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Name

 Sunless Skies 

 

Developer

 Failbetter Games 

 

Publisher

 Failbetter Games 

 

Tags

 Indie 

 

RPG 

 

Singleplayer 

Release

 2019-01-31 

 

Steam

 € £ $ / % 

 

News

 95 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 59 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/596970 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 50,000 .. 100,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 0  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 0 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Sunless Skies Linux Depot [868.48 M] 


DLC

 SUNLESS SKIES OST 




LINUX STREAMERS (3)
hatnixsirsamsaiwrzlprnft




Mask of the Rose now has a demo!

Today its been exactly a year since Mask of the Rose was funded on Kickstarter, and we've just released a demo of the first act, available right now on Steam!



Get the free demo on Steam, for Windows, Mac and Linux.

Offering a condensed version of Act I of Mask of the Rose, youll be able to explore select locations across Fallen London, introduce yourself to some key characters and encounter Mr Pages, one of the mysterious new Masters who have recently taken over London, in its office at the Bazaar.

At the opening of Mask of the Rose, Mr Pages has employed your housemate, Griz, who has in turn found a few pennies work for you as census taker. The census goes some way beyond the expected (Surface census forms never did ask if anyone in the residence was in love), so youll need to approach conversations with care to find out all you need to know.

Demo Feedback

We're really excited to know what you think about exploring Fallen London from this perspective for the first time. The very best places to talk about it will be the Steam discussion forums for Mask of the Rose, or if you want to join one of our community spaces, there's Discord, our forums, and the Fallen London subreddit.

There are a few things itll be useful to know before you send feedback:


  • In the final game there will be a text log, so you can scroll back through conversations
  • There will also be audio sliders under Settings
  • And of course, there will be saving in the finished game (the final version of Act I will be fleshed out from this version, so carrying choices over wouldnt be possible).


Spotted a bug?

The demo has been through our internal testing, but if you see any bugs or typos we missed, please let us know by emailing mask@failbettergames.com, attaching your player log. Here are some instructions to help you find your player log.

We will probably only update the demo if something pretty bad has slipped through, but this will let us fix everything before we release the full game. Thank you!

Release Date News

We have also announced that Mask of the Rose will release in Oct/Nov this year. Hopefully this taste will keep you going until then!

As ever, your friends,
Failbetter Games


[ 2022-02-10 14:49:04 CET ] [ Original post ]

Sovereign Patch 15/12/2021

Tech bug fixes


  • Your headlight will no longer pass through solid terrain.
  • Weve made some changes to address the crashes seen when starting a new game on MacOS builds.


Narrative bug fixes

  • It is no longer possible to finish developing Titania without completing two projects.
  • It should now be clearer how to expand Titania across different captains within the same lineage.
  • Speaking to the Caring Conductor when docked will no longer trigger a warning message that breaks docking.
  • You can once again collect a bee from a Chorister-Corpse or the Flower Fields for the Abstemious and Patchwork Devils.
  • The Abstemious Devil quest will now update in the journal once you've captured a bee.
  • The Studious Companion will no longer incorrectly be mentioned when parting ways with the Pugilistic or Poetic Companions.
  • The Pugilistic Companion is no longer incorrectly referred to as the Vigorous Companion.
  • If you rid yourself of the Clay Conductor, the quest journal will now update accordingly.
  • Once the Clay Conductor has been dismissed from your service, you can no longer continue to help him search for a companion.
  • It should now be clear when you lose crew at the Giggling Place.
  • The Repentant Devil will no longer incorrectly be referenced when speaking to The Defiant Devil.
  • As always, a few more typos have been banished.


[ 2021-12-15 15:27:43 CET ] [ Original post ]

Mask of the Rose is now available to Wishlist on Steam

You may have seen that we Kickstarted a new game in the same universe as Sunless Skies in February this year. Now we're pleased to announce that it has a shiny Steam page!



Mask of the Rose is a romantic visual novel, so somewhat different to Sunless Skies and Sunless Sea. However, it's set in the same universe, and brings all of our expertise in writing deep, surprising, meaningful stories, this time on a more personal level.

[previewyoutube=_Vzt2XceW-c;full][/previewyoutube]



Thanks to an unknown bargain, London now resides in a vast cavern under the earth. Down here, the sun doesn't shine, and Parliament has sunk into the Thames. Queen Victoria never emerges from her palace. Cats spy on their owners and whisper their secrets abroad. The fabric of strait-laced Victorian society has begun to fray.

New Masters are in charge. Why are they so tall? And always cloaked? And why are they so interested in love stories?

Even death itself has a twist here: the first murder victim since the Fall is feeling much better, and keen to see justice done. Unfortunately, as the doctor who treated him immediately before he expired, your housemate Archie is the prime suspect...




  • (Re)invent yourself: who were you before the Fall? Who will you be now?
  • Create outfits from a selection of clothing and unusual accessories to unlock different story options
  • Fall in love with a cast of diverse Londoners, each with their own secrets
  • Matchmake among your friends, or seek love for yourself (by any definition you like)
  • Write love stories in a delightful minigame, and use them to impress the new Masters
  • Pick up odd jobs to earn money and gather resources. How are you at rat catching?
  • Solve the first murder since the Fall, with the assistance of the victim
  • Discover cosy, mysterious and magnificent locations in a dark and delicious version of Victorian London
  • Seek deeper and deeper secrets over multiple playthroughs


We hope you'll take a look at Mask of the Rose, and wishlist to find out more about romancing bats!


[ 2021-10-20 19:49:32 CET ] [ Original post ]

Sovereign Patch 09/09/2021

Update
Weve been unable to fully resolve the outstanding bug with the locomotive headlight which is seen on some OSX devices. However there is a workaround; using -force-glcore or alternatively -force-opengl as a launch command will resolve the issue. Full steps can be found in our troubleshooting guide.

Tech bug fixes


  • The screen will no longer shake when docking, though the locomotive itself may judder slightly.
  • After erupting from host locomotives, Guest tentacles will continue to writhe.
  • Dreadnought Guest damage and death animations have returned.
  • The animations on Chorister Bees wings should no longer freeze.
  • Agent headlight intensity has been lowered slightly so it is easier to see their bullets on smaller screens.
  • The chart label for the Eleutheria transit relay in Worlebury is no longer blank.
  • Tutorial ambient messages and control prompts now have a background layer so they are easier to read.
  • Gamepad exclusive fields have been removed from the Controls menu.


Narrative bug fixes

  • The Researchers Crusade quest is now displayed in the journal rather than on the status panel.
  • All references of Ministry-Approved Permits have been replaced with Ministry-Stamped Permits.
  • The Poetic Forged Companion will no longer be mentioned when speaking to The Pugilistic Forged Companion.
  • You will now always gain Terror when failing to climb the mountain at Lustrum.
  • The Patchwork Devil quest will now update in the journal once youve captured a live Chorister Bee.
  • If the Incognito Princess is on secondment you cannot forge a ring for her at Carillon, or help her meet the Measurer's demands at Crossroads.
  • The safer and riskier options on prospect opportunities at Lustrum and Prosper now display the correct chance of success.
  • Peculiarities on the status panel will now display a level description where appropriate.
  • Several typos have been fixed.


[ 2021-09-09 19:23:46 CET ] [ Original post ]

Sovereign Patch 01/07/2021

Update
Were still looking into the docking stutter and some pesky issues on Mac builds, including the missing avatar. Well get these fixes out ASAP.

As always thank you for your patience and support.


Narrative bug fixes


  • It should no longer be possible to get stuck while speaking to the Phlegmatic Researcher about their requests.
  • The need to collect a passenger for the New Street Line before going to the drop off point should now be signalled a little more clearly.
  • Searching Elsewhere at the Sun-Shattered Dome will now degrade your suit.
  • Captains with Past: A Bell Tolls will no longer see two options to dispose of their death at the Nurseries.
  • Once you've dealt with the Vagabond at Old Tom's Well, there will no longer be a conversation option with the Minister which suggests you don't know what became of him.
  • Captains participating in the Rochester Race in Albion will no longer be falsely told that they have 30 days to win, when in fact they have 15.
  • Various duplicate occurrences of 'the' have been removed from the Court of Mules
  • While stepping out of a circle at the Regent's Grave, it will no longer be suggested that you are, in fact, stepping in to it.
  • Transporting a Workworld Runaway will no longer cause the amount of cargo in your hold to go out of sync.
  • Captains will now be directed to the correct auction house when they receive a Prospect Opportunity.
  • Several typos have been fixed.



Tech bug fixes

  • Bronzewood has been reduced in size to ensure it never completely blocks the corridors in the Reach.
  • Agents in the Blue Kingdom should no longer become trapped by Vaults or Enclaves of the Dead.
  • The explosion SFX heard when travelling through the Albion to Eleutheria relay for the first time can now be muted.
  • Loading at relays with mechanical problems no longer causes the heat bar to become misaligned.
  • After suffering from mechanical problems the heat bar will return to full size after leveling up via the facet interface.
  • Tooltips will no longer draw partially off screen, particularly when using the larger font size.
  • The player log will no longer be spammed with errors when using a resolution with a non-16:9 aspect ratio on Macs
  • Letterboxing on non-16:9 resolutions will no longer flicker and should now be black instead of red on Macs
  • Storylets will no longer become frozen and prevent you from making progress.


[ 2021-07-01 08:38:06 CET ] [ Original post ]

Sovereign Patch 04/06/2021

Update
We are still looking into the stutter that is seen when docking and a number of other bugs. We aim to address these issues and put out another build in the coming weeks, however key members of the Sunless Skies team are now on much needed annual leave and will return in just over a weeks time when work on these issues will commence.

Thank you for your patience and the help with testing the beta builds weve been releasing.


Tech bug fixes


  • Quality Result text is now visible on Mac devices.
  • Weve updated some blur shaders which may be causing UI transparency issues on Macs.
  • You can now use keyboard thrust controls immediately after closing an interface, even if pressing the thrust keys with the menu was still open.
  • Weve made some changes to make the scout behave better when it is deployed. If it refuses to be sent out again please send an in-game bug report so we can take a look further into why they are being disobedient.
  • Ambient messages should no longer trigger on the same frame causing the text to double up over the top of each other.
  • Weve made some changes to the avatar rendertexture to attempt to resolve the missing avatar in character creation that some Mac players are seeing. Since our office Macs are unaffected, we need volunteers to test this out and report back to us. Please create a new save and complete the tutorial to the point of character creation, then send an in-game bug report to us to let us know if your avatar displays correctly. N.B. If it does we recommend creating an avatar to replace the blank one in your current lineage


Narrative bug fixes

  • If your Caged Catch escapes, the ensuing events will now always be described in correct prose.
  • Once you have completed the Experimental Engine quest and received the Devourer of Distance, the Contriver's Collaborator will no longer incorrectly show up in your passenger list.
  • When you are Assisting a Penitent Nurse, the journal will be less repetitious.
  • Captains will now always be able to see some of the exploration options at Port Prosper, even if they do not currently meet the requirements for them.
  • It is no longer possible to prematurely abandon your conversation with the Illuminated Archivist, and so become unavailable to reach the end of the associated story.
  • It should now be clearer that the Office of Works may offer captains a task twice in a row.
  • It should now be clearer that only one of the field samples is required to complete a quest at the Nature Reserve.
  • Handwriting in the Abandoned Signal Box ledger is still poor, but this fact will now not be randomly repeated twice in the same passage.
  • Paying off a Lustrum prospector will now cost exactly as much as claimed, rather than three times more.
  • Captains who defeat a Resurrectionist will no longer be shown two different hull repair options.
  • If passengers change their minds and ask to be returned to Port Prosper, captains can now oblige them.
  • It is now possible to make a sacrifice to the Burrower Below while Adrift, so long as you have her attention.
  • If you labour for Nostalgic Crockery at Worlebury-juxta-Mare, you will no longer be falsely informed that you will receive tea as a reward.
  • It should now be clearer that a certain tea-related bargain can be available from a variety of ports.
  • The scholars of Traitor's Wood will no longer request or receive consignments of literature if they are no longer there.
  • Amberley Murgatroyd will now never falsely claim Midnight's Favour is more scarce than it truly is.
  • It is no longer possible to meet Midnight through tea drinking if they have been met through the monastery.
  • The Ministry of Public Decency has once again valiantly dispatched a number of typos.


[ 2021-06-04 19:12:25 CET ] [ Original post ]

Sovereign patch 28/05/2021


  • The micro stuttering seen on locomotives, agents and projectiles has been resolved - this has introduced a stutter when docking, we're looking into it.
  • Prospect quality effects are once again visible.
  • Mr Menagerie, the Inscribed Tinkerer and the Portsmouth Arsenal now state the correct level requirement for equipment and scouts.
  • Several typos have been fixed.


We're working on more bug fixes next week so expect further builds soon. Thank you for your patience and all the help with testing the FPS issues on the beta builds.


[ 2021-05-28 22:52:42 CET ] [ Original post ]

Sunless Skies: Sovereign Edition is out now!

As promised, Sunless Skies: Sovereign Edition is now available on PC and consoles!

This is the games debut on PlayStation, Xbox and Switch, with many completely new features, fixes, and improvements. And if you already own Sunless Skies here on Steam, you can play it now as a free update!



There are many, many changes, but here are a few highlights:


  • Major changes to character progression. Weve reworked the interface, and added new facets to define your captain did you lose your soul (and find it again)? Do you have a special connection with spies, devils, talking rats, or Rubbery Men? And legendary captains can now continue to improve their ability even after reaching the cap of level 20.
  • A reworked and expanded starvation system. As desperation grows, you can now attempt to eat an unprecedented selection of unwise, unpleasant, or tragic things.
  • A new exotic engine. Its very fast, but not very good at stopping...
  • A complete rework of controller support and many improvements to interfaces, to make it as smooth and pleasant as possible.

There are literally hundreds of other improvements, bug fixes, and optimisations you can read the full change log if youre curious! And of course it includes everything weve added since the original launch in the Wayfarer, Vagabond, Horn, Hoarder and Urchin updates.

Wed like to take the opportunity to thank our excellent porting partners, BlitWorks, for doing such a fine job with the ports. And whether this will be your first visit, or a triumphant return, we warmly welcome you to the High Wilderness!


[ 2021-05-19 14:37:30 CET ] [ Original post ]

Sovereign Edition Patch Notes

Sunless Skies: Sovereign Edition is now live. For the full patch notes please see the following post: https://steamcommunity.com/app/596970/discussions/0/3132794099846307448/


[ 2021-05-19 13:58:26 CET ] [ Original post ]

Sunless Skies: Sovereign Edition now has a release date!

Were glad to announce that Sunless Skies: Sovereign Edition will be released very soon, on Wednesday 19th May. This will be the first version of Sunless Skies we release on consoles, and will also be a free major update for everyone here on Steam!



This is a greatly enhanced edition of Sunless Skies, containing all additions and improvements weve made to the game since launch as well as many more completely new ones. Here's a link to the trailer!

For the Sovereign Edition, weve reworked and extended the starvation mechanics. Captains will now find a range of increasingly dubious gastronomic options available to them as desperation grows.

Weve improved character progression, with a new interface, a greater range of facets to define your past, and even a way for experienced captains to continue improving their capabilities after reaching the level cap.



There are also new trading opportunities to exploit, an exotic engine for your locomotive, better performance, greatly improved gamepad support, and literally hundreds of fixes and small improvements. If youd like to know more, weve included a more detailed list below.

This ultimately took longer than wed hoped, partly due to the considerable scope and partly because it turned out to be pretty difficult to achieve the level of performance optimisations we wanted. But all is now well, and were very glad to be able to share it with you.

We think this will be by far the best version of the game for new players, and we hope the new features and many quality of life improvements will make it exciting for the veteran captains among you, too.


[ 2021-04-28 13:04:21 CET ] [ Original post ]

Announcing Our Next Game: Mask of the Rose



For a while now, weve been working on a couple of new projects. Today were very excited to announce the first of them!

Mask of the Rose is a romantic visual novel and prequel to all our other games set in the Fallen London universe.


Heres the trailer: https://youtu.be/QujJ4oVaFKI

Mask of the Rose takes place in 1862, mere months after London was stolen by bats. Londoners are still adjusting to life underground. The old street signs are being erased. New ministries and new festivals are being established. The mysterious Masters of the Bazaar seem to be in charge.

You share your boarding house with a few other lodgers: Archie, a medical student discovering firsthand that Death works differently here. Griselda, a close aide of the new Masters. Horatia, the landlady with a soft spot for the Neath's native inhabitants. Harjit, the local constable looking for a missing person of his own.

As you make a new life below, you may find yourself visiting the underwater ruins of Parliament; intervening in a murder trial where the victim is a witness; or steering a hooded, vocabularious Master through the subtleties of a London courtship. However you choose to live in the Neath, you have your own friendships and your own heart to look after.

The art of Mask of the Rose draws on Film Noir, Victorian photography and Blitz-era Britain, and is an evolution of the Fallen London universes painterly style, keeping the atmosphere of the original but with more detail and depth.

If youre a fan of the Fallen London universe, Mask of the Rose offers a glimpse of events weve never shown before, as part of a more personal story. You will get to explore the origins of beloved characters and institutions, as well as encounter brand new mysteries. Mask of the Rose is also an excellent introduction for players just getting started with the Fallen London universe.

Well be running a Kickstarter campaign for Mask of the Rose in February 2021 - sign up on our Kickstarter page to be notified when the campaign goes live, and join our Discord or forums to discuss the announcement!

What about Sunless Skies Sovereign Edition?

With our porting partner, weve submitted builds for certification on all three console platforms. This is the process in which Sony, Nintendo and Microsoft sign off on them as ready for release. We dont know exactly how long it will take, and its common for certification to throw up a few issues, but this puts us in striking distance of a release!

Much of the work on the console editions is being done by an external team whore much more experienced with porting games than we are. We're looking forward to being able to share the fixes and performance improvements they've made with you!

New projects, plural?

Thats right! Were working on two new projects. We cant tell you much about the other yet, but we can say that its game mechanics are very different from our past work, and that it takes place in a new setting.

Sign up via Kickstarter to be informed as soon as the Kickstarter campaign for Mask of the Rose goes live.


[ 2020-12-02 13:04:49 CET ] [ Original post ]

#LoveIndies Review Hour

#LoveIndies celebrates indie games and the teams behind them. We started this event in 2018 by rating, reviewing and recommending our favourite indie games, and inviting our community to do the same.

This year's event takes place from the 1st to the 12th of June, with the Review Hour in the middle, on the 6th of June.

#LoveIndies Review Hour is simple: spend just an hour going through your Steam library and leaving a quick review for any indie games which you've played, but not yet reviewed or recommended! Even a couple of words is great; every review helps us so much.

If you want to participate in the rest of the celebration, which takes place on social media, here's the complete guide to #LoveIndies 2020. Feel free to share this with your friends and other indie devs who you follow. The more the merrier!

On behalf of indie developers everywhere, thank you for your support. By taking part in #LoveIndies you're really helping us to reach new players and keep making more games for you to enjoy!


[ 2020-05-28 16:18:33 CET ] [ Original post ]

LudoNarraCon 2020 is coming on 24 April!



We're very pleased to be part of LudoNarraCon for the second year running!

This is a virtual event hosted within Steam: a celebration of narrative games starring many of our own favourites, featuring developer streams and interviews, and a lovingly-curated Steam sale.

It starts at 1800 BST on Friday the 24th of April. We hope you'll be there!

Set yourself a reminder to attend!


[ 2020-04-14 18:04:13 CET ] [ Original post ]

Sunless Sea: Zubmariner Edition and Sunless Skies: Sovereign Edition release update



Surprise! Sunless Sea: Zubmariner Edition is coming out for Switch on 23rd April and XBox One on the 24th!

You may have heard that weve been working on console ports for Sunless Sea, and Sunless Skies: Sovereign Edition.

Initially wed expected Sunless Skies: Sovereign Edition to release for PC/Switch/PS4/Xbox One first, with Sunless Sea: Zubmariner Edition following. Schedules on both projects have moved around a bit, meaning the release dates are now as follows:


  • Sunless Sea comes to Switch on 23rd April
  • Sunless Sea comes to Xbox on the 24th
  • Sunless Skies: Sovereign Edition comes to PC, Switch, PS4 and Xbox in August/September


We'll have more to share about the Sovereign Edition for Sunless Skies as work continues, but we hope that for now, the opportunity to return to or discover Sunless Sea is an enticing one.

See you in the dark,

Your friends,
Failbetter Games

Note: Sunless Sea: Zubmariner Edition is already available on PS4 and Sunless Sea is available for iPad.


[ 2020-04-09 17:00:12 CET ] [ Original post ]

A Year in the Life of Sunless Skies

Releasing a game is a fiddly business. Theres no giant red button you can press to launch your baby into the world. In fact, there are so many buttons that when we released Sunless Skies on January 31st last year, everybody in the office got to click at least one of them. It took about half an hour. We stood around sipping champagne out of plastic flutes, taking turns with the mouse.

That little ceremony marked the end of an arduous 17 months in Early Access, but we had no intention of stopping development. Since then weve released four major updates to the game, added new characters and stories, new enemies, new mechanics and innumerable smaller improvements. Weve changed offices, changed bosses, said goodbye to old friends and welcomed new ones.

Today, a year to the day since launch, Sunless Skies has grown a great deal, and were not done yet. We still have a major update to release before we move onto new (and secret) things, but now feels like a good time to look back at some of the key changes in the last year...

January-March

The Undeparted now depart on death, instead of clinging tenuously to existence.

We marked launch week with a charity streaming event that raised 10,000 for the gaming charity Special Effect. Meanwhile, the first reviews for Skies - the best reviews weve ever had - began to arrive. We watched streamers, scoured forums for feedback and squashed many bugs.

April

Officers who'd managed to go on secondment while also staying aboard your engine will abandon their secondments and cease to infringe the laws of physics and narrative plausibility.

The first major update, Wayfarer, was focused on giving players more to see and do on their long voyages through the dark. We completely reworked the geography of Albion, the second of the games four regions. The Gods of the Sky made their presence felt, you could visit cosmic spectacles like the still ticking corpse of Big Ben, and leave your Officers at port to make money or cause havoc.



June

Tackety scouts have had their brandy rations rationed and should now be less of a menace to passing traffic.

The Vagabond update added a hirsute new officer of no fixed abode with his own quest, and three new enemies joined the fray; the fire-belching Tackety Liberator, the snipe-happy Ministry Monitor and the repulsive Colonised Cantankeri. Worlebury Juxta-Mere gained a new spectacle, St Anthonys Lighthouse, and we added new stories to the existing wonders and
horrors of the sky.

Meanwhile, the conceptual entity that is Failbetter Towers shifted location - for the second time in as many years - to a swanky new office in London Bridge, where the elevators move at right angles to reality and the snack jars refill with KitKats overnight.



July

The Empyrean Outrider's projectiles no longer shed hair.

A small update granted a long-requested player feature: horns for locomotives. Weve had more entertaining mail about this entirely useless item than anything else. Players sent us a chocolate train, a Powerpoint presentation on the importance of tooting and an actual whistle made out of wood.



September

It is now possible to leave the Now-Triumphant Priest's cottage without eating pie.

The Chiropterous Hoarder, a winged horror of profound cunning and unreliable manners, joined your crew in search of immortality. Meanwhile, the new Albion-Eleutheria Transit Relay completed the connection loop between the regions, provided you had the resources to build it.

The Hoarder update introduced brand new travel mechanics, offering the means to upgrade your engine and engage Full Steam Mode for jolts of expensive, dangerous speed. This particular feature was a tricky bit of coding and an even trickier bit of naming. For a while it was Advanced Cruise Control, until our Narrative Director drily noted that the name does not suggest giddying speed and excitement. We flirted with excitable words like Ultra, Nitro, Injector and even Clockwork before settling on Full Steam. The argument that streamers would *really* enjoy yelling it during moments of crisis was what tipped the scales.



November

Activating Full Steam Mode will no longer cause the Dendrified Vagabond to play a jig on his harmonica.

Finally, as the year was coming to an end, The Sky Worn Urchin joined the crew. We created this new mascot character in honour of War Childs Armistice 2019 fundraiser.



In total, Sunless Skies has raised 17000 for charities this year.

December

Only spider-sweepers may sweep the well.

As is traditional, the Failbetter gang sacked off to visit an educational tourist attraction before our annual Christmas party. This year, we chose the rather spooky Old Operating Theatre Museum. Here we are in a room whose very walls are marinated in screams:



The Future

A captain who successfully escapes the Eaters of the Dead will no longer be endlessly haunted by the sound of their jaws.

We are currently working on features for what will most likely be the games final major update: the Sovereign Edition.

The Sovereign Edition will launch on Switch, PS4, Xbox One and PC. Featuring massive overhauls to controller support and character progression, new stories, enhanced trading prospects, a radial menu, tragic new options to mitigate starvation, an extremely dangerous exotic engine, and much more, it will be the definitive version of Sunless Skies.

And after that? Something new! Possibly more than one something! We can't say more just yet, but we think youll like what we have in store...


[ 2020-01-31 11:53:17 CET ] [ Original post ]

10 Years of Fallen London!



If you've played Sunless Sea or Sunless Skies, you might be familiar with Fallen London!

Fallen London is a text-based browser game set in a subterranean city inhabited by Victorian Londoners, talking rats, and people with the faces of squids. In the last decade, its grown from a handful of stories to a 2.5-million word epic with tens of thousands of monthly players.

Wed like to think that its remained popular for the kinds of stories we offer. Not just the weird, inventively horrifying world, but the fact that you get to act on fantastically bad ideas, from publishing horrendous poetry to feeding your soul to a cat.

To hear more about the celebrations we have in store for Fallen London's 10th birthday, follow us on Twitter or join our Discord.

Storridge's Definitely Umarked Playing Cards

In honour of our 10th birthday, we've produced some gorgeous, special edition merchandise with Gametee: Storridge's Definitely Unmarked Playing Cards! Perfect for long zee or High Wilderness voyages.



Sovereign

We're also busy working on the Sovereign update to Sunless Skies, which will be launched across PC and console.



Sovereign will feature new starvation content, trading opportunities and facets, along with a redesign of the character progression interface. It will introduce a new exotic engine, the ability to continue to raise stats after reaching the level cap and an equipment stat rebalance.

Along with fixes for outstanding bugs, performance improvements and a number of quality of life updates, it will feature a redesigned control scheme and interfaces optimised for controller support, plus a fancy radial to make UI navigation more intuitive.

Sunless Skies Patch Notes


  • The correct category can now always be selected when submitting bug reports.
  • High Wilderness inhabitants and other locomotives will now keep more distance from ports and relays.
  • Curators, Logoi and Eaters of the Dead are less unrelenting in their pursuit.
  • Various small adjustments have been made to ambient messages.
  • The bug report interface now includes a link to the troubleshooting guide.


[ 2020-01-09 17:23:28 CET ] [ Original post ]

Sunless Games in the Winter Sale



The longest nights of the year are upon us: the perfect time to lose yourself in the dark of Sunless Sea and Sunless Skies!

(With apologies to the southern hemisphere; they do play equally well in summer.)

Sunless Skies has a recent review score of 95% positive, and has been named a game of the year by The Washington Post, The Guardian, New Yorker, Kotaku AU, Paste and Slant. It's 50% off in the sale!

Sunless Sea is also 95% positive, with 66% off in the sale, and its expansion Zubmariner is also reduced, by 60% - it really completes the experience, so we hope you'll give it a go.


Celebrating 10 Years of Fallen London

The browser game that started it all! Fallen London, the internet's finest text-based Victorian alternative history roleplaying game is going to be ten years old on the 11th of January.

In celebration, there'll be a lot of events in-game, and competitions and other diversions for our community!

For starters, we've collaborated with the wonderful GameTee to produce some special edition merchandise: Storridge's Definitely Unmarked Deck of Playing Cards.



A true collector's item, these cards are equally at home in your parlour, at Zee or to pass the time in the Skies.

If you'd like to get more involved with our birthday plans, and future plans beyond that, you'd be most welcome in our official Discord.

Thank you for a phenomenal 2019. We'll see you in January!

The Skies are yours,
Failbetter Games


[ 2019-12-20 18:07:47 CET ] [ Original post ]

Urchin Update



We are proud to be taking part in War Child's annual gaming fundraiser, Armistice 2019, which encourages peaceful gameplay during the month of November to coincide with Armistice Day.

What's new in today's update

Recruit a new mascot: the Sky-Worn Urchin. Orphaned by the Winchester War, she now stows away on locomotives, intending to see every corner of the sky. If you give her a home, shell share what shes learned of the heavens.

To recruit the Sky-Worn Urchin, first visit Lustrum. Then return to the sky, and watch for signs of a stowaway

About War Child and Armistice 2019

War Child is striving for a world where childrens lives are no longer torn apart by war.

They protect, educate and stand up for the rights of children caught up in conflict. They aim to reach children as early as possible when conflict breaks out, and stay to support them through their recovery - helping to keep them safe, give them an education, and equip them with skills for the future.

The Armistice fundraiser is an annual event which includes a Steam sale. 30% off our profits from the sale (after taxes and fees) will be donated to War Child!

For more information about War Child or to make a donation directly, please visit the War Child website or follow @WarChild_Gaming on Twitter.


Updates


  • Some balance adjustments have been made to lateral thrust.
  • The highlighting and spacing on Storylet panels has been improved.
  • Changes to your qualities are now presented more clearly.
  • Storylet logging is now capped to the last few branches selected.
  • The left stick on gamepads now scrolls and highlights branches (you no longer have to use the left and right stick together together).
  • Storylet logging is now capped to the last few branches selected.


N.B. With regards to scrolling with gamepads, R3 is still used to move up to see logged branch choices and down to view long quality results. There are a few outstanding issues with R3 scrolling, in particular on non-hub bazaars. We will address these issues in a future update.


Bug fixes

  • Curators will no longer pursue you endlessly across the High Wilderness.
  • Focus can no longer be lost from the control menu when using a gamepad.
  • Activating Full Steam Mode will no longer cause the Dendrified Vagabond to play a jig on his harmonica.
  • You can no longer travel under terrain near Tiggelaar's Haunt.
  • Headlights will no longer pass through terrain near Prosper or New Winchester.
  • You will no longer collide with invisible obstacles near Braley Rock.


[ 2019-11-06 11:33:24 CET ] [ Original post ]

Sunless Skies: Sovereign Edition



Sunless Skies: Soveriegn Edition will be released for PS4, Nintendo Switch and Xbox One in the first half of 2020!


Sunless Skies: Sovereign Edition will include new content and various improvements, and will be released on PC at the same time as on console. Players who already own the game on PC will receive the Sovereign Edition for free.

It's been a great year for Sunless Skies, thanks to your support, and we're delighted to be able to celebrate it with this enhanced edition.

What's new in the Sovereign Edition?

Here's our Narrative Director, Chris Gardiner, with more detail:

The Sovereign Edition will add new stories when your crew is starving. As their desperation grows, youll be able to try and eat a variety of unwise, unpleasant or tragic things. By that point, your mascot probably looks quite tasty.

We're overhauling the character progression user interface, and introducing a range of new Facets to define your captain's past. Perhaps you lost your soul (and found it again), or attended a seance. Perhaps you have a hobby, or are close to rats, Devils, spies or Rubbery Men. Experienced captains will be able to continue to raise their stats even after reaching the level cap, extending the late game experience.

Weve made significant changes for the console versions to enable smooth and intuitive play using a controller. And there'll also be new opportunities for traders to exploit, and a new exotic engine to acquire, which skilled players in particular may find rewarding. It's a big, exciting update which we like to imagine will be the jewel in Sunless Skies' crown.


Exciting news for Sunless Sea fans, too!

Sunless Sea: Zubmariner Edition is already available for PS4; later in 2020 it will join Sunless Skies: Sovereign Edition on Xbox One and Switch.

All of these ports are being developed in conjunction with Nephilim Game Studios, and will be published by Digerati.

We hope you're equally as excited about this news as we are!

The Skies are yours,
Failbetter Games


[ 2019-10-19 19:08:04 CET ] [ Original post ]

Vote for Sunless Skies!



Sunless Skies is nominated for three Golden Joystick Awards!

If you've enjoyed Sunless Skies, you can vote for it under Best Storytelling, Best Indie Game and PC Game of the Year.

Vote Here


Sunless Skies is also nominated for four TIGA Awards, which are awarded by the UK trade body for games.



We're up for the Creativity Award, Best Game by a Small Studio, Best Roleplaying Game and Game of the Year!

Game of the Year is decided by public vote:

Vote Here

As if all of that wasn't enough, today we were also awarded a Best Places to Work award by GamesIndustry.biz, which is very meaningful to us. Being a workplace where people can thrive and be happy is so important, and to have our efforts to that end recognised is wonderful.

Thank you for all of your support.

The Skies are yours,
Failbetter Games


[ 2019-09-20 18:17:45 CET ] [ Original post ]

The Hoarder update


The Hoarder update for Sunless Skies is now available! This is one of our largest updates since launch here's what's new:


  • Engine upgrades for your locomotive (the only feature people asked for even more than a horn).
  • Full Steam Mode, which will let your locomotive travel even faster, at some risk...
  • A new constructable transit relay. This is a substantial and dangerous undertaking, but once completed, it will allow direct travel between Albion and Eleutheria.
  • A new quartermaster, the Chiropterous Hoarder.
  • A way to report bugs and send feedback from directly within the game.
  • More devils.
  • Various smaller fixes and improvements (see the patch notes below).

Engine upgrades and Full Steam Mode
All locomotives now have equippable engines that can be upgraded to increase speed at a small premium in fuel.

The better engines have minimum crew requirements. If your crew count drops too low, your speed will be limited to that of a basic engine, but there are otherwise no ill effects. To make these a little easier to meet, we've also increased the Quarters values of many locomotives.



The best engines also grant access to something called Full Steam Mode. Engaging this will grant your locomotive a large further boost to speed, but will also consume considerably more fuel and limit your manoeuvrability. NB crashing while in Full Steam Mode is not advised.

In general, Full Steam Mode should significantly speed travel along familiar routes. It is not recommended for ventures into the unknown, pirate dens, Cantankeri bases, tight corners or enclosed spaces.

The Albion-Eleutheria transit relay
This new quest will allow seasoned captains to leave their mark upon the sky. Assist an Insistent Surveyor in establishing a new transit relay that will directly link Albion to Eleutheria. Be warned: this is a costly, perilous, and demanding quest. But once the relay is completed it will be available to all future captains in your lineage.

The Chiropterous Hoarder
Recruit a winged horror of profound cunning and unreliable manners. Rumoured to have been one of the Masters of old London, this peddlar of immortality has fallen on hard times. Take it on a macabre journey to perfect a new method of prolonging life. Perhaps you might become friends on the way. Perhaps you might become more...

Bug reports and feedback
In this update, we're replacing our support email with a way to submit feedback directly from within the game. Pressing F8 will bring up a short feedback form. Sending this will submit it to our database, and automatically attach a screenshot, save file and game log.



Our hopes for this are that it will make it much easier to submit reports and also help us understand and fix issues more effectively. It was helpful to have an email during early access as fixing issues sometimes involved tweaks to people's save files, but now the game is very stable we think this will work better and of course, we'll continue to keep an eye on the forums for anything that can't be handled effectively this way.

Devilry
Have you discovered the Abstemious and Patchwork Devils, yet? Have you delivered them to a howling well? If so, you may be interested to learn that a 'Retired' Devil now needs a similar service. Completing his story will unlock a third and final revelation at the Well of the Wolf.

Additional patch notes

  • Scouts now insist on being fed the correct amount of Supplies, even if this means opening a new crate.
  • Tooltips for quest objectives are no longer indiscreet about potential plot developments.
  • Sounds no longer get out of step with their animations when interfaces are opened.
  • There is now a sound effect for arriving at transit relays.
  • Many locomotives now have higher Quarters.
  • The Agravain's base Hull has been increased.
  • Cramped Quarters are now available at St Dominic's Augmentations in London.
  • Engine Problems are now known as Mechanical Problems.
  • Heat now accrues and dissipates smoothly, rather than in steps.


Keep in touch
If you'd like to keep hearing from us, you can follow us here on Steam or on Twitter, or join us on Discord. And as always, thanks for playing!


[ 2019-09-12 17:49:08 CET ] [ Original post ]

Meet the PAX 10!

Were busy preparing for PAX West, which starts on Friday! We're hoping to see some of you there.

This will be our first major US event. Were honoured to be selected for the PAX 10, which is a showcase of the 10 best indie games of the year, as chosen by their mysterious panel of 50 industry experts.

Here is the whole PAX 10 for your perusal:


  • Wytchwood is a crafting adventure game set in a land of gothic fables and fairytales.




  • The Devil's Calculator is a new, non-profit math game for numberphiles and lovers of logic and brain teasers.



