to him after the death of your previous captain.
  • Hidden looting qualities now randomise correctly so you’ll see more looting opportunities for mechanical agents.
  • The Headstrong Strongwoman's dialogue is now accurate according to whether or not her flyers need posting.
  • The Phlegmatic Researcher's now continues to pay you for bringing him items for his private research.
  • Handing in Hybras Pus to the Phlegmatic Researchers for private research no longer moves you out of the storylet.
  • Damage to buildings at Titania from the Chorister Hive is now reported correctly.
  • We’ve corrected some typos at the Leadbeater and Stainrod Nature Reserve.


Albion Known Issues
Below is a list of known Albion issues. For a full list of game issue see our Known Issues page.
  • The Interact prompt appears over the top of the transit gates once activated.
  • Prospects are available at the Avid Horizon rather than bargains.
  • Worlebury label can be partly obscured with fog (depending on the segment it spawns in).
  • There’s some z-fighting near Tuxeed Point.
  • Blocking is missing on a few assets in Brabazon.
  • The headlight passes over the port/dock asset at The Royal Society (Airy House) and two asteroids in the Mausoleum segment.
  • The transit gate activation audio repeats on arrival in a new region.
  • The transit gate arrival audio is not yet in place.
  • Scorn-flukes are not muted when SFX volume is 0%.
  • The chart text does not update to say Albion when you move to that region.

As always, if you find a bug that's not on the Known Issues page then send us a quick Bug Report
Sunless Skies: Sovereign Edition - honeyedheroine


Expect to be able to travel to Albion from 4 April! This second region brings the game much closer to our final vision.

Albion is the heart of the British Empire’s territory in the High Wilderness; and the only place in the heavens you can reliably get a decent cup of tea. Its hub is London – your actual Victorian London – which has been flung into space by Her Majesty Queen Victoria. She rules it from the Throne of Hours, which allows her some dominion over time itself. We’re excited to get to Albion and dig into the engines of the Empire and all its dirty secrets.

Albion includes writing by Failbetter collaborators Cassandra Khaw, Meg Jayanth, Harry Tuffs and Richard Cobbett. Expect to visit the Avid Horizon (the door through which Londoners entered the sky; now solemnly closed), the Clockwork Sun (greatest marvel of British Engineering), and Worlebury-juxta-Mare (a pleasant town on a sea of mist that definitely doesn’t squirm with noisome horrors).

Sunless Skies will be released from Early Access in September 2018.

Wishlist Sunless Skies here on Steam! You can also follow along with our development roadmap.
Sunless Skies: Sovereign Edition - honeyedheroine


Expect to be able to travel to Albion from 4 April! This second region brings the game much closer to our final vision.

Albion is the heart of the British Empire’s territory in the High Wilderness; and the only place in the heavens you can reliably get a decent cup of tea. Its hub is London – your actual Victorian London – which has been flung into space by Her Majesty Queen Victoria. She rules it from the Throne of Hours, which allows her some dominion over time itself. We’re excited to get to Albion and dig into the engines of the Empire and all its dirty secrets.

Albion includes writing by Failbetter collaborators Cassandra Khaw, Meg Jayanth, Harry Tuffs and Richard Cobbett. Expect to visit the Avid Horizon (the door through which Londoners entered the sky; now solemnly closed), the Clockwork Sun (greatest marvel of British Engineering), and Worlebury-juxta-Mare (a pleasant town on a sea of mist that definitely doesn’t squirm with noisome horrors).

Sunless Skies will be released from Early Access in September 2018.

Wishlist Sunless Skies here on Steam! You can also follow along with our development roadmap.
Sunless Skies: Sovereign Edition - honeyedheroine
Patch Notes - v1.0.6.5.8046df9 (27th February 2018)
Build Version: 1.0.6.5.8046df9
Release Date: 27/02/2018
Known Issues


