Forever Skies on Steam - User reviews, Price & Information

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A first-person survival game set on a post-apocalyptic, ecologically ruined Earth. Play solo or with up to 3 friends as you build, upgrade, and fly a high-tech airship. Scavenge resources, craft tools, and face dangers on the surface as you hunt for a cure to save humanity.

Forever Skies is a singleplayer, exploration and co-op game developed and published by Far From Home.
Released on April 14th 2025 is available only on Windows in 12 languages: English, French, German, Spanish - Spain, Russian, Polish, Simplified Chinese, Ukrainian, Italian, Portuguese - Brazil, Japanese and Korean.

It has received 6,918 reviews of which 5,595 were positive and 1,323 were negative resulting in a rating of 7.9 out of 10. 😊

The game is currently priced at 14.49€ on Steam with a 50% discount, but you can find it for 9.32€ on Gamivo.


The Steam community has classified Forever Skies into these genres:

Media & Screenshots

Get an in-depth look at Forever Skies through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11
  • Processor: Intel Core i5-7600 / AMD Ryzen 5 1600
  • Memory: 12 GB RAM
  • Graphics: RX 580 8GB VRAM / GeForce GTX 1060 6GB VRAM / Intel Arc A750
  • DirectX: Version 12
  • Storage: 31 GB available space
  • Sound Card: DirectX compatible
  • Additional Notes: System requirements may change during the development of the game.

