![]() ![]() Our initial plan was always to have more locations at launch and to keep adding more through updates. ![]() In the demo we only activated two locations and a lot of the feedback was that the game would benefit immensely with more. A procedural generation system then looks at all the available locations and creates a custom map for each player. The way our system works is locations are created by our level designers and then put into a pool or database. The derelict towers and locations that break through the toxic dust are part of the main exploration loop in Forever Skies. Whether this happens as a public demo, with a closed group of players from our Discord community or in some other capacity is yet to be decided. What’s more, after seeing how much valuable insight we gathered from our demo, we are now strongly considering publicly playtesting our under the dust gameplay before we add it in. Now the groundwork for all this will be in place earlier than we planned. There will also be new mechanics, blueprints and viruses. Under the dust is meant to be dangerous, so there are various risk/reward systems we want to put in place here along with notable progression systems. But the feedback and questions about what happens under the dust has shown us that we really should have some fundamentals of under the dust in place right from the start. This is still deep in development so the initial plan was to add this as one of the first major updates in Early Access. Yet the world that has evolved under the toxic clouds is an equally substantial part of Forever Skies. So far, we’ve only shown locations above the dust. So we want to lay down better foundations for more of our core mechanics so everyone can get a much clearer idea of what else to expect from the future of Forever Skies. We’re now looking at a much larger influx of players picking up the game during Early Access than originally predicted. But when we looked deeper, we started seeing things that a lot of players said they missed. ![]() 83 percent of respondents rated the demo as 8 out of 10 or above. To put it bluntly-we simply didn’t expect so much positive attention and feedback from our demo and we’re immensely thankful for this. ■ What Feedback Steered Us to this Decision We have decided to take a lot of this feedback onboard now and expand the scope of the game that will launch in Early Access. Why? Well in the last month, over 80,000 players played our demo and many provided a mass of positive and constructive feedback. ![]()
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