  • Heartbound is a non-traditional role-playing game about a boy, his dog, secrets, and sanity.




  • Final Assault is a WWII themed Action Strategy Game that capitalizes on the full power of Virtual Reality.



  • Epic Tavern is a fantasy-management-RPG where you rule the land from your Tavern.



  • Deleveled is a cooperative single-player puzzle-platformer with no jump button.




  • Deathbulge: Battle of the Bands is a role-playing game featuring musical themes with an affinity for the sick and righteous.




  • Boomerang Fu is a frantic physics fighting game with an adorable cast of food characters.




  • Plunge is a turn based rogue-lite set in a wacky medieval prison.





Were delighted to be showing in such weird, wild and wonderful company!

If youre coming to PAX, well be at booth 7314 on Level 6 of the WSCC. Well have a big picture of a train. Cant miss us.

The Skies are Yours,
Failbetter Games


[ 2019-08-27 19:04:23 CET ] [ Original post ]

The Horn update


Hello skyfarers! We've got a small update for you today, and news of the next one.

Here's what you can expect in today's update:


  • Several creatures and locomotives have gained new attacks, improved AI, or visual updates. Here's a quick look at the new, much more menacing Scrive-Spinsters:



    More details on the specific changes are in the patch notes below.

  • A horn for your locomotive. This has, bafflingly, been the second most requested feature since launch, and the number one source of creative gifts and submissions, including a chocolate train, an actual whistle, and a slideshow:



    The horn has no gameplay effects whatsoever, but we think it sounds quite nice. You're, umm, welcome.

  • More variety for agent encounters in Eleutheria, bringing it up to the standards of the game's other regions.

  • Many other fixes and improvements see the patch notes below for the full list.

We're also ready to announce the next major update: Hoarder.



Here's what to expect:

  • A new officer: the Chiropterous Hoarder! Recruit a winged horror of profound cunning and unreliable manners. Rumoured to have once been one of the Masters of old London, this peddlar of immortality has fallen on hard times. Take it on a macabre journey to perfect a new method of prolonging life. Perhaps you might become friends on the way. Perhaps you might become more...

  • Engine upgrades. Your locomotive will receive a new slot for engine equipment. When equipped and when you have enough crew members to take full advantage of a superior engine your locomotive will be able to travel faster, at a premium in fuel...

  • An opportunity to construct an additional transit relay. This will be a substantial undertaking, but once complete, it will provide captains with a quick and convenient route between two previously unconnected regions of the Skies.

  • Probably, various other features and improvements we're not ready to talk about just yet.

All being well, the Hoarder update will be with you in September. If you'd like to hear from us when it's out, you can follow us here on Steam or on Twitter, or join us on Discord. And as always, thanks for playing!

Patch notes for the Horn Update

  • Empyrean Outriders, Curators, Scrive Spinsters, Senior Scriveners and the Undeparted have had their movement and AI adjusted.
  • Scrive Spinsters and Senior Scriveners have new models and attacks.
  • The Empyrean Outrider no longer uses barrel bombs.
  • The Curator's scream attack is faster, but no longer arcs towards targets. Its close range attack has been replaced with an area-of-effect attack.
  • The Undeparted have a new attack.
  • Nearly 100 new ambient messages have been added and another 40 or so have been updated.
  • Blue Kingdom spawns have been adjusted for difficulty.
  • Some enemies in the Blue Kingdom have had their stats adjusted for balance reasons.
  • Active wells now exert gravity and damage engines that stray too close to their centre. A warning klaxon will sound if you are taking damage.
  • The Incautious Driver will no longer speak on approach to the Fragment's Refuge if they have been seconded somewhere.
  • Abandoned structures now have a chance of spawning Guest Dreadnoughts.
  • Vitrified Structures will sometimes now reward captains with Condemned Experiments.
  • Wrecks and Windswept Habitations now always display appropriate ambient messages.
  • The ambient messages for the Shadow of the Sun platform in The Blue Kingdom now appear in the appropriate location.
  • Several interaction prompts and messages on transient discoveries have been corrected.
  • Resurrectionists are no longer referred to as Grave Robbers.
  • Reach Marauders are no longer implausibly restrained when shot.
  • There are no more invisible rocks around Polmear and Plenty's.
  • The Empyrean Outrider's projectiles no longer shed hair.
  • It is no longer possible to sell more items than you possess.
  • Ratbite will now leave your engine at the end of her quest.
  • Dining with the Deathless will now properly unlock new bargains at the Most Serene Mausoleum.
  • The Ozymandias and the Orphean have now received the italics that were their due.
  • Unidentifiable Squirmings will now direct captains correctly to St Anthony's Lighthouse.
  • Captains may no longer visit the New Somerset Hunting Club if they have worn out their welcome in Port Avon.
  • Interlocutors at Regent's Tears will no longer shift identities in the middle of a conversation.
  • Several more quests are now marked complete in the journal when they should be.
  • The Collective Conclusion is now tracked under events, rather than as a quest.
  • The Researcher's Crusade is now tracked under Peculiarities rather than in the journal, since there is always something you can do for them.
  • The time before you can learn the outcome of your efforts when meeting the Researcher's requests is no longer affected by how many of them you complete.
  • A number of time delays that could be unreasonably long will now consistently last for 15 days.
  • You will no longer receive messages about changing areas.
  • There are now fewer extraneous full stops.


[ 2019-07-30 17:07:51 CET ] [ Original post ]

See you at PAX West!



We're delighted that Sunless Skies has been chosen as one of the ten best indie games of the year by the mysterious and influential PAX 10 panel!

It's a huge honour to be selected, and it means that we're able to make a rare US event appearance at PAX West in Seattle, from the 30th of August to the 2nd of September.

We'll have as many pin badges as we can cram into our suitcases. Will we see you there?


[ 2019-07-18 17:26:20 CET ] [ Original post ]

Vagabond Released


The Vagabond update for Sunless Skies has been released! The following additions and improvements await your captains:


  • A new officer, the Amiable Vagabond
  • New story content for three of the Wonders of the Skies
  • A new location in the mists of Worlebury: St Anthony's Lighthouse
  • New agents for players to encounter in the mid-game
  • Two new discoveries
  • Numerous smaller fixes and improvements, including adjustments to spawning rates in Albion, which should be a little less intense now

The Amiable Vagabond
Offer a commission to this gentleman of the skies (and no fixed abode), who will take you to the abandoned quarters of the sky. Experience a tale of fortunes lost, found, and lost again. Meet the 'skylarks': the community of ragged wanderers who rove the heavens, and help them find the way to the Sugarspun Garden - a place surely too good to be true...

Meet the Amiable Vagabond at Polmear and Plenty's, or sometimes in London. He's partial to a sky-story or two.

Wonders of the Skies and St Anthony's Lighthouse



Bold explorers will discover that several existing spectacles now have stories attached to them:

  • Climb to the bracing springs at the Regent's Tears in Traitor's Wood
  • Tarry among the gargantuan flower-fields of the Apoidean Gardens, deep in the Leadbeater & Stainrod Nature Reserve
  • Bear witness to the ceremonies at the Xanthous Moon on the outskirts of the Eagle's Empyrean

In addition, a brand new spectacle has been added to the skies! Skyfarers in search of respite may stop at St Anthony's Lighthouse, a gothic addition to the mists near Worlebury.

New agents
The Winchester War is hotting up. Upon visiting London, skyfarers will witness the inauguration of a new class of locomotive in the service of Her Majesty a development that the Tacketies are unlikely to allow to go unanswered. Meanwhile, in the depths of the Reach, a fungal menace is stirring.



Three new agents with unique challenges, behaviours, and stories will begin to appear in response to your explorations. We've designed these to add more interest, variety and challenge to encounters in the mid-game, when the player is sometimes revisiting previously explored locations in the Reach we hope you enjoy them!

New discoveries
In order to reward captains who have invested in assaying equipment, two new types of discovery have been sprinkled across the heavens: Celestial Ruins and Windswept Habitations.

Each has its own stories, and can host a variety of encounters. Excavate treasures from crumbling ruins that predate humanity! In Albion, seek refuge and plunder in long-abandoned homes and factories. Perhaps you'll even encounter a band of skylarks squatting there, eager to swap stories!

Other fixes and improvements

  • Tackety scouts have had their brandy rations rationed and should now be less of a menace to passing traffic.
  • When the workers of Brabazon drink your tea, this will now actually remove it from your possessions.
  • If you have the attention of the Burrower Below this will now be noted on your profile.
  • All the Winchester War event missions now appear in the journal.
  • Backing out of Jubilation Day should not now prevent you from accessing it again
  • Captains who learn the Third Rule of Piranesi will no longer easily forget it.
  • Tolerating the intrusions of the Thing on the Mantlepiece now increases Terror, as it naturally should.
  • If you order that a certain mirror be destroyed, you will no longer be able to dispatch expeditions through it.
  • Your scouts will now appropriately report Fungal Fragments as ghastly rather than grave.
  • Unlicensed charts will now be consumed at Faith's Fall.
  • Several backer labels have been corrected.
  • An unsuitable pronoun used to refer to the Energetic Mechanic has been corrected.
  • After selecting a facet, the character progression interface will now display the appropriate Past.
  • Various qualities will now appear in more suitable sections of the profile.
  • Various typos and content inconsistencies have been eliminated.
  • The Clockwork Sun is now hazardous to approach.
  • The Medea is now a little more manoeuvrable.
  • Weapon balancing:

    • The Uninvited, Blackjape, Jubilee and Saintfire weapons now do more damage.
    • The heat cost of the Golgonooza and the Uninvited has been reduced.
    • Range values for the Golgonooza, Blackjape and Saintfire have been adjusted.
    • Knockback values on the Tears of Astolat exotic weapon are somewhat calmer, though still considerable.



#loveindies



We're in the middle of this year's #loveindies campaign! This is a community celebration of indie games. Reviews mean so much to indie teams. If you have time to poke about in your Steam library and leave a couple of reviews for indie games you've enjoyed, you'll be making someone's day! (If one of them were Sunless Skies, it'd be ours.)

Follow development
We still have more improvements planned for Sunless Skies! Now Vagabond is out, we'll be shifting our focus to other areas of the game, including character progression, game balance, a range of quality of life improvements and journey times.

To keep hearing about development and updates, you can follow us here on Steam or on Twitter. You can also talk to other skyfarers on the Failbetter Games Discord.


[ 2019-06-12 18:01:27 CET ] [ Original post ]

Announcing Vagabond



Hello skyfarers! We're ready to announce the next major update to Sunless Skies the Vagabond update. This one will allow you to recruit a new officer: the Amiable Vagabond!

A gentleman of the skies (and no fixed abode) who will take you to the abandoned quarters of the sky. Experience a tale of fortunes lost, found, and lost again. Meet the 'skylarks': the community of ragged wanderers who rove the heavens, and help them find the way to the Sugarspun Garden - a place surely too good to be true...

The Vagabond update will also include:


  • Stories at more of the great Horrors and Wonders of the Skies, such as the Xanthous Moon and Regent's Tears
  • New agents and discoveries to encounter on your voyages
  • Something new in the mists of Worlebury...

It will be released next month, on 12th June.

After this update, we'll switch focus from events and encounters during journeys. Some of the things we plan to look at are character progression (particularly in the mid and late game), UI, survival and journey times.

To keep hearing about Sunless Skies development and updates, follow us here on Steam or on Twitter. You can also talk to other skyfarers on the Failbetter Games Discord.


[ 2019-05-10 16:44:54 CET ] [ Original post ]

#loveindies returns in June!



We're delighted to bring you another #loveindies celebration!

#loveindies is a chance for players and developers of indie games to share their favourites with one another, discover some new games to play, and raise up games which deserve more attention.

This year it'll be two weeks long, from the 3rd to the 14th of June in response to the excitement over last year's event. We've also introduced the #loveindies Review Hour, a global push to leave as many reviews on indie games as we can in one hour!

#loveindies is open to all. Here's full participation guide. Feel free to share it with friends, your favourite streamers, or indie developers who might benefit from getting involved.

Thank you as always for your support of our games and those of our fellow indies. It means the world.

As ever, your friends,
Failbetter Games


[ 2019-05-07 16:18:13 CET ] [ Original post ]

LudoNarraCon is coming!


We're honoured to be taking part in the first ever LudoNarraCon!

LudoNarraCon is a digital convention celebrating narrative video games, taking place right here on Steam. All the fun of discovering new games without the barriers of access to a physical event!

From 10th to 13th May, developers from across the world will showcase their work in a celebration of interesting and innovative narrative games. This felt like a great idea to us, and we're so pleased to be selected to take part.

We'll be showcasing Sunless Skies with a special pre-recorded stream, featuring interviews with Chris Gardiner (Narrative Director) and Paul Arendt (Art Director). If you want to catch the recording, it's on Tuesday 7th May at 1630 BST, with the incredible Callofcthulhu on Twitch!

You can join in by watching the event live from 10am PT on the dedicated Steam landing page, and by checking out the live streams on the individual games' pages, starting at 11am PT.

Thank you to indie game label Fellow Traveller for inviting us to take part!


[ 2019-05-02 16:58:18 CET ] [ Original post ]

Wayfarer Released


The Wayfarer major update for Sunless Skies is now available! Here are the key features:

  • A completely reworked Albion
  • Many new story events for the gods of the sky
  • Officer secondments
  • New story content for spectacles
  • Consequences for some attacks outside of battle
  • Petrichor, the food of the Dead
  • Balancing adjustments to Terror and Crew recruitment
  • Many small fixes and improvements (see the patch notes for details)

Albion

We've fully reworked the game's second region, Albion. It's now significantly smaller than before, while still being a lot more open than the Reach. We've also worked to make the possible encounters more varied.

We hope these changes will make it more interesting and enjoyable to explore and traverse please let us know your thoughts! We may do further work on encounter variety in Albion and other regions, especially if people feel it makes a difference.

Our artists have also been working hard on the look and atmosphere:




You can learn more about the Albion rework in our last Steam update.

Gods of the Sky

In the Wayfarer update, the capricious gods of the sky will tease, torment, and occasionally reward skyfarers.

New story events will fire while you are traversing the heavens, granting opportunities to earn the gods' attention or their wrath. Once the gods have noticed you, further more perilous events may occur.



Manage your crew's superstitions. Deal with a frost-fingered visitor. Negotiate with the Whisperwinds. At all costs, do not call at the Empty House.

Officer secondments

A number of your officers have found new ways to be helpful. If you can bear to part with them, establish them at a port and let them make themselves useful. Perhaps they will establish an exclusive salon, or a handy workshop!

You will have to do without their counsel in the meantime, of course, but officers on secondment may be able to furnish you with story items, advantages at port, or new Prospects and Bargains.



In this update the Inconvenient Aunt, Incautious Driver, Repentant Devil, Felined Eccentric, Captivating Princess, and Fatalistic Signalman all have secondment opportunities. Talk to them to learn more.

Spectacles

The heavens are replete with wonders and horrors. Originally, skyfarers could only marvel at them, and thrill or lament at their effects on your crew's Terror.

But now, a number of spectacles can be interacted with. Come! Approach! Disembark and explore some of the skies' most enigmatic mysteries. Visit the last vestiges of the Kingdom of Hours. Join the dead in their observances. Excavate the corpse of the Silent Saint.

Here is the full list:
  • The War of Fossils
  • The Grave of the Silent Saint
  • The Rotting Celestial Behemoth
  • Skyhenge
  • The Avid Horizon
  • The Horologion

Let us know what you think if people like them, we may add more!

Critical damage

Sometimes, attacks will do more than just damage your hull. They may now trigger story events shortly after the battle. Perhaps you will suffer damage to your engines, or find an unexploded shell lodged in your plating!

Fortunately, you can repair critical damage at each region's central station. Usually, repairing your engine's hull will sort it out, but some damage may require more dedicated treatment.

Petrichor, the food of the dead

Ports in the Blue Kingdom no longer sell Supplies. Instead, they sell Petrichor, the same spun-sugar delicacies on which the dead subsist. Living captains and their crew may consume petrichor with what we are assured are only trivial side-effects.

Survival balance adjustments

We've been listening to people talk about their experiences and watching streams, and we've come to the conclusion that the balancing for some of the survival mechanics is currently not creating the best experience for most players.

These mechanics both have very important roles to play in shaping the experience, and we feel it's important to get the balance right. For this update, we've made some adjustments: somewhat increasing the rate at which Terror goes up, slightly reducing the amount of Terror removed when returning to a hub or discovering new ports, and reducing the number of Crew available at hub ports.

We think these changes might be controversial, and we're not certain yet we've got the numbers quite right. We considered putting these particular changes on an opt-in branch so we could watch people play and gather feedback, but we were concerned that might result in misleading feedback since we might disproportionately hear from particularly skilled players.

So we decided it would be better to include it in the main Wayfarer update. It's possible we'll make further adjustments in smaller updates before the next major one. And it's likely we'll make further changes in future for instance, to provide more potential solutions for captains struggling to maintain more than a skeleton crew, or to rebalance easily exploitable methods for managing Terror.

As always, we'd love to hear what you think, especially once you've spent a few hours with the update please let us know on the forums.

Follow development

We're still not done improving the game. We'll be ready to talk about the next major update in a few weeks, after we've had time to read and discuss your thoughts on Wayfarer.

To keep hearing about Sunless Skies development and updates, follow us here on Steam or on Twitter. You can also talk to other skyfarers on the Failbetter Games Discord.


[ 2019-04-09 18:13:37 CET ] [ Original post ]

Announcing Wayfarer


Last month, we announced we were working on the first of several major updates to Sunless Skies, with a focus on providing more to see and do during voyages.

We're now ready to talk more about that release: it will be called the Wayfarer Update, and it will be available on 9th April. It will contain a major rework of Albion, as well as many narrative additions see below for more details!

Albion
For this update, we've completely reworked the map of Albion, with three main aims:

1) Improving the general look and atmosphere of the region. A few screenshots...

Near the Mausoleum:



London:



The Avid Horizon:



2) Adding more terrain to make navigation and combat more interesting. Albion will still be much more open than the Reach, except in a small number of locations like the Ormswald. For comparison, here's a diagram of Traitor's Wood from when we were designing it:


And here's one of the new areas in Albion (the coloured patches and letters in these images are related to agent and discovery spawning):



3) Creating more variety in the creatures, locomotives and discoveries players can encounter on any given journey. Right now, many areas of the game can be quite predictable in terms of what you'll find there. We're hoping that introducing more variation will improve the experience when visiting areas you've already explored; if it does, we'll do more of this in the other regions, as well. Please let us know what you think once you've played the update!

High Wilderness stories

We'll also be adding many more narrative encounters that can take place during voyages, including most (and hopefully all, but we can't promise that just yet) of the following:


  • Many new ways to encounter the gods of the skies, draw their attention or their ire, and benefit or suffer from it.
  • Suffering the attacks of certain foes may now have a variety of delayed consequences. In particular, caution when engaging Guests is now advised.
  • It will now be possible to more closely investigate several of the greatest wonders and horrors of the skies when your travels bring you near them.
  • Sometimes, you will be able to deploy your officers to pursue shore-side opportunities these will be focused around Albion for now, but we'll add more if you enjoy them!

Finally, to stay up to date on what we're doing:


[ 2019-03-27 19:18:13 CET ] [ Original post ]

Patch Notes (8th March 2019)



Hello, delicious skyfarers!

Today we have another patch with a range of narrative and tech improvements and fixes. Meanwhile, we're still hard at work on our first major post-launch update, which will be focused on adding more variety and depth to the experience while travelling between ports.

We'll be ready to talk about the update's specific features and story additions a bit later this month. To be notified as soon as that happens, follow us here on Steam or @failbettergames on Twitter.

Narrative fixes


  • The Heart-Catchers will now assist a captain whose death has been prophecied only once. After all, one foretelling of doom is happenstance; two seems like attention-seeking.
  • The Repentant Devil's quest will now be correctly marked as completed in the event that he remains aboard your engine.
  • Captains who drop off the Repentant Devil somewhere in Sky Barnet will now be able to reunite with him at the same location.
  • The Truth ambition no longer directs captains to _Low_ Barnet.
  • The Price of Charity now removes rather Visions of the Heavens instead of giving them.
  • Captains may no longer infinitely renew their acquaintance with the Blind Bruiser.
  • The Dismal Chamberlain will no longer attend funerals when his personal circumstances preclude it.
  • Your journal will no longer incite you to export Sapling-Knots or Verdant Encouragement from the Nature Reserve if they can no longer be procured there.
  • Hybras may now always be put to new purpose even if your captain died after finding it abandoned. (If this affected your game, selecting any branch on the Hybras Deserted storylet will put things right.)
  • Dying at a certain point in the Fatalistic Signalman's story will no longer prevent future captains from pursuing it.
  • It is no longer possible to get something for nothing when experimenting with alchemy in the Shapeling Vats.
  • Captains who stand for Parliament in Worlebury-juxta-Mare will no longer be thrown out of the port afterwards.
  • The Deathless will no longer set impossible deadlines when asking you to smuggle Starshine.
  • After completing the Amenable Host's quest, future captains will now still be able to interact with him at Magdalene's (unless he has in fact gone somewhere else).
  • Captains will now have permanent backstage access to Magdalene's so long as one captain in their lineage has discovered the Amenable Host's identity.
  • Getting caught with contraband at Albion will no longer result in instant transportation to a relay.
  • Captains who pay the Chrysanthemum Price will no longer receive a sudden windfall of Visions of the Heavens.
  • The Illusive Forged Companion's magic show will now leave an appropriate impression upon your crew.
  • A chorus of devils for the Well of the Wolf may now be gathered only once per legacy activity.
  • Only spider-sweepers may sweep the well.
  • There should be fewer printing errors in the Song of the Sky.
  • As usual, many typos have been corrected.


Other fixes

  • Segments should now always spawn correctly when entered.
  • Linux users will now see their own captain's avatar instead of the default one.
  • Randomly generating an avatar will now correctly select a random brow.
  • Must events will no longer delay other must events from firing.
  • Branch previews will no longer include rogue quotation marks.
  • Branch previews now display a single sentence rather than the entirety of the branch text.
  • Selecting branches with difficulty challenges will no longer cause the result text to draw downwards before snapping to the top of the storylet interface.
  • Speaking to officers or closing the storylet panel when outside of ports will no longer result in a The Sky area interface.
  • Players will no longer see a blank Leadbeater and Stainrod storylet before branches load.
  • The bank button is now greyed out at ports where it is unavailable.
  • The bazaar is no longer available at most platforms.
  • Bazaar item tooltips are now formatted correctly.
  • Equipped items for which you no longer meet the requirements are now clearly marked on the hold panel.
  • Blast damage is now displayed on mine and rocket tooltips.
  • The armour tooltip now displays your base hull instead of your current hull.
  • Tooltips will no longer run over the edge of the screen.
  • Tooltips on the character progression screen now show correct quality values.
  • It is no longer possible for equipment icons to become stuck on the screen.
  • Locomotive names will no longer overlap on the hold interface when inheriting a Spatchcock.
  • Hull and Crew will no longer overflow on the hold interface when the font size is set to large.
  • Quest icons are now aligned correctly in the quality result text.
  • The Something Dark chart icon in Eleutheria is now replaced with something more specific once the player draws close to them.
  • Investigating Curator's Eggs, Bully's Acres and Wrecks may now sometimes reveal enemies.
  • Discoveries that have been fully exploited will no longer be marked on the chart again if you voyage close to them.
  • Homesteads now display the appropriate animation after interaction.
  • Discoveries will now never spawn on top of each other.
  • Agents will now never spawn underneath discoveries.
  • Damage visuals are now removed from agents if their health recovers.
  • Scouts no longer discover platforms in the Blue Kingdom when traversing the Reach. (Unfortunately, a consequence of this fix is that players who have actually visited platforms in the Blue Kingdom will now need to rediscover them; until then, they won't show up on the chart.)
  • Discovery icons on the chart will now always be the correct size when zooming out.
  • Scouts now have additional messages.
  • Mining sky-rocks in Eleutheria will no longer result in messages implying that the player is in the Reach.
  • The Blue Kingdom chart is now correctly aligned in relation to the player.
  • Players will now see the loading screen when using transit relays, rather the region's skybox.
  • When loading a save, the title screen artwork no longer fades back in before transitioning to the loading screen.


[ 2019-03-08 18:26:27 CET ] [ Original post ]

Post-launch patch: 50+ fixes

Hello! This week we have another patch with more than 50 fixes. Among other things, we've resolved various UI issues and controller annoyances, and also reduced the number of accidental spiders, which we're told is a good thing. The full change list is included below.

We're currently working on a major update that will be out in the next month or two, as we announced earlier in the week; and we'll also be releasing further patches with fixes and other improvements in the interim.

Failbetter

Bug fixes


  • The close button on the bazaar interface is now aligned correctly.
  • The denominator is now visible in the bazaar and shop interfaces on 4k monitors.
  • Direction tokens now display correctly in tooltips and quality results.
  • The hinterlands of Lustrum hold many hazards, but invisible rocks near Salom's Fall are no longer among them.
  • The bazaar interface will now correctly display cargo capacity after the player fulfils a prospect.
  • The tutorial hint for reaching maximum hold capacity now fires when it should.
  • A level up indicator is once again displayed on the captain's portrait when they are ready to select a new facet.
  • Closing the centre panel will no longer cause the game to freeze temporarily after loading a save.
  • Having a stat above 100 no longer prevents captains from using locomotive equipment.
  • Dodging will no longer cause the player to take damage when attempted at the exact moment the locomotive overheats.
  • The engineyard interface now updates when cargo is jettisoned.
  • Qualities you no longer possess are now not displayed on the possessions and profile panels, instead of being displayed with a level of zero.
  • Scrolling now works properly on the chart interface when using a 4k monitor and at the outskirts of a region.
  • The opening animation will no longer repeat if you die before character creation.
  • The Horror icon has been removed from the Well of Wonders.
  • Titania's special prospects now provide more suitable rewards.
  • Area names no longer overflow the area list on centre panels.
  • Movement instructions at the beginning of the game now mention cruise control.
  • The escape key once again closes the options menu while on the title screen.



Controller fixes

  • Controller prompts no longer appear on interfaces when no gamepad is connected.
  • There is now an appropriately located controller prompt for re-opening the centre panel while docked.
  • Focus is now maintained on the tutorial interface.
  • Tooltips are now displayed on the character progression interface.
  • A feedback message is now given when attempting to equip officers and items while not docked.
  • Trying to equip an item without meeting its stat requirements now results in appropriate feedback.
  • Locomotive slot highlighting for equipped items is now clearer.
  • It is now possible to cancel out of equipping an item.
  • Interacting with interfaces after closing the chart will no longer sometimes cause your scout to set forth.
  • Closing side panels will no longer remove focus from a centre panel.
  • It is now possible to jettison items more than once while outside of ports.
  • Pressing B within story branches to view branch requirements no longer closes the centre panel.



Content fixes

  • The Clay Conductor's storyline may now always be completed, even if it requires him to be forthright about his feelings.
  • The Heart-Catchers will now charge for their services.
  • A Spider-Sweeper may now always sweep the well, as is proper.
  • Skilled captains may no longer rinse the occupants of Langley Hall for their money via repeated games of cards.
  • Captains will no longer accidentally stumble upon spiders at Langley Hall. Let it be known that Langley Hall is almost certainly not inhabited by spiders.
  • The Unseen Queen will now reliably acknowledge your victory over a foe in a clocktower.
  • Delivering the Sequencer's care package to Worlebury-juxta-Mare will no longer trigger an incongruous opportunity to deliver it to London.
  • If you didn't share a moment with the Eccentric before completing her storyline, you may now do so.
  • Sabotaging the activities of the Parsimonious Chairman will now conclude properly and result in a suitable reward.
  • Temporarily backing out of a certain act when pursuing the Truth ambition will no longer make it impossible to complete.
  • If Lord Rochester invites you to race to Titania, he will now actually turn up.
  • The New Street Line story now provides more accurate directions as to the location of someone you need to meet.
  • Captains who come down with a High Wilderness ailment will now always receive the one they should receive, and no other.
  • It is no longer possible to impose statis on Hybras by dying at a certain point in the port's storyline. (If this has affected your game, performing any action at Hybras will resolve the problem.)
  • Backing out of your own funeral will no longer forever bar you from receiving funerary rites.
  • Rubbery Passengers will now only board your locomotive if you meet the requirements to convey them to their destination.
  • A certain canine mascot will now wreak havoc a little less often, but also select the target of its affection with more determination.
  • Defeating the final champion in a certain hidden ambition will now cause your journal to be updated correctly.
  • Viewing the contents of a supply cache without actually taking any will no longer make you a debtor in the eyes of the Burrower Below and your crew.
  • Returning to the Wreck of the Boatman will now never result in incongruous messages.
  • The correct number of Experimental Modifications will now be deducted when acquiring a bathysphere.
  • Successful mushroom foraging at Hybras will no longer give your captain food poisoning.
  • Cricket matches are now a little less soothing.
  • As usual, many typos have been laid to rest.


[ 2019-02-15 22:23:15 CET ] [ Original post ]

The Sunless Skies launch, and future plans

Its been a couple of weeks now since we released Sunless Skies, and were really happy with how the launch has gone.

This is, by some way, the best critical reception one of our games has ever had. Sunless Skies has been called Failbetters finest hour by PC Gamer, Terrifying and exhilarating by PCGamesN, Essential by Eurogamer and A triumph by Gamespot. And at the time of writing we're at 87 on Metacritic, putting us right below a few little known games in their 2019 rankings called, umm, Slay the Spire, Apex Legends, and Resident Evil 2? Needless to say, were intensely grateful and delighted.

Thank you to everyone who played Sunless Skies during Early Access: it couldnt have become what it is without you.

Sunless Skies is doing very well for us commercially, too. Far better than we needed it to do. We occasionally receive sympathetic enquiries about our financial health from the community; to be clear about that, we're in a very good position, and now we're really looking forward to spending several months further extending and improving Sunless Skies.

Update Plans

In the next couple of months, well be releasing at least one major update, with a focus on filling out the game with more to see and do while travelling, including more narrative choice and consequence and, of course, unusual ways to die.

We're not ready to say more about the details just yet, but we think you'll like what we have planned. Well be working on more updates with other areas of focus after this as well, with plenty of new stories, gameplay features and other improvements.

And naturally, we'll continue patching the game to fix bugs and improve performance. Weve already released three patches last week with more than 80 fixes and improvements; were working on another that should be ready in the next two or three days.

Thank you again, for everything. We couldn't have done any of this without your enthusiasm, your feedback, and your support.

The skies are yours,

Failbetter Games


[ 2019-02-12 16:02:00 CET ] [ Original post ]

Another post-launch patch: ~40 fixes

Just in time for the weekend, we have another 40 or so fixes, including an optimisation that should greatly improve performance in the storylet interface.

We'll release at least one more patch next week, and we're expecting to say a little about our future plans then as well. In the meantime, thank you again for your enthusiasm, patience and support!

The Sky is Yours,

Failbetter Games

Patch notes

  • Captains who run out of Fuel will now immediately notice and have an opportunity to take action, instead of remaining oblivious for several in-game days.
  • Must events at Brabazon and Polmear and Plenty's will no longer commingle surreally with shop inventories.
  • Terror cues are now attached to the SFX slider and can be muted.
  • The Ambient SFX volume no longer resets when launching the game.
  • Weapons will now fire while the cursor is over the heat bar.
  • Rockets and the Wrath of Heaven will no longer fire when clicking on HUD elements.
  • Gamepad controls are no longer present on screen when first loading a save file.
  • The bank interface will now update when equipping hold items.
  • The performance of the storylet panel has been greatly improved, particularly when a lot of text has been logged.
  • Quality requirement tooltips now display on the prospects.
  • Pending prospects for which you no longer meet the hand-in requirements now correctly display the image for the cargo they require.
  • Scroll arrows are now present on the character progression screen on 4K monitors.
  • Tooltips are no longer cut off on 4K monitors.
  • The number of Sovereigns displayed on the hold panel will now update immediately when items are bought or sold.
  • A captain who successfully escapes Eaters of the Dead will no longer be endlessly haunted by the sound of their jaws.
  • Agents that have just become hostile will no longer linger after death.
  • Port tooltips will no longer stop the locomotive from moving once the chart is closed.
  • Centre and side panel tooltips will no longer trigger when viewing the chart.
  • Locomotive movement will no longer become locked when opening the chart while in motion.
  • You can no longer interact with officers while the chart is open.
  • It is no longer possible to get stuck on the legacy screen when scrolling through the details of your inheritance.
  • Transferring items to the bank when you only have a single item in the hold now functions as intended.
  • Focus is now maintained on the Delete Save File confirmation window.
  • Focus is maintained on the character progression screen after passing on a legacy.
  • Focus is maintained on the hold after jettisoning items.
  • It is now always possible to navigate between all facets during character progression.
  • The option to sell Villainy Affiliation items to the Gentlemen will now appear correctly.
  • The Gentlemen will no longer offer you prospects with impossible deadlines.
  • The Tea for the Eagle's Empyrean prospect now grants a Moment of Inspiration, rather than setting Moments of Inspiration to one.
  • Dying while in possession of a Ravelling Jack will no longer prevent your next captain from buying one. However, the Royal Horological Office will only return half the deposit when you return a Jack to them.
  • When leaving the presence of the Pansekretis, if you were already in possession of your liver you will no longer have an additional liver inserted into you.
  • Completing the Truth ambition now unlocks a new facet: a Terrible Secret to plague your legacy.
  • The Corruption in the Court can now be completed: the Ombudsman will await captains at the Forge of Souls.
  • It is no longer possible to become trapped in the Trials of the Dead, however narratively appropriate that might be.
  • The Initiate of Carillon quest is now correctly tagged as complete when it is completed.
  • Captains may now commission the Orator's statue at Titania.
  • You may now return to the tour of Brabazon from the back streets if you have enough time.
  • Hunting for the Verdance is now more challenging, and may require searching some additional locations.
  • Some minor inconsistencies in the Long Passage storyline have been resolved.
  • The Repentant Devil no longer lies about his qualifications when seeking employment.


[ 2019-02-08 19:03:02 CET ] [ Original post ]

Another patch: ~10 controller fixes

Hello! We have a small patch today with a dozen more fixes, mostly for controller issues. These were planned for Thursday's patch. We were able to complete and test them today, though, and hope they will make the experience significantly better for controller users. So we're releasing them ahead of time.

Thanks again for your support we'll be back with another patch later in the week!

- Failbetter

Patch notes

  • Scrolling with the R-Stick now works correctly on all panels. For now, shops and engineyards still require use of the L-Stick; the view will scroll automatically to selected items.
  • Bargains can now be selected when there are pending prospects.
  • The Menu Focus hotkeys are now disabled if a UI element is already selected.
  • Shops now display LB/RB tips.
  • We've added XInput Support.
  • Locomotive navigation is now disabled when side panel icons are selected.
  • On the officer panel, equipping or unequipping an officer no longer causes the selection highlight to jump back to your First Officers.
  • There is no longer a delay when switching from a centre panel to the status side panel.
  • Jettisoning items will no longer trigger an exception that impairs the functionality of the X button.
  • Large weapons can now be equipped to large weapon slots.
  • Port tooltips on the chart now display correctly on screens with all aspect ratios,and not just 16:9.
  • Changing the resolution no longer causes the port tooltip trigger on the chart to become misaligned.


[ 2019-02-05 20:17:16 CET ] [ Original post ]

First post-launch update: 30+ bugs fixed

Hello skyfarers!

We've been delighted and, honestly, a little overwhelmed by your response to the launch of Sunless Skies. Thank you to everyone who has been playing the game, sharing your enthusiasm or reporting issues!

Our priority right now is to fix the bugs that made it into the launch release. We've just released our first post-launch update, with over 30 fixes for a range of issues, including various controller bugs.

We've also fixed every content bug that required affected players to send us their save files. With one exception, if any of these were affecting you, all should now be well.

The exception: unfortunately, if your captains Mirrors was reduced by taking the oath of silence on the Thief-Oath past, well still need to edit your save to fix it please contact us at skies@failbettergames.com. Well repair it and get it back to you as soon as we can.

Also, if youre having controller issues that arent in the patch notes and played the backer build or an early access build, its likely youve been affected by a key binding issue. Were aiming to include a proper fix for this in the next patch. For now, please try this workaround: go to Options > Controls and select Restore Defaults with your controller enabled.

We'll release another patch with more fixes later this week probably on Thursday evening GMT.

