Fishing Adventure - Raintek
Hello, Anglers!

The world of fishing just expanded its horizons! Dive into the chilly waters of Finland with the latest DLC, "Fishing Adventure: Finland Reserve." If you've ever dreamt of fishing in pristine Nordic waters, this is your golden ticket.

Embark on a journey with exciting features:

  • The Beauty of Finland's Lakes: Experience fishing in one of Finland's most mesmerizing lakes, known for its crystal-clear waters and teeming aquatic life.
  • Diverse Aquatic Life: Challenge your angling prowess against perch, zander, pike, salmon, and the elusive brown trout. Every catch promises a tale of its own.
  • Explore Hidden Gems: Navigate the intricate waterways, unraveling secrets with every cast. From secluded coves to vast open waters, the adventure never ceases.
  • More than Just Fishing: While the thrill of the catch is unbeatable, this DLC offers an experience beyond fishing. Immerse yourself in the picturesque landscapes of Finland, from rugged coastlines to serene lakeside views.

https://store.steampowered.com/app/2270730/Fishing_Adventure_Finland_Reserve/

Your next fishing tale awaits in the heart of Finland. Grab your fishing gear, set out on an expedition, and let the breathtaking beauty of Finland be your backdrop.

Now available for all Fishing Adventure players. Experience Finland, one cast at a time! 🐟
Bleak Frontier - Paladite Games
We're extremely excited to announce Bleak Frontier's Steam Early Access Release! Will you survive the Bleak Frontier with us on 8/28/23?

Ultimate Fishing® Simulator - Raintek
The world of Ultimate Fishing Simulator just got even more immersive. Introducing the Aquariums DLC - a must-have for every angler who's ever dreamed of showcasing their prized catches in the most splendid manner.

Delve into the fantastic features of the Aquariums DLC:

  • A New Dimension to Trophy Room: Elevate your trophy room with the new Aquariums section, dedicated solely to flaunting your captured beauties.
  • Your Personalized Fish Collection: Manage your unique collection through the catch panel. Decide which fish deserves the spotlight in your aquarium today!
  • Diverse Aquarium Options: Ready to set up your own tank? Choose from up to 7 large fish tanks, each customizable to your preferences. Pick between saltwater or freshwater, decide on an interior aesthetic, and you're all set.
  • Name & Personalize: Make every tank uniquely yours. Name each one and carefully select the fish that will call it home.
  • Interactive Viewing Experience: Marvel at the intricate details of your catch. Get up close and personal, observing the unique features of each fish and reminiscing about the story behind the catch.

https://store.steampowered.com/app/940820/Ultimate_Fishing_Simulator__Aquariums_DLC

Ps. Today's update also included a multiplayer fix + few others ;)
Cactus Cowboy - Plants at War - Cactus VR Studios
You heard right! Cactus Cowboy is coming back to PCVR as well and can now be wishlisted right here on Steam: https://store.steampowered.com/app/2554800/Cactus_Cowboy__Desert_Warfare/
Arthas - The Game - Strelitzia Reginae
Greetings readers. I am happy to inform you that the sequel to the game about Papichu to be! And it will be released this fall!

[Plot[/b]
Arthas2 unfolds before the plot of Arthas - The Game . Welcome to Vinnitsa! In it, we will be helping Papicha to return to dota. Against us will be African Americans , Gachi , Haters , as well as mercenaries Twitch and Icefrog. Help Papich defeat Icefrog and install the old patch and return to dota! You are waiting for both the latest rofls that were the other day, and the old ones that only the olds will understand :) You are waiting for both old heroes and new ones, such as Mellstroy!

Gameplay

Arthas2 makes 100 steps forward compared to The Game 2 times more animations, melee weapons, looting dumps. The world has become much livelier, now you can interact with it, locations are much more elaborate. Quests are much more interesting and varied.

Technical part
3-4 months of repackaging. The game has moved to a new engine. All root problems have been fixed. No more laggy cutscenes on some PCs. The game will eat less than the first part, and look and play 100 times better.

