
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 5/day in the week to Sep 9 → 3.71/day in the week after.
About
You will build and customize a high-tech airship. It will be your home, workshop, laboratory and more while flying above the surface of Earth. Control and steer it towards the ruins of our civilization and mysterious anomalies. Manage your airship hull and its integrity. Extract and gather resources to improve your airship and make it uniquely yours.
Your scientific know-how will allow you to build and operate different machines. Analyze scanned items and reverse engineer lost technology. Research new ways of obtaining food and resources, discover new tools, and increase the chance of your survival.
Explore and extract resources from the ruins that were built up high to escape the dust. Surrounded by drifting debris caused by a strange anomaly, harvest it into raw materials to help you survive. Explore and discover the remains of our civilization. Find out what happened and why Earth evolved to a place where we lost control of our previous position at the top. Discover secrets of our past.
Navigate a ruined Earth where danger lurks both above and below the toxic dust. High above the surface, protect yourself and your airship from deadly lightning storms, hostile drones, and other threats. Venture beneath the dust to explore a strange and hostile world, transformed beyond recognition in humanity’s absence. Face deadly, evolved flora and fauna as you uncover the mysteries of the surface and search for the cure that could save humanity.
Forever Skies is an action-survival game taking place on Earth, which was devastated by a global ecological disaster. This event caused the surface of the planet to be covered in a colossal layer of toxic dust. You’re returning to our planet hundreds of years later - will you recognize our world?
We’re Far From Home, an experienced game dev team based in Wroclaw, Poland. We are a group of friends and colleagues who worked together on quite a few projects and titles such as the Dying Light series, Divinity Original Sin series, The Medium, Outriders and many others

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $13.49−55% | 9Kreviews | 78% | — | $3.8M |
| $34.99 | 3.3Kratings | 86% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 993 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Spent the first few minutes building up the ships engine, went ahead and flew to a few outposts and quickly realised a pattern. All the outposts looks exactly the same and the only thing that is different is the loot and how some rusty containers that acts as houses are stacked onto each others. Game is very clunky, you can duplicate placeable items if two players takes out the item at the same time wich just shows their lack of care or testing overall. Multiplayer was filled with invisible wall and floating items on top of un-rendered furniture.. First i assumed it might just be a proton issue (Linux) so i tried this on WIN11 and the same issue persisted while joining my friend. The idea of a game with a floating moving homebase sounds amazing but the execution isn't up to my taste. (and bellieve, my tastes are terrible low because i play fortnite) Thanks to pawker for the game, refunded it so that he might get BoneTown.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 28: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 8.86/day in the week to Jul 30 → 18.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Russian, Polish, Simplified Chinese, Ukrainian, Italian, Portuguese - Brazil, Japanese, Korean
| $31.49−10% |
| 70ratings |
| 76% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 998 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
1st play through I could not find the basic research parts nor got the location marker for them, 2nd playthrough after validating files I found them, and then had my inventory deleted from the save file, 3rd play through I could not upgrade the balloon even though I had everything for it. The games basic mechanics do not work and it cannot be played in this state.
N/A
After the first hour or so you will see that every "unique" POI is just copy and paste. Going to the under dust is no exception, every time you go down an elevator the environment is the exact same. If you can get it on sale it might be justifiable but for full price stay away.
这游戏断断续续玩了有段时间了,游戏优化确实有问题但是这个问题我知道很难解决,大厂都难更别提这个小工作室了,游戏内容还可以值这个价,更重要的时游戏内涵深度都是没问题的,就是剧情非常少希望对游戏支线剧情剧情进行补足,另外注意要求高的请去学习版本试玩,满意再转正,别上来就一大堆抱怨,不是所有厂商都是无人深空的作者能保持那份更新热情
I was enyoying myself a lot for the first 20h but then (depends on play style of course) it just got too much. The idea is good. What works works well. The devs seem to be still enganged and release update, event two years after release. Two years after full release, after two years of EA and it is still buggy as hell. The map are very repeatative but still enjoyable but soon become really frustrating. The color of blueprints doesn't not fit if it can be placed or not. Farming is a huge time sink and actually useless. I skipped most of it. Generally is crafting OK but pointless. I just used things from the plentiful loot. Farming automation is completely weird but doesn't work anyways. i bought it for 10,- and had quite some fun but it is still to buggy after all those years so thumbs down. I hope the next game will have better quality. I definiteyl keep an eye on the studio
This game is very boring. I'm thankful it was gifted to me.