What’s New

Combat changes - batch #1

The biggest change we’ve made to this build is a complete rework of the Heat mechanics. We’ve redesigned the Heat bar and the way it gives feedback. We've also made the mechanics simpler and feel we’ve arrived at something that makes combat fun and accessible, whilst being measured and allowing the player to use a few tactics to get the most out it. Here are all the changes we’ve made:
  • Heat is no longer gained from forward thrust, it is now only applied when strafing and firing weapons (though we may add additional ways to gain heat in the future).
  • Heat is a value which goes up to 100, once you reach 100 your vessel will overheat.
  • The Heat bar warning light will turn on around 80% as an indication that you are close to overheating. There is also an audio cue.
  • Consequences like the temporary loss of a weapon whilst overheated have been removed.
  • When you are overheated you will be unable to strafe, though you can still turn, reverse and move forwards.
  • Once overheated you will remain in that state for a few seconds. After the overheated period has elapsed your locomotive will vent Heat rapidly and you’ll once again be able to strafe.
  • You can fire your weapons whilst overheated, but as a consequence you will take damage (10% of your max Hull value). When you choose to do this your locomotive will vent immediately and Heat will dissipate rapidly.
  • You will be unable to fire your weapons if you are overheated and firing them would damage your Hull to the extent that it would lead to your untimely demise.
  • Weapons now have continuous fire - hold down your hotkey/mouse button and the weapon will fire again as soon as it comes off its cooldown.
  • If you are using continuous fire then your weapons will cut out automatically when you become overheated so you don’t inadvertently damage your Hull. Once you come out of the overheated state continuous fire will kick in again.
  • Weapons have variable cooldown times and kick out different amounts of Heat (Jerusalem 30%, Emanation 50%, Brassraven 10%).
We’ve also made numerous changes to some of the beasties that roam the Reach. Cantankeri are a little faster, Reach Marauders can turn sharper and Enduring Dreadnaughts have new weapons and are a bit tougher. We’ve also made the agents less accurate, enemies like the Tacketies and Dreadnaughts will now take potshots at you even when they don’t have a perfect line of sight.

Controller Support

Gamepad support is finally here and currently works with Xbox One, Xbox 360 and PS4 controllers. Plug in a control pad and have fun navigating across the Reach using the bumper buttons to strafe and the triggers to control forward and backward thrust.

Unfortunately we didn’t have time to implement a login check to reset everyone’s default controls automatically to include the updated controller mapping, but we’ll be including it in the next update. For now if you want to take advantage of gamepad controls you’ll need to manually reset the controls to default.. You can do this from the title screen (select Options > Controls > Restore Defaults) or in-game (press Esc > Options > Controls > Restore Defaults).

After many hours of gameplay we’ve added a default configuration which we feel is the best fit, however everyone is different so you can remap the gamepad controls at any time after having restored to the default configuration.

The gamepad controls introduced a lot of new functionality in order to be able to move through the various interfaces without using a mouse, so there are also keyboard equivalents in place, however these are not fully supported yet so you cannot rebind them at the moment, there is no functionality for the chart or moving between tabs in shops, and they are not currently shown in the Controls menu. They are as follows:
  • Select Left Menu (Port Index UI or Always Storylets when not docked) - Ctrl + Left Arrow
  • Select Bottom Menu (Navigation bar) - Ctrl + Down Arrow
  • Select Right Menu (Officer HUD) - Ctrl + Right Arrow
  • UI Move Up, Down, Left, Right - Arrow keys
  • UI Cancel - Backspace
  • UI Select - Enter
  • UI Submit (equivalent to X on Xbox controller, used for Jettison, More Info etc) - Delete
As simple as the gamepad controls look, it was a phenomenal amount of dev work to get it working correctly within Skies. Naturally there were lots of bugs and we’ve painstakingly nuked all but a bunch of minor issues which we’ll fix in an upcoming build. Make sure you read about them on our Known Issues page so you are familiar. As always, if you come across any that aren’t listed then send us a quick report, details of how to do so are here

Movement

We’ve made a couple of very subtle tweaks to locomotive movement. We’ve mentioned before in one of our Upcoming Changes threads that we are toying with the idea of having difficulty settings for movement. We won’t be implementing this until much closer to launch but in the meantime we wanted to adjust the controls to make the locomotives feel slightly less ‘slidey’. It’s been hard to find a balance because while a lot of players have told us they find the locomotive difficult to control, there’s also a lot of people who like the feel of it. One thing we don’t want to do is make the default controls feel ‘dumbed down’, hence why the changes we’ve made in this build are minor. Once difficulty settings are in place, you’ll be able to make stronger adjustments yourself. Here are the tweaks we’ve made:
  • We’ve increased forward thrust so you get up to your maximum speed quicker. This should make you nippier in combat when you need to kill forward thrust, make a sharp turn and move full steam ahead out of the way of incoming enemy fire.
  • In our last update we reduced the locomotive’s backward thrust so it’s much slower to reverse. We’ve buffed that a little in this build so it’s now a bit quicker.
  • We’ve tweaked the skid suppression which will give you a little more control when strafing.