That's it. Run to add the game to Wishlist, stay tuned for the first trailer, it won't be long now!!!! ALL HONORED!!!!

https://store.steampowered.com/app/2551280/Arthas_2/
Chaos Chain - Corrosive Studios [Dev]
Chaos Chain

Salutations, dwellers...

Here is the next major update for the game. Lots of improvements, new content, polish, and more were added here.

Some of the big new additions are:


New main storyline content...


A bunch of new items and equipment...


The Temperament system...

For those of you who are pleased with my work and want to continue to help me keep the lights on while I work, I've released a new supporter cosmetic pack: https://store.steampowered.com/app/2540170/Chaos_Chain_Supporter_Cosmetic_Pack_DLC/


... And so much more!

Check out the change log below!

*Please note that these changes are not in any particular order.*

BETA Update 1.14.0 Change Log:

Bug Fixes:
  • FIXED some typos
  • FIXED some contextual actions having different expressions and formats
  • FIXED the fixer data dialogues still referring to them as info brokers
  • FIXED some skills that require ammo using more than intended (It was due to an old way I had set these skills up but forgot to update them)
  • FIXED ammo container text not being displayed in blue
  • FIXED large container text not being displayed in blue
  • FIXED Flak Vest and Low Profile Armor stats have been swapped (This was a bug I accidentally created awhile ago and have been meaning to fix)
  • FIXED Nail ammo types not registering as equippable ammo in certain cases
  • FIXED 68mm Rocket ammo types not registering as equippable ammo in certain cases
  • FIXED a door mismatched graphic between the exterior and interior
  • FIXED a counting issue in the portrait selection
  • FIXED police background starting off with a flak vest instead of low profile armor
  • FIXED an incorrect classification related to the energy drink consumable item which could cause it to "miss" and not work
  • FIXED drone reactive stabilizer and drone self repair protocol attachments not showing up in the inventory menu under gear (They could still be equipped but wouldn't show in the list view from the inventory)
  • FIXED some incorrect item prices
  • FIXED some tileset pathing issues
  • FIXED an issue which caused the "attack fail" sound effect to play when using certain items out of combat
  • FIXED Facewrap stat for sickness resistance being negative instead of positive
Changes & Additions:
  • Added new Steam Achievements
  • Added a working directional flashlight system (Looks really good if I do say so myself - it's not as perfect as I'd like but it works)
  • Expanded base vision range fog of war slightly and decreased the opacity of it so vision is less obscured
  • Added Temperament selection process to character creation (Pessimistic, Cynical, Realistic, Optimistic - They give some different ups and downs)
  • Added Temperament selection process to autorun for old saves THE NEXT TIME YOU RETURN TO YOUR APARTMENT
  • Heavily updated several parts of the main quest that were previously disabled (They were still a work in progress)
  • Enabled entering all the plot related areas that were previously off limits (Finished work on them - Red Den, Red Den: F2, Red Den: Basement)
  • Added Sewer Tunnels Area (Plot Related - This large area took roughly 8 hours to build with all the detail, events, testing, etc - this is the largest "dungeon" in the game at the moment)
  • Added Smugglers' Bend: Side Street Area (Plot Related)
  • Added Hab Block 28: F1 Area (Industrial Zone)
  • Added Hab Block 28: F2 Area (Industrial Zone)
  • Added Hab Block 28: Captured Unit Area (Industrial Zone)
  • Added Dark Art (Tattoo Parlor) Area (Smugglers' Bend)
  • Added several new plot related items
  • Finished and activated "Slow Descent P3/P4" so they are now accessible and playable
  • Added "Slow Descent P5" main quest section
  • Added "Slow Descent P6" main quest section
  • Added "Highs and Lows" main quest section
  • Added "Highs and Lows P2" main quest section
  • Added "All Tied Up" main quest section (This is where the main quest is currently halted for the time being)
  • Updated "Evicition Notice" side quest with new roleplaying options
  • Added "Unstable" side quest (Can be found in the: Industrial Zone, this quest has a few different roleplaying options)
  • Added some special new stuff to "The Catch" side-quest-line (No spoilers, but there are several additions)
  • Updated several hints and journal entries for various quests to be much more specific and intuitive
  • Updated the apartment intro text a bit (Just after character creation)