Bug Fixes


  • Players no longer need a permit to travel from the Blue Kingdom back to the Reach anyone dying and passing on a legacy in the Blue Kingdom will now be able to return.
  • All players will now be able to travel to the Reach.
  • Weve fixed another Winchester War bug involving an invisible branch storylet. We think it was the last one, but if you do see one of these, please send your save file to skies@failbettergames.com. The issue is weird but harmless; if you do see it, just click that invisible branch and all will be well.
  • The oath of silence option for the Thief-Oath past now increases Mirrors by three, as intended, instead of setting it to three. (If your character has been affected by this, please send your save file to skies@failbettergames.com; well repair it and get it back to you as soon as we can.)
  • Players stuck in the Song of the Sky after playing the backer build should now be free of it.
  • You can now move down officer interface and select officers using gamepads even when when you have no officers of a particular type.
  • The screen will no longer shake after closing a facet selected from the second screen while using a gamepad.
  • The highlight in the Hold now selects items correctly when there are more that two rows of items and the player is using a gamepad.
  • Using a controller to cycle quickly through interface panels will no longer cause the wrong footer buttons to be displayed on the officer and hold panels.
  • The area list will no longer remain open when selecting story areas using a gamepad.
  • Gamepad users can now select port tooltips on the chart in order to see details about exports and fuel/supplies.
  • Abandoned Structures in Albion now give out Condemned Experiments correctly.
  • Bazaar selling visibility now works correctly on 4k monitors.
  • The Undeparted now depart on death, instead of clinging tenuously to existence.
  • Weve temporarily removed absurdly overpowered Guests wearing the shells of Dreadnoughts. (They slipped in by accident; well restore them in a future update when theyre finished.)
  • Two branches of The Truth ambition no longer have mismatched requirements.
  • Fixed mismatched text and requirements at Sweet Jane's Counting House.
  • Removed duplication of branches on the Island of Unflowers.
  • Fixed a repeatable experience grind on the Reunited with an Old Friend Storylet.
  • We have fixed a text bug in the Mausoleum where you'd see plain Deathless due to level description values being incorrect.
  • We fixed an issue where if you played the final branches of one route through The Truth in a particular order, you'd be locked out of completing it.
  • You can no longer repeatedly drop off a Settler once they've died and youve decided to return them to Port Prosper you have to just take them back to Port Prosper.
  • You now lose a Vision of the Heavens when using one to distract the caretaker during the Navigator's quest, as intended.
  • You can now pick up Crew at Sky Barnet every 15 in-game days.
  • The Sovereign requirement for funding Titania can no longer be negative.
  • When searching for a Magician for the Navigator, you can no longer search over and over until you achieve success.
  • When Facing Judgement, Captains with a very specific combination of soul flaws, terror and inspiration will no longer get stuck.
  • You can now receive Mr Menagerie's Seal after hearing his final story, without needing to have heard all the others .
  • You can now repair your hull after killing a Scorn Fluke.
  • If you are pursuing the Truth, you can no longer lock yourself out of becoming close to the Calendar Council.
  • The Amberley Murgatroyd story can now be continued even if he was banished before finding Clay Men for the Clay Conductor on Achlys.
  • Sundry typos have been fixed.


Updates

  • You can now reopen a ports storylet without having to undock and redock.


The 10k Challenge

Thank you to everyone who took part in our 10k Challenge, either by streaming Sunless Skies or by watching!

We haven't finished calculating how long Sunless Skies was streamed for, but we've already confirmed it was far higher than 10 000 minutes. That means we'll be donating the full 10k to SpecialEffect!


Thanks again for all your support and enthusiasm we're looking forward to continuing to support and improve the game.

Failbetter


[ 2019-02-04 21:07:24 CET ] [ Original post ]

Sunless Skies is out now!


Today, a day shy of two years since our Kickstarter launched, were pleased as punch to release the finished version of SUNLESS SKIES. Thank you for your support thus far, and for coming with us on the journey to the High Wilderness.

The Blue Kingdom arrives

A stoker sings: "The wind doth blow today, my love, and a few small drops of rain. I never had but one true love, and in cold grave she was lain."


The Blue Kingdom. SUNLESS SKIES final region; the domain of the dead. Wiithout giving too much away, you can expect:


  • Four new Stations and three Platforms.
  • Three new agents; Spirifer Engines, Eaters of the Dead, and the Logoi
  • New transient discoveries: Blittering Rocks, Vaults, Enclaves of the Dead and Convictions of the Sapphire'd King
  • New persistent discovery; the White Well and wonder spectacle; the Sun Monument
  • Blue Kingdom Prospects and Bargains


Also in this update:

Tutorial Tips: We have added tutorial hints which will pop up in a window when triggered. You can disable and reset them from the main menu.

Adjustable difficulty settings: Available at every new save game and upon a captains death.

New Ambitions: The final two Ambitions are in place, bringing our total up to four. Truth is an ambition you can select similarly to Wealth or Fame, and theres one other which will be hidden to your first captain: The Martyr-Kings Cup.

New Facets for your captains past.

New Officers: Recruit and discovering the stories of the Felined Eccentric, Forged Companion and Fortunate Navigator. The Clay Conductor can also now be recruited and his storyline completed.

Achievements: Achievements have been implemented. We wish you luck completing them all!

Read the full patch notes on our forums, and if you find an issue, heres How to Report a Bug.

Live Stream on Steam

Streamer, zailor and now skyfarer FuzzyFreaks is streaming Sunless Skies live on the steam store page for launch!



Look out for her there over the weekend, introducing new players to our game, and say hello from us!

The Sunless Skies OST




The soundtrack is now available on Steam, GOG, Bandcamp, iTunes, Amazon and Google Play.


Limited Edition Merch: The Failbetter Games Collectors Badge Set and Presentation Box

In celebration of Sunless Skies launch, we have worked with our utterly fantastic merchandise partner Gametee to create this limited edition badge set.



This collectors edition comprises a trio of antiqued gold butterfly clasped badges in a black velveteen presentation box gold hot-foil embossed with a coin of Empire.

Inspired by turn of the century Art Nouveau, each pin represents a Failbetter game: The Exceptional Hat from Fallen London, The Lonely Buoy from Sunless Sea and The Last Lamppost from Sunless Skies.

They are available from Gametee, and they can ship internationally!

Launch Excitement!



Right now, streamers all over the world are playing SUNLESS SKIES to help us raise up to 10,000 for SpecialEffect. Search the tag #sunlessskies10k to find a streamer and cheer them on!

Thank you, again. Well see you in the High Wilderness.

We remain, your friends,
Failbetter Games


[ 2019-01-31 19:02:40 CET ] [ Original post ]

Patch Notes - Blue Kingdom- 1.1.9.5.08b4e1b8 (31 Jan 2019)

Build Version: Blue Kingdom update. 1.1.9.5.08b4e1b8
Release Date: 31/01/2019
Known Issues



Greetings Skyfarers.

After 520 days in Early Access, Sunless Skies has finally set sail and launched into the (High) Wilderness! A huge thank you to everyone who joined us on that journey, provided feedback and sent bug reports to us.

Below is a summary of whats included in the launch update. Our final features are in and so are a tonne of bug fixes. We still have a number of outstanding issues to fix but well be putting out patches with various fixes over the coming weeks. As always, check out the Known Issues page first before reporting bugs directly to us at skies@failbettergames.com (not on the forums please, we dont man them 24/7 and can miss them).

Whats New

The High Wilderness Final Region
The Blue Kingdom is here! To access the final region seek out the Blue Kingdom Transit Relay located in the New Winchester segment. Permits will set you back 500 Sovereigns and a Ministry-Stamped Permit. Once you have one youll need Otherwordly Artefacts or Barrels of Hours for first and second class travel respectively.

N.B. if you created a save file before launch and you have died and passed on a legacy to a new captain you may be missing a particular quality needed to get into the Blue Kingdom. Send us your save files and well sort you out.

Just like with the other Regions were keen for you to explore the Blue Kingdom yourselves and we dont want to give too much away, but in brief the Blue Kingdom contains:


  • Four new Stations and three Platforms.
  • Three new agents; Spirifer Engines, Eaters of the Dead, and the Logoi (three variants).
  • New transient discoveries: Glittering Rocks, Vaults, Enclaves of the Dead and Convictions of the Sapphire'd King.
  • New persistent discovery; the White Well and Wonder spectacle; the Sun Monument.
  • Blue Kingdom Prospects and Bargains.



Tutorial Tips
We have added tutorial hints which will pop up in a window when triggered. You can disable and reset them from the main menu.


Adjustable difficulty settings
Weve added our difficulty settings which can be chosen when you first create a new save game. Youll also be able to adjust your difficulty settings when you die and pass on a legacy to a new captain.

The difficulty settings are:

  • Aiming Assistance - determines how many player weapons arc towards targets and how aggressively they do so.
  • Enemy Projectile Speed - determines the speed of enemy bullets making them easier to dodge.
  • Supply Consumption - determines how long Fuel and Supplies last.



New Ambitions
The final two Ambitions are in place, bringing our total up to four. Like the existing Fame and Wealth ambitions, you will be able to choose The Truth from the character creation screen. However the fourth ambition, The Martyr-Kings Cup, will only be available after completing a particular quest, so it is only something you will see once unlocked and after passing on a legacy.


New Facets
Weve added the rest of the Facets so you can continue to level up your Captain.


New Officers
The rest of the Officers have arrived. Have fun recruiting and discovering the stories of the Felined Eccentric, Forged Companion and Fortunate Navigator. The Clay Conductor storyline can also now be completed.


Chart
The Chart has been reworked to bring it in line with the aesthetics of our UI redesign.


Achievements
Achievements have been implemented in Steam and GOG. We wish you luck completing them all Sky Captains.

N.B. We are aware that some players who played throughout Early Access may see the wrong Achievement incrementing when docking at ports (e.g. the achievement tells you youve docked at a Blue Kingdom port when you dock at a Reach port). Please send us your save files so we can resolve the issue.


Updates

  • Weve introduced a Texture Quality toggle in the graphics options - if you have issues going through Transit Relays, please try it with Texture Quality set to Low.
  • Weve introduced a UI Transparency Toggle in the graphics options to help MacOS users who are seeing completely transparent interfaces.
  • More agents have been introduced throughout the High Wilderness: Albion Marauders, Star-Seared Explorers and Resurrectionists (Grave Robbers!)
  • Weve added letterboxing, so now you can select a non 16:9 resolution and play at full screen without the UI stretching.
  • The Date has now been added to the HUD.
  • Mme. Lumire's have been removed from New Winchester. Instead, there are new Storylets at a number of ports which allow you to trade story items for sovereigns and Experience.
  • Locomotive prices have been adjusted. Their buy and sell price remain the same - they dont depreciate in value - this is a deliberate decision.
  • Tier 2, 3, and 4 equipment prices have been adjusted.
  • Additional advice about smuggling can now be accessed from the Blind Bruiser.
  • The SFX have been divided correctly between the ambient and environmental sliders.
  • Keyboard control prompts have been added to the Opening Game Experience.
  • You no longer need the Assaying quality to harvest Stacks in Eleutheria.
  • Labels are now a standard size throughout all regions.
  • Bull Cantankeri now have their own loot Storylet.
  • The Cantankeri loot Storylet now has more options.
  • Candlewind and Storm that Speaks now appear in Albion.
  • Storm that Speaks has been removed from the Reach.



Known Issues
As mentioned above there are a number of outstanding issues to fix but well be putting out patches with various fixes over the coming weeks. Please see our Known Issues page for the full list, but there are some notable issues listed below.

As always, if you find a bug that's not on the Known Issues page you can help us by sending a quick Bug Report (please dont post bugs on the forums, we dont man them 24/7 and they can easily be missed).


  • If you experience a hang or a crash at Transit Relays please set your Texture Quality to Low and try again. If you experience the same issue after doing this, please send us your output log and your machine specs (N.B. we will be continuing to improve performance and loading after launch to address this problem)
  • If your controller is not detected, please deselect Xbox / Playstation Configuration Support from Steams Controller Settings
  • If you experience transparent interfaces that make it hard to read text on MacOS, please turn the transparency off in the graphics menu.
  • You will now be moved to New Winchester when abandoning the tutorial on a new save file - this is a temporary solution to prevent players spawning inside terrain after character creation - we will revert this once we have an elegant fix.
  • Some players are experiencing issues with Steam Controllers - we will be looking at this shortly after launch.
  • Controllers are not currently detected when using Steam Link - we are looking into a solution for this.
  • If you created a save file during Early Access and you have died and passed on a legacy to a new captain you may be missing a particular quality needed to get into the Blue Kingdom. Send us your save files and well sort you out.
  • If you played the KickStarter Backer build released on 28th January, and have experienced any of the following issues the send us your save files so we can repair them.

    • The Fortunes: Tacketies quality overflow
    • Getting trapped inside a Storylet when advancing the Song in the Sky ambition
    • Issues with the Black Box seen on the death of your first captain
    • We are aware that some players who played throughout Early Access may see the wrong Achievement incrementing when docking at ports (e.g. the achievement tells you youve docked at a Blue Kingdom port when you dock at a Reach port). Please send us your save files so we can resolve the issue.




Bug Fixes

  • Remapped controls will no longer reset each time the game is launched.
  • The Wrath crescent will no longer become stuck on the screen.
  • Weve made a fix to the Smuggling Storylets that fire when travelling through Transit Relays.
  • Quitting the game during Must Events will no longer stop the player accessing the content when they reload.
  • Prospect titles are no longer cut off in Bazaar interface.
  • Weve enlarged the font on final character creation screen to improve legibility.
  • Text is no longer cut off at the top of the character creation screen.
  • Weve fixed an issue which stopped chart assets from being removed each time the chart was opened and closed which lead to a performance drain.
  • The Bazaar now has the same scroll bar as the other interfaces.
  • The avatar is no longer affected by resolution.
  • SFX for auras/AoE attacks are now in place.
  • Equipment once again stacks in the bank.
  • We've fixed the lag seen when adding and removing items from the bank.
  • Your Nightmare level as indicated on the HUD resets when passing on a legacy.
  • We've removed the second Transit Relay from the chart in the Hybras segment.
  • All remaining interfaces have been updated.
  • We've adjusted the way Nightmare are displayed in Storylets.
  • Mr Menagerie's Last Voyage is now marked as complete in the Journal when he settles at New Winchester.
  • The Transit Relay exit audio no longer repeats on arrival to a new region.
  • We've removed the level cap which was preventing players from equipping items when their main stats went over 100.
  • The Date now pauses when docked.
  • Fuel now updates on the HUD if the scout is deployed whilst in dock.
  • You can now interact with the Storm-that-Speaks more than once without having to leave and re-enter the segment.
  • Cruise Control now breaks a player out of docking clamps.
  • We've fixed a number of typos in Ambient messages.
  • Weve reworked Transit Relay docks, you can now break out of them using forward thrust or R to undock.
  • You can no longer shoot your way out of Transit Relays.
  • We've fixed the issue where Storylet scroll bars intermittently cut out.
  • The Winchester War now works correctly.
  • Continue and Load are now greyed out on the title screen if you have no save files.
  • Clicking on the area button on the Storylet interface no longer causes the area list to appear and disappear immediately.
  • Weve fixed an exception that fired when entering the halo effect of weather in the Reach.
  • Terror feedback is once again present on the HUD.
  • Your headlight no longer passes under collidable terrain in New Winchester.
  • The Battered signal box in Lustrum now has an actual signal box asset and a label.
  • The strength of the candlewind has been reduced.
  • The interaction area on the Storm-that-Speaks has been widened.
  • Ambient messages and player locomotives will no longer appear underneath amber chunks.
  • Text no longer overflows the legacy screen interface.
  • Weve changed the quality requirement messages at the Mausoleum so they are clearer.
  • The SFX for the Headlight toggle is now in place on all locomotives.
  • Highlights on the Control menu are now brighter so you can see what is selected when using a gamepad.
  • Players will no longer get trapped inside an endless Must Event during the Wreck of the Boatman quest.
  • The chart now accurately reflects the Brabazon and Mausoleum segments.
  • Weve fixed an exploit that made it more efficient to strafe across the High Wilderness than to use forward thrust.


Controller Specific Fixes

  • We fixed an issue that caused players to become trapped in Storylets after opening side panels during Must Events.
  • We fixed an issue that prevented the selection of the area list after opening the engine yard.
  • You can now scroll down the Bazaar interface.
  • You can now select a second prospect after claiming the first without having to redraw the interface.
  • The headlight no longer switches off when closing the Chart or a Must Event.
  • The focus will now remain on the Hold after jettisoning or equipping items, or cancelling prospects.
  • You can now successfully pass on a legacy.
  • You can now successfully complete ambitions.
  • The Chart legend can now be toggled correctly.
  • You can now zoom in and out of the Chart on gamepads.
  • Facet icons no longer shake when they are selected with gamepads.
  • HUD icons can no longer be selected when the control menu is open in-game.
  • The footer panel on the engine yard is now aligned correctly.
  • We fixed an issue that prevented tooltips from displaying if a controller was disabled in-game.
  • We fixed an issue that caused focus to be redirected to the central panel after equipping items.
  • You can now toggle quality requirements in the Bazaar and in Storylets
  • Texture Quality on the graphics menu can now be toggled using gamepads
  • Moving over to a side panel and back again from the engine yard no longer prevents you from purchasing locomotives.
  • You can no longer travel with the Engine Problems interface open
  • We fixed an issue that caused loss of focus on the Officer panel when equipping them after speaking to them.
  • The focus will remain on the Officer panel when equipping Officers after interacting with them.
  • We fixed an issue that caused item tooltips in the Hold to be displayed instead of those on bazaar interface.



Fixes from the KickStarter Backer Build

  • The Fortunes: Tacketies quality will no longer overflow
  • Weve fixed an issue with the Song in the Sky ambition which prevented players from progressing (if youve been affected by this, please send us your save files so we can tweak the necessary qualities)
  • Weve sorted an issue with the Black Box seen on the death of your first captain (if youve been affected by this, please send us your save files so we can tweak the necessary qualities)
  • Weve fixed two Blue Kingdom events which left players trapped in Storylets
  • Weve made some adjustments to the credits and in-game backer labels
  • You'll no longer see your old avatar superimposed over your new one when passing on a legacy


[ 2019-01-31 19:00:13 CET ] [ Original post ]

SUNLESS SKIES will release in one week!



Watch the launch trailer on YouTube

We hope you are as excited for the full release as we are! We'll be going live at 1800 GMT on 31st January with the launch update, which includes The Blue Kingdom region and a host of fixes, updates and stories.




At the same time, the SUNLESS SKIES 10k Challenge goes live! We're donating 1 to SpecialEffect for every minute of SUNLESS SKIES streamed in the 24 hours after launch.

Find a streamer who is taking part by searching twitter for #sunlessskies10k. We hope you'll show them support and help us raise some much-needed funds for a great cause!

Until next Thursday, we remain your friends,

Failbetter Games


[ 2019-01-24 17:20:30 CET ] [ Original post ]

COMMANDER

The Failbetter office is slowly winding down for the holidaysour last little revitalising break before LAUNCH(!)but before we snarf many a minced pie heres our exciting COMMANDER update!

This release features:


  • a huge new UI update
  • all remaining player weapons
  • updated docking mechanics
  • and SMUGGLING
    [/list[

    IMPORTANT NOTE: Please remember to we're no longer supporting save files older than the SURVIVAL build so please check this info thread for instructions

    Youll also notice weve upgraded the SUNLESS SKIES branding with a fancy new logo and delicious hero art! This has been an industrious journey and on the part of Paul, Tobias, John, Haley and Hannah who combined their art, design and marketing powers on this one.



    SUNLESS SKIES will launch on 31 JANUARY 2019. Were almost there! Thank you in advance to all our amazing backers and community members whove helped us along the way. In this final stretch we really appreciate any shares or word of mouth recommendations. Wishlisting the game will help us on this last push to launch!

    And if youre looking to be part of all our launch activities, your best bet is to join our Discord, where well be sharing plenty of tantalisingly secret things on the run up to the big day.


    Improved UI



    After our revamp of the Character Creation screens, the Reach update and throughout the evolution of the games branding, we felt that the UI within the game no longer matched SUNLESS SKIES general aesthetic. And we wanted to improve the experience of reading our stories, which is after all a core part of the game experience.



    Our artist Tobias is behind this beautiful update to our user interface and HUD. If youre keen to learn more about our sources for inspiration, Tobias is writing up a design blog all about his UI work! After designing an entire new framework he worked closely with our programmers Barry and Liam to implement it in the game.



    Its no small feat to get the new UI working for the mouse and keyboard controls, and syncing it up to work with game controllers added an extra layer of difficulty. Well be continuing to tweak and finesse the control functionality through till launch, so if you experience any weirdness, please check out our How to Report a Bug page.



    If youre interested in a little tour of the new UI, check out our stream from last week.

    All Remaining Player Weapons

    There are two new types of player weapon available in shops: mines and rockets. Mines detonate when anythingplayer included, so watch outenters their proximity zone. Rockets can be detonated remotely by a second press of the fire button.



    There are two versions of each new weapon type. The rockets are the Portsmouth House 'Albertine Candle' and the Portsmouth House 'Her Renewed Majesty's Jubilee, while the mines are the Wit & Vinegar 'Sneeze-Lurker', Wit & Vinegar 'Zounderkite'.

    There are also several powerful new exotic weapons hidden within the game. We cant wait until you find them

    Updated Docking

    As much as we enjoy watching all the dastardly ways players attempt to dock, we've added some improved functionality.

    You'll now need to use the 'R' command to officially dock at a port. This will then steer your locomotive into the appropriate position and open the port's info panel.



    New Content

    Our writers have been simultaneously working on Blue Kingdom content as well as weaving together and finalising stories across all four regions of the High Wilderness.

    Included in that was quite a bit of officer work including the Clay Conductor and two upcoming Blue Kingdom officers; the Forged Companion and Felined Eccentric.

    The Wealth ambition received some final adjustments and you can now retire in Eleutheria! Our Narrative Director Chris Gardiner has been furiously typing away at the last ambition, entitled The Stars are Dyingwhich will be available at launch.

    Smuggling

    Were sure a few of you have been waiting very earnestly for this one! This was one of our stretch goals on the Kickstarter for SUNLESS SKIES and were excited to offer MORE opportunities for nefarious deeds in the High Wilderness.

    Those wishing to earn a bit of extra cash will have to season their captains first, as Smuggling won't be available until mid-game. To begin a dangerous pirate lifestyle, keep your eye out for the Gloomy Middleman in London. Beginning this quest will lead you to a familiar face who'll be more than happy to teach you the ropes.

    If your captain has Villainy 3+ or Veils 40+, you maybe be approached by the Gloomy Middleman directly. Or, if you've found and turned in contraband, you can look into smuggling yourself.



    Once unlocked, items considered Contraband will appear in one shop per region across the Reach, Albion and Eleutheria, and will require you to pay attention to Prospects to make a profit.

    With Smuggling comes a new type of equipment for your locomotiveHidden Compartments. Use these to stow away any unsavory Contraband in case Customs comes sniffing around.

    STREAMS



    Tonight at 16:00 GMT FuzzyFreaks will be diving into the High Wilderness to explore the COMMANDER build! Join her for chats with a few of our developers like Tobias and Barry, as well as general hijinx and shenanigans.



    We've also announced our SUNLESS SKIES 10K STREAM CHALLENGE, a charity event for streamers and their communities.

    Were going to donate 1 to gamer charity SpecialEffect per minute of SUNLESS SKIES streamed in the first 24 hours after launch!

    The maximum donation will be 10,000 hence the 10k challenge! Thats about 166 hours of streamed content packed into a day think we can do it?

    Streamers who'd like to get involved can check out the streamer pack, which is full instructions and all of the information and resources youll need to take part.
    We hope youll join in, help us get the word out about SUNLESS SKIES and support an incredible charity at the same time!

    Festive Fallen London

    This time of year our free browser game, Fallen London, is full of festive (and not at all frightening) cheer. Rejoice in a special Advent reward each day until Christmas, send Christmas cards to friends or enemies, or uncover what all this bloody lacre is all about this holiday season.

    And on this very day, a new festive premium story by Cass Khaw will become available for purchase in Fallen London. The Ceremony is a festive tale of rubbery romance.

    Winter Sales



    Our games are made for long winter nights. This winterval enjoy Sunless Sea and Sunless Skies, which will be on sale across all our platforms!

    Sunless Sea: Zubmariner Edition is currently 40% off in North America.

    And both Sunless Sea, Zubmariner and Sunless Skies are currently on sale on GOG.

    Stay tuned for more sales as the holidays approach, and well see you in January!

    Fervent wishes for festive joy to you and all of yours,
    Your friends,
    Failbetter Games


[ 2018-12-19 15:18:43 CET ] [ Original post ]

Patch Notes - Commander - 1.1.7.4.f187636 (19 Dec 2018)

Build Version: Commander update. 1.1.7.4.f187636
Release Date: 19/12/2018
Known Issues



Greetings Skyfarers. This is our last Early Access update before launch in January. We're now entering a busy period of polish and bug fixing in the run up to launch. There are several things you can do to help us between now and the big day.


  • Wishlist the game to help us get noticed
  • Keep an eye on our social media channels for updates. Weve got a lot of different things for you to get involved in leading up to the big day
  • If youre currently playing then please consider leaving a review. We want honest, constructive feedback, and of course revisiting your review once we leave Early Access is always helpful
  • Continue to be patient with us. There are a lot of outstanding bugs and we need to knuckle down now and fix these before launch
  • If you find a bug, please take time to read the Known Issues list before sending a report in to us (this will be fully updated by the end of the day). We don't list every single bug in game for multiple reasons, but the vast majority of issues you may encounter are listed. Responding to tickets about known bugs is a huge drain on the resources of our small team. Similarly, please take the time to read the Bug Reporting page so you know what information to include in your reports.


Finally, a massive thank you to all our Early Access players who have helped us with feedback and bugs, especially those who do read the Known Issues and Bug Reporting pages. Special shout outs to those who have been tireless in their typo hunting efforts too. You know who you are.


IMPORTANT INFORMATION - PLEASE READ!
Before we delve into the details of new features, there are a couple of important things we need our player base to be aware of:


  • A small feature has been introduced to the build ahead of its scheduled time. The Tower of Chimes Wonder is now interactable (like Regents Grave), but the content for it is not ready just yet. If you pass over it then youll see an interface pop up warning you that you are not eligible for the event. Unfortunately this will lock up your UI, but there is a workaround. Simply dock at a Station and play through any branch to unlock the UI.
  • After using a Transit Relay, you now have to press R to undock yourself before you can move away. At the moment this is not very intuitive as the prompt will say Interact. The same applies if you close the Storylet after interacting with a Transit Relay and deciding to remain in your current region. While Transit Relays look like regular docks, they actually function differently. We had to make some recent changes in order to take account of the new docking mechanics, but we need more time to implement a proper solution to the Transit Relays.
  • There are quite a lot of outstanding minor interface bugs, and a large number related to controller support. Redesigning the UI was a massive undertaking. While it might look like we just moved things around and made them look pretty, theres actually a lot of functionality changes under the hood. Weve caught a huge amount of game breaking issues that resulted from the rework, but the sheer volume of new issues has meant that a lot have had to be pushed back into the polish phase that we are now entering. If experiencing bugs frustrates you then we encourage you to either defer playing until launch or to stick to mouse controls for now.
  • We highly recommend restoring default controls from the Options menu. This will allow you to get the latest changes to the controls (which dont update automatically with each new build), particularly for controllers. If you then wish to alter them to your previous/preferred settings you can do so.


Now for the new stuff


Whats New

Complete UI redesign
Our user interface has been completely reworked and it's not just a visual change, there are some pretty big functional changes too which we will details below.

Storylets

  • Were famous for our writing, so our stories need to be easy to read and the main focus on the screen. Because of this Storylets now open in the centre panel.
  • Within Storylets, the branch results remain on the page and scroll upwards before revealing the next set of choices available to you. This will allow you to look back on the decisions you've made and their outcomes.
  • Locked branches are more easy to spot with their muted titles and quality requirement icons.
  • The port index UI which displayed on the right of the screen when docking is now incorporated into the Storylet panel - mouse over the Storylet ambience artwork and the list will appear - you can switch between Stories and Shops and then select a relevant area to explore.
  • While you can still grab and drag the Storylet interface with the mouse in order to navigate up and down, weve also added proper scroll bars which are much wider and easier to select.


Side Panels

  • The icons for the side panels have moved to the right of the screen and the interfaces themselves now open on the right. When opened at the same time as a centre panel, they bump it over to the left slightly.
  • You can no longer open two side panels at the same time as there is no functional need for this. The panels are easy to flick between using the icons or the arrows at the top of the panel.
  • The Hold interface has been split in two, you can switch between the Hold and your Possessions via the buttons at the top of this panel. Collectively they make up your Inventory.
  • Sovereigns are now shown in the Hold rather than the Possessions (they are also shown on shop and bazaar interfaces).
  • The functionality of all other sidebar panels (Profile, Journal, Officers) remains the same.
  • You can now drag equipment into slots on your locomotive.
  • Goods now stack in the Hold.


Engine yards

  • Engine yards have had a makeover to make the information they contain easier to process. All locomotive stats, including slot details, are now listed along with details of how your current stats will be affected if you trade in.


Banks

  • The bank interface now shows your Hold inventory and your bank storage side by side.
  • Equipment no longer stacks in the bank, but this is a temporary solution to problems encountered with the redesign and will be reverted on launch.


Bazaar

  • The bazaar remains mostly unchanged though prospects no longer disappear immediately after they are claimed.
  • The bazaar interface now shows the number of days until prospects or bargains renew at a particular Station.


Shops

  • If you have unlocked the Bank, you can now purchase items from shops directly into your bank storage. You can also sell items directly from your bank too.
  • You can now purchase different types of items from shops at the same time.
  • You can no longer purchase more items than have room for in your Hold from shops.


HUD

  • The Officer and Survival HUD have been jazzed up, along with the heat bar and side panel bar.
  • The Terror bar on the Survival HUD no longer indicates varying rates of Terror gain. This will be fixed for launch.
  • Weapons do not fire when the cursor is over the an interface, including the heat bar. Keep this in mind if your weapons appear not to work (an exception are the rockets and the Wrath of Heaven which will be fixed in the next update).


Graphics settings

  • Now the final UI is in place we have made the decision to support a 16:9 aspect ratio only, so now the only resolutions available in game are those that support 16:9. We understand some players will be disappointed we are not supporting 5:4, 4:3, 3:2 etc, but we need to maintain a consistent look and experience over all our interfaces which we simply couldnt do across varying aspect ratios. If your monitor does not support resolutions with a 16:9 aspect ratio then you'll need to play in windowed mode, rather than full screen to avoid issues with the UI. Alternatively, change the settings on your graphics cards to allow scaling. This will add black bars to the game but will allow you to enjoy it in full screen mode.
  • For the same reason, weve removed the option to scale the UI independently. It now scales automatically with your resolution.
  • 4k monitors are now supported.
  • Weve removed the option to adjust Font size independently via a sliding scale. Instead we now offer two font size options Standard and Large. We are aware of several places where the font either does not scale or it overflows interfaces on set to Large. We are working to resolve all cases where this occurs in time for launch.


Other UI changes

  • New title screen.
  • New loading screen.
  • The Death and Legacy screen have been spruced up.


Whats not been updated
Implementing the new UI was a much bigger job than we had anticipated so we had to descope the interface updates for the Commander release. Heres a list of things that weve not updated.

  • Character Creation.
  • Character Progression.
  • The Chart.
  • Various buttons such as those on the jettison interface.
  • The Date is still not present on any of the interfaces - be patient, its coming.



Docking Rework
Docking is no longer automatic but activated by a prompt [R] - you will need to ensure your steering is good and you come in at the right angle. Once activated your locomotive will be pulled in and the Stations Storylet will open automatically.

The port index UI which previously displayed on the right of the screen when docking is now incorporated into the Storylet panel - mouse over the Storylet ambience artwork and the list will appear - you can switch between Stories and Shops and then select a relevant area to explore.

Closing the Stations slet will not undock you, you need to press R again to undock (or W to move forward and break the docking clamps). If you accidentally close the slet but want to access it again, you will need to undock and redock. This is not particularly user friendly at the moment and we have plans to alter this in future.

While Agents can still enter docks at the moment, if you kill them while they are in dock their loot drops are now accessible. Agents will also zero their wrath once you are docked, meaning no more death at Stations.


Smuggling
Speak to the Gloomy Middleman at London to begin a quest to unlock Smuggling. This is mid game content and youll either need Veils at 40 or Villainy at 3 to access it.

Once the quest is complete youll be able to start smuggling contraband between regions by picking up special smuggling prospects at select Stations and Platforms. While you can have a maximum of four regular prospects, you can only have up to two smuggling prospects on the go. These take up regular prospect slots in your Hold, so while you can have a combination of regular and smuggling, you can only take on a total of four prospects at any one time.

Contraband can be sourced from smuggling shops found at the same Stations and Platforms where you obtain smuggling prospects, and occasionally from Agent loot drops. The new contraband items are:

  • Firkin of Red Honey (produced in the Reach).
  • Hogshead of Starshine (sourced in Eleutheria).
  • Trunk of Illicit Literature (acquired in Albion).


Selling a contraband item from the region from which it is sourced will result in a substantial loss of Sovereigns. Selling them in other regions will result in a small profit, but prospects are where the real money is to be made.

Each unit of contraband you carry increases a quality called Contraband (found in the Possessions interface under Smuggling) and takes up hold space. Stashing them openly in your Hold makes them rather easy to spot by customs, who will promptly confiscate them. However, equipment is available to help with this.

There are now seven pieces of locomotive equipment in game (some new, some existing) which grant the Hidden Compartments quality. When you have this quality a new bar will appear on your Hold underneath the Hold capacity bar. This quality does not increase your maximum Hold space, but it does provide secret places in which to stash your illegal goods. If your Contraband quality is higher than your Hidden Compartments quality then you are more likely to have items seized by the Revenue Man. If Contraband is lower than Hidden Compartments then your captain may be particularly savvy at finding ways to sneak things through customs.

Be warned, smuggling can be a very dangerous business. If you are caught by customs one too many times you will be arrested, and smuggling trials often have fatal consequences for unlucky Sky Captains.


New Weapons
The last of the weapons have finally arrived; rockets, mines and exotics.

Mines
Mines are explosive charges that you can deploy behind your locomotive. Wit & Vinegar manufacture two variants, the Sneeze-Lurker and the Zounderkite.

Both mines have slight arcing abilities and will detonate when they collide with something or when something enters their proximity zone, including you, so be careful when deploying them. Mines deal both collision and blast damage so really pack a punch.

Rockets
Portsmouth House have created two rockets, the Albertine Candle and Her Renewed Majestys Jubilee. Both are large weapons which can only be equipped to large armament slots on certain ships (Parsival, Agravain, Altani, Moloch, Medea).

Once deployed you can either let the rockets reach their destination, or set the them off early by pressing the fire button again. Like the mines, the rockets deal blast and collision damage and the Jubilee also arcs towards enemies.

Exotics
Exotic weapons are obtained from rare loot drops of specific agents. All but the Mangonel are large weapons so will need to be fitted to a large armament slot. The exotic weapons are:

  • Reclaimed Marauder Mangonel - obtained from Reach Marauders.
  • The Uninvited - acquired from The Guests.
  • The Tears of Astolat - found by defeating Deranged Dreadnoughts.
  • The Wrath of Heaven - sourced from Scorn Flukes.


Details of tier, slot and quality requirements for all weapons and equipment can now be found on their tooltips. Weapon tooltips also detail damage, range and heat values. Rockets, mines and The Wrath of Heaven all deal blast damage on top of collision damage, however this is not yet reflected on their tooltips.


Updates

  • The Phlegmatic Researchers quest at Leadbeater and Stainrod have been reworked and now offer higher rewards.
  • Goods (and Contraband) now stack in the Hold.
  • Item weights are now shown on tooltips.
  • Several pieces of locomotive equipment have moved to different shops.
  • The Golgonooza and Saintfire are now large weapons.
  • There are two new pieces of equipment: Concealed Cavities and Hidden Hold. Both grant the Hidden Compartments which aid smuggling.
  • The Pluto Miniature Law-Furnace, Wit & Vinegar Hewing & Sawing Device, Armoire of Mr Gray, Expansive Wardrobe and Contentable Cabins now grant Hidden Compartments, but have also had their other stats adjusted to compensate. You may find your Quarters or Hold slightly lower the next time you log in.
  • Armoire of Mr Gray and the Expansive Wardrobe have been renamed to Mechanical Turk and Cabinet of Curiosities respectively.



Known Issues
As mentioned above there are a lot of outstanding bugs in this build related to the new features, particularly those related to controller support. Please see our Known Issues page for the full list.

As always, if you find a bug that's not on the Known Issues page then send us a quick Bug Report.


