
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
Depois de algumas horas em Forever Skies, fiquei com a sensação de que o jogo tem uma ideia muito melhor do que a sua execução. A proposta de sobreviver em um dirigível acima de uma Terra destruída é extremamente interessante e foi justamente isso que me chamou a atenção. Infelizmente, conforme o tempo passa, os problemas começam a aparecer e acabam pesando mais do que as qualidades. O que mais me incomodou foi a falta de clareza em diversos momentos. Muitas vezes o jogo simplesmente não explica direito para onde você deve ir ou o que precisa fazer para avançar. Exploração é uma coisa, ficar perdido sem saber se está deixando passar algo importante ou se o jogo simplesmente não está sendo claro é outra completamente diferente. Em vários momentos eu me vi andando de um lado para o outro tentando descobrir qual era o próximo passo, e isso transformou a curiosidade em frustração. A otimização também deixa bastante a desejar. Mesmo em configurações que deveriam rodar o jogo sem dificuldades, é comum encontrar quedas de desempenho, travamentos ocasionais e momentos em que a fluidez simplesmente desaparece. Isso prejudica muito a imersão, principalmente em um jogo que depende tanto da exploração e da atmosfera para prender o jogador. Outro problema é a repetitividade. As primeiras horas são interessantes porque tudo é novidade, mas depois a experiência começa a girar em torno das mesmas atividades: coletar recursos, fabricar equipamentos e visitar estruturas que muitas vezes parecem versões levemente diferentes umas das outras. A sensação de descoberta vai diminuindo e o jogo passa a parecer mais uma lista de tarefas do que uma aventura. Os bugs também não ajudam. Encontrei situações estranhas envolvendo colisões, movimentação e interação com o cenário. Nada que torne o jogo completamente injogável, mas o suficiente para quebrar a imersão e causar irritação em momentos que deveriam ser divertidos. No fim das contas, Forever Skies é um daqueles jogos que despertam muita expectativa quando você olha a proposta, mas que não conseguem entregar tudo o que prometem. Existe potencial aqui, sem dúvida, mas atualmente a experiência parece confusa, pouco polida e tecnicamente instável. Para mim, foi um caso clássico de uma ótima ideia que ainda precisa de muito trabalho para alcançar o nível que poderia ter atingido.
Media

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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
[h1]Atmosphärisches Survival Erlebnis über den Wolken mit starkem Progression Flow[/h1] [h2]TL;DR[/h2] Forever Skies fühlt sich an wie eine perfekte Mischung aus Raft und Subnautica – nur über den Wolken. Das eigene Luftschiff wird Stück für Stück erweitert, die Welt ist atmosphärisch und geheimnisvoll, und die Progression greift sauber ineinander. Ein rundes, motivierendes Survival Erlebnis mit starkem Fokus auf Erkundung und technische Systeme. [h2]Atmosphäre und Einstieg[/h2] Der Einstieg ist direkt stark. Man schwebt über den Wolken durch die Überreste der Erde und erkundet Ruinen, die wie stille Erinnerungen einer vergangenen Welt wirken. Die Atmosphäre ist ruhig, aber gleichzeitig voller Neugier und leichtem Mystery‑Feeling. Die Präsentation ist stimmig, die Musik trägt viel zur Stimmung bei und das gesamte Setting fühlt sich frisch und einzigartig an. [h2]Gameplay, Systeme und Progression[/h2] [h3]Spielstile und Flexibilität[/h3] Forever Skies erlaubt verschiedene Spielstile: entspanntes Erkunden, fokussiertes Crafting, zielgerichtete Forschung oder kreatives Bauen am eigenen Luftschiff. Die Freiheit, wie man sein Schiff gestaltet und welche Upgrades man priorisiert, sorgt für ein angenehmes, persönliches Spielerlebnis. [h3]Progression und Charakterentwicklung[/h3] Die Progression ist eines der Highlights. Alles greift sauber ineinander: Ressourcen sammeln, Upgrades bauen, neue Technologien erforschen, das Schiff erweitern. Jede Verbesserung fühlt sich sinnvoll an und macht das eigene Setup funktionaler und stabiler. Der Flow erinnert stark an Raft – nur mit mehr Technik und vertikaler Erkundung. [h3]Kampf und Bewegung[/h3] Kampf spielt eine kleinere Rolle, aber die wenigen Gefahren sorgen für Spannung. Das Movement ist flüssig und unterstützt das Erkunden der Ruinen gut. Besonders das Navigieren mit dem Luftschiff fühlt sich angenehm und intuitiv an. [h2]Story, Welt