  • Added some new Sewer tileset assets
  • Added grungesewer battle background
  • Added some new Cave/Underground tileset assets
  • The characters will now be referred to univserally as "freelancers" or "lancers" (This is basically my version of "runner")
  • Added new selectable title "Freelancer" which can be used/assigned by anyone at anytime in the PDA title selection menu
  • Added a new tattoo system (You can get up to 3 different tattoos - there are 4 to choose from: shark, wolf, raven, spider - they benefit the main character by giving +1 to their relevant feature stat: muscle, toughness, finesse, resolve - they each cost 100 cred and they require 50 reputation to be achieved per tattoo, with each costing an additional 50 - Due to engine limitations, they don't do anything cosmetic unfortunately, but they do give a relevant passive skill so you can keep track of them)
  • Added a new dialogue tab for Cairo in The Descent Nightclub which hints about the augment lab downstairs (A lot of players don't even know you can already get chromed or otherwise)
  • Updated all art assets on the store page, community hub, main menu screens, game over screen, and the intro
  • Updated the scrolling text intro with colors for the default text to be easier to read on the new art assets
  • Increased the time between condition ticks by roughly 20% (Food items and stuff will last 20% longer in the condition stat - Did this to make it a little less tedious)
  • Added some new environment interactions
  • Updated a few old quests with some new stuff to keep things fresh (Not gonna get into specifics, just know that it might be worth replaying some of them)
  • Added Weapon Expert Talent (Boosts all damage from weapons by 20%)
  • Added Armor Expert Talent (Boosts all protection from armor by 20%)
  • Localized names of some weapons according to their theoretical manufacturer
  • Renamed Novikov Deucer to Novikov Dvoyka
  • Renamed Novikov Casket to Novikov Grob
  • Renamed Novikov Grudge to Novikov Obida
  • Renamed Brunetta Avenger to Brunetta Vendetta
  • Renamed Brunetta Chaplain to Brunetta Vescovo
  • Renamed Brunetta Sweeper to Brunetta Veloce
  • Renamed Festung Buzzard to Festung Bussard
  • Renamed Festung Heretic to Festung Ketzer
  • Updated protagonist and companion skill lists
  • Added lots of new lootable containers
  • Added "Manic" boss enemy type
  • Added Manic face, character, and battler graphics
  • Added Manic troop encounter
  • Added Sewer Sludge enemy type (You wanted some monsters, here's one type that I thought fit pretty well)
  • Added Toxic Sludge enemy type (Slight variation of stats to the former)
  • Added Sewer Sludge character and battler graphics
  • Added Toxic Sludge character and battler graphics
  • Added Sludge Leech enemy special attack and animation
  • Added Sludge Thrash enemy default attack and animation
  • Added Sludge Poison Spit enemy special attack and animation
  • Added Sludge enemy battle callout list (6 variants)
  • Added Sludge troop encounters
  • Added three new hopeless soul enemy variations (Battlers and sprites - total is now 4 instead of just 1 - all with different stats and so on)
  • Added new hopeless soul troop encounter variations
  • Updated hopeless soul random encounters to never be solo (They were never meant to be alone, I just didn't previously make enough character graphics for them)
  • Hopeless soul enemies now have a base 10% resistance to blindness (Lore based)
  • Hopeless soul enemies now have a base 10% resistance to sickness (Lore based)
  • Added a new map encounter somewhere in Smugglers' Bend (This one is nothing overly special but pretty fun and should keep you on your toes XD)
  • Updated A LOT of enemy stats with more balance, but I'm only going to list some of them so it doesn't bloat the change log too much
  • Increased the random fluctuations for enemy health to 7% from 6% based on their level
  • Decreased the random fluctuations for enemy feature points to 5% from 6% based on their level
  • All human enemy characters got a slight nerf to max health and mettle
  • Lowered wild dog base chance to cause poisoned from 10% to 9%
  • Lowered wild dog base chance to cause sickness from 9% to 6%
  • Lowered guard dog base chance to cause poisoned from 9% to 6%
  • Lowered guard dog base chance to cause sickness from 6% to 3%
  • Lowered attack dog base chance to cause poisoned from 9% to 6%
  • Lowered attack dog base chance to cause sickness from 6% to 3%
  • Lowered gutter rat base chance to cause poisoned from 15% to 11%
  • Lowered gutter rat base chance to cause sickness from 9% to 7%