Bug Fixes

  • You now lose Crew on a narrow success of Deranged Dreadnought loot Storylet rather than gain it.
  • The Crown & Misery Pneumatic Mining Array now has the correct colour icon for its tier.
  • All branch results at the Albion-Reach Transit Relay now move you to the Reach.
  • The Main Menu no longer displays over the top of the Facet UI.
  • The Main Menu can no longer be accessed while the loading screen is displayed.
  • You can no longer hear engine strafe/turn noises when pressing A, D, Q or E in dock.
  • The camera no longer snaps to the centre of the screen when starting a new game or passing on a legacy.
  • You will no longer see erroneous text when moving between shops.
  • Highlighting is now consistent across all side bar interfaces.
  • The auto-docking sequence now completes before Must Events fire.
  • Quality quantity numbers are now consistent throughout all interfaces.
  • The minus sign next to Sovereigns in the Bazaar interface no longer changes to a plus sign when purchasing Bargains.
  • We fixed an issue where the text in Journal could become misaligned when expanding and contracting the Journal entries.
  • The navigation panels will no longer become stuck in the middle of the screen.
  • Terror gained in Storylets now displays on the HUD immediately.
  • We've fixed an issue with blurry text on the Storylet panel.
  • The Storylet ambience will no longer remain on screen when returning to the title screen.
  • The Port index UI no longer remains on screen when exiting a dock.
  • We have the fixed the graphical flickering on interfaces seen when changing the UI scale. If you see any further instances of this then please send us a report and let us know the resolution you are using.
  • Hull is once again updated immediately on the HUD when making repairs via Storylets.
  • The Spatchcock, Parzival and Altani now have correct resale values.
  • Backspace now allows your to delete characters when naming your captain or your locomotive.
  • The Graphics menu now remembers the resolution you have the game set to.
  • The jettison interface can no longer appear over the top of the Chart.
  • The main menu can no longer be brought up on the character creation screen.
  • We've added a confirmation dialog when deleting save games from the Title Screen.
  • You can no longer fire weapons when the Moment of Reflection screen is open after passing in a legacy.
  • Weve corrected more typos and grammatical errors in our content - thank you to those who continue to help us.


[ 2018-12-19 15:18:14 CET ] [ Original post ]

SURVIVAL update, less than 3 months until launch!

Welcome, skyfarer!

The nights are drawing in, and Team FBG are drawing the blinds and lighting our candles for the last push to complete SUNLESS SKIES. Todays update and the Commander update on the 19th of December are the last ones before we launch, on 31st January.

In this release weve got a new opening experience for you, a revamp of New Winchester, and the remaining Survival elements. Also a note about save games - please read closely to avoid disappointment!

Start at the very beginning

Something we especially hoped to improve on from SUNLESS SEA was the abrupt nature of the games opening, which contributed to a lot of players feeling lost and confused (not in a fun way), and giving up on the game before it even got started.

In SUNLESS SKIES, you now begin with a morsel of story and a lightly tutorial opening. It will hopefully ease you into the game, introduce elements at a reasonable pace and in an appropriate order, and provide some key context for the setting. (The full tutorial with tips will follow in the launch build; we have to create it last, when everything else is in place.)

You still start in the New Winchester segment, but now your initial position is explained by the opening story: youve just emerged from the Blue Kingdom's transit relay, and your current captain is dying as a result of what happened there.



New New Winchester

The New Winchester segment is the same size as before, but the city of New Winchester itself is now much bigger it sprawls across most of the segment, and Company House and Victory Hall now have their own platforms, where you can turn in port reports.



A thousand deaths in the skies

The occasional injuries, the infections, the endless arguments over whose turn it is to do the dishes: in isolation these things are insignificant.

What happens in the skies, when youve lost crew but your engine hungers and your nightmares worsen? Probably nothing good.


Weve introduced a host of difficult decisions for your Captains. The crew are lax, exhausted. Would extra rations bolster them - if you can spare some? Or should you crack the whip, use fear to get things running as they should? Repair your ailing engine yourself?



These choices will appear periodically when your Crew is less than the Safe Manning Number for your locomotive (check this under Possessions > Your Train).

Save files

From the Commander release onwards, we will not support saves from any versions of the game older than the Survival release.

Play with the Survival build at least once - before 19 December, when Commander is released - to ensure save compatibility at launch!

We recommend you start a new save so you can check out the opening and various updated stories.

Note: we hoped to have player weapons in this release, but weve had to move them. You can expect rocket launchers, mines and some very special, unique weapons that can be claimed from your enemies. Sorry to keep you waiting: theyll be worth it!

For the full patch notes, check the Failbetter forums or the Steam forums for Sunless Skies.

SKYFARER



Did you see that we released a companion pen and paper RPG for SUNLESS SKIES? Its called SKYFARER, and its free, and reports are that people are enjoying it very much! (It also works well as a system for SUNLESS SEA, were told.)

Download the SKYFARER book, story supplement and digital character sheet

Theres a Sky Story competition to win fabulous prizes including a deluxe SKYFARER set which comes with custom Correspondence tokens. Simply tweet us a story from one of your play sessions. Here are all of the details, and terms, etc on the FBG blog.

JOIN OUR STREAM

Well be going live with @kjr_kisuke for the launch at 4pm GMT! Come and take a look at the new game opening and see what awaits in New New Winchester!

Follow kjr_kisuke on Twitch to be notified when we go live.


[ 2018-11-07 12:32:32 CET ] [ Original post ]

Patch Notes - Survival - 1.1.6.2.e8412a5 (7 Nov 2018)


Build Version: Survival update. 1.1.6.2.e8412a5
Release Date: 07/11/2018
Known Issues


Whats New

New Winchester Redesign
In order to bring it up to the standards of the recent Reach redesign, the central New Winchester segment has had a fresh lick of paint. Along with the visual changes, weve tidied up the storylet options at Wolvesey Station and also removed the Victory Hall and Company House areas. They are now available at separate Platforms where you can dock and hand in your port reports.


New Opening Game Experience
Now when starting a new game the players initial position (which is still in the New Winchester segment) is explained by an opening story. The player will emerge from the Blue Kingdom Transit Relay, their captain dying, on a mission to get to New Winchester Station.

Part of this narrative will be conveyed via storylets, and part of it will be shown via ambient messages in game. The story will continue once you dock at New Winchester and its at that point that a new player will go through the Character Creation screen. In future updates the opening narrative that begins at New Winchester will continue in Albion and the Blue Kingdom.

We highly recommend starting a new game with this build so that you can experience the updates and for additional reasons that shall be explained below.

The Opening Game Experience is not totally complete, some things need to wait until the launch build, so there are a few things to note about it. Please do not report these as bugs:


  • The loading screen text on a new game is not displayed for very long - we will be extending the time so it can be read without having to rush
  • In a future update we shall be adding tutorial tips which will explain controls and mechanics as you progress through the opening sequence and the early game - these need to wait until closer to launch when all features are locked down
  • You need to shoot your way through the barrier at the end of the opening game area before you can reach New Winchester, in a future build this will be made clear with the use of said tutorial tips
  • Its possible to come away from the wreck of the Ozymandias without a Scout. This is a player choice and it is signposted via the pink instructional text, this is not a bug. We will be adding other ways to acquire a Diffident Bat in a future update (other than from Mr Menagerie)
  • If we have time we may tweak the opening sequence so you are shunted from the relay, or so it starts with you inside with the doors opening to reveal your locomotive - this is yet to be decided
  • The chart in the starting area is slightly different before character creation, i.e. there is a gap in the terrain of the opening area on the chart - this is deliberate



Survival changes
In the previous build we introduced new survival content triggered by high Terror and also low Fuel. In this build weve added an additional survival complication; your Crew. The low Crew storylets will fire periodically when your Crew is less than the Safe Manning Number for your locomotive. This value can be found in the Possessions interface under the Your Train section.

Having low or even zero Crew will not kill you outright, but many things can go wrong when you dont enough staff to operate a locomotive, things that will impact your other survival qualities. Engines may fall into disrepair causing Hull damage. Accidents may cause loss of fuel, supplies and even the death of yet another crewmember, filling the survivors with Terror. Best to make sure you keep your locomotive fully manned.


Terror reduction
Now, when you discover a new port your crew will be flooded with relief and Terror will be reduced by 20 points. This will only happen the very first time a captain comes across a new port. Subsequent visits are a been there, done that sort of affair.

Players with existing save games will be able to take advantage of this new feature the next time they load the game and visit already discovered ports. Enjoy the little exploit while it lasts as its the only time youll ever see it.


Save File Support
As mentioned, we highly recommend you start a new save file in this build. Not only will this allow you to go through the Opening Game Experience but youll also gain access to a lot of new content, as well as old storylines which have been heavily tweaked (such as those at Traitors Wood and Polmear & Plentys Inconceivable Circus).

Once we release the Commander update (in December) we will no longer be supporting save files older than those created in this build, the Survival build (1.1.6.2.e8412a5). If you do wish to keep your existing save game however, then all youll need to do is make sure you load the save file up and save it in the Survival build.

We do appreciate that a number of you have already sunk many hours into your current captain and may feel reluctant to start a brand new game. The whole purpose of Early Access has been to give us feedback and to help us find issues, and throughout that time there have been a number of bugs and content changes that might have left your qualities in unusual states. Weve always done our best to manually fix save files for affected players when they report issues to us, but now that we are coming closer to launch we will be unable to do so for old save games and we recommend you start anew.


Updates

  • Victory Hall and Company house are now Platforms within the New Winchester segment.
  • The quest at Polmear & Plentys Inconceivable Circus has been reworked.
  • Weve made several updates to the chart:

  • Regions are no longer in view of each other, instead you need to transition between them using the cycler.
  • Weve restricted the maximum zoom level.
  • The legend cycler works correctly in both directions.




Bug Fixes

  • Weve addressed some performance issues around agents engaged in combat.
  • Players will no longer take damage when flying over the bullet colliders of rapid fire weapons before they despawn.
  • Players will no longer get stuck in the Traitors Wood storylet.
  • The Isambard line signal boxes now set qualities correctly on interaction, allowing players to complete the Fatalistic Signalman's storyline.
  • Crew, Hull and Terror are now capped correctly.
  • Vessel and backer names will now display correctly for Tacketies and Dreadnoughts in Albion.
  • The name for the Curators will now display correctly when the headlight is shone on them.
  • Terror once again increases after using the transit gate to Albion.
  • The Fog of War can no longer be lifted to reveal the entire chart using the mouse wheel.
  • The - and + keys now work correctly when using the cycler on the Chart.
  • The Storm that Speaks no longer has a chart icon when encountered in game.
  • SFX will no longer play at the same time when returning to the title screen from the Reach.
  • The Altani once again has a large weapon slot.
  • The avatar tooltip will now close down correctly when Must Events fire.
  • We've corrected the wording on the tooltips in engine yards when trading in ships with the same stats.
  • Weve fixed several typos and grammatical errors on the Legacy, Victory and Loading screens.
  • We've fixed several typos in ambient messages.
  • Weve corrected a large amount of typos and grammatical errors in our content - a huge thank you to the dedicated player who has been sending us lots of reports.


As always, if you find a bug that's not on the Known Issues page then send us a quick Bug Report.


[ 2018-11-07 12:32:17 CET ] [ Original post ]

THE REACH

Our REACH update is now live! This update completely transforms the first region of the game and features improvements to Terror, Condition, Fuel and Crew.

In case you missed it, weve also just announced some other exciting pieces of news:

RELEASE DATE
Sunless Skies has a release date! Its coming out 31 January 2019! Those of you who have been holding off until were finished now have a date for your calendar: hooray!

SKYFARER
To accompany Sunless Skies, we've released a free pen and paper RPG system, called SKYFARER, set in the Fallen London Universe. If you want to check it out, its available via digital download at failbettergames.com/skyfarer (for free)!

FALLEN LONDON SITE REDESIGN
Our free-to-play browser game Fallen London has a new face! Its the sites first makeover since its origins in 2009. Besides having a more modern look, its now on HTTPs, has some nifty sorting/organisational features, and has received improvements to help it run more smoothly in mobile browsers! Our festival of secrets and masks, Hallowmas, also begins 23rd October.


The Reach

https://youtu.be/C52e4nm6LkY

After creating the Albion and Eleutheria regions, there were a few improvements we wanted to make to the first region we created: The Reach.

These improvements focused on two main aims:


  • to adjust the segment design and pathfinding within the region to match the more evolved design strategy used in the later regions
  • to ensure the atmosphere of the region matched the depth and complexity showcased in Albion and Eleutheria




SEGMENT DESIGN IMPROVEMENTS

One of the reasons we evolved our strategy for segment design across the three regions is that earlier on in development, players gave us feedback that areas like the Reach felt empty. It was possible to fly for long periods of time without seeing anything but the sky below your locomotive.



So when we started building Albion and Eleutheria we made it a rule that players should always be able to see *something* physical, preferably something you could hit with your locomotive.

In his talk at EGX, our Creative Director/CEO Paul Arendt explained that this actually came from an idea of replaying Sunless Sea for the PS4 port, as Sunless Sea is largely about coastal navigation - you follow walls.



So with this update, you'll be able to see we've redesigned the segments of the Reach to be more labyrinthine. Captains may find that journeys now need to be more planned, which should make flying feel more engaging than before. And, if youd like to look even further behind the curtain, Pauls also written a design blog about this very topic.

THE ATMOSPHERE AND THE DARK
Many different art tools and strategies are used to create that more contiguous atmospheric feeling, to make sure it feels like youre flying *within* something not just on top of it.





As you travel through the new Reach you'll notice branches and other luscious (often horrific) foliage that the player locomotive will sail beneath, as well as more complex middle layers to add that visual depth and richness.





Upgrading our post-processing tools in Unity also meant our artists could add more intricate 'profiles' to specific areas within the region. Profiles can contain things like colour grading and lighting effects. For example, one of the things they control is blooming, which is a term to describe a light effect that looks like a glow on brighter objects or diffused light. These effects are great for areas like the Nature Reserve that should look quite humid, or Lustrum for that snowy haze.






SURVIVAL UPDATES

Our next build in November will focus holistically on Survival upgrades, but we've made changes already that you'll be able to see in this build, most notably with Terror. Terror is now less predictable, which will encourage desperate tales of survival and reduce the reliance on central ports to manage Terror. We'll be monitoring the effects of the changes closely, and gathering feedback to make any tweaks that are needed.



TERROR

  • Terror now increases at about half the rate it did before.
  • Falling below half crew no longer increases the rate at which you gain Terror (expect to see new consequences for low crew in a future update).
  • Terror reduction opportunities are quite different: Wonders now lower your Terror much more quickly, docking at hub ports like New Winchester will no longer set your Terror to zero (they will reduce it by a chunk if you haven't visited them too recently), other ports now have opportunities which include terror reduction options.
  • As your Terror rises you will begin to experience Terror Events. The higher your Terror, the nastier they may be!
  • If your Terror reaches 100 you will experience a dangerous event that is likely to kill your captain.
  • However, a number of options there and on the Terror Events give you the chance to reduce your Terror by 50 in exchange for increasing your Nightmares. Oh yes, nightmares!


INTRODUCING: NIGHTMARES!



We've changed how Condition works, and renamed it Nightmares. It now begins at zero and can go as high as four. It no longer increments automatically; Terror events will offer opportunities to drastically decrease your Terror at the cost of increasing your Nightmares. As Nightmares rise - as before - you will experience increasingly horrifying story events.

Youll also notice weve changed:



FUEL
The rate at which fuel is consumed is now determined by your locomotive's weight, taking into account cargo, equipment, and the locomotive itself. The chart will now make it easier to see where fuel and supplies can be bought. When you run out of fuel you will no longer die immediately. Instead, you'll enter a story event where your captain has three last, tantalising options to find a way to keep going.

CREW AND RECRUITMENT



As its now possible to recruit crew through Port Opportunities, this means we've now removed shops where crew could be acquired.

The game now keeps track of if you have enough crew aboard your locomotive to run it properly - dubbed the 'Minimum Safe Manning' quality. We'd recommend remaining fully staffed, after all, you've got a lovely locomotive. It'd be a shame if something happened to it. Out there. In the dark.

Join Our Stream!
Kat Brewster, a Sporadic Academic and occasional streamer, will be streaming from the REACH update today at 15:30 BST with our Editor/Writer/Content Manager, Olivia Wood, on her Twitch channel!

We hope you'll join us there and come with many questions, brave skyfarers.



Nextime, on Sunless Skies
In our November build, you can expect even more updates to Survival mechanics! Plus an overhaul to the New Winchester segment, the final opening game experience, and more player weapons (hooray)!


[ 2018-10-10 16:42:43 CET ] [ Original post ]

Patch Notes - 1.1.5.3.aa85c96 (10th October 2018)

Build Version: 1.1.5.3.aa85c96
Release Date: 10/10/2018
Known Issues


Whats New

The Reach Redesign
The redesigned Reach has finally arrived. Dark, verdant and dangerous, were very proud of it and we think its going to blow you away, especially if youve been playing throughout Early Access.

We received a lot of feedback in Early Access that the Reach was too big and too empty. We listened and iterated our segment designs as we introduced the Albion and Eleutheria regions. Each time we felt we improved the atmosphere and use of space but this left the Reach feeling rather lacking, which is quite a big problem considering its the starting area of the game.

Not only does the redesign address the atmosphere and emptiness of the Reach, but its labyrinthine layout helps create interesting choices when navigating to points of interest. Will you travel into dead ends full of lucrative discoveries knowing theres a chance that the Candlewind may appear and make escape difficult? Do you risk a detour through agent infested areas to visit a Wonder that will lower your Terror? Should you choose the shortest route to your destination and risk encounters with Terror inducing Horrors, or should you play it safe and go the long way around which uses more fuel?

Just like Eleutheria the Reach no longer has an inner and outer ring around a central hub. Instead it has just one, larger ring that is divided into five segments and so each segment now has two Stations within it.

When importing a save file from previous builds youll see a notification informing you that the Reach has been regenerated and the Fog of War will have covered the chart once again. You wont lose any story progress, but you will need to rediscover the entire region. We hope you have fun exploring and making potentially life or death decisions in the process.

Youll notice that New Winchester hasnt had a makeover yet and thats because its tied into the opening game experience which is coming in a later build.


Terror and Nightmares
Weve made some really big changes to way the Terror mechanics work in this build. The old system linked Terror to a quality called Condition, which rolled over each time a Captain reached Terror 100. This effectively meant we had a Terror meter of 500 and while you started to experience Nightmares as Condition ticked over, it made Terror gain feel inconsequential and Terror reduction choices seem unattractive.

In this build Terror now runs from 0 to 100 and hitting the limit has a good chance of killing your Captain outright. Even if you do survive, the cost may be very high.

Weve separated Condition from Terror and renamed it Nightmares, since that is literally what it tracks. Nightmares is a quality that affects your captain directly whereas Terror is more about the state of your crew. Nightmares runs from 0 to 4 and can be gained in various ways throughout the game, but will always increase if you survive a Terror 100 event. Reaching Terror 100 with Nightmares at 4 will also kill you.

To help existing players cope with the changes weve added a storylet that will fire when you next load your save file. You dont have to accept the assistance it offers, but we recommend it as it will give you a chance to get used to the way the new Terror system works.

Heres a summary of the Terror changes:


  • Ambient Terror now increases at a slower rate, approximately 1 point for every 20 seconds.
  • This rate will still double if you encounter a Horror or if you turn your headlight off, and quadruple if both conditions are met.
  • Falling below half crew no longer increases the rate at which you gain Terror (we will be introducing new consequences for low crew in a future update).
  • Wonders now lower your Terror at a much quicker rate.
  • Docking at hub Stations like New Winchester will no longer set your Terror to zero, instead it will be reduced by 30 if you haven't visited them too recently.
  • Other Stations now have a set of storylets that you can play once per visit. Almost all offer a way to reduce Terror, and they might also offer chances to recruit crew, gain rewards, or have other effects.
  • As your Terror rises you will begin to experience Terror Events. The higher your Terror, the nastier they may be.
  • If your Terror reaches 100 you will experience a dangerous event that is likely to kill your captain. However, several options on the Terror Events give you the chance to reduce your Terror by a substantial amount in exchange for increasing your Nightmares.



Fuel
Now when you run out of fuel you will no longer die immediately. Instead, you'll enter a story event where your captain has a few tantalising options to find a way to keep going. There are many different things that can be burnt after all, but at what cost?

Fuel is also no longer available to buy at every Station but you can check which ones sell it by clicking on the Stations chart icon. Plan your journeys carefully.


Fuel Efficiency
The rate at which fuel is consumed is now determined by your locomotives weight and that of any cargo and equipment it is carrying.

Engine yards now display a locomotives base weight alongside the Quarters, Hull and Hold capacity. Mousing over this icon will show you details of the change in fuel efficiency if you trade your current locomotive in.

Your current locomotives fuel efficiency can be seen in the Hold and youll see it change as you equip items, acquire cargo and use up fuel and supplies.


Supplies and Crew
Now the more crew you have, the faster youll get through your supplies. And while falling below half crew no longer increases your rate of Terror gain, we dont recommend keeping a low crew count. We now check if you have enough crew aboard against your locomotives 'Minimum Safe Manning' quality. Expect to see new consequences for low crew in future updates.

Weve removed shops where crew can be acquired at a whim. You can now recruit crew through Opportunity storylets found at Station. Since these opportunities often leave you with the option of either reducing Terror or acquiring crew, you may have to make some tough decisions.


Chart
Since fuel is no longer sold at every Station, weve tweaked the information on the Chart icons so it now tells you whether or not fuel is sold at a particular Station. Click the Station icon on the chart to see this information along with the Stations description, export details and whether or not new Prospects and Bargains are available there.

On loading an existing save file, or on discovering your first Station on a new save, the Station icons on the chart will be highlighted with a red exclamation mark. This is simply to draw attention to the fact that the icons are interactable. After youve clicked and displayed Station info for the first time, you wont see the exclamation mark again.


Updates

  • A bunch of new Prospects and Bargains are available in the Reach.
  • The Prospect and Bargains directional system has been reworked to take into account that Eleutheria and the Reach now only have one ring.
  • The Titania storyline has been reworked.
  • The Traitors Wood content can now be completed.



Known Issues
Below is a list of known issues for this build. For a full list of known game issues see our Known Issues page.

  • Erroneous text can be seen briefly when moving between shops.
  • Several SFX can play at once when exiting to the Title Screen.
  • When encountering the Storm that Speaks in Lustrum the Station icon will appear on the chart over its location.
  • Some storylets can overflow Crew and Terror.
  • Terrain on the Chart does not align perfectly on the segment borders.
  • Patch notes on the Title Screen have not been updated, however the build number is correct - check you are on v1.1.5.3.aa85c96.

As always, if you find a bug that's not on the Known Issues page then send us a quick Bug Report.


Bug Fixes

  • We believe weve fixed the issue where loot storylets were not opening on Wrecks, however if you experience this issue in the new build, please send an email to us with your save files so we can investigate.
  • The reversed surround sound has been fixed.
  • Crew and Hull will now be removed when items are unequipped owing to Engine Problems.
  • Locomotives will no longer become invisible when storylets fire during the transit gate animation.
  • Peacock wind and Candlewind no longer slow the player down when travelling in the same direction.
  • Peacock wind and Candlewind will no longer slow players out of docks.
  • Prospect and Bargain details and Station descriptions can now be found on the chart for Eleutherian Stations and Platforms.
  • Weve fixed the title of a Prospect for Langley Hall which referenced delivery to Pan.
  • All Eagles Empyrean prospects can now be delivered.
  • The Regents Grave Horror can now be interacted with correctly as part of the Traitors Wood storyline.
  • You can no longer recruit two Reckless Drivers.
  • The Reckless Driver will no longer appear at all Stations.
  • We fixed an issue related to the Chorister Bee SFX which was causing exceptions in the output log.
  • Credits are back in game.
  • Correct change descriptions are now displayed when qualities decrease.
  • Focus icons now show on twists.
  • Prospect Accepted once again appears over the top of the card when clicking on prospects at hub Stations.
  • Success, Failure and Narrow Success once again appear over the top of the card when selecting branches with a difficulty test.
  • Level descriptions no longer act as spoilers in quality icon tooltips.
  • Quality effect messages no longer appear twice in certain storylets.
  • The [complete] tag will no longer be seen in the tooltips for quest objectives on branches.
  • Values for qualities now display correctly in quality effect messages, e.g. An occurrence! Your 'cheerfulness at Titania' Quality is now ! will now show the actual number.
  • Quality requirement tooltips now deal with singular items correctly.
  • Instructional text is now displayed correctly on branch cards.


[ 2018-10-10 16:42:25 CET ] [ Original post ]

Sunless Skies will release on 31st January, 2019

SUNLESS SKIES will be released on 31st January 2019. It will be available on Steam and GOG for PC, Mac and Linux.

WATCH the live dev presentation from EGX which includes a preview of the revamped Reach!

“We’ve used the time in Early Access to fill the world with the most glorious stories, and to refine the play experience: improving combat, tweaking the skyfaring experience, and closing in on a dark and dread-soaked atmosphere.” says CEO Paul Arendt. “The next update, due on 10th October, will include a complete overhaul of the Reach region and extended mechanics for Terror, fuel, hunger and crew.”

To accompany SUNLESS SKIES, we’re releasing a free pen and paper RPG system set in the Fallen London Universe, available exclusively via digital download at tabletopgaming.co.uk.



SKYFARER: A Sunless Skies RPG is a pen and paper RPG system by Grant Howitt and Chris Taylor of Rowan, Rook and Decard, the minds behind Spire, Honey Heist, Goblin Quest, One Last Job and many other games. SKYFARER follows in the footsteps of their previous work with a focus on quick-form, rapid-fire play that leaves players wanting more.

“‘Why don’t you make an RPG set in the Fallen London universe?’ has been a regular request from players for – oo, going on nine years, now. Working with Grant and Chris on SKYFARER to bring one of our worlds to the tabletop has been hugely exciting. I can’t wait to hear what delicious and horrifying adventures people have with their friends,” says Narrative Director Chris Gardiner. “We’ve tried to make the game friendly to new and experienced roleplayers, and to provide evocative adventure seeds to get things moving in an appropriately Failbettery direction. The game is completely true to our universe: player will find mystery, adventure, bad decisions, improbable characters, nocturnal horrors, and tentacles.”

About SKYFARER: A Sunless Skies RPG

While SUNLESS SKIES puts the player in the role of a Captain aboard a locomotive engine, cruising the skies looking for adventure and profit, SKYFARER gives players the opportunity to play the crew. Gunners, quartermasters, engineers, signallers – even mascots – are brought to the fore as the Captain is struck down by misfortune and the crew must band together to get out of, and probably into, trouble.

Using a simple dice-based system, SKYFARER allows players and gamemasters to easily tell stories set in the FALLEN LONDON universe with plenty of climactic moments, tense stand-offs, and grim decisions. As characters risk life and limb, they’ll accrue Peril – the more Peril they have, the greater the chance of them meeting a grisly and permanent end.

Luckily, things are made easier by spending Tenacity – a resource earned by acting in accordance with your character’s drives and beliefs. But how will those integrities change, now you’re out on the frontier of Victoria’s Empire?

Download your copy from tabletopgaming.co.uk, and please let us know how your games go!


[ 2018-09-22 17:44:56 CET ] [ Original post ]

COMBAT II

Today’s release is all about improvements to combat! In order to make combat more satisfying. We’ve tweaked a lot of AI mechanics so that we can make our agents’ behaviour more nuanced and layered.

We’ll go over a few of the most exciting tweaks and improvements to combat below, but if you’re keen to dive into more design detail, our developer Liam McDonald has written a more in-depth design blog about these AI behaviours.

TELLS
One of the major improvements we’ve added across multiple Agents are attack Tells. Tells are animations and sounds that will alert the player that an enemy intends to hurt them.







HEADLIGHT AWARENESS
Most enemies are now aware of your headlight; turning it off (‘L’ key) will allow you to get closer to them (or run away) before they attack. Bear in mind that turning your headlight off will increase the rate at which you gain terror.

Watch the danger indicator crescent around your ship, this will indicate the direction of potentially hostile Agents and pulse red when they decide to take a bite out of you. Enemy locomotives also have running lights which change colour depending on their level of annoyance towards you.

AURA EFFECTS
Aura Attacks are a new type of Agent ability. Unlike armaments, they apply an effect over an area without producing a projectile. For example, a Scrive-Spinster scream attack could grant Terror to anything in a radius around it.



Aura Attacks can affect Hull, Terror or Crew and but never harm the Agent that dispersed the attack. Aura Attacks can be foreseen by their warm-up visual Tells.

VESSEL NAMES

Kickstarter backers will be excited to learn that neutral vessels now show names! Now when you shine your headlight over Agents, their agent type will be listed (Cantankeri, Tackety Scout, etc.). If it's a Tackety Scout, Enduring/Glorious Dreadnought, it'll also display its backer name (UCE Dauntless, HML Balfour, etc.). Keep your eyes peeled and feel free to share your screenshots if you find you or your friends’ vessel names!

TURRETS



Many of you will be delighted to know that we’ve added turrets to some locomotives, such as the Deranged Dreadnoughts. Turrets can fire either armaments or aura attacks. You'll notice they have the wonderful ability to rotate to try to face you, though they may fire opportunistically at anything the agent considers hostile within their firing arc!

NEW RAMMING BEHAVIOURS
We also wanted to improve ramming attacks. There were a few issues we wanted to address such as:


  • It isn't clear to players when an Agent was about to initiate a ramming attack;
  • Since Agents move at their standard speed while ramming, it doesn’t feel like contact should be particularly damaging (and it can be hard to notice that you’ve actually taken damage);
  • Ramming doesn’t create satisfying avoidance challenges;
  • It’s not clear when a ramming attack has been completed or terminated.




Agents now have three ramming stages: Preparation, Acceleration, and Collision.

At the Preparation Stage, Agents will rapidly come to a standstill when a target is in sight, and will indicate with a Tell.

Then, the Agent will accelerate rapidly towards their target. During the Acceleration Stage their default movement parameters are thrown to the wind and they'll have a more powerful speed.

If they manage to hit a collidable object, they'll transition into the b]Collision Stage[/b]. This means that if they hit a player or Agent, that locomotive will suffer damage; if they hit a inanimate object (like a chunky rock), the ramming Agent may receive some damage; and—the most fun bit to test for our development team—both the ramming Agent and their target will be knocked back. Below is an example Barry was testing before we balanced out the mechanic:



NEW AGENTS
For those exploring our newest region, Eleutheria, you may now have the pleasure of meeting The Undeparted. These spritely chaps were featured at the very end of the Eleutheria trailer. They’re quite good at sidling up beside you. They’re particularly fond of hiding in patches of darkness like extinguishments.



You'll also find new Bull Cantankeri and Senior Scriveners roaming about, who are a bit tougher to beat than their little brothers and sisters.

RECOIL AND KNOCKBACK



New knockback and recoil effects have also been implemented to ensure that when projectiles are fired player locomotives and Agents will react in a more realistic and satisfying manner.

BLUE KINGDOM
With Eleutheria out in the wild, our writers are busy preparing the Blue Kingdom. Our Narrative Director, Chris Gardiner, recently shared a cryptic design chart in the Failbetter Discord.

Our art and architecture inspiration for the Blue Kingdom starts with Mesopotamian structures.



The grand scale of ancient structures seen in things like Pieter Bruegel the Elder's drawings of the Tower of Babel were hugely inspirational.



We were also drawn to the incredible blockbuster effect in John Martin's paintings. In our design document for this region, Chris has put specifically, "They generally show civilisations in the middle of apocalyptic scenarios, which isn't exactly right for us, but the sense of dynamism and risk they convey is valuable. The player should feel in danger in the Blue Kingdom, and as if they could be crushed by vast cosmic forces"





OUR NEXT RELEASE: SURVIVAL AND THE REACH
We’ve also been working on plenty of research and development for the improvements to survival mechanics and the Reach segments, which will be part of our next release build in October—stay tuned!

STREAMING ON STEAM



For this build, our most skilled locomotive captain, Lesleyann, will be showing off some of the latest combat mechanics along with Haley, today at 15:30* directly on our Steam page! We hope you’ll come join us!

*Note: Stream will start around 15:30 BST but may be a few minutes late as we upload builds. Keep a look out on our Failbetter Twitter for the most recent updates.

SUNLESS SEA & PAX WEST
In case you haven’t heard, Sunless Sea: Zubmariner Edition has just launched on PS4! It’s our first ever console game and we can’t wait to see what you think of it!



And, if you’re eager to try it out and in the Seattle area, it’ll be playable in the Sony section at PAX West 31st August - 3rd September. If you attend, be sure to send your pictures to @failbettergames on Twitter!


[ 2018-08-29 16:04:46 CET ] [ Original post ]

Patch Notes - 1.1.4.5.2f2c56e (29th August 2018)

Build Version: 1.1.4.5.2f2c56e
Release Date: 29/08/2018
Known Issues


What’s New

Combat

Agent behaviour
We’ve spent a lot of time improving the Agent behaviour in this build. We want combat to feel diverse, realistic, fun and above all tense. Each encounter should be a challenge with different Agents employing different tactics, and likewise the player should need to approach each fight with different strategies. Here’s what we’ve been working on:


  • A major overhaul of enemy AI: improved tactics, new aggro rules and tweaks to enemy movement.
  • Enemies can now drift and use lateral thrusters.
  • Enemies are more manoeuvrable and less likely to collide with terrain, if they do they can extricate themselves.
  • New ramming behaviour for Cantankeri, Grievers, Chorister Bees, and Star-Maddened Explorers.
  • Tells (animations and sounds) to alert the player that an enemy is about to launch a particular attack.


Knockback
Knockback is now in place on all player and Agent weapons, including area-of-effect type attacks. When you fire your weapons your locomotive will recoil, and all projectiles cause knockback to player locomotives and enemies alike, making combat feel more weighty and realistic. Many Agent projectiles also deal blast damage so try not to get too close!

N.B. Knockback has not been added to small asteroids and space debris. While it would look amazing, we are not sure at the moment whether it’s something we are going to implement. It may have an impact on performance for example and we’ll need to assess that first.

Turrets
All Dreadnoughts and the Empyrean Outriders now have turrets mounted to their locomotives. Their turrets will cease to operate at a certain level of damage, but they are no longer an easy target from behind, and close range combat with them is not such a good idea. Their turrets will rotate and fire at you or any other beastie that the Agent is feeling wrathful towards.

Arcing
We’ve implemented arcing on Agent weapons. The Empyrean Outrider’s turret uses powerful homing missiles which will relentlessly hunt you down unless you are nimble enough to get out of their range. Arcing has only been implemented on Agent weapons so far, we didn't have time to balance this feature on player weapons. This will go out in a later update.

Auras
Aura attacks are a new type of Agent ability. Unlike weapons, they apply an effect over an area without producing a projectile. Empyrean Outriders for example, will drop a barrel bomb which will tick down and explode. If you are within the blast radius when it goes off, you will take damage.

It’s not just Hull that can be affected by these AoE attacks, the Outriders bomb will kill Crew for example, and the Scrive-Spinster’s scream attack will also grant Terror to anything in its range. Aura attacks can be foreseen by their warm-up visual Tells, so a sharp sky-captain will have time to react and get their locomotive out of harm's way.

Headlight awareness and wrath crescents
We introduced the wrath crescent in the Threat build and with Eleutheria we saw the arrival of the first Agents that react to headlights (Dousers become wrathful when headlights are on, Outriders are angered when it’s off, Grievers don’t like a light shining in their face when they are trying to catch forty winks)

In the Combat II build most enemies are now aware of your headlight. Aggressive Agents will be able to sense you from further away when it’s on. Turning it off will allow you to get closer to them, or enable you to run away before they attack, though at the cost of increasing your rate of Terror gain.

The Wrath crescent has been improved and will start to indicate the direction of potentially hostile Agents much earlier, allowing you to react accordingly. Will you turn tail and run or will you head into the fray?

New Agents
This update sees the release of three new enemies: the Undeparted, Bull Cantankeri and Senior Scriveners.

Player movement
We’ve made further adjustments to player locomotives - all player vessels are now more manoeuvrable.


Engine Problems
Now when your stats drop and you are no longer eligible for an item you have equipped, your locomotive will start to suffer from Engine Problems. Your engine’s heat value will be halved, hampering your ability to take on enemies effectively. When you next dock, your equipment will be removed along with any boosts they confer.


Vessel Names
When you illuminate an enemy with your headlight you will now see its class, e.g. Tackety Scout, Cantankeri, Douser, etc. This information will disappear after a few seconds and you'll not see it for that individual Agent again. If you encounter an Agent of the same type, you won't see its name until a full two minutes has elapsed since sighting the first one.

If the Agent is a Tackety Scout, or an Enduring or Glorious Dreadnought, then you’ll also see one of our Kickstarter backer’s vessel names. These backer names will also be seen on transient Wreck discoveries.