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

March 2026
i think this game definitely deserves a positive review. it's a passion project that's rough around the edges on certain spots but overall it's a very beautiful and chill game. you hop on to your sky base and move around whats left of the earth's towers and skyscrapers while managing food and water, and upgrading your ship and equipment. you can build rooms and compartmentalize them however you want, decorate them to an extent, have a garden full of different plants, and a kitchen and a storage room and a research room if you want. i would say landmarks are fairly unique and different from one another, at least the types of towers (so a garden tower will be like all other garden towers but different than a wind turbine tower, and there is fair number of poi's to visit this way). upgrading your equipment and ship parts is satisfying, managing your survival is business as usual. expect nothing revolutionary there. but there is an interesting disease management mechanic and related sub systems in the game. like using a virus analyzer machine to produce a vaccine and then injecting yourself etc. story is mildly interesting as well. interesting enough to expect from a game like this that is. don't expect lovecraftian worldbuilding here (or maybe do? :3). i really don't understand all the hate towards this game. i think it's beautiful. sunrise and sunsets create incredible vistas visually. i usually sleep during the day and explore/do stuff at night because the game is so beautiful at night. my only few negative criticisms could be summed up as follows: - i felt that progression pacing was a bit off sometimes. while playing normally, you may not find the blueprint of something very important for a very long time. and it would turn out that i had to visit a specific tower to get it, and avoid all the inventory hurdles or other similar mild annoyances if i did that. but that's partly on me. this can change from person to person but i feel like the location of some blueprints should be made more obvious to the player. so small issues with item blueprint pacing i would say. - game is a bit stuttery sometimes but it has definitely improved over time. regarding both early access and 1.0. we have much better optimization now but there is still room for improvement. - resources felt abundant to me. i was playing on normal difficulty and ♥♥♥♥♥♥♥♥♥♥♥ felt like i was drowning in resources. but that was partly due to my play style. i am a hoarder. i tend to hoard a lot of things in survival games like the long dark, subnautica, pz etc. but thankfully there is a slider setting for these mechanics in the game so i will give that a shot on my second playtrough. that's about it. and none of these criticisms were enough to stop me playing it. the thing is though i would suggest that you take this game slow. in this day and age of players being programmed to drill and churn through the content as fast as possible, if you rush through this game you will not enjoy it. just chillax bro and take in them sweet vistas. check your water collector, take a sip. cook a dust moth and eat that. check your ship for damage. check your database entries and read the ones you haven't read. then check the next thing you need to do. check your resources. collect resources if you are low on them. wait for suitable weather before traveling. complete your blueprints before really venturing out. and take on missions slowly. explore everything. read every entry and collect every item. that's how you will enjoy this game. don't rush through content. listen to the chill music and just look around. cheers
Expand the review
Nov. 2025
I bought this game when it first came out and participated in the initial Beta test. It seemed like an exciting game similar to Subnautica, but in an airship. After playing the beta, I decided to wait for 1.0 because at the time, I really needed a game with a full story behind it. I spent five years waiting for Satisfactory to have a full ending, and I was tired of waiting anymore (still am). So I've just now finished it. About 35 hours worth of play. Was it fun? Sure. I wouldn't call it Subnautica fun, but it has an engaging game play and plot. But there are differences: Subnautica for me was butter smooth and I had no issues exploring. Not so with Forever Skies. Constant pop-ins. Several times I'd be flying my airship and a building would "popin" right in front of it! The grey buildings don't really exist, and if you try to step on them, you will fall through to your death. Only buildings that actually match the radar actually exist and you can step on. When I was "under the dust" the game CONSTANTLY paused, while recalculating graphics. I'd often just stop and flail my mouse around until things started moving again. This was almost every 30 seconds. I had stuttering issues through most of the game actually, but under the dust was particularly awful. I should say that I had no game crashes, or "save ending bugs" like I've read. I was able to play all the way through without a major issue. Others have gone over the janky storage system and while I did enjoy the fact that on your ship, you can build anything using supplies directly from your storage, I did NOT enjoy cycling through every storage container after a run and clicking on "deposit similar" to drop all my loot. There isn't even a keyboard shortcut for this! I got to try the weird "signs" the game offers. I built one sign, and once I discovered you can only cycle through pre-arranged texts, I never built another one again. Good thing, because the same key to "edit" the sign is also the key to "open" the storage, so for the lone storage unit I labeled, I had to be careful how I opened it, or I'd end up on the "edit sign" menu. Searching for which printer can build something was tedious. Was it on my suit printer? Ship printer? Upgrader? Distiller? Furniture printer? Many times I had resort to the in-game database to find out. It was mostly helpful. EXCEPT when building a disease item. For example, I need a Hemorrhagic Fever Item to build an "Immunity Booster". What item makes Hemorrhagic Fever? Nothing in the game says, unless you just remember. The in-game database only talks about what are the causes, symptoms and where you get it. No information on what I put in the DNA replicator to reproduce it. I had to resort to going online and looking up their wiki. Repairs: Your ship rarely takes damage, unless you're being careless, but one problem I had was finding out WHERE it was damaged. One time I was caught out in the open and high in the air during a lightning storm and was struck by lightning. I got the message "A system on your ship has been sustained critical damage". Went looking, found nothing. It was only later on when I was preparing some things that I noticed my catwalk was at 18%. Wish there was a way to pinpoint at least the area of the ship that's damaged. Death: I found the creatures in the game fairly pitiful. Even the top predator in the game was pretty easy to kite around and I could often kill it with just a knife. I did die a lot, but 100% of the reasons for my deaths were misjudging a jump. And part of that was caused by the weird way Forever Skies handles the "Run" key. Run is the Shift key. But if you hold down the shift key FIRST and then press a direction, you don't run. You have to press the direction first, THEN press shift. I died so many times before I figured that out. One of the frustrating things that happens when you die is you lose a portion of your inventory. In the early game when resources are scarce that was a major annoyance, enough that I was going to turn it off, only to find out you can't change that setting in-game! I'd have to start a brand new game with that setting off. By mid-to-late game though, resources are fairly plentiful (and I'd figured out the run thing) so it became less of an annoyance. Story: The story was engaging and fun. I particularly enjoyed the periodic drops from your home station, including the stories and logs they send you. I liked the ending choice, it was very difficult to choose. I could've gone either way (I ended up choosing the humans). The story was very linear and it felt very hand-holdy. "Go here". "Now find this thing". "Now go there". "Now make this medicine". Subnautica was much better at telling the story and letting you find your own way. Airship: You can customize your airship and I did that a little bit, but it quickly became too clunky. For example: You cannot remove the default balloon. You can MOVE it by building rooms all the way to the side and then move if there's enough room, but there's no place to land that's wide enough to walk all the way around your balloon, so you're either building in the air and trying not to fall, or you're getting into your airship and turning it around to fit on the small platform and work on that particular side. I wasn't getting into all that. I just added a new nose, an extra floor and widened it a LOT. If the building interface was better it might've been fun customizing. I got to the end where you have to find and unlock a "balloon workshop". Doesn't that sound like an excellent place to be able to customize your airship? It's right near the end, when you've unlocked the most items and have the most resources. It could have a dock/crane/device to hold your ship and allow you to remove and modify your balloon(s)! It would be perfect for this! But alas, it's just another puzzle platform that you land on and solve. As I went through it, I kept thinking that would be a great place for a major "balloon building" update. Maybe in the future. Even after all that complaining, I'd recommend this game. It was enjoyable, if quick. I don't think it's worth the current price of $29.99 but if you get it on sale it's a bargain.