Not a bad premise. Basic sci-fy plot from every 90's b-rated show. That's not meant to be negative. I love those. I was expecting the games mechanics to be a little more polished with how long it's been cooking. The most frustrating part and why i've come here to add a not recommended is the jumping mechanic. I don't know why every game with an absolutely abysmal jumping mechanism decides that parkour is going to be their bread and butter foundation. But, there should be studies. There is no constancy in how far you will jump, if the sprint is going to kick in or not, or if the texture your jumping or walking to is going to actually be collidable or not. However you can be usured though that there will probably be an invisible asset there that will be collidable though. This added with the permanent loss of items due to those things. I can excuse death penalties when it's gameplay. But, not when it's due to the development. You are too far along in this for these things to be still this prevalent. The pipe automation is janky and i can read posts and requests for the last 2 years for some changes. Not just pipes. The item placement and snap features are just odd. Like there is a snap but you can only rotate to a certain extent. But when not snapping it's not that you can rotate better. but you can rotate your character to place things at an angle. But that is restricted by your movement. It's just a really weird system to have been programed that way. Just have a normal rotation through the mouse wheel is default and there is a reason. It just works. This is just janky to be different or something? There are a lot of confusing parts of the game as well. Like being able to complete parts of quests before others and it breaking the markers. You will rely on markers a lot. The game has basically zero visibility 80 percent of the game. So your stuck seeing if you can find recent videos (after discovering older ones that no longer are valid but you wont know this, so you'll waste hours of time trying to figure out what the hell the quest actually wants since it's semi out of sequence). You'll get awesome discovered recipes you can't use because the components are stuck behind much later content. Why have those discoverable that far back. Just frustrating to be frustrating. I have a feeling this is all being done by sadists. Component parts will drop or become unlootable because the NPC body or a texture like "web" will cover it and make it unclickable. Chitin early game is pretty hard to come by. I'd say about 80 percent of the drops i got, i couldn't loot due to this. Just looking up at you from the ground like.. ha ha.. sucker! I'm not sure how long the proposed development is.. but it needs an entire comb through. Edit: i had gotten off an a tangent and had skipped the jumping part. It's like the jump is tied to a portion of the animation kicking off even though it's first person. The closest thing i can relate it to is like a Mech game where you jump but there is a weird delay before it actually kicks off. The character also repeatedly does this little "fall" animation thing when stepping on the littlest difference in textures. The height of the jump is also way to small. It's like these little bunny hops. Some of it is hard to explain.. but jumping is horrendous.
I really tried playing Forever Skies, and i think it CAN be a good game, but man, i've seen so many times the same rooms, i'm so tired of hearing "Caution! A storm is coming!" "Caution! A storm is coming!" "Caution! A storm is coming!" The resourses are so boring to keep on looking for, the laser thing we use to gather gets annoying after doing it sooo many times, arranging the loot in the litte boxes is irritating, i'm trully sorry, i love raft, e love subnautica, this game gives the vibe of both, i don't know, it just fell off for me.
I really want to like this more but there is far far too many nits to pick with it. Walking past a beehive should not demo my health from 100% to dead in sub 1 second. The movement feels...sticky, like driving in GTA 4 compared to 5. I'm sure it is a stylistic choice but it is a bad one. The weapons feel real bad for a various amount of reasons, the knife has laughable durability and the crossbow is absolutely awful which given it's design that tracks, it looks bad so it plays bad again, many deliberate style choices here that are just. Bad. A game that is Raft meets Subnautica shouldn't be this awkward but from start to this reviews time the game feels like trying to fold a bowling ball.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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