Updates
  • Default controls for weapons have been changed to the mouse buttons - only new players installing the game for the first time will see this change. If you’ve been playing in Early Access and you want to see the changes you will need to restore defaults (from in game press Esc > Options > Controls > Restore Defaults).
  • The Survival HUD now flashes when you take Hull damage.
  • The Fastidious Inspector quest now requires items freely available throughout the Reach so players are no longer at the mercy of random Bargains.
  • When weapons are assigned to mouse buttons they no longer fire when opening/closing interfaces. We had to apply this change to hotkeys too, so be aware that if you choose to use keyboard hotkeys to fire your weapons, they will only work when your cursor is not over an interface.
  • Weapon keys can now be held down so that weapons fire immediately when they come off cooldown.
  • We've increased the size of projectiles
  • New ambient sounds are in place throughout the Reach.
  • We’ve added some functionality which stops you from going over the edge of the Reach and as a result players will no longer get stuck on the loading screen when crossing the boundary.
  • New in-game messages which trigger when you hit certain variable states have been introduced.
  • We've made some adjustments to the camera zoom.
  • The tutorial no longer opens up each time you close a Must Event or a Loot storylet.
  • Quests are now marked as completed once the storyline is finished.
  • Quests are now moved to the bottom of the journal when completed.
  • Objectives (sub-quests) are now in place and display as bullet pointed lists in the journal underneath the main quest. When completed they will be marked with a tick.
Bug Fixes
  • Spam clicking Facets no longer causes skill boosts to be applied multiple times.
  • Navigation interfaces can no longer become locked to the middle of the screen.
  • Navigation interfaces can no longer be brought up on the Title Screen.
  • The patch notes no longer appear in-game.
  • You will no longer receive Hull as a reward from Flotsam & Jetsam if your locomotive has max Hull.
  • When collecting Hull from Flotsam and Jetsam, the correct amount of Hull applied is now shown.
  • The Experienced gained label for Squire's House at Port Avon now appears in game on discovery.
  • Double Terror gain now kicks in when you are down to 2 Crew on Parsival-class locomotives, rather than 1.
  • Bargains are now removed from the Bazaar once you've purchased all the items available in the offer.
  • If returning to the Title Screen and then continuing immediately after creating a new character, your locomotives equipment is no longer unequipped.
  • Colliders on mechanical agents are now removed immediately on death.
  • The Crew requirement for Conduct a nocturnal excavation at Port Avon has been lowered to 5 to accommodate Sky-Captains with Parsival and Pellinore class locomotives.
  • You will now see the correct quality effect message when completing the Amenable Host’s Assumed Identity quest
  • Once you’ve completed the Assumed Identity quest you will no longer see the option to tell the Amenable Host about his past.
  • Port reports can no longer be farmed for Sovereigns at Lustrum and Port Prosper when the Winchester War changes
  • Player's can now purchase all Ministry-Approved Literature bargains around the Reach.
  • Sovereigns awarded for Ministry-Approved Literature Prospects have been adjusted so they are worth more than the value at Victoria Market.
  • The avatar tooltip no longer gets stuck on screen.
  • The avatar tooltip no longer appears on the Character Progression screen is opened while it is displayed.
  • Officer slots will no longer remain in an expanded state if the main menu (pause menu) is opened over them.
  • Engine SFX now play after death.
  • Character names are no longer obscured by the Load button on save files (with default Font and UI scales).
  • Increasing the Font Scale will no longer cause the cost of locomotives to become cut off in the Engine Yard interface.
  • The fog around Carillion has been tweaked to remove straight lines.
  • The line above the Bedivere-class locomotive in the Engine Yard and Hold interfaces has been removed.
  • Erroneous graphical assets have been removed from the chart between segments.
  • We’ve fixed a number of typos and grammatical errors.
Sunless Skies: Sovereign Edition - honeyedheroine
Patch Notes - v1.0.6.5.8046df9 (27th February 2018)
Build Version: 1.0.6.5.8046df9
Release Date: 27/02/2018
Known Issues