  • Updated several areas with new scenery, lights, objects, etc
  • Added a workbench to the shipping warehouse area
  • Added some new opportunities to use the simulated hacking system
  • Workbench text is now displayed in green
  • Added new dialogue options to the fixers for special paydata
  • Adjusted some armor stats a bit (Some of them didn't make sense)
  • Added 10 new randomized door sound effects to the list (20 total now - These are sounds that were already in the game files)
  • Added 18 randomized maglock door sound effects (9 sounds/2 pitch variants each) for the appropriate doors
  • Added 4 new male portraits available for everyone (Total for Male portrait selection is 26 now)
  • Added 2 new male skins available for everyone (Total for Male skin selection is now 27)
  • Added 2 new female skins available for everyone (Total for Female skin selection is now 27)
  • Added 4 new female portraits available for everyone (Total for Female portrait selection is 26 now)
  • Added visual feedback screen tinting during system hacking to represent good/bad outcomes to actions (Red = bad, Green = Good, Pink = hack initiated, Blue = disconnect)
  • Added garbage misc item (Literally what it sounds like - worthless - just for flavor and to make you actually look when looting containers :-P instead of just mashing "take all" button, but it can actually be used to make scrap if you collect enough of it)
  • Added synthetic coffee consumable item
  • Added vitamin water consumable item
  • Added ale consumable (Identical to beer item already in game - This was a community request from the Discord to have another type of light alcoholic beverage in game for whatever reason)
  • All long guns and two handed short guns are now 1 inv space heavier (Some of them barely had any weight to them, making them extremely powerful overall since they had so little drawbacks)
  • Added Biter Fangs (Community Request) cyberware implant (Inv: 1, Head Imp., CyWare, -5% Glitched Res, -1% Mettle Regen, 2 Damage, +2 Init, +35% Poisoned, +15% Shock, +10% Bleeding, Puncture)
  • Added Biter Fangs attack animation and skill
  • All the completely fictional narcotic drugs in game (Voodoo, Zeal, Twitch, Grace, Essence) have had their prices reduced by 1/6
  • All the completely fictional narcotic drugs in game (Listed above) have been given a free 5% mettle recovery effect
  • Shortcut has had it's price reduced by 1/3
  • Added a new method to automatically refresh all events upon entering a map for 3.5 running seconds (This is primarily to do with loot generation, event cleanup, and processing on larger maps where a lot of stuff is going on - it should not impact performance at all, it merely helps events process in large quantities at once to ensure everything works smoothly afterwards - this change should *mostly* resolve instances where you walk through an area and then return and a loot container suddenly appears)
  • Extended fade in/fade out time from 1 total second to 2.5 seconds total (This change was done to smoothen out the above change and give events proper time to run)
  • Added 3 new special unique (Would be called magical in a fantasy game) weapon variants (Community request - there are 2 so far which are related to the new content)
  • Added 1 new special unique (Would be called magical in a fantasy game) gear item variant (Community request - it's part of one of the old quests)
  • Added usable flashlight item (And added it to several shops)
  • Added a free flashlight to the player apartment area (On the counter)
  • Added 45A ammo class (.45 ACP / .45 Auto - This is my personal preferred ammo caliber for handguns - Not much penetration, but high stopping power)
  • Added 45A FMJ ammo
  • Added 45A HP ammo
  • Added 45A AP ammo
  • Added 45A +P ammo
  • Added 45A ammo types to several shops
  • 44m ammo (44 Magnum) is now capitalized as "44M" (Minor change but important for specific classifications and no longer looks like it is just missing an m for "mm")
  • 8g ammo (8 Gauge) is now capitalized as "8G" (Minor change but important for specific classifications)
  • Added Festung Schild handgun (Inv: 5, Dmg: 4, F-Ballistic, Init: 20, Hit: 4, Crit: 5, 45A Pistol - S, +12% Shock, +20% Bleeding)
  • Added Festung Schild attack skills and animations
  • Added Armican Sparrow handgun (Inv: 6, Dmg: 4, F-Ballistic, Init: 19, Hit: 5, Crit: 3, 45A Pistol - S, +12% Shock, +20% Bleeding)
  • Added Armican Sparrow attack skills and animations
  • Added Brunetta Gladius submachine gun (Inv: 7, Dmg: 4, F-Ballistic, Init: 38, Hit: 5, Crit: 4, 45A SMG - S, B, 2H, +12% Shock, +20% Bleeding)