und Präsentation[/h2] Die Welt wirkt verlassen, aber voller kleiner Geschichten, die man in den Ruinen entdeckt. Die Präsentation ist atmosphärisch und klar, und die vertikale Erkundung sorgt für ein frisches Gefühl, das man in anderen Survival‑Games selten findet. Die Story ist dezent, aber interessant genug, um das Erkunden zu motivieren und dem Spiel einen Rahmen zu geben. [h2]Kritikpunkte und Schwächen[/h2] Einige Systeme könnten langfristig noch mehr Tiefe vertragen, besonders im Endgame. Manche Ruinen ähneln sich leicht, wenn man viele davon hintereinander besucht. Insgesamt bleiben die Schwächen jedoch moderat und werden durch Updates kontinuierlich verbessert. [h2]Wer wird dieses Spiel mögen[/h2] Fans von Raft und Subnautica. Spieler, die atmosphärische Survival‑Games mit starkem Progressionsfluss lieben. Leute, die gerne bauen, erkunden und sich ein eigenes Zuhause erschaffen – nur diesmal über den Wolken. [h2]Bewertung[/h2] 9 von 10. Ein atmosphärisches, motivierendes Survival Erlebnis mit starkem Flow und einzigartigem Setting. [h2]Fazit[/h2] Forever Skies fängt das Gefühl von Raft perfekt ein, nur in einer völlig neuen Umgebung. Das Luftschiff wird zum eigenen Zuhause, die Erkundung bleibt spannend und die Progression ist sauber und motivierend. Die Atmosphäre über den Wolken ist großartig umgesetzt und sorgt dafür, dass man immer noch eine Runde spielen möchte. Für mich ein rundes, starkes Survival Game mit enormem Potenzial.
Overall the experience is fine if you are hosting. But if you aren't there is a good amount of bugs. The game world feels too empty for everything you have. More enemies at each destination and making good use of the colossal lifeforms would be awesome.... maybe as boss battles or something. Overall it's just a flying base building game with very little battle mechanics and becomes repetitive super fast. Game also needs ambient music to help break up the monotony.
Loved pre 1.0, needed work but was fun. Now that 1.0 is here that has changed, theres been many changes made to make some systems more engaging but instead they are now a annoyance. Power gens have a aweful wine and hum to them, knifes that are very important break super fast. The power system seems cool at first but forces you into a cycle of needing more power, and with more power more likely your ship is to be struck by lightning. The new thunder storm location is a non stop strobe light seizure inducing effect, theres no way to turn it down, so be cause if you have seizures, made me super sick for awhile after going there and had to rush out as fast as possible. Before it felt like a open world survival, exploring was fun, and now theres barriers and quests that hold your hand thru it all. So in general the new changes just make the game feel unfun and bad.
Bought what I thought was a story-driven, survival RPG, as advertised. Somehow, after 2h of gameplay (conveniently after the refund period expired) it turned into something else. The game's main focus suddenly becomes having to fight endless swarms of drones that kill you in 2 hits with a cheap knife that breaks after a few hits, no way to heal yourself, a confusing stamina system that can't be upgraded and just an abysmal and super frustrating combat system. Would've refunded instantly, but the refund period had expired just before the game turned into a bad soulsborne.
This game runs into the famous Mass Effect issue where both endings were not what people wanted. Before I Black Pill the audience let me say that the game is simple, yet, has some *excellent potential*. An update to give players a third option to the ending, where it is difficult to achieve but possible, avoids the current state of the game where whatever choice you choose there is still blood on your hands - genocide level. The ending will make or break a game, and something that is uplifting gives people the desire to play it over and over again. Something like the Witcher style of choices married with this art style is too serious for how it markets itself. [u] You have a gem here [/u], it just needs another choice endgame, please. You do that, Hell, you could role out endless DLC where you start pushing the mist back and fix the planet with the invitro children and Ark survivors truly making a kinder and better world. I challenge the makers of this game to make the best of humanity shine through.