Expand the review
June 2025
This is less of a review but a statement regarding the developers' commitment for this game. I have played the game for some hours when it came out in Early Access and it was mostly fun, although quite short at that time. The reviews after the 1.0 release about the repetitiveness and also the feeling that I was basically doing the same things again with just another randomized world chunks immediately made me put it on hold again despite my initial hype after their willingness to make the world more meaningful. HOWEVER, I have never seen such openness to analyze and address the underlying issues to such extent! As a developer I would be crushed to find out that people might not play the vision the studio had in mind. That those people still cling to the project and want to improve on the matters is something extremely rare today and should be encouraged! As a consequence, I will give the game a thumbs up. Not for being perfect but for its potential and people with the right attitude.
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May 2025
My family and I call this game Sky Raft, because that's how it plays. On a good day it's fantastic, chill and relaxing, building out my airship, feeding my people, gardening. On a bad day it's jittery, nonperformant (on my 4080), and janky. Personally I love it in spite of its flaws, but not everyone will. Detailed review follows. * Construction review: The good: it's fun in that Raft way. There's a decent but not overwhelming amount you can do; plenty of room to grow and there seem to be plans to expand what you can do even further. There's a snap-to-grid system with variable divisions (like in your settings you can set 1/8 or 1/16th of a square for snapping). And you can rotate freely or to cardinal directions. Lots of flexibility. The bad: the snap-to-grid system is equal parts helpful, fascinating, and frustrating, because the grid is artificial; it's not really anchored to anything, just overlaid on top of free movement. And the grid alignment actually moves as you fly, which means something placed 1/16 of a square away from the edge won't actually line up with something placed 1/16 of a square away from the edge with the ship in another orientation. This means if you need to add another planter to your row down the road, you're probably going to turn off snapping and manually line it up, which isn't awful but can be bewildering. And laying pipes takes some getting used to; it's not immediately obvious that pipes have a plane, and sometimes making things line up when you need to switch directions is a chore. You'll need to expand your airship at some point to carry around more weight, which should have a fun sense of progression to it. But in reality, this is tedious because there's no way to skirt the requirements (like "you must have a balloon that holds this much weight," "you must have this many turbines") while you are building, even if you've landed. This leads to silly build workarounds, like adding a long hallway to your ship to attach another balloon to it, just so that you can have enough weight capacity to remove your existing balloon to replace it with the new fancy one you just unlocked, and then deconstruct the workaround. Suggestion to devs: let us use the Workshop landing pad to enter a build mode or something. * Resource gathering review (i.e. the chop chop, dig dig, zen zoning out): The good: the idea of having a handheld thing that disintegrates an object into its core resources into your inventory is fantastic sci-fi. You don't need separate axes and pickaxes to gather different stuff; it's all done (with the exception of cutting down plants) with one piece of equipment that stays with you forever. You can recharge it manually or with batteries you find around the world. And later, you can automate most of this by building automatic versions for your ship that fill up with materials as you fly. The bad: nothing since I discovered you can make fiberglass from your suit printer! * Exploration review: The good: there are three discrete biomes with different types of islands to explore. You'll find places on some earlier islands that you can't get to yet, so there's some replayability when you have to revisit those with new tech. You'll find your ability to explore is gated in a few ways: how high your airship can fly, whether you can break or manipulate certain obstacles (either with your Extractor tool or with your crossbow), and recipe/schematic unlocks. Typical survival game stuff. The Underdust is a really fascinating take on what would be underwater exploration in Raft: a hostile environment where you need an oxygen tank to breathe. However, the breath mechanic is sort of trivialized by the prevalence of consumables to restore oxygen -- which is in turn necessary because of the scope of the underdust areas. And there are enemies down there. The bad: the only way you have to navigate is with your radar, which doesn't have a zoom or a legend and so lacks any indication of what icons mean; this in turn makes it harder to tell which islands spawn in which biomes, so if you're looking for a particular one it can be kind of a crapshoot. I'd also really appreciate a minimap in the Underdust; it's super easy to get turned around when everything is covered in green fog. * Progression review: The good: for important things, you mostly scan them to unlock them. You then research them, and then you can build them yourself. This makes it pretty exciting to find a red-painted wrecked object in the world. And there are hints early on that foreshadow improvements you'll be able to make, for things to look forward to. (Like the existence of a "small freezer" implies the later existence of a large one, and boy, was that handy.) And for recipes (versus technology), owning the prerequisite of a thing allows you to unlock the recipe for that thing. The bad: some rudimentary ship parts are locked behind randomized "data card" blueprints -- like *doors* of all things. This is fine for most parts, but doors should be a starter unlock. It's also possible to soft-lock yourself if you go out-of-order with respect to the story missions. For instance, at the beginning of the game, I found myself building a second scanner because the first ran out of battery and I couldn't yet build a charger--but that battery I used to build the second copy? I needed it for my research station, so I could research walls. To attach my Turbines to. So I could go higher, to progress to the next place that I could get a battery from. I was stuck until I went into game settings and enabled the legacy building rules that allow you to attach turbines to the ship frame directly. I've also somehow entered a state where ship parts I've already researched have reappeared in my "to be researched" menu, which would double-consume some parts. So that's a bug. * Performance review: This is just "the bad". I have a very recent system with a 4080. I run most things in 4k on high settings and typically get passable FPS. But not in Forever Skies. This game isn't doing enough to justify its performance struggles, but it does *so* struggle, at times. Especially in the Underdust. This game really needs a performance pass. There are also some issues with ship versus person locomotion, which are evident when you play co-op. Now, mostly I commend the developers for getting things about 90% correct (like if I stand on a docking plank while the ship is moving, I move with it). But that 10% is frustrating: if I climb a ladder while the ship's altitude is changing, I sometimes don't end up on the floor where I intended to go. Or I clip through stuff in a weird way. * Combat review: This is also just "the bad". It's clunky. The hitboxes are bad. Enemies can see me through walls, and shoot projectiles at me that I can't figure out the source of. Getting exhausted after swinging my knife three times feels bad. Sometimes I go from full health to dead without understanding why. And did nobody in this world invent guns? I get that you're supposed to feel underpowered against a hostile world, and the game succeeds at that for the first adventure or two under the dust, but once the Chekov's Gun has fired, it's just frustrating. (Looking at you, Underdust Suburbs!) Overall verdict: I do love this game. There are a few things to be done that would make me love it even more. Most of the time it feels like Sky Raft, and that's a good thing. * Requests to the devs: * performance pass * better map/radar, with a legend of icons * give me doors * add a build mode so I can replace my balloons and turbines * underdust minimap with icons for o2 stations * combat rework
Expand the review
April 2025
Know what you're getting into, this is not GOTY material. It's a competent survival game with decent mechanics (and quite a bit of jank), and a fine storyline to play through. It has a strong "we have Subnautica / Planet Crafter at home" vibe, which brings very little new to the table, but it'll pleasantly fill 30-40 hours of your time to play through. The shipbuilding mechanic is limited but okay, by the time you get the interesting bits, most of the content has run out and there's little incentive to go on.
Expand the review