  • Added Brunette Gladius attack skills and animations
  • Added Oni Yokai marksman rifle (Inv: 8, Dmg: 6, F-Ballistic, Init: 52, Hit: 5, Crit: 7, \C[14]9.3mm\C[0] Marksman Rifle - S, 2H, +18% Shock, +30% Bleeding)
  • Added Oni Yokai attack skills and animations
  • Updated ammo lists for skills, shops, equips, etc (Making sure the new ammo type fits into the existing system without issues - This does NOT mean I modified any existing weapons to use the new ammo, I'm adding new weapons separately)
  • Updated random container loot tables
  • Updated random loot drop tables for enemies
  • Updated several shops with A LOT of new stuff in them
  • Increased base price of scrap by 1
  • Base prices of the hacking programs (Creeper, Exploiter, Slayer) have been reduced by 5 (Now 15 instead of 20)
  • Added LM Ejectors drone equipment (Inv: 2, Drone Gear, Attachment, 5% Heat, +5% Burning Resistance, +1% Health Regen)
  • Added crafting schematic for scrap (8 garbage - representing recycling)
  • Added crafting schematics for hacking programs (Creeper, Exploiter, Slayer)
  • Crafting screen now lists components required to make an item in gold
  • Crafting screen now lists components that you have enough of to make an item in green
  • Crating screen now lists components that you don't have enough of to make an item in orange
  • The crafting screen should now always show ALL available crafting schematics instead of those which were part of the previous save version (The system no longer saves or loads any data, it just reads what is available by array definition)
  • The crafting screen no longer automatically sorts items based on database ID (I have them sorted manually based on type)
  • Extended crafting screen max items displayed at once in the left list so it takes the full size of the window and then puts the arrow at the bottom if more items exist in the list
  • Added some new unique characters and dialogues
  • Added some new variations to existing randomized travel events
  • Updated several existing dialogues with new options, text, etc
  • Added 4 new randomized generic civilian dialogue lines
  • Added some new character graphics for important NPCs
  • Added a new shop to a quest related area which becomes available after the quest (No spoilers)
  • Added a sound effect to play when a character uses the last of their equipped ammunition during an attack
  • Added a sound effect and status effect message popup to show when a character uses the last of their equipped ammunition during an attack
  • Added a sound effect and status effect message popup to show when a character is out of ammo and trying to use a skill which requires ammo
  • Added a sound effect and status effect message popup to show when a character is out of ammo and trying to use their default attack (Which is dictated by the weapon equipped) which requires ammo (HUGE thanks to DonPatchRM for helping with this part - It was entirely different and needed A LOT more code tweaking than the skill stuff above)
  • Optimized some repeatedly used functions to be more efficient
  • Added some new item icon art
  • Updated several existing item icon art to be much clearer, higher res, and just all around better
  • The randomized price adjustment fluctuation max limit has been increased by 10
  • Added a faint grid overlay visual effect to the world map image
  • Improved the contrast and graphic clarity of the currently selected/hovered item in interface lists
  • Added some more NPC blocks to prevent them from going into weird places and blocking the player in tight walkways
  • Added some new soundtracks to the main menu track list
  • Added some new pitch variations for some existing tracks in the randomized soundtrack list when exploring (Many of the faster ones have been given an alternative slower form)
  • Hard coded some unused engine default features to be permanently disabled
  • Updated some face graphics to be higher quality and more visually clear
  • The version number no longer shows on all menu windows, only the title, the file menu for saving and loading, and the base game menu when you pause the game (The text was often in the way and not necessary there)
  • Added Supporter Cosmetic Pack DLC handler methods (This is just a small $1.99 DLC optional cosmetic pack for those who don't mind helping me out a little bit extra - the money is being used to go directly back into the game's development)
  • Added Supporter Cosmetic Pack DLC skins (4 male and 4 female)
  • Added some backend stuff for testing purposes to make my life easier in the future
  • Numerous other minor tweaks and changes