What’s New

Combat changes - batch #1

The biggest change we’ve made to this build is a complete rework of the Heat mechanics. We’ve redesigned the Heat bar and the way it gives feedback. We've also made the mechanics simpler and feel we’ve arrived at something that makes combat fun and accessible, whilst being measured and allowing the player to use a few tactics to get the most out it. Here are all the changes we’ve made:
  • Heat is no longer gained from forward thrust, it is now only applied when strafing and firing weapons (though we may add additional ways to gain heat in the future).
  • Heat is a value which goes up to 100, once you reach 100 your vessel will overheat.
  • The Heat bar warning light will turn on around 80% as an indication that you are close to overheating. There is also an audio cue.
  • Consequences like the temporary loss of a weapon whilst overheated have been removed.
  • When you are overheated you will be unable to strafe, though you can still turn, reverse and move forwards.
  • Once overheated you will remain in that state for a few seconds. After the overheated period has elapsed your locomotive will vent Heat rapidly and you’ll once again be able to strafe.
  • You can fire your weapons whilst overheated, but as a consequence you will take damage (10% of your max Hull value). When you choose to do this your locomotive will vent immediately and Heat will dissipate rapidly.
  • You will be unable to fire your weapons if you are overheated and firing them would damage your Hull to the extent that it would lead to your untimely demise.
  • Weapons now have continuous fire - hold down your hotkey/mouse button and the weapon will fire again as soon as it comes off its cooldown.
  • If you are using continuous fire then your weapons will cut out automatically when you become overheated so you don’t inadvertently damage your Hull. Once you come out of the overheated state continuous fire will kick in again.
  • Weapons have variable cooldown times and kick out different amounts of Heat (Jerusalem 30%, Emanation 50%, Brassraven 10%).
We’ve also made numerous changes to some of the beasties that roam the Reach. Cantankeri are a little faster, Reach Marauders can turn sharper and Enduring Dreadnaughts have new weapons and are a bit tougher. We’ve also made the agents less accurate, enemies like the Tacketies and Dreadnaughts will now take potshots at you even when they don’t have a perfect line of sight.

Controller Support

Gamepad support is finally here and currently works with Xbox One, Xbox 360 and PS4 controllers. Plug in a control pad and have fun navigating across the Reach using the bumper buttons to strafe and the triggers to control forward and backward thrust.

Unfortunately we didn’t have time to implement a login check to reset everyone’s default controls automatically to include the updated controller mapping, but we’ll be including it in the next update. For now if you want to take advantage of gamepad controls you’ll need to manually reset the controls to default.. You can do this from the title screen (select Options > Controls > Restore Defaults) or in-game (press Esc > Options > Controls > Restore Defaults).

After many hours of gameplay we’ve added a default configuration which we feel is the best fit, however everyone is different so you can remap the gamepad controls at any time after having restored to the default configuration.

The gamepad controls introduced a lot of new functionality in order to be able to move through the various interfaces without using a mouse, so there are also keyboard equivalents in place, however these are not fully supported yet so you cannot rebind them at the moment, there is no functionality for the chart or moving between tabs in shops, and they are not currently shown in the Controls menu. They are as follows:
  • Select Left Menu (Port Index UI or Always Storylets when not docked) - Ctrl + Left Arrow
  • Select Bottom Menu (Navigation bar) - Ctrl + Down Arrow
  • Select Right Menu (Officer HUD) - Ctrl + Right Arrow
  • UI Move Up, Down, Left, Right - Arrow keys
  • UI Cancel - Backspace
  • UI Select - Enter
  • UI Submit (equivalent to X on Xbox controller, used for Jettison, More Info etc) - Delete
As simple as the gamepad controls look, it was a phenomenal amount of dev work to get it working correctly within Skies. Naturally there were lots of bugs and we’ve painstakingly nuked all but a bunch of minor issues which we’ll fix in an upcoming build. Make sure you read about them on our Known Issues page so you are familiar. As always, if you come across any that aren’t listed then send us a quick report, details of how to do so are here

Movement

We’ve made a couple of very subtle tweaks to locomotive movement. We’ve mentioned before in one of our Upcoming Changes threads that we are toying with the idea of having difficulty settings for movement. We won’t be implementing this until much closer to launch but in the meantime we wanted to adjust the controls to make the locomotives feel slightly less ‘slidey’. It’s been hard to find a balance because while a lot of players have told us they find the locomotive difficult to control, there’s also a lot of people who like the feel of it. One thing we don’t want to do is make the default controls feel ‘dumbed down’, hence why the changes we’ve made in this build are minor. Once difficulty settings are in place, you’ll be able to make stronger adjustments yourself. Here are the tweaks we’ve made:
  • We’ve increased forward thrust so you get up to your maximum speed quicker. This should make you nippier in combat when you need to kill forward thrust, make a sharp turn and move full steam ahead out of the way of incoming enemy fire.
  • In our last update we reduced the locomotive’s backward thrust so it’s much slower to reverse. We’ve buffed that a little in this build so it’s now a bit quicker.
  • We’ve tweaked the skid suppression which will give you a little more control when strafing.