Updates

  • The new Traitor’s Wood content is fully in place.
  • The content for the Wreck of the Berrenger is now in game.
  • The Incautious Driver’s storyline can now be completed.
  • Headlights now flicker and cut out when entering extinguishments - sail carefully!
  • Agents spawns have been reduced in Eleutheria and some segments of the Reach and Albion now that their behaviour has been tweaked.
  • The Vala now has a quality requirement 50 Mirrors.
  • The Pellinore and Moloch have had their Hull value increased. The Parzival, Bedivere and Agravain have all had their Hull reduced.
  • The Agravain has been replaced with the Medea at the London engine yard.
  • Balancing to Agent and player damage, as well as Agent HP.
  • Hull repairs at Pan now cost Eleutherian Mysteries rather than Sovereigns.


Known Issues
Below is a list of known issues for this build. For a full list of known game issues see our Known Issues page.

  • Arcing does not currently work for Agent to Agent combat.
  • Audio cannot currently be attached to Auras so these attacks currently have no sound effects.
  • The final audio is not yet in place for all Agent attacks. Placeholder SFX have been added in some cases.
  • When docking after suffering from Engine Problems, if you have a full Hold the jettison interface will trigger twice (just press cancel each time to close it).
  • Additional Hull and Crew are not removed when items are automatically unequipped on docking after suffering Engine Problems.
  • Agent names are missing from Curators.
  • Agent names for Glorious and Enduring Dreadnoughts do not display correctly in Albion.
  • Agent health visuals (smoke, fire, blood particles) are not removed as Agents heal.
  • Bull Cantankeri do not yet have a bespoke storylet.
  • If a wrathful Agent loses wrath towards a player and subsequently regains it in another encounter, the wrath crescent will not display.


As always, if you find a bug that's not on the Known Issues page then send us a quick Bug Report.


[ 2018-08-29 16:01:49 CET ] [ Original post ]

ELEUTHERIA and Extension to Early Access



Eleutheria is the third region to enter Sunless Skies. We’re looking to create a feeling of dread throughout the game, and Eleutheria itself is the main harbinger: it’s the darkest region, with the most unnerving enemies, the most oppressive atmosphere and the most threat. We’ll expect your postcards!

How to find Eleutheria

To access Eleutheria you will need to travel through the Reach-Eleutheria Transit Relay located in the Hybras segment. Go prepared and be warned; you may not be able to come back via the same route through which you enter. Permits are not cheap, they will set you back 800 Sovereigns and once purchased you’ll need Savage Secrets or Caddies of Dried Tea to gain entry.



What’s new in the release?

Your headlight affects your rate of Terror gain and in Eleutheria it will also affect the way agents behave towards you. Some cannot tolerate the light and will attack you when your beam shines over them, others will become wrathful when it’s off. Sleeping Grievers are a perfect example, shine your light on them if you dare. That said, even with your light off they can sense your presence in other ways. We recommend you keep your Terror low when entering their territories. It’s not a good idea to bump into them either.



When to use the headlight will become a fine balancing act since Eleutheria is so dark you’ll definitely need to use it to tell what terrain you can crash into. Even scouts have a difficult time seeing what’s in front of them. No matter whether they are Discerning or Oblivious scouts, they will mark all Eleutherian finds with a ‘something dark’ icon on your chart.




Just like with Albion we’re keen for you to explore Eleutheria yourselves and we don’t want to give too much away, but in brief Eleutheria contains:


  • Seven new Stations (normal ports) and three Platforms (smaller ports).
  • Three new agents; Dousers, Grievers and Empyrean Outriders
  • Two new Spectacles.
  • New transient Discoveries: Stacks, Blind Hermits, Extinguishments, Crossroads and Amber Chunks.
  • New persistent Discoveries: Well of Wonders and Wreck of the Berrenger (content for this wreck didn’t make the cut off for release so the model is in place and the content will follow in the next update).
  • A new locomotive; the Medea-Class Destroyer is available at the Pan engine yard.
  • The Altani-Class Outrider has returned and is available at Eagle’s Empyrean.
  • New locomotive equipment and weapons are available at Pan.
  • Eleutherian Prospects and Bargains.
  • Blemmigans! The Blemmigan Voyager joins the game! This chap was unlocked as part of the community goals during the Kickstarter. This completes all of the community Blemmigan content! Hooray!


(The Undeparted, seen in the trailer, didn’t quite make it into this release, so look out for them in the upcoming Combat II release.)

A note on performance

Some of our players have been experiencing performance issues in the last few builds. We made a bunch of fixes in the Roleplay update which addressed various exceptions caused by weather and wrath that lead to an eventual game freeze. However, we found that some rare weather exceptions remained.

We believe we’ve fixed the last of the weather issues now, but like peeling an onion, once we fixed those bugs we found other performance issues lurking underneath which had been hard to detect until the weather errors were out of the way.

We've spent the last week continuing to peel that performance ‘onion’ and we've made significant improvements. However we can see there is more for us to do to improve performance across the game, so this is not the end of the optimisations.

To help us out, you can report your performance issues and provide us with your output logs. Les has instructions on how to do that in the full Patch Notes post on the forums.


The Road to Full Launch

We’ve been considering our progress, your feedback and the time we have left before launch. We’ve decided, to ensure the game is the standard that you expect from us, that we’re going to move the launch release to January 2019.

There are two main reasons for this.

The first is that we want to do more work on a couple of areas of the game than we originally budgeted time for.

Since we worked on the Reach, we've gotten a lot better at designing and building regions. We're very happy with how Eleutheria has turned out, and we think it's important to bring the Reach up to the same standard, both in terms of atmosphere and the quality, variety and frequency of the experiences during exploration and traversal.

Although we anticipated we'd want to make some improvements to the Reach and had set aside some time for it, it’s significantly less time than we need for the full range of things we want to do. We think the Reach is a particularly important region to get right because of its position in the middle of the other three, and because it's where players are first introduced to the High Wilderness. We've decided it's worth taking the extra time to get it right.

Here's a preview of our work on The Reach

We also want to revisit some of the survival mechanics, which in their current form don't always shape the experience in the ways we’d like – especially Condition and Terror.

This won't add an extra four months of work. We considered launching in November or December, but those are very difficult months to release an indie game. This is partly because of the large number of sales events, and partly because so many AAA games concentrate their releases and marketing in the run up to Christmas.

We'll use the extra time in that four month period to make further improvements to the game, including to the UI and the reading experience. And of course, we’ll be sharing all this work as we go in regular Early Access releases.

We'll be releasing COMBAT II as planned, in the week of 30th August. The next major update after that will be out in early October, and will include the improvements to The Reach. We'll update our road map soon with further details.


Live streams in the dark

We’re celebrating the release of Eleutheria with another guest stream! This time you’ll find us on the official Caffeine channel with Alex and Meeks. A number of Failbetters will be there throughout, including an in-depth look at writing some of the new ports with James Chew - please drop by and say hi!

As a double treat, artist Tobias Cook will be appearing on the Gamasutra twitch channel talking about how art and level design intersect in Eleutheria. Drop by today at 12pm PDT (8pm BST) to join in the chat.


[ 2018-07-25 13:18:10 CET ] [ Original post ]

Patch Notes - 1.1.3.5.4d9e3cf71 (25th July 2018)

Build Version: 1.1.3.5.4d9e3cf71
Release Date: 25/07/2018
Known Issues


What’s New
Eleutheria has arrived. It’s dark, deadly and terrifyingly beautiful. Survival here is very hard. Good luck Captain, you’re really going to need it.

To access Eleutheria you will need to travel through the Reach-Eleutheria Transit Relay located in the Hybras segment. Go prepared and be warned; you may not be able to come back via the same route through which you enter. Permits are not cheap, they will set you back 800 Sovereigns and once purchased you’ll need Savage Secrets or Caddies of Dried Tea to gain entry.

The Eleutherian region has a different layout to the Reach and Albion. There is no inner and outer ring, just a central hub and one wide ring surrounding it, which is divided into four segments. Eleutheria also features a new type of port, mini ports known as Platforms. You’ll be able to dock at Platforms and access content in the same way you do at larger Stations, as they are now known.

In our previous update we introduced the ability to toggle your locomotive headlight on and off. Your headlight affects your rate of Terror gain and in Eleutheria it will also affect the way agents behave towards you. Some cannot tolerate the light and will attack you when your beam shines over them, others will become wrathful when it’s off. Sleeping Grievers are a perfect example, shine your light on them if you dare. That said, even with your light off they can sense your presence in other ways. We recommend you keep your Terror low when entering their territories. It’s not a good idea to bump into them either.

When to use the headlight will become a fine balancing act since Eleutheria is so dark you’ll definitely need to use it to tell what terrain you can crash into. Even scouts have a difficult time seeing what’s in front of them. No matter whether they are Discerning or Oblivious scouts, they will mark all Eleutherian finds with a ‘something dark’ icon on your chart.

Just like with Albion we’re keen for you to explore Eleutheria yourselves and we don’t want to give too much away, but in brief Eleutheria contains:


  • Seven new ports (Stations) and three Platforms.
  • Three new agents; Dousers, Grievers and Empyrean Outriders
  • Two new Spectacles.
  • New transient Discoveries: Stacks, Blind Hermits, Extinguishments, Crossroads and Amber Chunks.
  • New persistent Discoveries: Well of Wonders and Wreck of the Berrenger (content for this wreck didn’t make the cut off for release so the model is in place and the content will follow in the next update).
  • A new locomotive; the Medea-Class Destroyer is available at the Pan engine yard.
  • The Altani-Class Outrider has returned and is available at Eagle’s Empyrean.
  • New locomotive equipment and weapons are available at Pan.
  • Eleutherian Prospects and Bargains.
  • Blemmigans!



A note about performance
Some of our players have been experiencing performance issues in the last few builds. We made a bunch of fixes in the Roleplay update which addressed various exceptions caused by weather and wrath that lead to an eventual game freeze. However, we found that some rare weather exceptions remained.

We believe we’ve fixed the last of the weather issues now, but like peeling an onion, once we fixed those bugs we found other performance issues lurking underneath which had been hard to detect until the weather errors were out of the way.

We've spent the last week continuing to peel that performance ‘onion’ and we've made significant improvements. However we can see there is more for us to do to improve performance across the game, so this is not the end of the optimisations.

Players will still see brief dips in FPS in certain circumstances (docking/undocking, deploying scouts, just before crossing segment borders as the next segment loads), but they should not experience continued stuttering. Anyone that does needs to report this to us so we can diagnose the problem. Details of what we need you to send us are below.

Any player who has experienced the stuttering in previous builds should take the following steps after today's update:

  • Go to C:Users[YourUserName]AppDataLocalLowFailbetter GamesSunless Skiesstorage
  • Delete the data folder
  • Launch the game to regenerate the data folder
  • Play as you normally would

    If after taking these steps you experience further persistent performance issues, please dock at the port in the segment where you experience any stuttering and send an email to skies@failbettergames.com with your save files and your output log so we can look into individual cases.


    Updates

    • We’ve revamped the controls menu.
    • Controllers are now remembered between playthroughs once activated.
    • Hotkeys are now in place for the navigation bar interfaces (H = Hold, O = Officers, etc) - see their tooltips for details.
    • A whole bunch of new SFX are in place including Scout deployment jingles and Agent wrath sounds (we dare you to go antagonise an Enduring Dreadnought)
    • We’ve introduced an Ambient SFX slider on the audio menu but we've not finished separating out all the SFX from the environmental sounds
    • New Officer ambient messages for circumstances like opening the last barrel of fuel
    • Additional scout messages
    • Replaced the loading percentage with a circular icon



    Bug Fixes

    • We fixed an issue on Wefts of Unraveled time which reset the in-game date, causing time related stories to become locked
    • We've fixed more exceptions with the weather functionality which was causing errors to be spammed to the output log and an eventual game freeze.
    • The equipment and weapon stats at Portsmouth Arsenal, the Inscribed Tinkerer’s Workshop and Mr Menageries Stall for Delicious Scouts have now been updated.
    • We’ve fixed an issue with the Rochester Races which stopped players claiming victory.
    • The Amenable Host’s quests now reset correctly when you pass on a legacy to a new Captain.
    • You can now progress fully through the quest at Perdurance.
    • The directions token for the Bombazine prospect to the Mausoleum now works correctly.
    • Items are now removed from the Repentant Devil when asking him about his possible enemies.
    • We’ve removed references to Muses Marks and replaced them with Moments of Inspiration at Traitor’s Wood.
    • Players will no longer become trapped in a Must Event at Traitor’s Wood.
    • The Repentant Devil storyline can no longer be farmed for XP.
    • The Altani once again has three auxiliary slots.
    • The chart icons on the legend are no longer stretched.
    • The Officer's chat interface can no longer be opened over the top of Navigation interfaces.
    • The Fatalistic Signalman's ambient message for Magdalene's is no longer firing at Polmear & Plenty's.
    • You can now once again only accept a maximum of four prospects.
    • We've fixed all the typos in the Officer's ambient messages.
    • Headlights now toggle correctly when purchasing a new locomotive with the headlight off.
    • The chart now focuses on the player when it is opened in Albion for the first time.
    • The Guest’s projectiles now despawn correctly and their SFX can no longer be heard after death.
    • We fixed an inconsistency with a Leadbetter & Stainrod Nature Reserve storyline at Traitor’s Wood.
    • The election can no longer be held at Brabazon after winning.
    • You can now speed up the credits using controllers.
    • The headlight can now be turned on and off with a controller.
    • The Incognito Princess is no longer referred to as Signaller



    Known Issues
    Below is a list of known issues for this build. For a full list of known game issues see our Known Issues page.

    • The Spatchcock has lost its engine SFX.
    • A few assets in Eleutheria do not have collision damage applied to them.
    • Ambient messages and the player locomotive can appear underneath Amber Chucks assets
    • Em dashes are not working in ambient messages - this will be seen as a large gap
    • Headlight toggle SFX is not in place on non-Spatchcock locomotives
    • No docking SFX on some Stations and Platforms in Eleutheria
    • Large locomotives like the Bedivere can be shunted to the side when leaving Platforms in the Pan segment
    • The loading icon will stop cycling making it appear as if the game is frozen during loading


    As always, if you find a bug that's not on the Known Issues page then send us a quick Bug Report.


  • [ 2018-07-25 13:17:44 CET ] [ Original post ]

    ROLEPLAY

    Skyfarers, in this update you’ll find a plethora of additions that embellish roleplay within Sunless Skies! This build also features:


    • Updates to Character Creation
    • A new Ambition
    • New Origins and now Deeds
    • 3 new Officers
    • 4 new Mascots
    • A slew of new locomotive weapons and equipment
    • An interesting new twist on our FBG Podcasts!


    And some extra news:The Blemmigan Gallivanter, one of the three blemmigans achieved during the Sunless Skies Kickstarter is now available in Sunless Sea!



    CHARACTER CREATION
    New character origins have been added: you can now play a priest, a revolutionary, a zee-captain, and an ex-Auditor of the Ministry of Public Decency!



    The whole Character Creation process has received a significant visual upgrade - everything is now much prettier and clearer, with lashings of gorgeous art. As requested by our Early Access players, you can now also cycle through your avatar's appearance options using a button rather than using the dropdown menu.



    There are a few new pieces of headwear to select from within the cameo creation, and a whole new section dubbed 'Attire' which features full-body outfits such as the diving suit.

    ORIGINS & DEEDS
    Levelling up your character has also received a substantial visual upgrade. We hope you'll find the process more pleasant and evocative!

    We've also added more than a dozen new facets to develop your character. You can now choose to have been one of the first brave souls to enter the sky, to have fought at the Blockade of New Winchester, or to have received a foretelling of your own death!



    Every origin now has a unique facet to develop its story: Auditors can choose why they were fired from the Ministry, for example, while priests can decide what happened when they suffered a crisis of faith.

    This update also includes our first two 'deeds' - character facets that are only unlocked by experiencing certain circumstances while playing. Part of the fun of these is in discovering them, so we'll keep what they are and how they're unlocked a secret for now. Perhaps a small hint, though: one of them is called 'A Narrow Escape.'

    AMBITIONS
    An extensive new Ambition is now available! The Song of the Sky is a grand tale of fame and its pursuit, written by Harry Tuffs.

    The Song of the Sky looms in your mind, a half-finished monument.

    Unlike the Sunless Sea version of this ambition, the Song of the Sky isn't just about achieving fame; it's about actually writing the story you leave behind, the creative decisions you make while doing so, and the pitfalls of publishing it.



    It's not enough to merely accomplish great deeds - you must ensure they are portrayed in a manner that does them justice! What better way than to write them yourself? Will you create a romantic adventure or a searing expose? Are you the hero, or merely the witness? Is it a story of glory or of horror? Deal with an Omnivorous Publisher. Fall afoul of the Ministry of Public Decency. Write your legend!


    OFFICERS
    As you may have read, Kieron Gillen has joined the list of exceptional Sunless Skies guest writers and has written an exquisite and horrifying journey with an Incognito Princess!



    Other officers becoming available in this update include the fiercely competent (and fiercely adorable) Rat Brigade and the brooding Repentant Devil, written by James Chew and Emily Short, respectively. Our next build in July will also introduce the Incautious Driver.



    You may find them milling about both The Reach and Albion. As officer stories stretch across multiple regions, not all these stories can currently be completed - but as the game expands, more of them will open up.

    MASCOTS
    It is now the Perfect Pangolin’s true time to shine - new mascots have arrived! Though, you’ll have to wait to meet our Perfect Pangolin in Eleutheria.



    Alongside her Magnificence, the other more available mascots include the Kickstarter-exclusive Obviously Delicious Rabbit, as well as the Inadvisably Big Dog, and the Useless Cat. The canine and feline mascots can be picked up at certain locations depending on your stats.



    NEW LOCOMOTIVE EQUIPMEN
    Locomotive equipment has received a substantial overhaul, with stats, requirements and costs changing. About a dozen new pieces of equipment have been added, including the Wit & Vinegar Winch and Pully, Lamellared Sky-Steel plating, a Gleaming Galley, and Sensible Plumbing.

    All the locomotives now handle differently, from the lumbering Pellinore to the nimble Parzival, which rewards the skilled player with precious maneuverability in a fight.

    You'll also find two new locomotive models available:the Agravain-class juggernaut (a lighter, more versatile version of London's dreadnoughts), and the Medea-class destroyer (an experimental engine, the product of exiled genius). The Agravain is available immediately, but you'll have to wait for the next build for the Medea, as it lies in Eleutheria.



    NEW LOCOMOTIVE WEAPONS
    Higher-tiered levels of the shotgun, rapid-fire and project weapons are now available! Shoot your enemies with even more efficiency and power. We recommend the Cotterell & Hathersage Golgonooza:

    "What immortal hand or eye, dare frame thy fearful symmetry?" The pride and terror of Cotterell & Hathersage, colloquially known as 'the Finisher'. Its recoil is never forgotten by those who fire her. The opinion of those fired upon is best sourced through a good medium.



    WHAT’S NEXT
    Mark your diaries for upcoming terror and dread, as our next build release will be Eleutheria, the third region of the High Wilderness! In Mid-July expect a whole new spooky region to explore; new, nightmarish agents, and improved survival mechanics (you'll need them).



    This FBG Podcast we’re trying something different! Join us on FuzzyFreaks’ channel Friday 8th June at 13:30 BST, where she’ll be trying out the latest build. A few of us will be on voice chat and we’re sure many other Failbetterers will tag along in the Twitch chat too! Fuzzy often streams for 6+ hours too, so there’s plenty of chances to catch the stream live.


    [ 2018-06-07 15:19:49 CET ] [ Original post ]

    Patch Notes - 1.1.0.4.cd2a9a87a (7th June 2018)

    Build Version: 1.1.0.4.cd2a9a87a
    Release Date: 07/06/2018
    Known Issues



    What's New
    Officers
    The first batch of new officers have been released and you can now talk to them and assign them to benefit from their stat boosts. Assigning an officer can only be done when docked. Open the officer's interface on the navigation bar and click the little circle next to their icon. The cap icon will show when they have been successfully assigned. You can talk to your officers either by clicking on their icon within the officer's interface, or on the officer HUD in the top right of the screen.
    New on the scene are the Incognito Princess, the Repentant Devil and the Rat Brigade, all with their own storylines and ambient messages which fire as you approach ports and various discoveries. Existing Officers like the Inconvenient Aunt and Fatalistic Signalman have also received updates and expansions to their storylines. The Incautious Driver and Clay Conductor's storylines will be available in a future build.
    Mascots
    Mascots are also available in this update. The Obviously Delicious Rabbit is available for our Kickstarter backers and the Useless Cat and Inadvisably Big Dog can now be acquired. The Perfect Pangolin has also been deployed but since she is obtained at a port in Eleutheria you'll need to wait for the next update to get your hands on her. Similarly the Blemmigan Voyager will be released in a future update. Like officers, all mascots offer stat boosts when equipped and can be interacted with.
    Character Creation
    We've jazzed up the character creation screen. Not only has it received a new background and icons but there are now four new Origins and a new Ambition: The Song of the Sky.
    This update to the character creation screen does not include additional character attributes (e.g. noses, chins, brows, etc.) but it does include two new 'hats' - a turban and a hijab for our Sikh and Muslim communities respectively.
    Character Progression
    We've also spruced up the Character Progression screen. In the last update we added a few additional Facets and now there are even more to choose from as you level up your captain.
    Victory Screen and Heirlooms
    We now have the Victory screen in place for when you complete your Ambition, which is very similar to the legacy screen when you die and create a new captain. After successfully completing your Ambition, your successor will receive everything that a new captain would after the death of an old one, only they will not have a piece of equipment removed and they will receive a very prestigious Heirloom quality. Heirlooms will be displayed in your Possessions interface. Have fun collecting them all!
    Headlights
    Headlights can now be toggled on and off (L on the keyboard, controller support coming soon). Turning your headlight off will cause your current rate of Terror gain to double. Toggling your headlight will have more implications in later builds.
    Chart
    The chart now has an expandable legend. The regions have been separated and scrolling away from the centre of your current region is limited, but you can toggle between regions using the arrows on the legend.
    Wrath and Health Feedback
    In the last update we added the wrath crescent, a little arc of red light that pulses and indicates the direction of an agent that has taken a dislike to you. We've also added some additional wrath feedback mechanics in this build. All mechanical agents now have white lights along their hull and when you invoke their wrath they go to red alert! Organic agents emit a red aura of rage.
    All agents now have health feedback too. Mechanical agents will start to smoke when they reach 50% health and will go on to catch fire at 25%. Organic agents start to spew 'blood' particles at 50%, which gets worse at 25%.
    Locomotives
    There's a new locomotive available at London: the Agravain. The Altani has been removed from London and added to a port in Eleutheria for lore reasons. You'll be able to get your hands on it again once our third region is released.
    We've also altered the movement parameters of all the available locomotives so that they handle differently. While all locomotives share the same maximum speed, some like the Bedivere will reach that top speed much quicker than other locomotives. Some like the Parzival have a lower skid suppression so are a bit harder to handle, but are much nippier in battle. Others are steadier but don't take corners quite as quick. We hope you have fun finding the perfect locomotive for your needs and that you'll leave us feedback on the forums.
    Equipment
    We've added a bunch of new equipment, available at New Winchester and London, along with higher tier weapons!
    Higher tier equipment, weapons and scouts now have quality requirements. If requirements have been added to items that you have equipped on your existing save game, you may no longer meet the requirements. If this is the case you will not receive their bonuses after the Roleplay update, however they will not be automatically unequipped from your locomotive. Because of this you may see some unusual behaviour with your cargo number. Unequipping the item will resolve this. More details can be found here.
    In the future we will implement a method for notifying players that they no longer meet the requirements for equipped items when their stats drop through storylets and other actions.
    We've also tweaked equipment tooltips so that they state the locomotive slot that they can be equipped to. No more guessing when purchasing new equipment.

    Updates


    • Agent movement is now halted when the chart is open.
    • Some agent's movement parameters have been tweaked, Reach Marauders are slightly faster for example.
    • All Isambard Line assets, including the signal boxes, have been updated to look dilapidated and to fit with their region.
    • Ambient messages are in place around the Isambard Line signal boxes.
    • We've made some optimisations to the interfaces in game which will improve performance.
    • The game now continues to run/load when you tab out.
    • We've reorganised some of the quality categories to tidy up the Profile and Possessions interfaces.
    • We've reduced the Gratitude cost when purchasing items like Ministry-Stamped Permits and Savage Secrets from factions like Victory Hall and the Ministry of Public decency.
    • You are now rewarded with Sovereigns on handing in port reports rather than fuel and supplies. The amount you receive has also been buffed slightly.

    Bug Fixes

    • Wrath and Weather Halo mechanics will no longer cause exceptions which cause the game to freeze.
    • Dreadnought bullets now despawn and do not spam the output log with exceptions.
    • We've fixed exceptions that were fired when engaging Curators.
    • The ? chart icon now updates when the player encounters Transit Relays after being found by oblivious scouts.
    • Spectacles, Transit Relays and Persistent Discoveries are now marked with their correct icons on the chart when discovered without the aid of a scout.
    • Spectacle, Transit Relay and Persistent Discovery icons now persist on the chart after reloading the game.
    • Kickstarter backers can no longer obtain multiple Cyclopean Owls.
    • The controller instructions no longer overflow the storylet interface when UI scale is increased.
    • You can now back out of all sub-menus on the Options menu using a controller.
    • Instructional text now displays correctly on the character creation screen.
    • Highlighting on Origin choices no longer persists if selecting a different Origin on the character creation screen.
    • We have changed the wording on some origins and histories so they are less confusing on the summary panel of the character creation screen.
    • Interface tooltips are no longer tied to the cursor.
    • We've fixed the stretching in the Curator animation.
    • Label overlap on the chart has been drastically reduced.
    • Isambard Line assets are now correctly aligned on the chart.

    Known Issues
    Below is a list of known issues. For a full list of game issues see our Known Issues page.

    • The Altani has not been reverted to three auxiliary slots yet (and will not be available again until Eleutheria is released).
    • There are a few typos in the Officer's ambient messages.
    • The Fatalistic Signalman's ambient message for Magdalene's is firing at Polmear & Plenty's.
    • The Officer's chat interface can be opened over the top of navigation interfaces.
    • You cannot currently open navigation interfaces alongside the Officer chat interface.
    • The new Character Progression screen is affected by UI Scale.
    • Locomotive descriptions on the engine yard interface is affected by Font Scale.
    • The player's avatar is affected by UI Scale when creating a new character - if not set to defaults then the avatar will be blank.
    • The new Character Creation screen is affected by Font and UI Scale.
    • Some of the Ambition text is cut off on the Character Creation screen.
    • Icons are stretched on the Chart legend.
    • The chart does not focus on the player when it is opened in Albion for the first time.
    • Tooltips do not work on the victory screen.
    • The game fade-out and victory screen fade-in overlap.
    • The red wrath lights on mechanical agents do not turn off once they disengage/flee.
    • Red wrath lights on mechanical agents are not toggled on on secondary agents during 'wrath chaining' (e.g. when you anger a Tackety and his buddy comes over to help him fight, the lights will remain white).
    • The headlight toggle is not currently mapped to controller support.
    • The headlight toggle SFX is only in place on the Spatchcock.
    • Purchasing a new locomotive with your headlight off will cause your new ship to load with the headlight on visually, but not functionally - i.e. you'll gain double Terror while the light is 'on'. You need to turn it off and on again to restore proper functionality.
    • After purchasing a new locomotive with your headlight off you need to press L twice to turn off the headlight on your new locomotive.

    As always, if you find a bug that's not on the Known Issues page then send us a quick Bug Report.


    [ 2018-06-07 15:12:53 CET ] [ Original post ]

    THREAT

    One of the things we really wanted to finesse was the feeling of 'Threat' within the game. Sunless Skies is a brighter, more diverse landscape than Sunless Sea, so it's extremely important to us that there’s still has a sense of peril and dread.

    WEATHER
    With Threat as our main focus, we’ve been busy implementing a few Hazardous Discoveries. Beware, as some existing Discoveries now have the ability to spawn enemies!

    The most major Hazardous Discovery work includes adding three different types of weather to the High Wilderness, which effect players and their locomotives in different ways.



    The Peacock Wind is a ripe, boisterous wind which blows in the Reach. It smells green and mulchy, and sends leaves scuttling against the windows of your engine.

    The Candle-Wind is a hollow, howling wind, flickering with a procession of candleflames. It gives you a gnawing hunger, impossible to satisfy.

    The Storm That Speaks is a storm of growling thunder, stabbing violet lightning, and countless voices that ride its winds. What are they trying to tell you?



    WORSHIP
    Our writers have also been busy creating gods. While paganism is not condoned by The Church in London, many skyfarers were once zailors, and when they couldn't bring their old gods with them to the High Wilderness, they found new deities to worship among the powers of the sky.

    Captains may now find that certain actions can attract a god's attention or wrath. Currently, only a few events grant or use attention, but more will be added as development continues.

    The Waste-Waif dwells in the deserted spaces where suns have died, and commands the winds the same way a shepherd commands sheepdogs. The lost, the outcast and the dying like to imagine a kinship with it.

    The Burrower Below gnaws at the roots of heaven. Skyfarers say her breath is the fog that fills the High Wilderness, and sometimes they make oaths in her name. Her retribution is rightly feared.

    The Storm that Speaks is a tempestuous power associated with grief, melancholy, regret and the past (where its house is said to lie). Some say that the hours mined in the Reach are its tears. It is partial to souls.



    SCOUTS
    More scouts are now available, including: the Star-Smitten Bat, the Intrepid Cavey, the Cyclopean Owl (a Kickstarter exclusive) and the Ratronaut!

    Each scout has a different set of stats, so some will travel further, or report additional findings each trip, or provide more information about the things they find!

    OTHER IMPROVEMENTS
    With the Scout additions also comes some additions to the Chart, such as icons for transit stations, Spectacles, and Discoveries.



    With more features at our disposal, we’ve now made improvements to agent and Discovery spawning. This will affect the variety and frequency of Discoveries and agents you'll come across. Now your captain’s actions will have more effect on the types of things you encounter in the High Wilderness. We've spent a lot of time creating interesting and dynamic situations we can’t wait for you to discover!



    We've also enlisted the horrific imaginations of Harry Tuffs and Emily Short to craft some new Nightmares. As your Terror rises and your Condition worsens, you may find yourself experiencing new sets of horrific realisations.



    We've also revised and expanded the Winchester War between the Tacketies and Stovepipes. The war now has a greater effect on the spawning of each side's vessels. New content has been added to reflect its current state (including new more opportunities to affect the course of the war and new Bargains and Prospects). In addition, the systems that handle its general progress will conduct themselves more discreetly behind the scenes. You can always read the newspapers at New Winchester to learn of recent developments in the war, including how both sides perceive you.



    Our Threat build has also received some updates to Wrath. Agents will now provide visual feedback when they are provoked or hostile. A few animations and visuals for damaged agents are also now implemented (with more coming later!), helping to indicate how close to death they are.



    Our next build will cover improvements to the roleplaying aspects within the game. Next month prepare yourselves for new officers and officer storylines; mascots; character backgrounds; new pasts and deeds; and even some new weapons and equipment for player locomotives!

    Join us this Friday at 16:00 BST for a FBG Podcast on Twitch. Lesleyann will be touring us through our tantalising new features!


    [ 2018-05-09 17:25:49 CET ] [ Original post ]

    Patch Notes - 1.0.9.4.72fb12b (9th May 2018)

    Build Version: 1.0.9.4.72fb12b
    Release Date: 09/05/2018
    Known Issues

    In a nutshell, the Threat update is all about making the High wilderness feel like a more dangerous place. It is a more dangerous place. Be prepared to defend yourself. Be prepared to die, frequently. You are welcome.

    What's New
    Hazardous Discoveries
    Various transient discoveries across the High Wilderness are now Hazardous Discoveries, that is they have a chance to give you a nasty surprise when you interact with them. This is generally in the form of spawning a beastie who will be rather displeased to see you (their sudden appearance may give you a bit of a shock, but we'll be adding a more subtle spawn animation in the future).

    Some discoveries (Vitrified Structures, Curators Eggs and Grim Inscriptions) now have a halo effect similar to Spectacles where Terror will be applied when you get too close. Others like Wefts of Unravelled Time force interaction when you approach. Sail carefully!

    Weather
    Weather is a special type of Hazardous Discovery that randomly spawns throughout the High Wilderness (there are many spawn points in the Reach but only a few in Albion at present. We will be implementing additional weather spawn zones in a future update). All weather exhibits a physical force on locomotives along with other effects, some negative others beneficial.


    • The Peacock Wind will increase your rate of Terror gain but also replenish your current barrel of supplies up to 100%.
    • The Candlewind will increase your rate of supply consumption. Ensure you have enough sustenance before daring to cross it.
    • The Storm-that-Speaks is an interactable discovery. If you can cope with the Terror gain and Hull damage on your journey to the eye of the storm, then perhaps you may speak to it.


    Scouts
    The Diffident Bat finally has some company. This update sees the release of an additional three scouts, the Star-Smitten Bat, the Intrepid Cavy and the Ratronaut. For Kickstarter backers there is also the Cyclopean Owl. These are not just pretty pets, but useful lookouts each with varying abilities. There are three attributes by which scouts can be ranked:

    • Bravery. Scouts are either Cautious and search for things nearby (Diffident Bat, Cyclopean Owl) or Bold and have a longer range.
    • Curiosity. Scouts can be Diffident and only report a single find (Diffident Bat, Star-Smitten Bat, Intrepid Cavy), or they can be Inquisitive and spot up to three things of interest.
    • Acuity. Finally Scouts may be Oblivious and simply mark locations on your chart (Diffident Bat, Star-Smitten Bat, The Ratronaut), or they may be Discerning and will categorise their findings with unique icons.


    The helpful critters can be acquired from a very special merchant who you'll encounter at New Winchester. This trader will appear after roughly a month of in-game time on a new account and will have already set up shop on existing saves, so it's worth a detour to take a look at his wares. Be warned though, the merchant is a traveller and once you've poked around his shop he will move on. Fortunately he will always leave a clue as to where he intends to visit next (after a number of stops he will move on to Eleutheria so ensure you do not squander your opportunities to purchase new scouts).

    Wrath
    Agents now provide visual feedback when they are provoked. A crescent will be seen around your locomotive indicating the direction of the agent and their hostility towards you. The colour will change from white to red as an agent's wrath builds and if it decides to attack the crescent will pulse deep red before vanishing. Some agents have bespoke animations, like Scrive-Spinters which emit a red glow of rage when they decide to hunt you down. Other agents will be updated with similar effects in due course.

    Some beasties like the Scrive-Spinster and Enduring Dreadnought now have damage indicators. Dreadnoughts will start smoking when they reach 50% health and will catch fire around 25%. Scrive-Spinsters have a similar effect where they start to ooze yellow particles as they take damage. Again we'll be applying similar effects to other beasties throughout the High Wilderness in future updates.

    There are now bunch of new ways for you to accrue wrath from various enemies. Some agents in the Reach will be friendly or hostile towards you depending on your allegiance in the Winchester War. Some will become angry when you are running errands for their enemies in the form of Prospects and Bargains. Other agents, like the territorial Chorsiter Bees, will take issue with you when you are carrying certain items. Approaching them may raise their hackles and while they'll check you out they will generally leave you alone. If you're carrying Nectar however, well, just remember our advice. Don't antagonise the bees!

    Updates

    • We've revisited discovery and agent spawning in the Reach so the experience is more akin to that in Albion. Some discoveries that were released in the Albion update can now be found in the Reach.
    • We've added a whole host of new ambient text including segment entrance messages.
    • We've added four interactable Isambard line discoveries.
    • You'll now experience new Nightmares as your Terror rises and your Condition worsens
    • We've expanded the Winchester War content between the Tacketies and Stovepipes with added options to influence the course of the war.
    • The Winchester War now has a greater effect on the spawning of agents around the Reach.
    • New Prospects and Bargains.
    • Hints are now present on the loading screen.
    • Esc now closes interfaces.
    • Bullets and their particle effects have been updated.
    • The locomotive's smoke trail has been updated.
    • New chart icons for Spectacles, Transit Relays and Discoveries.
    • We've improved the UI highlighting for controller/keyboard support.
    • We've made changes to the Prospects and Bargains interface to make it more user friendly.
    • Current and example save files have been removed from the mode selection screen when starting a new game.
    • New Term of Address options on character creation.
    • Wonder and Horror music has been introduced to Spectacles.
    • New SFX are in place throughout the High Wilderness including: docking, agent attacks, weapons fire, looting, fuel/supply barrel change and level up.