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Frequently Asked Questions

Forever Skies is currently priced at 14.49€ on Steam.

Forever Skies is currently available at a 50% discount. You can purchase it for 14.49€ on Steam.

Forever Skies received 5,595 positive votes out of a total of 6,918 achieving a rating of 7.87.
😊

Forever Skies was developed and published by Far From Home.

Forever Skies is playable and fully supported on Windows.

Forever Skies is not playable on MacOS.

Forever Skies is not playable on Linux.

Forever Skies offers both single-player and multi-player modes.

Forever Skies includes Co-op mode where you can team up with friends.

There are 4 DLCs available for Forever Skies. Explore additional content available for Forever Skies on Steam.

Forever Skies does not support mods via Steam Workshop.

Forever Skies does not support Steam Remote Play.

Forever Skies is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Forever Skies.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 19 April 2026 00:39
SteamSpy data 29 April 2026 03:21
Steam price 29 April 2026 04:49
Steam reviews 27 April 2026 10:04

If you'd like to dive deeper into the details about Forever Skies, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Forever Skies
  • SteamCharts - Analysis of Forever Skies concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Forever Skies compatibility
Forever Skies
Rating
7.9
5,595
1,323
Game modes
Multiplayer
Features
Online players
164
Developer
Far From Home
Publisher
Far From Home
Release 14 Apr 2025
Platforms
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