Want to like this game, and when I play I can really see it shine sometimes. But I can't help but feel whenever I'm playing it that I'd have a better time playing Raft instead. All the towers are very same-y, the combat is slow and clunky, really all interactions are rather janky feeling. All this mixed with the fact that this is apparently the more or less finished product, leaves a bittersweet taste in my mouth. Just play Raft instead.
War gut und hat Spaß gemacht. Gleiche wie Raft...aber cooles Szenario. MFG Fuhrpark
Пройдено за 16 часов на высокой сложности. Купил игру уже давно, ещё на стадии разработки. Возвращался несколько раз и вот решил пройти релиз. [h3][i]Плюсы:[/i][/h3] + Отличный сеттинг. + Музыка очень подходящая, медитативный эмбиент под шум ветра и тихое жужжание станков. Прекрасно. + Саунд-дизайн в целом отличный, звуки радуют, уведомления не раздражают, разработчики постарались. + Крафт интуитивно понятный, есть некоторая автоматизация добычи ресурсов. + Графика средняя, но шикарный дизайн почти всегда решает этот вопрос. [h3][i]Минусы:[/i][/h3] - С оптимизацией всё не очень, игра порой подтормаживает даже на моей довольной мощной машине. - Дизайн локаций (точек интереса) повторяется очень часто, вариативность никакая. Ладно типовые "станции выживших", я готов поверить, что их строили по одному шаблону, но всё подпылье за пределами квестов одинаковое. - Главный сюжетный выбор в конце, тот который "самый главный" - я вообще не понял. Такоооое приплетание херни... - На релизе добавили экшена, стрельбы, врагов и т.д. И это прямо плохо и неудобно. Враги глючат, импакт от боёв никакущий. [h3][i]Вкусовщина:[/i][/h3] +/- Cюжет тут для галочки, но раньше и его не было. десяток катсцен и полсотни реплик на игру. Понять происходящее хватает, больше вроде и не нужно. +/- Местный лор подаётся через записки. Записок много, написано неплохо, и сам я такое люблю. Но других источников информации просто нет. Хоть бы аудиозаписями разбавили, что ли. +/- Игра, блин, короткая. За 16 часов я прошёл 3 побочных квеста и основной сюжет - больше в игре и делать-то особо нечего. С одной стороны - не надоело, с другой - потенциал не реализован полностью. +/- Побочные квесты странные. Есть связанный с погодой - и он классный, потому что пофиксить бесконечный шторм на открытой карте - это круто (гроза реализована шикарно), а вот найти полицейский участок, чтобы забрать чертеж сундука побольше... который нафиг не нужен, есть же шкафчики. Ну такое. +/- Добрая треть рецептов просто не нужна, и это если не трогать косметику. +/- По непонятной причине на релизе добавили кучу украшений в духе "украинская тарелка" и "украинский горшок". Видимо, остальное человечество пережидает проблемы в космосе, а этих бедолаг оставили на земле умирать от пыли и вирусов. Ну, зато их предметы культуры можно загнать в местном магазине, хоть какой-то профит. +/- Гринд ресурсов практически отсутствует - если пылесосить квестовые локации и поставить автоматическую магнитную удочку для металла, то на всё хватит. [h3][i]Итог:[/i][/h3] Очень медитативная игра. Шикарный дизайн позволяет затерпеть очевидные проблемы. Однако, я не совсем объективен. Для меня этот был долгоиграющий проект на годы, и я скорее доволен. Но вот стал бы я вкатываться в игру сейчас, с нуля? Большой вопрос.
If you liked Raft you most definitively will like Forever Skies, your Blimp may be a bit claustrophobic at first but in time and with a lot of helium you can make a flying fortress. <3 Game's still in development from what i know and there are many bugs and kinks still needing to be addressed, also a lot of QoL. Hopefully this game gets some mod support too as i would love to see what the community can cook up and add to the game's longevity. Also, can someone tell me why the freezer sounds like your Smacking/Tasing a Chicken when opening? :V
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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