    Bug Fixes

    • You now have to turn controller support on manually in the control options menu. This is a temporary fix to stop gaming keyboards, mouse devices and non-standard controllers (e.g. foot pedals, arcade sticks, steering wheels) being auto-detected.
    • Controller instructions will no longer become stuck on screen after death.
    • The Interact prompt no longer appears over the top of the transit gates once activated and the animation runs.
    • You can now open more than one section at a time on Possessions interface with a controller.
    • The pause menu no longer opens behind the Chart.
    • Homesteads now appear in the Prosper segment.
    • Collision damage has been applied to Kisigar Gardens and Youngsfound assets in New Winchester.
    • The Worlebury-juxta-mare label is no longer obscured by fog.
    • Collision damage has been applied to all assets in Brabazon.
    • We've fixed the z-fighting near Tuxeed Point in the Brabazon segment.
    • Smoke is now correctly aligned with the pipes producing it in Brabazon.
    • The headlight no longer passes over the port assets at the Royal Society.
    • The new strafing and venting SFX are now present on all non-Spatchcock locomotives.
    • Port Avon bells can no longer be heard when starting a new save file.
    • Port Avon bells are now muted when storylets are open.
    • Port Avon bells no longer distort with player movement.
    • Various SFX are now muted when SFX volume is set to 0% (strafing, venting, docking, Magdalene's clock, Port Avon's bells and Scorn-flukes and Guest attack SFX).
    • Port specific SFX are now heard when travelling to Albion and when moving between segments.
    • We've fixed a bunch of typos and grammatical errors.


    Known Issues
    Below is a list of known issues. For a full list of game issues see our Known Issues page.

    • The new docking SFX is missing at several ports
    • The Wrath overlay can get stuck on screen after death or returning to the Title Screen
    • The chart icon does not update when players encounter Transit Relays after being scouted by oblivious scouts.
    • Transit Relay and Persistent Discovery icons do not persist on chart after reload


    As always, if you find a bug that's not on the Known Issues page then send us a quick Bug Report


    [ 2018-05-09 17:12:16 CET ] [ Original post ]

    Welcome to Albion



    A new region—Albion—is now available!

    Welcome to Albion, skyfarers. Albion is the heart of the British Empire and home to Her Majesty Queen Victoria. Explore the empire's civilised stronghold and dig into the engines of industry, where manners must be minded and secrets are necessary.

    “The excited shriek of train-whistles.
    The hiss of steam.
    The clamour of countless voices.
    London.”



    In celebration of this momentous occasion, we’ve created a new trailer to give you a sneak peek of Albion! https://youtu.be/oiiRYVtze3Q

    Those looking to discover Albion should head towards Port Prosper to find the transit relay. Transit permits will be free during Early Access, though to make sure captains are seasoned enough for the journey, you'll still need to pay for either a Ministry-Stamped Permit or 2 Barrels of Hours before you travel.

    The addition of a second region brings Sunless Skies closer to our final vision of the game, with two more regions to come before full release. This update also brings:

    Nine new ports, including its hub city London

    Visit the seaside at Worlebury-juxta-Mare. Pay your respects to Her Majesty's sacrifice at Albert's tomb at The Most Serene Mausoleum. Or witness the Brabazon Workworld, where time moves more quickly as labourers refine the empire's hours.



    Our Kickstarter social reward port,The Royal Society, is also housed in Albion!

    Twelve new Discoveries, some more troublesome than others

    Set your locomotive's course for the sprawling Well of the Wolf and hear its celestial gales howl like its namesake. Dare to tread on a Weft of Unravelled Time, or steel yourself to investigate Exceptional Squirmings.



    Six new Spectacles, a few of which won’t terrify you

    Those brave captains who have zailed the sunless zee may uncover some eerily familiar sights. Some will inspire dread, others awe.

    New agents, some who have felt the effects of artificial light

    Albion brings a few new locomotive agents such as Glorious Dreadnoughts, Deranged Dreadnoughts and Sky-Maddened Explorers. Both Dreadnoughts are wrathful, one is slightly more rabid.

    The skies of Albion also feature new beasties, such as leathery Curators and spiny Scorn Flukes!



    For a more detailed idea of what’s new, check out the extensive list in our Patch Notes!

    Our next build in May will focus on the feeling of 'threat' in the High Wilderness. Expect to see more weather and also some more hazardous Discoveries. We'll also be making improvements to the Chart, tweaking survival mechanics, and creating new Nightmares!

    We’ll be holding a FBG podcast this Friday the 6th of April on Twitch at 16:00 BST. We can’t wait to discuss all the lovely bits of Albion with you and answer any questions you may have about the new region!

    And those in London coming to Rezzed next week, do stop by the Sunless Skies booth and say hello! We will have something special for anyone who speaks the special codeword: bees.


    [ 2018-04-04 13:08:31 CET ] [ Original post ]

    Patch Notes - 1.0.8.3.e51bc7cfe (4th April 2018)

    Build Version: 1.0.8.3.e51bc7cfe
    Release Date: 04/04/2018
    Known Issues


    What’s New
    The High Wilderness’ Second Region: Albion
    Albion is finally here. A whole new region for you to discover, exploit and (mostly likely) meet your untimely end in! Albion is beautiful but deadly, survival here is harder than in the Reach. Do you have what it takes to make it, or will you crawl back to the verdant green landscapes of the Reach with your smoke trail between your legs?

    To access Albion you will need to travel through the Reach-Albion Transit Gate which is located not far from Port Prosper. Head in a clockwise direction from Prosper around the rim of the Reach. Once there grab yourself a travel permit at which is free during Early Access. You’ll then need a Ministry-Stamped Permit for first class travel or two Barrels of Unseasoned Hours for second class (available at various ports around the Reach including Port Prosper).

    We don’t want to spoil too much as we’re keen for you to explore and let us know what you think, but in brief Albion contains:


    • Nine new ports.
    • Five new agents (Scorn-Flukes, Curators, Star-Maddened Explorers, Glorious and Deranged Dreadnoughts).
    • Six new Spectacles (have fun finding out if they are Horrors or Wonders).
    • New transient Discoveries (Weft of Unravelled Time, Squirmings, Pardoner Eels, Grim Inscriptions and many others).
    • New persistent Discoveries: Wreck of the Boatman and Well of the Wolf (which like Old Tom’s Well has a Spectacle-like Terror effect).
    • The Altani-class Outrider available at the London engineyard.
    • New equipment to boost your Quarters, Hold and Hull.
    • Equipment which grants the Assaying quality (which you’ll need for all the eels and squirmings).
    • Albion Prospects and Bargains.


    Updates

    • New Discoveries in the Reach: Fragments of the past, large Bronzewood pieces and fungal infested meteoroids.
    • New quality and focus icons throughout the Reach (be aware there are still a number of placeholder quality icons in game).


    Bug Fixes

    • You can now interact with persistent discoveries more than once without having to leave and re-enter the segment.
    • Homesteads now spawn correctly in Magdalene’s and Polmear & Plenty’s segments.
    • Collision damage has now been applied to asteroids in the Magdalene's area.
    • Qualities are now removed from the Journal once they are reset (as opposed to when they are completed).
    • We made a change so that the in-game messages near Lustrum are easier to read.
    • The venting animation on the Parzifal-class locomotives is now aligned correctly.
    • We've fixed the scroll on the Hold section of the bank interface.
    • The auto-docking system no longer puts a player's locomotive at an angle.
    • You will no longer receive Hull damage when entering docks at angles.
    • The camera no longer shakes when entering docks at angles.
    • The level-up animation on locomotives is once again correctly aligned.
    • Lustrum: The Mountain Beckons now shows in the journal.
    • We’ve standardised the spelling of Dreadnought across the game.
    • The avatar tooltip no longer appears on the Character Progression screen if opened while it is displayed.
    • Crew can no longer be exceeded on the Homestead storylets.
    • We've cleared up the confusion with the Amenable Host when speaking to him after the death of your previous captain.
    • Hidden looting qualities now randomise correctly so you’ll see more looting opportunities for mechanical agents.
    • The Headstrong Strongwoman's dialogue is now accurate according to whether or not her flyers need posting.
    • The Phlegmatic Researcher's now continues to pay you for bringing him items for his private research.
    • Handing in Hybras Pus to the Phlegmatic Researchers for private research no longer moves you out of the storylet.
    • Damage to buildings at Titania from the Chorister Hive is now reported correctly.
    • We’ve corrected some typos at the Leadbeater and Stainrod Nature Reserve.



    Albion Known Issues
    Below is a list of known Albion issues. For a full list of game issue see our Known Issues page.

    • The Interact prompt appears over the top of the transit gates once activated.
    • Prospects are available at the Avid Horizon rather than bargains.
    • Worlebury label can be partly obscured with fog (depending on the segment it spawns in).
    • There’s some z-fighting near Tuxeed Point.
    • Blocking is missing on a few assets in Brabazon.
    • The headlight passes over the port/dock asset at The Royal Society (Airy House) and two asteroids in the Mausoleum segment.
    • The transit gate activation audio repeats on arrival in a new region.
    • The transit gate arrival audio is not yet in place.
    • Scorn-flukes are not muted when SFX volume is 0%.
    • The chart text does not update to say Albion when you move to that region.


    As always, if you find a bug that's not on the Known Issues page then send us a quick Bug Report


    [ 2018-04-04 13:06:23 CET ] [ Original post ]

    Albion is coming to Sunless Skies on 4 April



    Expect to be able to travel to Albion from 4 April! This second region brings the game much closer to our final vision.

    Albion is the heart of the British Empire’s territory in the High Wilderness; and the only place in the heavens you can reliably get a decent cup of tea. Its hub is London – your actual Victorian London – which has been flung into space by Her Majesty Queen Victoria. She rules it from the Throne of Hours, which allows her some dominion over time itself. We’re excited to get to Albion and dig into the engines of the Empire and all its dirty secrets.

    Albion includes writing by Failbetter collaborators Cassandra Khaw, Meg Jayanth, Harry Tuffs and Richard Cobbett. Expect to visit the Avid Horizon (the door through which Londoners entered the sky; now solemnly closed), the Clockwork Sun (greatest marvel of British Engineering), and Worlebury-juxta-Mare (a pleasant town on a sea of mist that definitely doesn’t squirm with noisome horrors).

    Sunless Skies will be released from Early Access in September 2018.

    Wishlist Sunless Skies here on Steam! You can also follow along with our development roadmap.


    [ 2018-03-14 15:59:53 CET ] [ Original post ]

    Patch Notes - v1.0.6.5.8046df9 (27th February 2018)

    Patch Notes - v1.0.6.5.8046df9 (27th February 2018)
    Build Version: 1.0.6.5.8046df9
    Release Date: 27/02/2018
    Known Issues


    What’s New

    Combat changes - batch #1

    The biggest change we’ve made to this build is a complete rework of the Heat mechanics. We’ve redesigned the Heat bar and the way it gives feedback. We've also made the mechanics simpler and feel we’ve arrived at something that makes combat fun and accessible, whilst being measured and allowing the player to use a few tactics to get the most out it. Here are all the changes we’ve made:


    • Heat is no longer gained from forward thrust, it is now only applied when strafing and firing weapons (though we may add additional ways to gain heat in the future).
    • Heat is a value which goes up to 100, once you reach 100 your vessel will overheat.
    • The Heat bar warning light will turn on around 80% as an indication that you are close to overheating. There is also an audio cue.
    • Consequences like the temporary loss of a weapon whilst overheated have been removed.
    • When you are overheated you will be unable to strafe, though you can still turn, reverse and move forwards.
    • Once overheated you will remain in that state for a few seconds. After the overheated period has elapsed your locomotive will vent Heat rapidly and you’ll once again be able to strafe.
    • You can fire your weapons whilst overheated, but as a consequence you will take damage (10% of your max Hull value). When you choose to do this your locomotive will vent immediately and Heat will dissipate rapidly.
    • You will be unable to fire your weapons if you are overheated and firing them would damage your Hull to the extent that it would lead to your untimely demise.
    • Weapons now have continuous fire - hold down your hotkey/mouse button and the weapon will fire again as soon as it comes off its cooldown.
    • If you are using continuous fire then your weapons will cut out automatically when you become overheated so you don’t inadvertently damage your Hull. Once you come out of the overheated state continuous fire will kick in again.
    • Weapons have variable cooldown times and kick out different amounts of Heat (Jerusalem 30%, Emanation 50%, Brassraven 10%).

    We’ve also made numerous changes to some of the beasties that roam the Reach. Cantankeri are a little faster, Reach Marauders can turn sharper and Enduring Dreadnaughts have new weapons and are a bit tougher. We’ve also made the agents less accurate, enemies like the Tacketies and Dreadnaughts will now take potshots at you even when they don’t have a perfect line of sight.

    Controller Support

    Gamepad support is finally here and currently works with Xbox One, Xbox 360 and PS4 controllers. Plug in a control pad and have fun navigating across the Reach using the bumper buttons to strafe and the triggers to control forward and backward thrust.

    Unfortunately we didn’t have time to implement a login check to reset everyone’s default controls automatically to include the updated controller mapping, but we’ll be including it in the next update. For now if you want to take advantage of gamepad controls you’ll need to manually reset the controls to default.. You can do this from the title screen (select Options > Controls > Restore Defaults) or in-game (press Esc > Options > Controls > Restore Defaults).

    After many hours of gameplay we’ve added a default configuration which we feel is the best fit, however everyone is different so you can remap the gamepad controls at any time after having restored to the default configuration.

    The gamepad controls introduced a lot of new functionality in order to be able to move through the various interfaces without using a mouse, so there are also keyboard equivalents in place, however these are not fully supported yet so you cannot rebind them at the moment, there is no functionality for the chart or moving between tabs in shops, and they are not currently shown in the Controls menu. They are as follows:

    • Select Left Menu (Port Index UI or Always Storylets when not docked) - Ctrl + Left Arrow
    • Select Bottom Menu (Navigation bar) - Ctrl + Down Arrow
    • Select Right Menu (Officer HUD) - Ctrl + Right Arrow
    • UI Move Up, Down, Left, Right - Arrow keys
    • UI Cancel - Backspace
    • UI Select - Enter
    • UI Submit (equivalent to X on Xbox controller, used for Jettison, More Info etc) - Delete

    As simple as the gamepad controls look, it was a phenomenal amount of dev work to get it working correctly within Skies. Naturally there were lots of bugs and we’ve painstakingly nuked all but a bunch of minor issues which we’ll fix in an upcoming build. Make sure you read about them on our Known Issues page so you are familiar. As always, if you come across any that aren’t listed then send us a quick report, details of how to do so are here

    Movement

    We’ve made a couple of very subtle tweaks to locomotive movement. We’ve mentioned before in one of our Upcoming Changes threads that we are toying with the idea of having difficulty settings for movement. We won’t be implementing this until much closer to launch but in the meantime we wanted to adjust the controls to make the locomotives feel slightly less ‘slidey’. It’s been hard to find a balance because while a lot of players have told us they find the locomotive difficult to control, there’s also a lot of people who like the feel of it. One thing we don’t want to do is make the default controls feel ‘dumbed down’, hence why the changes we’ve made in this build are minor. Once difficulty settings are in place, you’ll be able to make stronger adjustments yourself. Here are the tweaks we’ve made:

    • We’ve increased forward thrust so you get up to your maximum speed quicker. This should make you nippier in combat when you need to kill forward thrust, make a sharp turn and move full steam ahead out of the way of incoming enemy fire.
    • In our last update we reduced the locomotive’s backward thrust so it’s much slower to reverse. We’ve buffed that a little in this build so it’s now a bit quicker.
    • We’ve tweaked the skid suppression which will give you a little more control when strafing.


    Updates

    • Default controls for weapons have been changed to the mouse buttons - only new players installing the game for the first time will see this change. If you’ve been playing in Early Access and you want to see the changes you will need to restore defaults (from in game press Esc > Options > Controls > Restore Defaults).
    • The Survival HUD now flashes when you take Hull damage.
    • The Fastidious Inspector quest now requires items freely available throughout the Reach so players are no longer at the mercy of random Bargains.
    • When weapons are assigned to mouse buttons they no longer fire when opening/closing interfaces. We had to apply this change to hotkeys too, so be aware that if you choose to use keyboard hotkeys to fire your weapons, they will only work when your cursor is not over an interface.
    • Weapon keys can now be held down so that weapons fire immediately when they come off cooldown.
    • We've increased the size of projectiles
    • New ambient sounds are in place throughout the Reach.
    • We’ve added some functionality which stops you from going over the edge of the Reach and as a result players will no longer get stuck on the loading screen when crossing the boundary.
    • New in-game messages which trigger when you hit certain variable states have been introduced.
    • We've made some adjustments to the camera zoom.
    • The tutorial no longer opens up each time you close a Must Event or a Loot storylet.
    • Quests are now marked as completed once the storyline is finished.
    • Quests are now moved to the bottom of the journal when completed.
    • Objectives (sub-quests) are now in place and display as bullet pointed lists in the journal underneath the main quest. When completed they will be marked with a tick.

    Bug Fixes

    • Spam clicking Facets no longer causes skill boosts to be applied multiple times.
    • Navigation interfaces can no longer become locked to the middle of the screen.
    • Navigation interfaces can no longer be brought up on the Title Screen.
    • The patch notes no longer appear in-game.
    • You will no longer receive Hull as a reward from Flotsam & Jetsam if your locomotive has max Hull.
    • When collecting Hull from Flotsam and Jetsam, the correct amount of Hull applied is now shown.
    • The Experienced gained label for Squire's House at Port Avon now appears in game on discovery.
    • Double Terror gain now kicks in when you are down to 2 Crew on Parsival-class locomotives, rather than 1.
    • Bargains are now removed from the Bazaar once you've purchased all the items available in the offer.
    • If returning to the Title Screen and then continuing immediately after creating a new character, your locomotives equipment is no longer unequipped.
    • Colliders on mechanical agents are now removed immediately on death.
    • The Crew requirement for Conduct a nocturnal excavation at Port Avon has been lowered to 5 to accommodate Sky-Captains with Parsival and Pellinore class locomotives.
    • You will now see the correct quality effect message when completing the Amenable Host’s Assumed Identity quest
    • Once you’ve completed the Assumed Identity quest you will no longer see the option to tell the Amenable Host about his past.
    • Port reports can no longer be farmed for Sovereigns at Lustrum and Port Prosper when the Winchester War changes
    • Player's can now purchase all Ministry-Approved Literature bargains around the Reach.
    • Sovereigns awarded for Ministry-Approved Literature Prospects have been adjusted so they are worth more than the value at Victoria Market.
    • The avatar tooltip no longer gets stuck on screen.
    • The avatar tooltip no longer appears on the Character Progression screen is opened while it is displayed.
    • Officer slots will no longer remain in an expanded state if the main menu (pause menu) is opened over them.
    • Engine SFX now play after death.
    • Character names are no longer obscured by the Load button on save files (with default Font and UI scales).
    • Increasing the Font Scale will no longer cause the cost of locomotives to become cut off in the Engine Yard interface.
    • The fog around Carillion has been tweaked to remove straight lines.
    • The line above the Bedivere-class locomotive in the Engine Yard and Hold interfaces has been removed.
    • Erroneous graphical assets have been removed from the chart between segments.
    • We’ve fixed a number of typos and grammatical errors.


    [ 2018-03-05 10:35:42 CET ] [ Original post ]

    Sunless Skies will release in September 2018!

    Hello, skyfarers!

    We’re pleased to announce that Sunless Skies will be released in late September 2018! We’ll have an updated roadmap next week, but for now here’s the lowdown on our latest release: COMBAT.

    GAMEPLAY


    Weaponry and heat

    The biggest change we’ve made to this build is a complete rework of the Heat mechanics. We’ve redesigned the Heat bar and made the mechanics simpler. Try holding down the button to keep firing, and experimenting with what happens when you’re overheated but keep shooting (clue: it is not good). We feel we’ve arrived at something that makes combat fun and accessible, whilst being measured and allowing you to try different tactics to get the most out of it. It’ll keep evolving based on your feedback!

    Combat will also feel a little different due to some additional tweaks to ship speed and camera behaviour: you get more screen around you when you’re at full speed or when you’ve been targeted by an enemy.

    We’ve also made numerous small changes to some of the beastie behaviour in the Reach. Cantankeri go down a little easier, Reach Marauders are a little more nimble. The Tackety Scout remains a tough encounter - think before you engage! The Enduring Dreadnaught has a powerful new chain weapon, so stay out of its line of fire. Generally, enemies are more capable of missing now, meaning more narrow escapes. Let us know what you think!

    Controller support



    After many hours of gameplay we’ve added a default controller configuration which we feel is the best fit, but you can change the gamepad controls at any time from the title screen (select Options > Controls) or in-game (press Esc > Options > Controls). We’ll also be adding keyboard-only support in a future release.

    Movement

    We are toying with the idea of having difficulty settings for movement. We won’t be implementing this until much closer to launch, but in the meantime we wanted to adjust the controls to make the locomotives feel slightly less ‘slidey’. This is a minor adjustment on the road to default controls that feel right (no easy task to balance!). Once difficulty settings are in place, you’ll be able to make stronger adjustments yourself.

    STORIES
    This month, the writers had a workshop with consultant, game writer and friend of Failbetter Meg Jayanth, in which they looked at the theme of colonialism in Sunless Skies. They came out of it with a whole bag of story ideas, new writing approaches, and some particularly exciting material for the Blue Kingdom.

    Meanwhile in the story mines, the writing team have mostly been forging onward into Albion (with a little excursion to Eleutheria), so you can expect to see the fruits of these labours further down the line.

    SOON
    The next update will be a biggie. ALBION enters the game. An entire new region to explore!




    Quite a bit of work from the last few sprints will be revealed all at once: all the ports will have their core stories, and you can expect a well, a legendary wreck, new prospects and bargains, and several new discoveries and enemy types.

    Of course, with two regions, we’ll need a way to travel from one to the other. We know what this looks like and we think you’re going to be tickled.

    That’s your lot for this release! Our podcast today is cancelled due to snow, but we'll let you know as soon as we've scheduled another one. :)

    And those of you in the UK can come see us at EGX Rezzed! Rezzed is the 13th-15th of April at Tobacco Dock in London, and it's always a great time. Hope to see you there!

    Your friends,
    Failbetter Games

    PS Enjoying the way the game is coming together? Tell a friend! They can buy or wishlist Sunless Skies right here on Steam.


    [ 2018-02-28 15:10:41 CET ] [ Original post ]

    EXPLORATION

    Hello, Skyfarers! An update, in which we discuss the EXPLORATION release and the ever-closer reveal of ALBION!

    This release pulls in a lot of the work we’ve been talking about from recent sprints (TEKTITE and VEGA):



    Discoveries and spectacles are now available! Scavenge from wrecks, harvest hives, investigate (or eat) fungal fragments, mine sky rocks for undiscovered hours, scour flotsam and jetsam for random treasures, and carry Curators' Eggs to port before they can hatch.

    At the edge of Old Tom's Well, you can discover the Pitchkirk and its bitter sect. Those who can prove they have been aggrieved may even be allowed to take part in their services and enact their well-rite: the Rite of Wrongs (which will modify your captain's skills).

    You’ll notice a lot of fun (“fun”) changes to Terror: new visual and audio effects and terror music made by Maribeth that will make the atmosphere more and more tense and unbearable.



    Fog and locomotive headlights will work together to add atmosphere to your journey, help you target enemies during combat and make it easier to discern which elements on screen are possible to crash into. Docking will be automatic. You’ll be able to tell how many sovereigns you have more easily.

    The next release, coming at the end of February, will cover MOVEMENT AND COMBAT, including work based on your feedback.

    With exceeding joy, we can confirm the release after will be ALBION. A whole additional region, with its own look, feel and surprises. If you’ll permit us some over-excitement, it’s time to get on board the SPACE HYPE TRAIN.



    It almost goes without saying, but releasing an additional region into the game will immediately make the play experience something much more like the final game; in all likelihood it will be the biggest appreciable change to the game during Early Access for you as players. We are intensely nervous and excited to reveal it to you.



    Our next FBG Podcast has been moved to Tuesday 6 February at 4:00pm GMT so that we can take a moment to celebrate Sunless Sea’s third birthday. So bring your captain’s logs and memories to share! We’d also love to show off Sunless Sea fanart, so leave us a link here or tweet to @failbettergames and we’ll cover as much as we can!

    As ever, we’re taking your feedback on the Steam, GOG and Failbetter forums. We can’t wait to hear what you make of these changes!

    AND - hooray - you can come and meet the team to chat about Sunless Skies at EGX Rezzed! We’ll be there from the 13th to the 15th of April and we’re excited to see you.

    Your friends,
    Failbetter Games


    [ 2018-01-31 15:18:46 CET ] [ Original post ]

    Patch Notes - 1.0.7.4.1f12226aa (31st January 2018)

    Build Version: 1.0.7.4.1f12226aa
    Release Date: 31/01/2018


    What’s New
    Spectacles
    Spectacles have arrived! Some of these are existing assets that have been spruced up and had a Terror effect applied, others are new sights to discover. Some Spectacles will fill your crew with a sense of wonder and your Terror level will decrease whenever you’re basking in their beauty. The High Wilderness however is also filled with many horrors and a lot of Spectacles will increase your rate of Terror gain whenever you get too close.

    Each wonder and horror spectacle has a charge which begins to dissipate and apply its Terror effect when you enter its immediate area. Once the charge has run out, your normal rate of Terror gain will resume. The time over which the Terror effect is applied varies from Spectacle to Spectacle, and while it eventually runs out they do recharge so plan your journeys carefully.


    Discoveries
    Our first batch of discoveries are in place. Scattered across the Reach you’ll find abandoned wrecks, homesteads, mineable sky-rocks and hives to mention just a few. Flotsam and jetsam litters the space between ports and you’ll be able to pick up a number of items from them on your travels. Some discoveries have accompanying storylets and while most will disappear after interaction or on leaving the segment, some are perpetual. Two permanent discoveries found in the Reach are Old Tom’s Well and Wreck of the Parzifal. Both have storylets though Old Tom’s Well also has a Spectacle-like terror effect when you approach it. You’ll understand why when you find it. Happy hunting!


    Fog and Lighting
    Fog has crept into the Reach helping to build the mood and sense of dread as you explore areas unknown. Unfortunately with this increase in atmosphere came a decrease in visibility, making it even harder to see what objects you could collide with.

    To combat this we’ve introduced the long-awaited locomotive headlight. The headlight is purely to help with navigation, there are no mechanics (such as increased fuel consumption) applied to it and as such it cannot be turned off. This perpetual beam is there to help guide you through the Reach and see what you can and cannot crash into. Anything on the collidable level will stop the light passing over it, creating eerie shadows and beautiful scenes of dancing debris. Light will pass underneath bridges too making them much easier to distinguish.

    Another benefit is the effect it has during combat. The headlight acts as a targeting reticle, helping you to see when your weapons are lined up and also when you are in your enemy's line of fire (for mechanical beasties as least).


    New Docking System
    There’s now an auto-docking system in place at all ports in the Reach. As your locomotive pulls into the entrance of a dock the docking system will take over and guide your ship into position, meaning fewer collisions and hull repairs! Turning and strafing will be disabled whilever you’re in dock too, helping you to maintain a shiney, damage-free engine.


    More Terror Changes
    Along with the new Survival HUD, November’s update saw the introduction of different rates of Terror gain. We reduced the ambient rate from approximately 1% per 7 seconds to 1% per 14 seconds and applied a Terror-free zone in and around ports. We also added a spooky camera effect that creeps in at the edges of the screen when your Terror rate doubles, owing to having less than half the amount of Crew that your locomotive can carry.

    January’s update sees further additions to Terror in order to make it clearer when you are gaining or losing it. The Terror icon and bar is white when you are not gaining any Terror, but will pulse red when it starts to increase on leaving the safety of a port. If your rate of Terror gain increases (around Spectacles, when you have a low Crew count, or both), the pulsing quickens and you’ll see visible colour changes. When your Terror decreases however, the HUD will turn a soothing shade of blue. We’ve also added additional camera overlays to accompany these Terror effects. Now that there are more ways to increase and decrease Terror in game we’ve once again tweaked the ambient rate of Terror, this time to ~1% per 10 seconds.


    New Officer HUD
    We’ve implemented a new Officer HUD so you’ll be able to see who you have recruited at all times. It also incorporates your Profile avatar and the tooltip will display your name, level, experience and how many character points you have to spend (character points are gained each time you level up). Clicking on your avatar will open the character progression screen where you can spend your character points on new Facets.

    Not all the functionality of the new Officer HUD is in place just yet however. You cannot yet click on the Officers to interact with them.


    Updates


    • Sovereigns are now visible in the shop and Bazaar interfaces!
    • The Spatchcock’s cargo space has been raised to 12.
    • New items are available at New Winchester.
    • The Bank interface has been reworked so that it is one UI element.
    • New Title Screen, Terror and Death music.
    • All locomotives now have their own unique engine SFX.
    • Enemies now explode on death.


    Bug Fixes

    • There is now a delay between the triggering of in-game messages around ports.
    • The camera overlay no longer persists after death.
    • The focus icon no longer overflows the storylet interface at Traitor's Wood.
    • Settlers can now be dropped off at Traitor’s Wood.
    • The Possessions, Officer and Profile interfaces now auto-update if they are open when you obtain new qualities, officers, port reports, affiliations or peculiarities.
    • When the Journal is open alongside a storylet it will now auto-update with quests when you start, advance or complete them.
    • The Hold now updates automatically if it is open when accepting and completing Prospects or when purchasing a Bargain.
    • Terror gain now stops correctly around all ports.
    • Interfaces now open and close correctly after other UI elements have overridden them.
    • Agents can no longer enter docks and drop loot which cannot be collected.


    [ 2018-01-31 14:31:58 CET ] [ Original post ]

    Adding to Atmosphere: VEGA

    You may have noticed these past few sprint blogs that we’ve been changing the format a bit, as we add many large features into the game. We’ve also recently restructured our production process and in 2018 we’ll be handling these blogs and our FBG Podcasts a little differently!

    Instead of posting a development blog and podcast every sprint (or every other week), we’ll be shifting to releasing a blog and podcast per release build (when we update the live Steam/GOG builds for players)—so roughly once a month. Now that most of the structural systems and core gameplay features are in the game, we want to make sure each of these updates are packed full of exciting new features, screenshots and gameplay.

    That means our next development update (and game update!) will come the 31st of January, with our next FBG Podcast on the 2nd of February! In between these official updates there will of course continue to be patch notes, and Lesleyann and Haley will still be hanging around on the forums (Steam, GOG, FBG) to answer any questions you have and take feedback, too.

    ART

    We’ve been going over a lot of the feedback regarding game atmosphere, and therefore this sprint was all about adding in atmospheric improvements. One of the largest ways we’ve addressed this feedback is to add fog and shadow into the Reach.



    Fog adds more mystery and suspense, allowing AI agents and beasties to loom into the player’s sight. Bringing fog into the High Wilderness also allows us to add a major new feature—a headlight! We’ve wanted to put this into the game for a while, but with the Reach being so bright it didn’t feel appropriate. However, it makes a great deal more sense as a fog light.



    Adding the headlight is also helpful in numerous other ways, such as being able to definitively tell which side of the locomotive is which, on both the player and agent locomotives. It also is beneficial to combat, as it acts as a helpful targeting device.



    Currently the headlight isn’t tied to any mechanics (ie. fuel, stealth, etc.) and cannot be turned off. However, over the coming weeks we’d love to hear your thoughts on this!



    With light of course comes shadow. Shadows are helpful to address feedback we’ve seen, that because of the parallax layers it’s occasionally difficult to tell which objects you run the risk of crashing into with your locomotive. Now, with shadow, it’s easier to tell: anything that casts a shadow is collidable, while anything the light passes over is out of reach.

    CONTENT

    Content have remained steady in their Albion work, including adding the finishing touches to Meg Jayanth’s port: Perdurance.

    "Perdurance is a jewel in the Empire's crown. Here, time is mastered, and the flower of the Empire's youth disport in eternal opulence"

    Cash has continued his work on the Eagle’s Empyrean, which is the Khanate’s stronghold in the sky. Meanwhile, Olivia has been writing up the complex looting storylets for agents like the Scorn-Flukes and the chiropterous Curators. We recently changed the name of the Curators (prev. Custodians) for tonal reasons and to make possible the imminent pun that you may want to brace yourselves for.

    We've also finalised a special piece of content written by Liam: the Curator's Egg. This is a Discovery: a gooey bundle containing a Curator's collected treasures. If you can get one back to port in time, you may be able to sell it. But take too long, and it could hatch, unleashing who knows what aboard your locomotive.

    We’ve also now received all the player responses for our Correspondence Kickstarter reward, so Chris has been working on translating them into correspondence sigils while Paul designs their visual look.

    GAMEPLAY & DESIGN

    One very welcomed feature we’ve been implementing is auto-docking at ports! Soon, when you get close enough to a dock, it’ll automatically (and gently) guide you in. This also allows the locomotive to stay still while docked at a port. To leave, simply press forward and head back into the High Wilderness.



    This sprint Barry has been finishing work on pathfinding and local avoidance improvements. Amongst other things, this will allow agents to fly more smoothly and hopefully get stuck less on rocks.

    We’ve also begun designing how transitions will work between regions, in preparation of Albion joining the game. Improvements to transitions between segments within a region have also been implemented by Paul and Tobias, as they add fog and shadow into the region.



    Some very agitated Scorn-Flukes have also been created, with excellent animations we can’t wait for you to uncover.


    With the shift from Sprint Blogs to Release Blogs, our next FBG Podcast will be 2nd February at 16:00 GMT, which should not interfere with too many groundhog watching festivities.

    Our next blog will focus on iterations and improvements to player movement and combat! Be certain to check our our Upcoming Changes: Locomotive Movement and Focused Feedback: Armaments threads.

    P.S. For anyone wondering, our Sprint 30 over the holidays was called Umbra.


    [ 2018-01-17 16:05:56 CET ] [ Original post ]

    Improving Exploration: TEKTITE

    With the recent revamp of the proc gen system becoming available within the game to all, our focus this week has been to add some finishing touches to exploration in the Reach. Final touches and testing are being completed for Discoveries & Spectacles, which we hope to bring into the game soon. Additionally, the update to Terror’s visual effects and music are being finished as well.

    ART

    Our first overhaul to exploration within the game came with the new proc gen system which has allowed us to really define and curate the environments within the Reach. To build on top of that we’ve been working on Discoveries & Spectacles.

    Discoveries are points of interest in the High Wilderness. It could be something as simple as a floating crate of munitions, or the (hopefully) empty wreck of some terrible locomotive crash. These will provide resources and stories for bold explorers to find.



    Tobias has been busy bringing our writers’ content to life for many different Discoveries for both the Reach and upcoming Albion. On your way through the Reach you may stumble across Hives or even a Well.





    Currently, Discoveries won’t be detectable by your Scout, and instead will have to be encountered up close and in the moment.

    Tobias has also been working within the new proc gen system to design different segments for Albion. One of the ports he’s been working into the segment design is the Kickstarter social goal we achieved: The Royal Society.

    The once-moribund Royal Society of inventors, explorers, and scientists has received a generous grant from Her Enduring Majesty and a renewed mandate: to unravel the mysteries of the High Wilderness! Were they eager to be at the forefront of new discovery? Or were they keen to be further from the Empire's control?


    CONTENT

    As Tobias works to visualise the Discoveries, Chris and Olivia have been busy crafting the messages that show up on screen as each Discovery is encountered.

    James’ focus this sprint has been more towards Albion. He’s started the content for the Albion wealth ambition, as well as working on the content for The Royal Society. He’s also been writing the content for the Wreck of the Parzifal, mentioned in our Kickstarter!

    The Parzifal was Her Majesty's pride, the first locomotive constructed at the Avid Horizon. But despite the pomp surrounding her launch, she never returned from her maiden voyage. What grim fate did she meet?

    Excitingly, both Chris and James have also been working closely with our three Kickstarter backers who are designing a port with us. These ports are currently evolving and coming into shape. Two of these ports will be discoverable in Eleutheria, and one within the Blue Kingdom.


    GAMEPLAY & DESIGN

    Alongside Discoveries, we’ve also been working to finish up Spectacles, which have a more mechanical effect on players and their crew.

    Spectacles are awe-inspiring locations in the High Wilderness. Most will strike terror into the hearts of your crew, while others may bring them comfort. A wise skyfarer will learn routes that will keep their people's dread at bay.

    In the Reach, you may stumble across the Regent’s Grave spectacle in Traitor’s Wood, or the Apoidean Garden Wonder near the Nature Reserve.



    Since Spectacles affect a player’s Terror level, we’ve also been continuing our work on the visual and audio effects of Terror. Along with the on-screen visual effects, we’ll also soon be implementing terror music made by Maribeth, that will make the atmosphere more and more tense and unbearable as their Terror level and Condition increases.

    Mac has also updated the Bank UI so that the Bank inventory and the player's hold show up in one screen, as well as making sure the bottom nav-bar refreshes correctly. Also to the joy of everyone, Sovereigns will now be visible in Shops and the Bazaar!



