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Forever SkiesNewsLatest Hotfix OUT NOW
Game update

Latest Hotfix OUT NOW

Forever Skies · published 14 Sep 2026, 15:41 UTC

All newsPlayers around this dateRead on Steam

Greetings scientists,

We have just sent out a hotfix. Here is what's included:

ADDED:

  • Added foundations for the Dynamic Combat Difficulty system.
  • The game can now evaluate combat difficulty more dynamically, including new combat skill rating logic and combat-related evaluation systems.
  • Added additional internal logging for vitals issue tracking.


CHANGED:

  • Improved placement performance by reducing excessive overlap checks while moving or placing objects.
  • Optimized Garden interiors, catwalks and central location areas.
  • Optimized Infected Garden content.
  • Optimized Workshop content.
  • Optimized Overgrown Lift content.
  • Optimized Overgrown Ruins (biome 2) content.
  • Optimized Wind Farm content.
  • Optimized New Nature content (biome 3) buildings, fallen leaf and Waterlily landing leaf.
  • Optimized support pillars, ruins, containers, garden elements, crane elements, lift elements and Power Generator areas through draw-distance adjustments.
  • Reduced texture sizes on selected assets.
  • Reduced material complexity by sharing normal maps, using flatter normals where appropriate and replacing duplicated materials or meshes.
  • Improved several meshes and materials so they use fewer draw calls.
  • Converted scaffolding meshes into instances to improve rendering efficiency.
  • Fixed major FPS drops when moving or placing selected objects, including the Mossy Table, Mossy Double Shelf and Festive Dioramas.
  • Fixed the placing ghost performing too many overlap checks in a single tick.
  • Fixed planter and sprinkler Actor Placing Tool HUD repeatedly checking placement overlaps more often than necessary.
  • Changed radar guidance so quest-related locations can be found more reliably even before the exact location has been generated.
  • Fixed Power Generator location progression in Overgrown and New Nature biomes so it no longer incorrectly progresses a side quest intended for the Silent City biome.
  • Covered up an unattractive vine near the hypothermia flower in the first Underdust area.
  • Adjusted draw distances across ruins, support pillars, containers, garden elements and other world objects.
  • Improved visible meshes in the Overgrown Lift and Workshop areas.
  • Improved settings navigation by fixing wrap navigation across all settings views.
  • Each settings view now uses its own scroll box for clearer navigation.
  • Removed a misplaced difficulty option from Gameplay Settings.
  • Updated Freezer and Fishing Rod textures.
  • Updated textures for Automatic Deck Extractor, and Mine assets.
  • Removed distance fields from selected items where they were not needed.
  • Simplified collision for selected pipe assets.
  • Changed how Object Infos and Item Descriptions are loaded to avoid asset registry-related crashes.

FIXED:

  • Fixed Crustpede spawners not saving their state correctly.
  • Fixed a co-op issue where the Weather Device’s weather selection screen showed only “Note” for clients.
  • Fixed a Colossal Lifeform Swimming location (biome 1) issue where clients had no passage.
  • Fixed an issue where the player could not unlock/discover the Luciferin-related location on the radar.
  • Fixed storms still appearing when Storm Frequency was set to “None” in Custom Difficulty.
  • Fixed Memory Cards granting crafting recipes for ship modules directly instead of requiring players to obtain them from laptops.
  • Fixed a missing passage in the Colossal Lifeform Swimming location (biome 1) for clients.
  • Fixed a wall blocking the entrance of the UD2 location.
  • Fixed the player being unable to reach Luciferin flowers location in the Overgrown Ruins (biome 2).
  • Fixed material issues on Wild Habitat landing Leaves.

Thats all for today, thank you for all of your reports and feedback so far.

Team FFH

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