Updates
  • Default controls for weapons have been changed to the mouse buttons - only new players installing the game for the first time will see this change. If you’ve been playing in Early Access and you want to see the changes you will need to restore defaults (from in game press Esc > Options > Controls > Restore Defaults).
  • The Survival HUD now flashes when you take Hull damage.
  • The Fastidious Inspector quest now requires items freely available throughout the Reach so players are no longer at the mercy of random Bargains.
  • When weapons are assigned to mouse buttons they no longer fire when opening/closing interfaces. We had to apply this change to hotkeys too, so be aware that if you choose to use keyboard hotkeys to fire your weapons, they will only work when your cursor is not over an interface.
  • Weapon keys can now be held down so that weapons fire immediately when they come off cooldown.
  • We've increased the size of projectiles
  • New ambient sounds are in place throughout the Reach.
  • We’ve added some functionality which stops you from going over the edge of the Reach and as a result players will no longer get stuck on the loading screen when crossing the boundary.
  • New in-game messages which trigger when you hit certain variable states have been introduced.
  • We've made some adjustments to the camera zoom.
  • The tutorial no longer opens up each time you close a Must Event or a Loot storylet.
  • Quests are now marked as completed once the storyline is finished.
  • Quests are now moved to the bottom of the journal when completed.
  • Objectives (sub-quests) are now in place and display as bullet pointed lists in the journal underneath the main quest. When completed they will be marked with a tick.
Bug Fixes
  • Spam clicking Facets no longer causes skill boosts to be applied multiple times.
  • Navigation interfaces can no longer become locked to the middle of the screen.
  • Navigation interfaces can no longer be brought up on the Title Screen.
  • The patch notes no longer appear in-game.
  • You will no longer receive Hull as a reward from Flotsam & Jetsam if your locomotive has max Hull.
  • When collecting Hull from Flotsam and Jetsam, the correct amount of Hull applied is now shown.
  • The Experienced gained label for Squire's House at Port Avon now appears in game on discovery.
  • Double Terror gain now kicks in when you are down to 2 Crew on Parsival-class locomotives, rather than 1.
  • Bargains are now removed from the Bazaar once you've purchased all the items available in the offer.
  • If returning to the Title Screen and then continuing immediately after creating a new character, your locomotives equipment is no longer unequipped.
  • Colliders on mechanical agents are now removed immediately on death.
  • The Crew requirement for Conduct a nocturnal excavation at Port Avon has been lowered to 5 to accommodate Sky-Captains with Parsival and Pellinore class locomotives.
  • You will now see the correct quality effect message when completing the Amenable Host’s Assumed Identity quest
  • Once you’ve completed the Assumed Identity quest you will no longer see the option to tell the Amenable Host about his past.
  • Port reports can no longer be farmed for Sovereigns at Lustrum and Port Prosper when the Winchester War changes
  • Player's can now purchase all Ministry-Approved Literature bargains around the Reach.
  • Sovereigns awarded for Ministry-Approved Literature Prospects have been adjusted so they are worth more than the value at Victoria Market.
  • The avatar tooltip no longer gets stuck on screen.
  • The avatar tooltip no longer appears on the Character Progression screen is opened while it is displayed.
  • Officer slots will no longer remain in an expanded state if the main menu (pause menu) is opened over them.
  • Engine SFX now play after death.
  • Character names are no longer obscured by the Load button on save files (with default Font and UI scales).
  • Increasing the Font Scale will no longer cause the cost of locomotives to become cut off in the Engine Yard interface.
  • The fog around Carillion has been tweaked to remove straight lines.
  • The line above the Bedivere-class locomotive in the Engine Yard and Hold interfaces has been removed.
  • Erroneous graphical assets have been removed from the chart between segments.
  • We’ve fixed a number of typos and grammatical errors.
...