
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 | $29.99 | 8.1Kreviews | 78% | — | $9.9M |
| $34.99 | 3.3Kratings | 86% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 1002 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The concept is really cool and I would've loved to keep playing but the head bobbing and ship swaying got to me, even after turning all those features off. This game gave me a similar feeling to pay day 2 nausea wise but I think that could also just be a me thing. Still recommend the game :)
le jeux est cool pour ce qu'il veulent joué avec leur pote
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The concept of this game grabbed my interest quite a bit. There are several aspects of the game that I felt had a lot of great opportunities to be exploited. Forever Skies had me interested in the very beginning that gave me hope for something even greater as I progressed through the game. Unfortunately as I got more into the game, I began to feel the game become more and more repetitive. Where I was expecting new more challenging parts of the game to evolve, it really was just more of the same, recover waste materials and then build more of the same. Areas of a same style had a very similar structure and not a lot of variety. Going below the dust I found to be the same. Yes there were some areas that were of a very specific design, but even those areas were very linear which left me feeling a bit empty. The game did not have any extensive puzzles, just the basic type you need a key card, scan the device, and go get the card. I got tired having to run back and forth to my ship just so I could "research" an item I just found/scanned before I could build it. The "extra" upgrade boxes needed to build an upgraded item was unnecessary. It would have been better if they had special resources that would be needed for such upgrades verses just having to find a bunch of "upgrade" hardware. Was the game terrible? No, It was an ok game to play through. On a scale of 1 to 5, I would have given it a solid 3. Would I have been disappointed had I paid full price – absolutely. For myself, this game felt like a budget version of Subnautica up in the air. Lots of similarities, but lacking depth. Finally (spoiler here)... the endings were both short and cheesy. Nothing exciting in ether one - could have been SO MUCH better.
I liked the game. I really did, I wouldn't have spent 70 hours playing it if I didn't. I don't regret buying it or playing it. Which is why it's a shame that I'm going to be pointing out flaws and things I didn't like about the game, but they're impossible to ignore. Granted, the game is undergoing the Echos update as I write this, so it might be subject to change and/or some of these issues are due to lack of up to date info because of the new updates. I like playing games like these as blind as possible in order to experience them as spoiler free as possible. I'm not some sort of prodigy, I had to look up one spot in Subnautica where I couldn't figure out where I was supposed to be going. In Forever Skies I had to do this umm.. let's just say much more than just once. Made worse by the fact that the game's state is in flux. Going into the Dust for the first time in the story progression required zone is extraordinarily confusing going in blind. Once you know the zone and where you are supposed to be going it's not so hard, but it feels like it was designed and got past beta and early access on the assumption that you already knew what you were supposed to do. You absolutely do not going it blind, more so when you are under the pressure of limited oxygen while trying to sus out where you are supposed to be going and what you are supposed to be doing. It's also extremely easy to miss objects you have to scan to get blueprints. When it felt very much like I was almost at the end of the game and hadn't found any upgrades for my oxygen tank, I went and looked them up. I had everything for the sprinkler system but the pipes, looked those up as well. The only 'good' part is that you can easily get to end game without needing them. There's also the issue that there are really only three basic resources: synthetics, metal and silicon. All of the intermediate items (machine parts, transistors, etc.) that you find in the world are just made from the three basics. When printing items, all these intermediates are ignored if you don't have them and you just draw from the three basics with the exact same 4 second production time. They feel left over from a prior iteration of the game when you actually needed them. And the pet is bugged. He won't follow you unless you are properly 'docked' to a structure. Only you can't enter a docked state for some structures. The workaround is to exit to main menu and reload, because you automatically become docked to structures on reloading the game. And don't get me started on the insanity of what's required to get the blueprint for the large backpack. Again, the only 'good' part is you don't actually need it. To reiterate though, I did like the game. I spent 70 hours playing it, and at least 30 of those were entirely unnecessary exploration. I wouldn't have put in that time if I wasn't enjoying myself. But I'm kind of glad I waited to pick it up on sale.
sky, the only thing we need in a life that makes it not a game
Great single player game. Highly recommend.
I liked the premise, and mostly enjoyed the gameplay. Seemed a little short. A couple of thoughts. Why is the ending a zero sum solution? Why do you have to make a choice? These games seem to be about exploration and building things. Why not fix things? Would love a whole next step of trying to clean up the mess. End game mechanics get a little slow and clunky.
Good fun in coop. Story works well and I like the base building. Enjoyable raft-like adventuring where one can stay on the airship and build, or jump around and adventure. It is a bit crashy still, and quite bad performance, expecially when changing zones.
interstind ;)
To be brief, the idea is: subnautica in a balloon. The aerial theme is interesting but the technical part does not stick the landing. Character mobility is quite unpleasant, stiff even ; the research and production loop feels more like a chore than a pleasant experience. The locations to explore are very repetitive. The narrative lacks a human feel: logs, messages with voices and faces would help create a sense of urgency as to help the people in orbit. Last gripe, I'm not a fan of the art direction but that's a personal thing ; the ultra-sleek futurist equipments do not convey the sense of doom of a post-apocalyptic earth.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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