    He’s also been working to implement the Officer HUD (or where you see your Officer information on-screen). Your Captain’s experience bar will also be moving from where it previously was on the bottom nav-bar to a more logical place within the Officer HUD on the top right of the screen.



    Once the work above makes its way into the live build on Steam and GOG, we hope that everyone will feel the Reach will have a lot of depth to explore! Moving on, our next sprint will focus on tweaking the atmosphere, to adjust how exploration in the High Wilderness makes players feel.



    As the holidays approach the Failbetter offices will be winding down until the new year. This will be the last development blog until 17th January. The next FBG Podcast will be on 5th January at 16:00 GMT with Paul, our Creative Director!


    [ 2017-12-20 14:47:13 CET ] [ Original post ]

    Prospects Bargains Trade System Now Live

    Today our Prospects and Bargains trade system is now officially available to players on Steam and GOG!



    To discover all the details and its mechanics, check out our Prospects and Bargains post. Or, if you’d like an in-depth look at the system, watch our latest FBG Podcast where Chris and Lesleyann walk you through the system in-game.

    Head over to New Winchester and visit the Promise of Days club at Wolvesey station. Here you can learn all you need to know from seasoned sky captains. Once you’ve picked up a couple of tidbits, then open the Bazaar and start wheeling and dealing.

    This update also includes:

    • Bringing the new proc gen branch into the main branch of the game
    • Directions, which will help players find ports mentioned in quests
    • Bug fixes, which you can read all about in our Patch Notes


    More About: Proc Gen Coming to the Main Branch
    While the new proc gen system was originally released on its own branch, today it is being merged into the main branch of the game. This means:

    If you moved over to the proc gen branch, then you can transfer back over to the main branch once the update is live. You’ll be able to import your save file and this time your map will not be regenerated.

    If you’ve never tried out the proc gen branch, then once the update goes live you will still be able to load existing save files, but you will see some changes: your chart will regenerate and you will be moved to the New Winchester starting area. However, you will not lose any progress you have made on that character.

    More About: Directions
    The High Wilderness is vast, and so we wanted to add in a system that can help players find ports related to quests. Currently the only quest using this is the starting quest to Port Prosper, but we’ll be implementing this feature across a range of storylets in the future.

    Directions are based on a 16-point compass (north, north-northeast, northeast, etc.) and are always given from the position of the region’s hub port no matter where you are in the High Wilderness. If the port in question is in the inner ring then it will be ‘some way’ from the hub port; if it is in the outer ring then it will be a ‘long way’ from the hub, e.g. Port Prosper is a long way north of New Winchester.

    Dev Blogs and Podcasts Christmas Schedule
    The Failbetter offices will be winding down over the Christmas period. The last dev blog before the holidays will go live Wednesday 20th December, before picking up again in January.

    Our next FBG Podcast should take place Friday 5th January when we’re back in the office. We hope everyone has a lovely holiday and we can’t wait to show you some exciting things in the new year!


    [ 2017-12-11 15:03:10 CET ] [ Original post ]

    Patch Notes - 1.0.6.3.4ea876f (11th December 2017)

    Build Version: 1.0.6.3.4ea876f
    Release Date: 11/12/2017


    What’s New
    Today’s release sees the main branch updated with the new procedural generation system. This was previously released on a separate branch, check out the patch notes for all the updates and bug fixes that were included.

    If you moved over to the proc gen branch, then you can transfer back over to the main branch once the update is live. You’ll be able to import your save file and this time your map will not be regenerated.

    If you’ve never tried out the proc gen branch, then once the update goes live you will still be able to load existing save files, but you will see some changes: your chart will regenerate and you will be moved to the New Winchester starting area. However, you will not lose any progress you have made on that character.

    Prospects and Bargains!
    Also included in this update is our new trading system: Prospects and Bargains. Head over to New Winchester and visit the Promise of Days club at Wolvesey station. Here you can learn all you need to know from seasoned sky captains. Once you’ve picked up a couple of tidbits, then open the Bazaar and start wheeling and dealing.

    If you’d like a live demonstration of the Prospects and Bargains system then check out our live stream where our Narrative Director, Chris, explains the ins and outs of trading in the High Wilderness.

    Bugs
    There are a couple of Known Issues with Prospects and Bargains that we didn’t have time to fix, and some we deliberately deferred until a future update. We made this decision as we want to make a wider change that will incorporate those fixes but this will take some time.

    Specifically, if you have your Possessions or Hold interfaces open when you accept Prospects or pick up Bargains, then they do not update until they are closed and reopened. This was an existing issue we fixed a couple of updates ago, but the problem is also present in the new Bazaar interface. We made the decision to defer these bug fixes until the next update so that we can implement a feedback change alongside it: we will be adding your Sovereigns to the shop and Bazaar interfaces!

    Have fun trading and please let us know what you think on the feedback thread on trade.

    Directions
    Alongside Prospects and Bargains we’ve added a feature that will allow us to give directions towards ports. Currently the only quest using this is the starting quest to Port Prosper, but we’ll be implementing this feature across a range of storylets in the future.

    Directions are based on a 16-point compass (north, north-northeast, northeast, etc.) and are always given from the position of the region’s hub port no matter where you are in the High Wilderness. If the port in question is in the inner ring then it will be ‘some way’ from the hub port; if it is in the outer ring then it will be a ‘long way’ from the hub, e.g. Port Prosper is a long way north of New Winchester.

    Updates
    * Prospects and Bargains
    * Directions
    * The Fastidious Inspector quest has been reactivated now that directions are in game
    * Because the Fastidious Inspector quest is active again, we’ve once again reduced the number of Sovereigns handed out in the A Gift for New Captains storylet when starting a new character
    * A number of shops from previous builds have been retired and new ones are in place with Fuel, Supplies and the port’s export good

    Bug Fixes
    * Loot can now be collected from Enduring Dreadnaughts
    * The + and - icons within shop interfaces now update correctly when buying and selling multiples


    [ 2017-12-11 15:01:03 CET ] [ Original post ]

    Onward, to Albion: SUPERCLUSTER

    Now that the new proc gen system is accessible in Early Access via branch, the team has been busy QAing and bug fixing the Prospects and Bargains system, which is due into the game before the end of the year. Alongside that, Art, Content and Tech have continued their work on various tasks for our other regions like Albion and Eleutheria.

    ART



    Besides creating the art for the Albion port, the Most Serene Mausoleum, Tobias has been working on visualisations of Terror that we’re hoping to add to the game soon. These Terror visualisations are based on your feedback that there aren’t enough cues that Terror is increasing.

    There will now be five different visual stages to show the Terror condition: neutral, losing terror, gaining terror, gaining a lot of terror, and gaining-a-hell-of-a-lot-of-Terror-oh-my-god-I’m-going-to-die.


    Example of upcoming Terror border visual effect

    Alongside this solution for Terror feedback, we’ve also added a new HUD in the proc gen branch available to players. The new HUD aims to clarify Terror level as well as other conditions and stats the player will want a keen awareness of as they play.



    CONTENT
    Many of our writers and freelancers are forging ahead on Albion ports and content. James has been busy writing the content for one of our Legendary Wrecks: the Boatman, while Chris has spent time working on the ever mysterious Well of the Wolf.

    As most of our freelancers such as Harry Tuffs and Richard Cobbett have been finishing up their Eleutheria ports. Similarly, James have been creating the content for the Eleutheria port of Pan, which was discussed in our FBG Podcast.

    Olivia has also written the Blemmigan content for Sunless Skies, so expect upcoming fungal frivolity!

    GAMEPLAY & DESIGN
    Early Access means we’re creating Sunless Skies in open development. As such, players can witness bug report and fixes, submit feedback and see which changes we make to the game as development continues. With this comes occasional cuts to features or content.

    One of the first cuts we can discuss here is a cut to how Isambard Line functions. In a previous update, we described that the Isambard Line would have the possibility of being fixed by the player and used as a fast travel system within the Reach. Depending on whether the player fixed the line or left it in disrepair would please either the Stovepipes or the Tacketies.



    Due to recent adjustments to the Content and Tech schedules as well as the technical design behind this type of system, this aspect of the feature has had to be cut. This cut will allow the team to complete other, more essential gameplay features.

    During the initial segment design meetings, Content fell in love with the idea of the line being an eerie example of a grand Victorian folly, never completed. So instead of deciding whether to fix the line or not, players will be able to discover the Isambard Line within the Reach, and play out a particular story that wouldn’t be able to be told if the line weren’t in disrepair. A story that will involve a unique Officer.

    Barry has been implementing changes to ensure the game performance is optimised, so that ports like Lustrum won’t cause any visual performance issues. Now that the new proc gen system is available, Barry has also been busy implementing various Discoveries and Spectacles, which will add even more fullness to the world.

    Meanwhile Mac has begun work on joypad controls. One of our main goals for Sunless Skies is to make it even more accessible than Sunless Sea, which means we’ll be trying to make it as easy as we can for people to map controls. With Prospects and Bargains soon to be implemented in the live-build, Mac has also been working with Lesleyann to resolve any bugs found around this system.

    Lesleyann, as our Quality Analyst has also been mental testing the proc gen build to ensure that all the missing and duplicate port bugs have been sorted.

    AUDIO
    For all audio not strictly music related, we work with the award winning Soundcuts. Moving forward we’re going to work even more collaboratively with them, which will produce some brilliant sound effects within our skies!

    Also, we’re continuing to work with Maribeth on the music for each region. Recently, we’ve finished up the two main theme tracks for Albion. We’ve also finished the first draft of the Main, Terror, and Death themes, with the Victory theme coming up next!



    Today Wednesday 6th December, Chris will be showcasing Prospects and Bargains, at 16:00 GMT. Tune in to the FBG Podcast and bring plenty of questions for us to answer!

    As we approach the holiday season, we’ll be winding down a little as people head off towards home for family and festivities. We hope to have Paul come on for the next podcast on Friday the 5th of January to give everyone a little tour of the new proc gen system!


    [ 2017-12-06 15:37:09 CET ] [ Original post ]

    New Procedural Generation System Live

    We are delighted to announce that the new procedural generation system, discussed in the QUINTESSENCE blog, is now available for Steam and GOG users.

    The new proc gen system addresses player feedback we've received about Sunless Skies feeling empty, as well as solving some tricky technical and design issues on our side. Its segment-based design allows us to create richer, more coherent environments, while still encouraging replayable exploration.

    We very much look forward to your feedback on the new design! Feel free to let us know your thoughts via our Steam, GOG or FBG forums.

    The new segment-focused proc gen system is available for players via a separate branch in Steam/GOG. This means that the original proc gen system of the game will still be the main playable build available to players when they login to Steam/GOG to play. However, if anyone wants to try out the new system, they can follow the simple steps below to try it out.

    A experimental HUD (where you view your fuel, supplies, heat etc. on the screen) will also be available in the new proc gen branch.

    Important Note: If you are planning to try out the new branch we would recommend creating a separate character or making a backup copy of your character's Lineage folder, as once you have imported your character’s save file from the main branch into the new proc gen branch, you will not be able to load that save file into the main branch again. More details about this can be found in our Patch Notes.

    STEAM

    • Log into your Steam account
      Go to your Library and right-click on Sunless Skies
    • Select 'Properties' and click on the 'Betas' tab
    • Enter 'proceduralgeneration' into access code text box and click 'Check code'
    • Click 'Close' and your game should update with the new proc gen build


    To revert to the main branch: follow the same steps above, but select 'NONE - Opt out of all beta programs' from the dropdown menu in Steam’s ‘Betas’ tab

    GOG
    • If you don't have it already, download GOG Galaxy. Only GOG Galaxy users can make use of branches!
    • Log into your GOG account
    • Right click on Sunless Skies and select 'Settings'
    • Make sure 'Beta channels' in the top right of this page is set to 'On'
    • Choose 'add private channels' from the channel dropdown menu and enter the password 'proceduralgeneration'
    • Click 'Install' to download the new proc gen version of Sunless Skies


    To revert to the main branch: on the ‘Settings’ page, select 'default' branch and click 'install' again


    FBG Podcast Scheduled for Today Postponed
    Also, our FBG Podcast about trade with Chris has been postponed due to some unforeseen circumstances. We are hoping to reschedule for Wednesday 6th December at 16:00 GMT.


    [ 2017-11-29 12:16:38 CET ] [ Original post ]

    Patch Notes - 1.0.4.6.24e7833 (29th November 2017)

    Build Version: 1.0.4.6.24e7833
    Release Date: 29/11/2017


    What’s New
    The following updates and fixes are for the new proc gen branch only. To access it follow these steps:


  • Open the Steam client
  • Go to your Library and right-click on Sunless Skies
  • Select Properties
  • Select the Betas tab
  • Enter the following password into the beta access code field: proceduralgeneration
  • Click Check Code
  • Select the procgen branch from the drop down menu - the update will begin queuing


    We’re releasing this build initially on a different branch as there are some risks with us having redesigned the proc gen system. However eventually it will become the main branch and everyone will be updated to this build.

    We recommend starting a new character/save file within the new proc gen build. However if you are attached to your character or do not want to lose your progress you can load save files from previous Early Access builds. When importing existing saves you will see a warning that this will regenerate your map and move you to the New Winchester starting area. You will not lose any progress your character has made in terms of level, experience, possessions, progress through storylets, etc, but you will need to rediscover all previously uncovered areas of the Reach.

    N.B. You will be able to change from the proc gen branch back to the main branch at any time, however once you have imported your character’s save file from the main branch into proc gen, you will not be able to load that save file in the main branch again. This is why we recommend starting a new character within proc gen. Alternatively, make a back-up copy of your character’s Lineage folder before you import it into the proc gen build (details of where to find these files are on our Bug Reporting page).

    Please be aware that some saves imported from very early EA builds (builds before v1.0.2.3.2dbd705 released on the 25th October), may see their Scout unequipped when they load the game. Your cargo number may also be inaccurate. Just head north out of the asteroid field towards New Winchester where you can dock and re-equip your bat, and the cargo number will resolve itself once docked.

    In the new proc gen system Port Prosper is no longer in a fixed segment, it will appear randomly in an outer segment, like any other port. Since the Fastidious Inspector quest directs you to Port Prosper in the North East, we’ve decided to disable this starter quest until we implement a new feature which can give accurate directions based on where ports are generated. Since this quest gives out a generous amount of Sovereigns we’ve temporarily boosted the Sovereigns awarded in the A Gift for New Captains storylet seen when starting a new character.

    After extensive bug fixing and testing we believe we have finally eliminated all incarnations of the missing ports and duplicate port bugs! However, leaving the Reach boundaries may still cause issues with save files and we recommend against doing this (travelling too far out of the Reach and trying to return will cause the loading screen to hang and you will need to relaunch the game).

    Updates

    • A new procedural generation system.
    • Redesign of the Survival HUD.
    • We’ve increased the spawn rate of agents.
    • We’ve changed the chart to accurately reflect in-game assets on the collidable layer.
    • Changes to Terror batch#1:

      • Terror is no longer gained when you enter the area around ports.
      • Rate of ambient Terror gain has been decreased (was previously ~1 Terror every 7 seconds, now it’s 1 every 14 seconds).
      • Rate of Terror gain doubles when your Crew number is less than half the base Crew capacity of your locomotive.
      • Camera effects when your rate of Terror gain increases.

    • Regions boundaries have been removed for now until we are ready to launch the next region.
    • New labels have been added to Carillon and additional (non-port) labels have been introduced throughout the Reach.
    • New decorations are in place.



    What’s not included in this build
    Discoveries and Spectacles: the world may feel a little busier now that agent spawn rates have been increased and we’ve added some new decorations, but Spectacles and Discoveries are still to come. Once released, they should make the Reach feel even more plush (and have effects on your Terror in the case of spectacles).


    Bug fixes
    UI

    • Ports are now aligned correctly on the chart in relation to the player's position when the UI scale is increased.
    • We fixed the issue where region boundaries can overlap or separate when changing the UI scale - however this will not be visible until we reintroduce the other regions.
    • The tooltip for Fuel, Supplies and Terror now appears over the icons.
    • Terror no longer overflows the UI if gained during storylets (though it doesn’t update to its correct value until after the storylet UI is closed).


    Labels

    • Hidden labels at Polmear & Plenty's now appear in game.


    Content

    • Several typos have been fixed in the in-game messages including those at New Winchester, Hybras and Carillon.
    • We’ve made the requirements clearer on the Drill for the fleshy bits branch when harvesting a Cantankeri corpse.
    • You can now harvest a stinger from a Chorister corpse for your settler.
    • When you run out of fuel completely the Adrift! storylet will fire (and kill your Captain) automatically rather than having to be selected manually from the ‘Always’ storylets in the bottom left of the screen.


    Audio

    • The broken SFX heard when continuing a game has been fixed.


    World Generation and Save Game Issues

    • Ports no longer disappear within game after returning to the title screen and continuing a game.
    • Titania will no longer appear twice.
    • Save files should no longer become corrupted leading to a black screen overlaid by the Survival HUD.
    • Player's will no longer see a black screen when returning to the Title Screen.


    Terrain

    • Unique decorations are no longer duplicated in game.
    • Collision damage has now been applied at Port Prosper and Port Avon.
    • Slow world loading no longer causes players/agents to get stuck in scenery.
    • Decorations should no longer suddenly pop into existence when travelling across the Reach.


  • [ 2017-11-29 11:54:14 CET ] [ Original post ]

    Trade in the Skies: ROCHE LIMIT

    The new trade system we're introducing in December to Sunless Skies will be an extensive overhaul that ties into storytelling, economy, UI and character progression. There's a lot to talk about, so we've divided this update into three sections:


    • The TL;DR Version: a summary of what to expect
    • Why We've Changed Trade: a look into our design process and goals
    • The Nitty-Gritty: exhaust yourself with the details of trade


    We’ll also be showcasing the new trade system on our next FBG Podcast, which will be at 16:00 GMT on Wednesday 29th November (so our Narrative Director Chris can show everyone the ropes).


    The TL;DR Version

    The new trade system aims to create the sense of being an independant trader. You're trying to carve out a living in the gaps left by big companies. That means you'll need a sharp eye for opportunities, and wits, boldness, and knowledge of the skies to capitalise on them. If the risk pays off, you could land that big score and make yourself rich – for a while.

    At ports, you'll now be able to find Bargains and Prospects:

    • Bargains are opportunities to buy a good cheaply.
    • Prospects are news of someone who's prepared to pay well over the odds for a certain good.




    You can invest in a Bargain for a quick sale, or pursue a Prospect for a bigger reward. But don't delay! As time passes, old opportunities will vanish and new ones appear. Different ports offer different opportunities, and as your captain levels up you'll unlock new, more profitable ones!

    To support this new system, we're streamlining markets. Each region's main port will now buy any good, and each minor port will sell a single export. So if you want to sell, you'll visit the main port. If you want to buy, you'll need to find the right minor port.



    Using your map, you'll be able to see each port's export and when new trade opportunities are available there. You can also check the Prospects you're currently pursuing on your locomotive screen.



    Trade in Sunless Skies is intended to feel unpredictable and rewarding; to play like a story. It's meant to reward character progression and player knowledge. The initial implementation includes a slice of the Bargains and Prospects that will be in the final game, and we'll be following player feedback closely, and making changes (especially to costs and rewards). We hope you enjoy it!


    Why We’ve Changed Trade

    Before we started working on the trade system for Sunless Skies, we went back and looked at trade in Sunless Sea, focusing on what worked and what we wanted to improve on. We felt trade in Sunless Sea was:

    Flavourful: The trade goods were evocative and playful. They revealed things about the world: Casks of Mushroom Wine, Firkins of Prisoner's Honey, Bolts of Spider-Silk.

    Complex: Sunless Sea had about 22 trade goods. It also had more than 30 ports, each of which sold different goods at different prices. That's a lot of permutations, and as there was no UI dedicated to trade, players had to consult a wiki or keep extensive notes to engage with it.

    Familiar: This was a huge benefit – the trade in Sunless Sea worked more or less like trade in a various other games (notably Elite, one of its inspirations). Players who had experienced similar systems felt on firm ground.

    Reliable/Predictable: With a couple of effective exceptions, trade was reliable and predictable. A single port sold the same goods at the same prices, and once you'd worked out a trade route you could pump it indefinitely.

    Stingy, then bountiful: Profit on each unit of goods was low, but the hold space in larger ships was generous. This meant that trade began with fiercely tight margins, but as your resources increased it became trivial. Combined with its reliability, trade tended to provide a steady flow of cash as you travelled.

    Secondary: Trade was never the focus of Sunless Sea – it was a supplementary activity to add a sense of authenticity to the life of a captain.


    AIMS FOR SUNLESS SKIES

    After this, we identified three priorities to govern trade in Sunless Skies.

    Simplicity: This is a risky word, because it sounds like we're dumbing trade down. But that's not the case: we're not reducing the design space (quite the opposite!), we just want it to be governed by clear rules and supported by helpful UI.

    Harder choices; better rewards: Rather than being a routine, we want trade to be unpredictable. It should pose challenging choices, which can pay off handsomely. There's always risk, but after a good deal you should feel like Scrooge McDuck for a while. Profit won't be a curve or a line, it'll be spikes.

    Tighter constraints on hold space are a key part in this (we know hold space feels very tight at the moment – it'll become somewhat less so as new locomotives and equipment become available).

    Make trade a story: We want to convey the fantasy of trade – identifying an opportunity and committing your knowledge and resources to capitalise on it. We want to tie it to your captain and the choices you make about them. We want to use it to tell the story of the world.


    UNGOALS

    To keep ourselves focused, we also identified a number of things we aren't interested in doing.

    Market simulation: We aren't making a complex economic simulation where prices fluctuate based on supply and demand.

    Realism: We aren't trying to create anything realistic. As in Sunless Sea, the emphasis is on exploration and story.

    Familiarity: This is a risk, but we're prepared to try something unusual here. This mean's we'll have to put more effort into explaining the system within the game.


    The Nitty-Gritty: How Trade Works in Sunless Skies

    The new system combines a number of different elements: trade goods, markets, Bargains, Prospects, and character progression.


    TRADE GOODS

    As in Sunless Sea we've kept the trade goods evocative. Trading Barrels of Unseasoned Hours tells us something about the nature of the High Wilderness, and it's an item we can use in fun ways in stories.

    There are slightly fewer goods in than in Sunless Sea, (currently 14) so there's less to remember. Each region in the game focuses on a subset of goods which help tell its story. The Reach, for example, mostly deals in bronzewood, seeds, hours, souls, and Chorister nectar. A clear story like this aids player memory. Once you know the Reach is verdant and untamed, it makes sense you'd go there to get bronzewood.


    MARKETS

    'Markets', here, means 'what can I buy at each port, and for how much?' Our goal here was to make them a clear, simple underpinning for the trade system, freeing up 'complexity budget' elsewhere. They're now governed by three rules:


    • Each main port buys any trade good for its base price
    • Each minor port sells a single trade good (its export), again for the base price
    • Main ports only buy; minor ports only sell


    This means if you find a bundle of bronzewood in a wreck, you know you can reliably sell it at the nearest main port. But if you're looking for a particular good, you need to find a port that sells it. You can now click on a port on your map to see a pop-up with a short description of it and a reminder of its export.

    Buying a good at a minor port and selling it at a main one won't net you any profit. It's like buying something from one supermarket and selling it at the next one. Instead, to profit from trading you'll need to seek out Bargains and Prospects.


    BARGAINS

    Each port will have a new 'bazaar' area. Part captains' club, part trading-house, anyone needing to buy or sell quickly knows this is the place to come. At minor ports, the bazaar offers Bargains:

    A bargain is a good offered for sale at a low price, but with limited supply.

    Let's use our earlier example:



    You can see how each bargain delivers a snippet of story, giving us another way to communicate the world of Sunless Skies. This Bargain allows you to buy up to three Jumbles of Undistinguished Souls, at the significantly reduced price of 45 sovereigns each (down from the usual price of 70 sovereigns).

    You can buy all three, or buy some now and come back later. Don't wait too long though! Bargains change over time. They're randomised, and a system of tags filter which Bargains appear. We can tag a Bargain to only appear in the Reach, for example, or only at metropolitan ports, or only at places with Bohemian leanings.

    When the Bargains at a port change, you'll get a notification on its map pop-up, so you can tell if it's time to visit again and see what's available.

    Bargains can also have requirements, only appearing after specific story events or for certain captains.

    You can always deliver Bargains back to the region's main port and sell them for a reliable profit. They're the meat and potatoes of trade. But you might want to store some in your bank and look out for a big return by combining them with a Prospect.


    PROSPECTS

    At major ports, the bazaar doesn't offer Bargains, but Prospects instead.

    A Prospect is a contract with someone at another port, who will pay an excellent price for a certain good.

    You'll need to source the good yourself, probably from a minor port. Here, your expertise comes into play – can you find the best trade route, and navigate the dangers on the way?

    The client will only want a certain amount of the good in question. You can just provide part of their demand if you like, but if you fulfil all of it you may see an additional effect. For example, if you complete a Prospect to bring a Tackety sympathiser a supply of munitions you might affect the course of the conflict in the Reach!

    The unwritten captains' code means once you've accepted a Prospect, no other captain will take it. It's recorded on your locomotive screen. You can accept up to four Prospects at once, and abandon them at any time.

    Here's an example Prospect you might find at New Winchester:



    This prospect will pay out 80 sovereigns per unit of seeds: double the normal base price of 40; Prospects are even more rewarding than Bargains, because they're more demanding. And if you can complete a Prospect by buying goods as a Bargain – well, that's how you make the big space-bucks.


    AFFILIATIONS

    The final piece of the trade puzzle is your captain, and their affiliations. As you level up, you choose new facets for your captain (like Scarred or Mentor), some of which increase an affiliation. Affiliations represent the circles you move in: Academe, Bohemia, Establishment and Villainy.

    As they rise, each unlocks new Prospects and Bargains. The higher the affiliation, the more profitable the opportunities. Captains with high Villainy will have more chances to buy cheap stolen goods, while those with high Academe will be approached by researchers prepared to pay for materials to further their research.

    So that’s it, our very very short post about the new trade system! We hope the Prospects and Bargains update will go out in mid-December. We can’t wait to see what you think!


    [ 2017-11-22 15:30:52 CET ] [ Original post ]

    Patch Notes 1.0.3.2.1dcb4f0 (15/11/2017)

    Build Version: 1.0.3.2.1dcb4f0
    Release Date: 15/11/2017

    Greetings Sky-Captains, just a quick update to resolve a number of bugs introduced in the last patch, plus a couple of minor quick-fixes and content updates to boot.

    Updates


    • The Diffident Bat can now be jettisoned.
    • The Diffident Bat is now available to buy at Abraham’s Engineering at New Winchester should you be cruel enough to jettison the one you currently own.
    • We’ve reduced the cost of Hull repairs from 5 to 1.
    • Branches to repair your locomotive’s hull have been moved from within the New Winchester storylet to their own storylet (Repairing your Locomotive) at Wolvesey Station.


    Bug Fixes

    Scouts

    • The Diffident Bat once again finds all ports in the Reach.

    Labels

    • All labels now appear on the chart when discovered in-game.


    Engine Yards/Locomotives

    • Small weapons now remain equipped when purchasing locomotives with large armament slots (i.e. Parsival and Moloch class locomotives).

    UI

    • Sovereigns now update when you have the Possessions interface open when buying items.
    • You can no longer travel with interfaces open after opening and closing the character progression screen.
    • You no longer have to click Wolvesey Engine Yard twice to reopen it after closing it down with the X.
    • The cargo Hold now auto-updates if it is open when receiving and losing items via storylets.
    • The Jettison interface now updates correctly when equipping a duplicate weapon.
    • Opening a shop interface when you already have another shop interface open no longer closes the interface down.


    Audio

    • All locomotive sounds are now muted when SFX Volume is set to 0% within game.
    • Locomotive SFX have been balanced to make the engine start/stop SFX less jarring.


    Graphics

    • In-game graphical distortions and z-fighting should no longer occur on MacOS machines with NVIDIA graphics card (we are aware of the minor z-fighting on the chart and will resolve this in the future).


    Content

    • We have removed the spaces before the full stop on various journal entries.


    [ 2017-11-15 12:39:47 CET ] [ Original post ]

    Shaping the Universe: QUINTESSENCE

    For this development update, we’re taking a dive into one of the most important systems in Sunless Skies: procedural generation. Your feedback in Early Access has been instrumental in some major changes coming later this month, that will transform the way Sunless Skies feels to play.

    AN ENDLESS VOID

    World building is hugely important to our games, especially because Sunless Sea and Sunless Skies focus so heavily on player exploration. We’ve been using procedural generation to create a populated world of interesting things to find in Sunless Skies.

    As Early Access opened, we heard fans say that Sunless Skies felt empty. While actual space can certainly feel like an unending void, we didn’t want players to experience the world we’ve spent months building and designing to feel uninhabited.

    Another concern we picked up was sudden environmental changes—one minute you’re flying past an asteroid, then a giant tree, then a clump of fungus and so on. Players were struggling to understand how these elements fitted together.



    Currently in Sunless Skies, a region like The Reach is essentially a circle, divided into three rings (a core, an inner ring, and an outer ring). The game procedurally places the ports, agents and terrain inside each ring based on a system of tags that match sympathetic environments and decoration: this way we make sure palm trees don't appear next to the snowy port of Lustrum, for example.



    (Original proc-gen example, where each labelled item can spawn anywhere in the core)

    This design was an iteration on the original proc-gen system we used in Sunless Sea. While it was faster and easier to use than the Sunless Sea system, which relied on a lot of data input, we soon realised that it wasn’t ideally suited to creating the rich, coherent world we wanted to build.



    It also created its own technical and design issues for our team:


    • It’s difficult and time consuming to create individual art assets that have the possibility of fitting anywhere within the region
    • The unit of design (a singular port, rock, or homestead etc.) is incredibly small, and thus restricts the team’s ability to build the atmosphere of a region so that the geography echoes the narrative content
    • It takes a lot of iteration to get the numbers right so that travelling through a region doesn’t feel empty


    SEGMENT DESIGN

    All this lead us to design a new system. Now, instead of allowing small units of terrain to generate anywhere in a particular ring, we are now dividing our regions' rings into curated segments.

    These segments can spawn in any rotation as long as they stay within their designated ring, which gives us more control to shape the environment, while still leaving some proc-gen to allow for varied player experiences.



    Each segment is designed by a collaborative team of an artist, a writer and a designer. They spend their time deciding:

    • the general atmosphere of that segment
    • which ports will be included
    • what the weather will be like
    • the general art direction and colour palette
    • which agents will be present (NPCs, beasties, etc.)
    • the Spectacles and Discoveries within the segment
    • which pieces of equipment will be most useful
    • trade opportunities
    • the audio required for the segment
    • the log messages that will appear on screen
    • and the geographical layout of the segment



    (Above is half of a segment design example from one of the segment meetings)

    This segment design approach effectively allows us to do level design, so that we can deliver a world that feels detailed and lush. A world full of Victorians exploring and conquering space. A world that you will hopefully get to know with your captains.

    Here’s a bird’s eye view of part of an inner segment. You can see Port Avon on the right and some abandoned ruins on the left.



    Of course, moving to segment design means we had to redesign the in-game chart as well. Here’s what it looks like currently:



    And here’s what you can expect when the new proc-gen system goes live:






    When will these changes be implemented in-game?

    Most likely before the end of the month, but as it’s a huge change to the game, we’re going to add it on initially as a separate branch.This means that the original proc-gen system of the game will still be the main playable build of the game if players login to Steam/GOG, but that anyone wanting to try out the new proc-gen can follow some simple steps to open up and play on the new branch. We’ll be sure to post the instructions for everyone when it becomes available.

    We’re also hoping to add Spectacles and Discoveries into the game soon too, which will also help to make the world feel less empty. Once both Spectacles/Discoveries and the new proc-gen are in, space should feel more lush and exciting!


    If you have any questions about procedural generation or the new system, we’d welcome you to come join our FBG Podcast on 10th November at 16:00 GMT! We’ll have stolen Paul away from his artistic duties to talk about all the changes.

    REMINDER: Any backers who have not received their game keys yet please email skies@failbettergames.com, as it appears that quite a few people’s keys got eaten by spam filters.


    [ 2017-11-08 15:51:00 CET ] [ Original post ]

    25th October Update 1.0.2.3.2dbd705

    Greetings Sky-Captains,

    There’s a number of new features in this build for you to get your claws into.

    NEW THIS UPDATE

    Engine Yards:
    These are shops in port (currently just New Winchester) where you can purchase new locomotives. Instead of a straight purchase situation, players will be able to trade their current locomotive in towards the price of a new beauty. Be forewarned—locomotives are not cheap, and prices may change as we continue to balance the economy. Start saving those Sovereigns!

    Banks:
    You can now store items that are taking up valuable space in your hold. Banks are available at major ports (which means just New Winchester at the moment until new Regions are released). Items stored in banks can also be retrieved by a new captain if your previous one meets their demise. To access the bank speak to the Scrubbed Clerk at New Winchester once you reach level 2.

    Legacies:
    When starting a new game you can now choose to play the Legacy or Merciful campaign.

    In Legacy mode, players can start from the last major port visited by their previous captain, with their locomotive, half their sovereigns, any items stored in their bank, a percentage of their experience, and all but one piece of equipment assigned to their locomotive.

    In Merciful mode, players can choose to either start with a new captain as in Legacy mode, or continue with their previous captain from their last auto-save point.

    Character Creation:
    This update allows players to select a character portrait, character name, what they’ll be addressed as, an origin story, their base statistics, and their chosen ambition.

    As a note: Character Creation is not yet fully complete. There will be more origin stories, ambitions, and facial features will be added later on. We’d very much appreciate your feedback about which type of features you’d like to see more of/which are lacking.


    BUG FIXES

    There’s not as many bug fixes for existing issues with this update but that is because our focus has mostly been on developing and testing the new features in this build.

    As always, if you spot a bug, please check to see if it’s a Known Issue (any workarounds are in red text) before emailing us at skies@failbettergames.com with details of the bug (specific info on what to include in bug reports can be found on our Bug Reporting page).

    As for feedback, please let us know what you think of the new features and existing ones too at skies@failbettergames.com. Feel free to post on the forums too, particularly on our Focused Feedback threads. Our current ones are on Terror and Economy, Progress & World Shape


    UI
    * The chart zoom now functions when the chart is accessed with a storylet open.
    * The Hull tooltip now auto-updates as soon as Bronzewood shielding is equipped. You no longer need to repair your hull or exit and re-enter the game to see the update.
    * Cruise Control can no longer be activated when you have an interface open.
    * If you gain more items than your Locomotive can carry whilst in a dock, you are now able to close the Jettison interface temporarily in order to sell items at shops, or bank them if at a hub (major) port.
    * The Hold UI now expands correctly when purchasing additional items.
    * The Main Menu can no longer be brought up on the Title Screen.

    Combat
    * Agents no longer damage themselves with ranged weapons.

    Content
    * We've updated Titania so the Mayor won't explain the construction options after you've already started building.
    * The Magician at Polmear and Plenty’s no longer sets your Sovereigns to 100 when handing in items to him.
    * You can once again attend a performance at the circus (determined by the date).
    * All options can now be seen in the Parsimonious Chairman’s offices even if you don’t meet the requirements.
    * You are now correctly awarded Favour at Victory Hall in Exile when handing in port reports.
    * Pane of Stained Glass is available to buy no matter the state of the Winchester War.
    * Rewards from the Parsimonious Chairman and Sweet Jane have been tweaked so they are in-line with each other.
    * Fuel and Supplies are now available for sale at all ports.
    * The Brendan at Hybras now disappears at the correct moment in the Hybras storyline.
    * Titanian Petals and Mandrakes can no longer be farmed for Sovereigns.
    * The Formidable Lacquerer is no longer referred to as the Formidable Onnagata.
    * Likewise the Pharonic Enthusiast is no longer referred to as the Pharonic Aficionado.
    * Several typos and grammatical errors have been fixed.

    Legacies
    * Dying in dock during Merciful mode will no longer cause perpetual death when loading from the last autosave.

    Misc
    * We have removed some blocking at the Bronzewood trees decoration.
    * Hull is now reduced correctly when unequipping Bronzewood Shielding.
    * Crew is now reduced correctly when unequipping Cosy Cabins.
    * Crew can no longer be exceeded at The Labour Exchange.


    [ 2017-10-25 16:42:07 CET ] [ Original post ]

    Onward, to Albion: PERIHELION

    Today is a very exciting update for us (and you!) as today is our first feature update to the game! Once your game updates in Steam/GOG, you’ll be able to explore: Engine Yards, Banks, Legacies and—perhaps most excitingly—Character Creation. These features make up quite large systems within the game, and so we’ve spent this sprint and a few others tidying them up and bug testing them. Alongside that, we’ve also been working on Albion content, other large systems like Prospects and Bargains, and of course addressing feedback from players.