Please let me know of any bugs or issues you may encounter so I can fix them. This update will be available shortly.

A gentle reminder: if you're enjoying the game so far or have critiques you'd like to share, please consider leaving a review for me. This not only helps with much needed visibility, but also gives me important feedback for the game to help it become a better final product. Also, if you have questions, concerns, or requests, please visit the official Chaos Chain Steam Forums or join the official Discord Channel!

That's all for now, enjoy!

-Cryptic ːCStudiosː
Phantom Hunter - MoeBlob
Immerse Yourself
Dive into the world of Phantom Hunter at a 25% discount
Unleash Your Skills
Challenge your reflexes and strategy in an adrenaline-pumping bullet hell platformer.
Community of Warriors
Join a vibrant community of players who share the passion for thrilling challenges.
Deck Customization
Create your own playstyle with newly introduced deck customization mechanics.
Learn the Ropes
New to the game? Check out our Tips and Tricks Video to get started!


Sale Dates
From August 14th to August 21st, seize the opportunity to be a part of the adventure!
Aug 14, 2023
Maze Workout - Lost Urban Exit Game - Trials2 - hypothesys
Added audio sound fx update, and minor bug fixes.
Aug 14, 2023
The Infinite Black 2 - Spellbook
Our first major PvE update introduces hourly Tower Defense-style Invasions across the galaxy! Jump to a garrison under attack to join other players in defense! PvP is suspended during invasions while captains battle waves of leaders, bosses and their minions!

-= 1.3.0
- Invasions are live! (See Discord for details)
- All ships repaired for 6% Durability (Aug 12 2023)
- Lag and crashing significantly improved
- High-level Captains can hunt lower-level areas without penalty
- Engagements: Corp Defenders will no longer recall early
- Engagements: Quick Jump to DEFEND will be faster & easier
- Engagements: Defenses get 90-second protection shield when attacked
- PvP killing shots grant 1 Reward Point (see in-game wiki)
- Invasions: High-level players always earn XP
- Invasions: 4x Loot Drops
- Invasions: PvP is suspended during attacks
- Invasions: Attacks hourly on schedule so you can plan ahead
Forever Skies - FFH_Greg
Greetings scientists!

A few weeks ago, we sent out a request for your AMA questions. And to say you guys delivered is a massive understatement! So much so, that we have decided that we simply need to do another round to answer as many questions as possible!

So for now we have a bunch of your questions from Steam, Discord, Reddit & Twitter answered below by Gameplay Lead, Andrzej Blumenfeld [AB[/i]] and Creative Director, Tomek Wlazlo [[i]TW]. Then next week, we will follow up with Part Two!

So let's begin!

What kind of updates should we expect in terms of size/scope and frequency when it comes to content?
From: Alexander Lorular [Discord]

[TW] As we stated on our Flight Map (Road Map) we plan to add larger updates every 3-4 months. With smaller Patches and Hotfixes in between. We've added our flight map below for reference.



Is there a yearly quarter we can look forward to coop support?
From: iAmCursed [Discord]

[AB] We do not have a set date because we want to do it right and have it work properly with other features we have in place and planned for later. Co-op is a priority feature so it's a matter of when, but we won't rush it out till we're happy with it.

Will the airship garden be indoor/outdoor or both? What kind of plants can we grow and will we be able to get the plant's seeds for growing?
From: MedicalRider [Discord]

[TW] We're still working on this so we don't want to give away too much till we settle on the final ideas. What I can tell you is that the first iteration of gardening was purely indoors but this system has shown so much potential that we would love to develop much further. It's possible that we'll be adding new types of plants, devices, planters etc even after the gardening update.

How do POI (point of interest) spawns work? Are you guaranteed a chance to collect all the related collectibles?
From: NettlesomeCodger [Discord]

[TW] There are spots on the map where a POI can be generated using a procedurally generated tile system. The Generator chooses POI's randomly so it spawns in a different order and in a different location for each player. But the items won't stop spawning until the player collects the related objects, so don't worry!

Will there be different types of arrows for the crossbow?
From: MedicalRider [Discord]

[AB] We would love to add more types of bolts - we even have some ideas and prototypes for them so stay tuned.

When multiplayer is released, will each player have their own airship or will everyone share the same airship?
From: Tr3ntzilla [Discord]

[AB] Our plan from day one has always been one airship, shared between four players. One Captain (server host) with three crew members. The world and mechanics of Forever Skies have been designed around this core concept. However, we're also aware of the communities desire to have more than one airship. We're unable to make any promises right here and now only to have our plans change. It's not as easy as simply adding more airships. There are a lot of moving parts to these systems. But we're listening to you and its certainly something that requires further testing in the studio.

Will there be more biomes and locations in the future for above and below the dust?
From: Bagmann [Discord]

[TW]There will be more location types that's certain. As it comes to the biomes there are possibilities for that - the world of FS is vast, and we have a lot of cool ideas in the studio we want to explore here.

When can we pet the bug?
From: ewoudje [Discord]

[TW] As soon as possible! No set date yet, but don't worry, we're working on it!

Will there be a reason to descend into the dust with your airship, despite the damage the dust causes?
From: Entirago [Discord]

[AB] Yes! We really love the idea of a location or a location variant that is super close to the top of the dust layer. The oxygen timer would be a cool mechanic that could also be at play here. Hopefully this is something we might add in the future!

Hi, love the game. I was wondering if there is planned support for resolutions above 1080p?
From: ian boy [Discord]

[TW] Yes, we do plan to support past 1080p. No current timeframes to share at the minute though but it is on the "to-do" list as a priority.

How happy is the team with how the game functions currently, and how likely are we to see reworks of things in the game?
From: Bagmann [Discord]

[TW] As a developer you are never really happy with the results. You could tweak and improve things for an infinite amount of time and never be fully satisfied. But overall we see the game plays really well. We've already done some tweaks in balance and the survival system based on feedback, and we're adding more threats, content, and systems as we speak. We are also not against totally changing the way something works if we see the majority of the community want it so. The most important part for us is your feedback - this game is for you after all.

Will Forever Skies get mod support with workshop?
From: katz9997 [Steam]

[AB] We want to say yes, but the question of how is still something we are looking into, so right now it's a maybe. We love the idea of mods as it gives players the ability to flex their creativity beyond the constraints of what we created. It also gives people a reason to keep coming back to our game, so there is very little downside in our eyes. We just need time to figure this out better, so watch this space.

Will Forever Skies support VR?
From: csfMaddin [Steam]

[TW] We have no current plans for VR, but we're open to the idea and have even done some of our own minor internal tests out of sheer curiosity. The main thing here is that if we are going to do a VR version, we have to do it right either by ourselves or with a trusted VR partner. And to do that we'd need to have the game feature complete as we can't have a VR version of the game impacting what we want to create for the PC and console version.

Will changes be made regarding diseases? If so, do you care to share what those will be?
From: NukeAJS [Steam]

[AB] Yes! There will be more diseases and they will play a much more significant role in the game. There will be new sources of viruses, new devices, new ways of treating them, and even some changes in the way our health system works. Stay tuned - it's coming really soon!

Will there be a system put in place in the future to further augment our character? What I mean is we have a slot to put in better oxygen tanks, but what about extra slots for things like body armor, leg and arm augments
From: suikodudeman007 [Steam]

[TW] We love this idea and it's certainly possible! It was a cool addition in Subnautica having special suits for specific areas/biomes. We have a few ideas knocking around at the minute, but no promises just yet. It's all about time and prioritizing what the game needs most.

Will we be able to build on the landing zones (ie. windmills, surface elevators)? I love the idea of making outposts and things and having places to come back to.
From: AgentSrell777 [Steam]

[AB] This is highly unlikely to happen. Due to the world of Forever Skies being procedurally generated, locations currently despawn once you fly a set distance away from them, meaning anything you hypothetically built would be lost. So to implement an idea like this would require us to first strip out a fundamental tech solution we have in place that works in tandem with other big features.

Are there going to be a larger variation of airship building parts so it can look less boxy and have a greater possibility for creative builds?
From: Dersh [Steam]

[TW] Yes, there are plans for more custom parts, similar to the Glass Corner modules that look more sleek.

Is this game's danger level going to remain the same or will we have more threats?
From: Crucible [Steam]

[AB] There will be more threats added both above and below the dust. Some are coming very soon too.

Plans for future flying threats?
From: DeltaTwoZero [Steam]

[TW] Yes! Among many, we're prototyping a floating plant colony that will damage the airship and infect the player. Here is a sneak peak!



We currently have rotate, do you plan to add Flip & Invert for object placement? I want an upside down Cockpit like we saw in pre-alpha
From: DeLindsay [Steam]

[TW] Flipping and inverting every object could break the game in so many places so for the sake of our QA team's sanity, we are likely not going to add this. But we do plan to add additional airship parts, including the Inverted Cockpit

I know it's a long shot, but can you give us some insight into how combat is expected to be introduced and what it will look like?
From: K.C.Wiley [Twitter]

[AB] Combat will be kept simple. After all, it's not a game about fighting, we're scientists, so killing will be a last resort. The Crossbow and Knife will be the tools you use as weapons, but players can use boosters to help themselves with tough situations too. Basically, we don't want players to expect to go "fully Rambo" in Forever Skies. Above that, we have no specifics ready to share with you about how combat will be introduced just yet as we ourselves are still testing out a few ideas.

When will console players get to enjoy the skies?
From: Luke Reich [Twitter]

[AB] We know console players are excited about Forever Skies, which is great! We have no set dates yet. But we will come to current-gen consoles after Early Access and we plan to be in Early Access at least for another 12 months.

Will there be more cutscenes like the one at the end of early access? It was fire.
From: Ettore Lignelli [Twitter]

[TW] Yes there will be more of them, we're really glad you liked them!

Will there be a Freebuild or Creative Mode in the future?
From: DeLindsay [Reddit]

[AB] Yes, we do plan to add a creative mode later in Early Access at some point. It's something a few people have asked for and it's very clear to us why. We just need the time to get this done.


Are there any dev tools you plan to make available to users? Functions like “hide GUI/HUD”, “fly (or detach camera)”, or maybe commands for weather manipulation?
From: lieutenatdan [Reddit]

[TW] HUD removal is something we plan to add for sure so it's a matter of when. As for the other dev tools, it is possible but it's unlikely to happen until much later when we have all our systems wrapped and in place.

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That's all the answers we have for now! As we mentioned before, we will post a Part Two at some point next week, so keep your eyes out ready for more dev answers!

Once again, thank you to our amazing community for your amazing questions!

Speak soon!
- Team Far From Home


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