    NEW FEATURES ADDED

    Engine Yards:
    These are shops in port where players can purchase new locomotives. Instead of a straight purchase situation, players will be able to trade their current locomotive in towards the price of a new beauty. Be forewarned—locomotives are not cheap, and prices may change as we continue to balance the economy.

    Banks:
    Where players can store items that are taking up valuable space in their holds. Items stored in banks can also be retrieved by a new captain if your previous one had met their demise. To access the bank speak to the Scrubbed Clerk at New Winchester once you reach level 2.

    Legacies:
    Death is hard to avoid, but thankfully where one captain fails, another may continue on in their place and hope to further their great work.

    In Legacy mode, players can start from the last major port visited by their previous captain, with their locomotive, half their sovereigns, any items stored in their bank, a percentage of their experience, and all but one piece of equipment assigned to their locomotive.

    In Merciful mode, players can choose to either start with a new captain as in Legacy mode, or continue with their previous captain from their last auto-save point.

    Character Creation:
    Those who had fun with our Kickstarter prototype will find this familiar. This update allows players to select a character portrait, character name, what they’ll be addressed as, an origin story, their base statistics, and their chosen ambition.

    As a note: Character Creation is not yet fully complete. There will be more origin stories, ambitions, and facial features will be added later on. We’d very much appreciate your feedback about which type of features you’d like to see more of/which are lacking. Thanks!






    ART

    Meet the Enduring Dreadnought, a fast and powerful locomotive available only to the agents of Her Enduring Majesty's Government. These locomotives are generally manned bv ambassadors, Constables, Ministers, and other enforcers of London's will - they are a sign of London's power wherever they travel.



    Besides creating the above three-cylinder locomotive, Tobias was also tasked with the Aeginae, leviathans that dwell in the belly of the heavens. Usually, they are only glimpsed as sliding shapes–grand as mountain-ranges–in the fogs below. It is said that the suns have an ancient pact with them.

    We are keeping these under cloud-cover for now, but will be very glad to share them when we’re ready…


    CONTENT

    In preparation of adding Engine Yards, James dove into spreadsheeting work again to write content for within the Engine Yards, as well as cover where they exist in game, what their names are, and which locomotives they're going to sell.

    Alongside that, Chris designed and specified locomotive details necessary for players to be able to use the Engine Yards, for example: price, where locomotives can be bought, their qualities, quarters, hold and hull.

    This sprint also sees Albion and Eleutheria port work continue with pitches, writing and quality assurance.

    GAMEPLAY & DESIGN

    Besides a whole host of tweaks to Engine Yards and Banks, Mac has been working on the implementation of Prospects and Bargains, our system for trade in Sunless Skies.

    Chris and Barry have been working in tandem to this to implement the design-focused bits Chris has been working on. This allows our team to link the trade system to logical places within the game world.

    Our design team has also been busy discovering a solution to one of the main pieces of feedback we’ve received so far—that currently Sunless Skies feels quite empty.

    While actual space can feel vast and empty, we of course do not want our game to feel as such. Therefore, Liam, Chris and Paul have been discussing and rejigging how to lay out the world of Sunless Skies so it feels more full and lush.

    This has involved intense planning sessions and a redesign of how the world is procedurally generated within the game. We’ll share their solution here soon in fuller detail!


    If you have any questions regarding the new features, please join us for the FBG Podcast Friday 27th October at 16:00 BST!

    REMINDER: Any backers who have not received their game keys yet please email skies@failbettergames.com, as it appears that quite a few people’s keys got eaten by spam filters.


    [ 2017-10-25 16:33:48 CET ] [ Original post ]

    Onward, to Albion: OCCAM’S RAZOR

    The office has still been a bit quiet this sprint due to quite a few people taking holiday in this post-Early Access launch time period. Our Albion work continues to forge ahead in each department. Alongside creating the next region, we remain focused on taking the feedback we’re seeing from players and having internal discussions about our design and production moving forwards.


    ART

    One area of feedback we’ve been looking at is Terror. Our first Focused Feedback thread on the forums was all about Terror, which led to the discovery that we could do a better job communicating/showing Terror levels to players in-game. Thus, Tobias has been working on how Terror levels and Terror increase are visually communicated on-screen. Later on, music will also be added to help illustrate this as well.

    Upon his return from holiday Paul began work on the Isambard Line assets which consist of gates and track. The Isambard Line will be a railroad line located in the Reach, owned by the Windward Company.



    Players will have the option to fix the line and bring it back into service or leave it to disrepair. Fixing the line will help the Stove Pipes, while the Tacketies would be rather pleased if it stays unusable. If fixed, the line will act as a fast-travel service throughout the Reach, in a similar way to Currents in Sunless Sea. If left in disarray, you’ll have a better relationship with the Tacketies and may find new trade opportunities open up.


    CONTENT

    We’re thrilled to announce this sprint that Cassandra Khaw will officially be one of our excellent freelancers for the game! Specifically she’ll be working on Worlebury-juxta-Mare, a seaside-esque port in Albion.

    The writers (including our wonderful freelancers) are in full Albion mode and have been busy working away at the content for Albion ports and other bits of Albion content.

    Similar to Terror, we’ve also received some great feedback about the game’s economy, and so Chris has been looking into some solutions as he designs and write s content for Prospects and Bargains—or the trade system within Sunless Skies. Chris answered quite a few questions about the future of trade in the last FBG Podcast.

    MUSIC

    Maribeth, the exceptionally talented composer behind the Fallen London and Sunless Sea OSTs, has started creating the tracks for Albion. Since each region has its own unique atmosphere, the theme music for each region is extremely pivotal. Alongside the Albion music she has also been composing the Terror, Death, Victory and Hero themes.

    GAMEPLAY & DESIGN

    Mac and Barry have continued implementing both the Character Creation and Legacy systems. The Legacy system in Sunless Skies is designed both to respect players’ time and to address the change players will experience as the move through the map of the High Wilderness.

    In Sunless Sea, players always returned to London and often moved from right to left. In Sunless Skies, players will still return to major ports often, but there won’t be a singular ‘home’ port and we hope the circular structure of the regions will put more of an emphasis on exploration and cause more variance in travel pathways.



    Players will initially be able to choose from two game modes in the Legacy system: Merciful or Legacy. In Legacy mode, when your captain dies, your new captain will start from the last major port that your previous captain visited, along with:


    • Their locomotive
    • Half their sovereigns
    • Any items they stored in the bank
    • A percentage of their experience


    They will also start with most of the equipment assigned to the locomotive, however, players will lose one random piece of equipment from their hold.

    When players die in Merciful mode, they can choose between starting with a new captain as in the Legacy mode, or continuing with their previous captain from the last auto-save point.


    BUGS & FEEDBACK

    Lesleyann would like to remind everyone playing Sunless Skies to check out the Focused Feedback threads on the Steam and FBG forums. So far there are two posted: “Terror” and “Economy, General Progression and World Shape,” with plenty more to come!



    Keep a lookout next week, as we’ll be updating the game with its first new feature build—meaning our first update to the game that will include new bits and pieces and not just bug fixes.

    Catch our FBG Podcast this week at 16:00 BST Friday 13th October on Twitch! We’ll be joined with Cash and James, who would adore to answer any writerly questions, or in Cash’s case, singing requests.

    REMINDER: Any backers who have not received their game keys yet please email skies@failbettergames.com, as it appears that quite a few people’s keys got eaten by spam filters.


    [ 2017-10-10 16:35:22 CET ] [ Original post ]

    Onward, to Albion: NUCLEOSYNTHESIS

    This sprint, seven of our crew headed to EGX to showcase Sunless Skies! New and veteran fans alike stopped by to give the game a try and we were delighted to chat with everyone and hear their feedback. On Friday, Chris, Lottie and Adam headed to the EGX stage to chat with Eurogamer’s Johnny Chiodini, which you can watch on Eurogamer’s YouTube page.



    ART
    With the Early Access launch finished, Paul has departed for a well-deserved holiday, so the art this sprint has primarily been done by Tobias. One of the things he’s been working on is another locomotive: the Altani-class outrider, an evasive locomotive from the Khanate.



    Alongside the Altani, he also tackled some Discovery homesteads. There are currently five types of homesteads: eerie, friendly, recently abandoned, hostile and pro-trading.




    CONTENT
    Content have been continuing their work on Albion and its ports. James and Olivia have been finishing up the writing for ports such as the Serene Mausoleum and Brabazon Workworld, which Caolain has been mechanically QA'ing afterwards.

    Chris created the art briefs for Discoveries and Spectacles, which aren't yet in-game.

    Discoveries are points of interest in the High Wilderness. A Discovery could be something simple, like a floating crate of munitions, or could be the (hopefully) empty wreck of a crashed locomotive. These Discoveries will provide resources and stories for bold explorers to find.

    Spectacles are awe-inspiring locations in the High Wilderness. Some will strike terror into the hearts of your crew, while others may bring them comfort. A wise skyfarer will learn routes that will keep their crew's dread at bay.


    GAMEPLAY AND DESIGN
    Before heading off to EGX, Barry worked on the Legacy system. This included selecting a Legacy and how new characters are created after a previous character dies. Under the Legacy system, captains may find they inherit a few bits from the expired captain, such as their ship and some donations from the old captain’s acquaintances.

    Liam has been tending to the UI work for Character Creation while Henry and Mac have continued the tech work involved in implementing this system.

    Mac has also been implementing Experience Gain within the game, so that players will receive the proper figures upon passing landmarks. He's also been working on the Banking Service, which is a feature that will allow players to store some of their items in New Winchester to save space in their locomotive's hold.

    Shipyards are also being implemented, which give players the ability to rename their locomotive. Prospects and bargains have also been started. Once these are implemented, players will be able to scope out potential deals for trading.

    BUGS AND FEEDBACK
    This sprint we’ve started focused feedback sessions on our game forums. The first Feedback Focus we’d like to dive into is Terror. You can find these threads here on our Steam forum or on the FBG forum.


    REMINDER: Any backers who have not received their game keys yet please email skies@failbettergames.com, as it appears that quite a few people’s keys got eaten by spam filters.

    Our next FBG Podcast will take place this Friday 29th September at 16:00 BST! Come with your content questions at the ready, as we’re hoping to have a writer join us this week.


    [ 2017-09-27 15:02:12 CET ] [ Original post ]

    Onward, to Albion: MALMQUIST BIAS

    With Sunless Skies now officially available for Early Access / Games in Development, the MALMQUIST BIAS sprint was focused on analysing feedback and bug fixing. A few departments such as art have also begun to explore our next region: Albion.

    QUALITY ASSURANCE

    Quality Assurance, or QA, is a very important role in the games industry, especially during Early Access, where there are bound to be plenty of bugs about. QA testers are responsible for all things to do with bugs: finding, tracking, reporting, and being the relay between our community and our developers, not only for bugs but also for more general feedback.

    Even before launch, our QA Lesleyann was in charge of setting up the bug reporting pipeline for players, which you may have seen on our How to Report a Bug and Known Issues pages. Since launch, she has tackled over 300 bug report emails as well as scanning the Steam, GOG and FBG forums for community feedback.

    From there she has designed a lovely feedback grid spreadsheet (you know how much game developers love a good spreadsheet) to share with the development team so that we know generally how players feel about certain features, game balance etc. As we upload new builds of the game with bug fixes and feature additions or adjustments, Lesleyann will update the spreadsheet. From there, other members of the team can stay up to date with the players’ thoughts.


    ART

    Each region of the game will feature a distinct mood and ecosystem and thus one of the first steps for creating our next region, Albion, is deciding on its art direction. Paul and Tobias began the design and discussion by creating a colour journey. Colour journeys are quite common for things like film and television—it’s basically mapping out the colour palette for the region, in this case via outer ring, inner ring, and core. Below you can see a purposefully pixelated version:



    From there, Albion’s ports can be conceptually sketched out, combining the writers’ descriptions and the decided colouring/mood. After it’s concepted, they check back with the writers to make sure that they’ve met the descriptions but also to make sure that the actual design of the part will work logically with the content they’ve created.





    This also helps Paul and Tobias refine the art pipeline, so that they are designing the ports in the most efficient way possible. We wouldn’t want to have an artist fully map out, define, and polish a port only to find out a small detail about its construction that won’t work in-game alongside content.

    Tobias has also been continuing asset creation, such as the hefty cargo ship the Pellinore, as well as the devilishly handsome Kickstarter stretch goal, the Moloch.



    Meanwhile, the Moloch is a beast of brass and steam! A midnight miracle of hydraulics! Furnished in the most indulgent luxury, with carpet so thick you'll lose your toes in it, and mahogany as dark as the inside of a confessional.



    Manufactured by refugees from Hell, the Moloch is an experimental engine available only at the Royal Society.

    Tobias explains a bit about the influences on the Moloch: “With the Moloch, aside from the existing description created for the Kickstarter, my notes from our Narrative Director, Chris, were simply ‘luxury and brass.’

    I wanted to avoid any immediate Hell Train cliches—no skulls and spikes—and instead looked at luxury cars from the early part of the 20th century, since there's something innately devilish to me about those sinuous cars that seem like 90% bonnet. They're a little ahead of our time period in Sunless Skies, but given how special this vehicle is, and that it was manufactured by devils, I felt alright about giving it an unusual twist.

    I also took inspiration from brass coated instruments such as saxophones for the pipework on the body, and added fins to give the silhouette a bit of extra character.”






    Along with these locomotive models, Tobias also created a future Discovery.




    CONTENT

    The writers have spent most of their time this sprint designing the foundations for Albion and its ports. Chris and James has been tackling the art briefs, while our freelance partners like Meg Jayanth and Richard Cobbett have been busy pitching their ports.

    We are also very excited to announce that Harry Tuffs, the developer behind A House of Many Doors, will also be working with us on a port for [irl]Sunless Skies[/ir]!

    TECH
    The Tech team have devoted quite a bit of this sprint towards working with Lesleyann to iron out the bugs being reported from Early Access. When we update the game on Steam / GOG with new builds that include bug fixes, we will be posting Patch Notes so players can see exactly which bugs have been fixed and which new features have been added.

    Mac and Barry have also begun working on some of the larger systems that we hope to get into the game in the coming months such as Character Creation and Legacies.



    NOTE FOR BACKERS: Please get in touch with us at skies@failbettergames.com along with your pledge tier level if you have not yet received your Early Access keys - thank you! It appears spam filters may have eaten quite a few of our key emails.

    Join us on Friday at 16:00 BST for the FBG Podcast! We’ll be there to take your questions and delve into the creation of Sunless Skies.


    [ 2017-09-13 18:09:44 CET ] [ Original post ]

    Patch Notes: 1.0.1.5.91c3278

    This patch is our first update and contains a number of bug fixes, listed below. Two big issues which have not been fixed as part of this update however are the disappearing ports bug and the corrupt save file issue which leads to a black screen overlaid with the HUD.

    Having looked at the code in question these bugs are not simple, quick fixes. We want to address these issues properly as we refine these particular areas of the game, especially since it also ties into the current work we are doing on Legacies. We don’t want to push out a temporary fix that may have other knock-on effects, however minor, only to have to revise again later down the line.

    I know how frustrating both these issues are, so this bit of news may be disappointing. But please rest assured we are working on these issues and we'll get solid fixes out for them as soon as we are able.

    We really appreciate your continued help and support, and of course your patience as we iron out all these kinks. Your bug reports over the last fortnight have been really helpful and your feedback has been excellent. Collecting it all has been quite a mammoth task, but the first batch is ready for our designers and writers to look at.

    Please keep all that feedback coming and together we'll make an awesome game.

    P.S. Please also remember to check out our Known Issues. Any workarounds are in red text.



    Performance
    * We have made some improvements to the framerate.

    Combat
    * Loot can now be collected from Chorister bees.
    * The Scrive-Spinsters now fire accurately towards an enemy vessel.

    Weapons
    * The icon for weapons now appear in the Hold when purchasing duplicates.
    * Duplicate weapons can now be equipped.
    * Equipped weapons cannot be sold.

    Content
    * Players will no longer get trapped in the Regent's Grave storylet at Traitor's Wood.
    * Several typos and grammatical errors have been fixed.
    * The Sovereign reward value has been boosted for many of the early quests.
    * Apollonian Cinders can no longer be farmed for Sovereigns.
    * You can no longer exceed your maximum Crew compliment by collecting miners from Lustrum.
    * Items are now removed when handing them in to Melusine at Lustrum.
    * The branches to reduce your Condition at Magdalene's can now be seen even when you do not have the requirements to play them.
    * You will always be able to obtain a Pane of Stained Glass from New Winchester no matter the balance of the War.
    * The Journal message now updates correctly once you have delivered a settler rather than telling you to drop them off at L&S Nature Reserve.
    * When helping the Strongwoman, Magician, Acrobat and Clown at Polmear & Plenty's details will be shown in the Journal.

    UI
    * Overflowing the cargo hold should no longer cause the UI to lock up and prevent Must Events (e.g. Loot) from firing correctly.
    * We’ve made a number of fixes to the Jettison interface.
    * Increasing the UI scale no longers causes elements within the Profile and Possessions interface to become inaccessible.
    * Icons within the Hold interface no longer overflow the UI when increasing the UI scale.
    * The Hold UI now updates automatically when open after jettisoning cargo.
    * The Hold UI now updates automatically when open after purchasing items from shops (but not when gaining/losing items from slets).
    * You can no longer move with storylet interfaces open.
    * We've tweaked the way Peculiarities display on the Profile interface to reduce confusion.
    * The Hold UI now updates correctly when unequipping weapons on Linux machines.

    Misc
    * Scout's discoveries no longer persist when continuing a save game.
    * The Alexander-Yang Claim label now appears next to its graphical asset.
    * The scroll function now works on the build notes on Linux machines.
    * The cargo hold value can no longer be exceeded by selling equipped weapons.
    * Shop purchases and changes to equipped items are now saved when quitting the game from the main menu.
    * The bridge at Carillon no longer disappears when loading a save game.
    * Certain shops become inaccessible when a player no longer meets the requirements.
    * The fallen London plug no longer overlaps the patch notes on the title screen.


    [ 2017-09-13 15:42:10 CET ] [ Original post ]

    Now Available on Early Access!



    The time has come! Sunless Skies is now available for Early Access here on Steam and also Games in Development on GOG!

    We are delighted to invite you from the depths of the Unterzee to join us in the gusty, undiscovered vaults of the High Wilderness. The stars are dying; they leave behind territories rich in secrets and opportunity.

    Explore the Reach—the first, and most verdant, region of Sunless Skies. The Reach is designed to be a small but functional piece of the entire game. Fly a locomotive, engage in combat, experience Terror and Hunger, interact with stories, and die. A lot.

    Over the coming months we’ll be adding more stories, more regions, and more complexity to its gameplay—more of everything really. If you’d like an idea of what will be initially available from the 30th August, check out our development blog from yesterday and our FAQ.

    Over the past three months, 900 delicious alpha testers have been helping us uncover bugs, but if you’re looking to experience a complete game void of tech issues, we strongly recommend you wait until the game’s full release. However, if you are happy to traverse the High Wilderness first, reporting bugs and sending feedback along the way, then we hope to see you out there Skyfarer!

    The feedback we received during Sunless Sea’ Early Access absolutely made it the exceptional game it is today and we can’t wait to see what you think of Sunless Skies.

    And, if you’d like to pick up Sunless Sea for iPad, it’ll be on sale in celebration of the Sunless Skies Early Access launch for £6.99 / $6.99 from 30th August - 3rd September!

    Thank you for your support through everything, we have the most delicious fans. See you out in space!


    [ 2017-08-30 18:56:55 CET ] [ Original post ]

    Heading Out of the Reach: LONGAEVI

    Since our Early Access launch is just around the corner—18:00 BST 30th August (!)—we thought we'd go into a bit more detail about what you can initially expect in Sunless Skies.

    What to Expect
    Our initial version for the Early Access release will include one of the four game regions: the Reach. We designed this to give players something akin to a vertical slice—an industry term that means a small but functional piece of the entire game.

    This is one of the major reasons we decided to launch with only one region at the start, so we could give players a small taste of what the final game will be like rather than a big taste of an emptier, less representational world.

    Things you will be able to do immediately:


    • Explore the Reach in your locomotive
    • Use your bat to scout for nearby ports
    • Dock at 11 ports available in the Reach
    • Interact with stories
    • Engage in combat with sky-beasts and other locomotives
    • Experience Terror, Hunger, and Heat mechanics


    What’s Coming
    Throughout development we will release updates that add polish and more complexity to the mechanics you see initially. We’ll also of course be adding more regions, locomotives, ports, sky-beasts, loot, equipment, discoveries, wrecks, characters, and stories.

    Things that will be added in later:

    • Character creation and progression: being able to select your character portrait, character name, and all the specific choices that makes your character yours
    • Spectacles: awe-inspiring locations in the High Wilderness. Some will strike terror into the hearts of your crew, while others may bring them comfort. A wise skyfarer will learn routes that will keep their people's dread at bay.
    • Discoveries: points of interest in the High Wilderness. It could be something as simple as a floating crate of munitions, or the (hopefully) empty wreck of some terrible locomotive crash. These will provide resources and stories for bold explorers to find.
    • Legacies: death is hard to avoid, but thankfully where one captain fails, another may continue on in their place and hope to further their great work. They will begin their journey with equipment and contacts gained by their last captain, as well as their charts and a portion of their worldly wealth.
    • Trade: there are lots of ways to make a living, and trade is one of the more reputable ones you can undertake. Whenever you dock at a port, you may find people willing to sell you goods at a cheap price, allowing you to turn a profit provided you can find a buyer. Alternatively, you may hear of people who have a need some specific goods. If you're able to source and deliver them, you will be richly rewarded.
    • Kickstarter Exclusives: Owl scouts and delicious rabbit mascots! We will be sure to inform backers anytime a Kickstarter reward has been implemented
    • [b}Difficulty settings:[/b] this is definitely a long-form task we’ll need player feedback on
    • Accessibility features: currently UI and text scaling is an option but we have many more tasks to tackle
    • Controller support: it’s mouse and keyboard for now but we’ve designed with controller support in mind


    This is of course not a full list, as that would make quite a long blog post! These are instead some of the larger, long-form pieces that will be added to the game in future updates.

    What Feedback We’ll be Looking For
    Opening the game to players in Early Access will provide us with crucial feedback to help us create a game of corruption, compromise and jeopardy. With Sunless Sea, you helped us discover what type of combat worked, what accessibility features were necessary and how much cannibalism truly meant to you.

    We’ll be looking for similar feedback in Sunless Skies, for example:

    • Is the game fun? What bits work and what bits don’t?
    • Have you found any bugs or glitches?
    • How does flying your locomotive feel?
    • Is combat balanced? Are there areas of it we can improve?
    • How is the difficulty within the game?
    • Is your time respected enough?
    • What accessibility features would help you play the game?


    We’ll be hanging out in the Steam, GOG and our own community forum to see what players are discussing. Feedback and bugs can also be sent to skies@failbettergames.com, after checking our How to Report Bugs and Known Issues pages.


    Following our Progress
    We’ll be continuing development blogs just like this one even after we launch on Early Access, though things will change slightly.

    We’ll need to take some time to analyse the player response to the game once we go live—there’s a big difference between having 900 Alpha testers and at least 11,000+ Kickstarter backers flooding into the game—not to mention any new Steam or GOG players that want to purchase the game.

    That initial player response to the game will affect both the development schedule our producer Lottie plans, and the Sunless Skies Development Roadmap that Haley takes care of. We may find that things will change only slightly, but there’s a chance things may change dramatically, and so in the first few weeks our team will be busy with internal discussions before deciding on a designated path forward.

    Once that’s been determined we will be able to share with you:

    • A new Development Roadmap to follow along with our development in Early Access.
    • Development blogs which will continue, though after the Early Access launch we will be posting them on Wednesdays.
    • Patch notes will also begin appearing in Steam and GOG so you can see exactly what has been added to the game each time we update the game.
    • And of course any time we have massive updates to the game (new regions added, full-release etc.), we’ll be sure to post special announcements to let everyone know.



    We are currently buzzing with so much excitement people may begin to think we’re made up of bees. A huge thank you to those who backed Sunless Skies, and to the Alpha testers who have given us some excellent feedback—we couldn’t have done it without you all!

    We’ll be holding a special Early Access focused podcast 1st September at 16:00 BST in case you want to ask us any delicious questions.

    See you in the skies!


    [ 2017-08-29 15:21:46 CET ] [ Original post ]

    Heading Out of the Reach: Kepler

    The KEPLER sprint brings us ever closer to Early Access / Games in Development. It warmed us to our core to see such excitement about the release date of the open beta for Sunless Skies. While there are still many new bits and bobs being worked on for the Reach and a some new tasks for our next region, Albion, most of the work we’ll be focusing on from now until the 30th of August will be bug finding, fixing, and feature polishing. Oh, and extra, triple, quadruple checks to make sure that space feels spacey enough before you lot burst through the gate into the High Wilderness.

    ART

    One of the new pieces art has been tackling is a bonafide art pass on the chart, or in-game map. Whilst we are always amazed and entertained with what the developers produce when implementing the functionality of the chart, after that's been finished art add their creative polish overtop.



    Paul created the chart, focusing on ensuring it fit the branding and art direction within the game. There was a brief glimpse of what we imagined it might look like in the Kickstarter Trailer, but actual implementation has to consider the functionality in-game. This is only the first-pass, and we're sure it will evolve over time as we receive player feedback.



    Meanwhile Tobias has been checking off many of the ambiences and icons that'll be needed for the Reach. In terms of characters, he's covered The Turbulent Fabulist, Prudent Secretary and Parsimonious Chairman. He's also been busy on the core stats icons and icons for character progression.





    CONTENT

    Content have started an overhaul of quality assurance (QA) testing, which for us includes both testing the mechanics work as intended, but also editing the text where necessary. As they encounter bugs, they then of course work to fix them. Our entire content team works on this, along with Caolain and Lesleyann.

    Chris also worked with Liam to set up and fill out the content necessary for the locomotive equipment that will be in for the Early Access launch. Each piece of equipment requires an icon as well as a little bit of fiction. This also goes for our bat scout!



    GAMEPLAY AND DESIGN

    Meanwhile in tech-land, Sam has started to dig into tasks that improve our content management system (CMS). These tasks range from small improvements like fixing preview images to larger tasks that allow the content team to work with a our CMS more easily as the add content to the game.

    Mac accomplished the loot implementation, completed locomotive dock loading, and fixed a variety of bugs. These ranged from faulty must-events to Hunger not being reset at ports to many smaller issues that our very helpful Alpha testers have reported!

    Adam and Caolain have continued working on the AI behavior for our enemies and sky-beasts, including Chorister bees and Scrive-Spinsters. Adam has also been making adjustments to player armament and player-locomotive lateral thrust to ensure the movement within the game feels 'right.'

    Launches are production's baby, so Lottie has spent a lot of last sprint finalising our Steam and GOG pages and making sure we're set up correctly technically—things like enabling different Kickstarter backers to get their appropriate in-game content, and making sure our distribution channels are clear so we can easily update with any new content later down the line. She’s let us know that this is “SURPRISINGLY COMPLICATED.”

    In order to make pre-launch as stress-free as possible Lottie has also focused on providing a clear plan of attack and acting as a repository for all last-minute tasks discovered in the run up to our final build. This leaves developers free for that final phase of polishing which makes such a difference to a game.

    Lottie also also worked with our composer, Maribeth, on Albion's music, so we’ll have a head start on our next region of the game.


    We won’t be doing a FBG podcast in lieu of giving our developers as much time as possible to work on Sunless Skies before the 30th, but you can expect us to be back on Twitch the 1st of September at our usual time of 16:00 BST!


    [ 2017-08-15 16:57:57 CET ] [ Original post ]

    Enriching the Reach: JANSKY

    Our JANSKY sprint leads us to a very special announcementSunless Skies is coming to Steam Early Access and GOG Games in Development the 30th of August! With that in mind, all teams have of course been working on buffing, polishing and bug fixing the Reach, our initial area for Early Access / Games in Development.

    ART

    One of the tasks tackled by the art team in JANSKY was implementing labels within the game. This means that as your locomotive cruises through the High Wilderness, any wrecks, ports or locations with names will show on screen. Paul has implemented this specifically in the Reach, and you may even see some of our backer-created location names appear!



    As we continue towards Early Access / Games in Development, Tobias has been busy creating and tidying many different decorations and ambiences. One of the challenges specifically with decorations, is the balance between a space that is too sparse, or a space that is too dense—balance is very important. Ambiences pose their own problem, as depending on the content, there may or may not be an icon that covers a third of the art.



    All the Reach ports are receiving plenty of buff and polish, and thus we’re happy to share a comparison with you: the first screenshot of Magdalene’s we shared versus the current version after some polish.





    This sprint also received a lot of UI work from Liam, who created a new pre-roll for the title screen of the game for Early Access, along with adding crossfading to make UI transitions smoother.


    CONTENT

    The Content resource was a bit light this sprint due to our writers being busy on other projects such as Fallen London’s Election, Exceptional Stories, and Reworks project.

    One of the tasks they tackled was revising port area names in the Reach as they were too long and were being cut off by the UI. This is a great example of some of the conflicting pieces that go into game development and why it has to be so iterative.

    Chris and Olivia also worked with Richard Cobbett, one of our excellent freelancers, who was pitching his ideas for a port in Albion.

    Meanwhile, James worked on loot and death storylets for sky-beasts. Lesleyann also tackled testing the mechanics of the Magdalene port.


    GAMEPLAY AND DESIGN

    Besides his UI work, Liam also implemented the ‘options’ panel, adding audio and both UI and font scaling as options. A ‘graphics’ menu was also added by Mac, which when it is finished, will allow users to change their screen resolutions for the game.

    Mac also worked on implementing how players will be able to spend their experience points in the character progression screen. Players will be able to use their experience points on special storylets that will grant them skill stats. For example, in Fallen London they’re Watchful, Shadowy, Dangerous and Persuasive. In Sunless Skies they are
    Iron, Hearts, Mirrors and Veils.



    When players spend their experience point, a roleplaying storylet will appear that will allow them to choose one of two options. Your choice allows you to shape your character and their history.



    Adam and Caolain both worked on the design and implementation of two of our AI agents, Adam on the Cantankeri (which Liam showed in a previous podcast) and Caolain on the Tackety Scout.

    Alongside this, Adam also worked on adjusting many of the player controller variables. These adjustments affect how the player-locomotive move. The adjustments included things like max speed, lateral thrust and heat gained from thrust. All these tweaks are made to ensure that the movement and all the controls of the locomotive feels right when players fly through the High Wilderness, and will certainly be an area of feedback we're looking to receiving from Early Access.

    The tech team and Lesleyann have also working on finding and fixing any of the bugs scurrying about!



    If you’d like to know more about what to expect for Early Access, you can read more about it in our earlier post or, tune in to our next FBG Podcast on Friday 4th of August at 16:00 BST. Ahead of the podcast feel free to send any questions to @failbettergames on Twitter.


    [ 2017-08-01 16:56:25 CET ] [ Original post ]

    Sunless Skies coming to Early Access 30th August!



    Skyfarers, ready your locomotives!

    Sunless Skies will be coming to Steam Early Access and GOG Games in Development the 30th of August! The feedback we received in Early Access for Sunless Sea was pivotal to its development, and we look forward to hearing your thoughts on Sunless Skies over the coming months.

    Kickstarter backers, keep your eyes on whichever email you used for Kickstarter for your key. Anyone else who’d like to join at this early stage will be able to purchase the game for 10% off its full price of £18.99 / $24.99 during the first week of Early Access.

    Initially, players will be able to explore the Reach, one of the four regions of the High Wilderness, with other regions being added in throughout development:

    The Reach is a verdant, sunless frontier. London pioneers—spearheaded by the avaricious Windward Company—establish far-flung colonies and plunder the riches of the region's ruins and wild gardens. But many colonists crave independence from the Empire, and the Reach is rife with conflict. Will you be one of the lucky few who strikes it rich? Or one of the masses broken amidst the green wastes?

    Mechanically, players can expect a broad skeleton of gameplay features to be available. You’ll be able to explore the skies, dock at ports, interact with stories, trade, fight and die. Opening the game to players in Early Access will provide us with crucial feedback and data to help us create a game that's delicious, delightful, and dangerous.

    We are incredibly excited to send you amongst the stars and look forward to experiencing this next chapter of development with you.

    Note: Please do keep in mind that like any Early Access game, Sunless Skies will not be in a complete state, and will go through changes ahead of its full release, based on player feedback and our development of the game. If you would like to wait until the bugs are ironed out, the gameplay is final and the stories are finished, we suggest that you wait until the official game release.


    [ 2017-08-01 14:59:18 CET ] [ Original post ]

    Enriching the Reach: INVARIANTHEORIE

    The INVARIANTHEORIE sprint continues our work at fleshing out the Reach ahead of Early Access. Art has been finishing up ports while also delving into even more ambiences, icons and decorations. Meanwhile Content have been working on experience accrual designs and working on Kickstarter backer rewards such as Correspondence and geographical location names. Tech have accomplished a myriad of different pieces to ensure all the bits and bobs are running for Early Access, including melee attacks, trade loops, scenic spawns and character progression!


    ART

    Now that many of the ports are on their polish stages, Paul and Tobias have been busy at work with ambiences, icons and decorations.



    Many of the icons will be of characters involved in stories connected to the ports you visit. For example, last sprint we saw the Romantic Ornithologist, which players will meet at the Leadbeater & Stainrod Nature Reserve. This sprint Tobias has been hard at work on the Amenable Host, who will feature in Magdalenes.



    Other icons and ambiences will incorporate landscapes for ports and places in the High Wilderness, as well as all UI, goods and quality icons within the game.

    Liam has also been attending to various pieces that required a UI pass, such as the Chart and Journal page. He's also crafted a UI style guide, so anyone on the team will have a clear representation of the design behind the UI. This will come in handy in case anyone else needs to tweak or make additional assets for the UI (or marketing assets) while understanding the master design behind it all.

    Alongside the UI work, Liam has also animated the Reach Marauder vessel.



    Paul has also spent some time this sprint tackling the character creation and avatar generator assets, which you will have seen a prototype of during our Kickstarter! The prototype we shared only showed a few variations, but as we continue towards full release, Paul will be creating more assets for each category, such as chin, nose, brow, hats, etc. and will be working ensure there's more diversity available for players to choose from.


    CONTENT

    This sprint, Chris immersed himself in spreadsheets. First he tackled designing experience accrual, or how much experience players receive for defeating agents.

    His second delve into spreadsheets was to take a look at our Kickstarter backer responses for both those who get to create a Correspondence sigil and those who get to have a geographical location name. We provided the various backer tiers with different prompts for each, then Chris has a look and designs a name based on the information they've provided.

    For example, for the location name, backers provided us with:


    • their full name, beloved's name, or pet's name
    • their profession or hobby
    • and their foremost virtue and chiefest vice


    This allows us to ensure that each name, holds personal meaning while at the same time blends into the Sunless Skies atmosphere and lore.

    Cash and James have both been busy with various port quest QA, such as New Winchester and Port Prosper.


    GAMEPLAY AND DESIGN

    This sprint Mac implemented melee attacks, which are important not only for some locomotive agents, but also for organic agents that may be lurking in the skies.



    Featured above you can see one of the tools we've created for ourselves in Unity. We're making sure we have a lot of them at our disposal to help us create a range of interesting types of enemy attacks.

    He has also begun work on implementing the character progression spec that Chris has created in a previous sprint. Character progression in Sunless Skies will be different than Sunless Sea, and more story-driven.



    Barry has continued work on Wrath, this time implementing instantaneous provocations, which means that agents will be able to become provoked immediately if shot at or attacked, as opposed to only becoming provoked based on qualities.

    He has also begun implementing Scouts, which will be very helpful to allow players to explore the skies!

    Henry has been working on scenic spawns and agent spawning tags, which will allow the team to have more control over where an AI agent spawns in game. These tags, for example, will allow specific agents to be spawned in specific regions of the High Wilderness.

    He has also been implementing locomotive equipment specs written up by Chris. This will ensure players can add different equipment to their locomotives.

    Caolain has taken his first dive into Sunless Skies by working on the design for AI behavior of the Tackety Scouts, as well as working on trade loops for the Reach. The trade loop designs will narrate which shops sell what in various points of the Reach.

    Besides learning all the ropes at Failbetter, Lesleyann has done her first general QA pass, focusing on both finding bugs and ensuring bugs the tech team has fixed have actually been fixed. She's also worked with the tech team ahead of public launches, such as Alpha updates, to work through major bugs which would stop any builds from going out.



    Our next FBG Podcast will be Friday 21st July at 16:00 BST! Our next sprint, JANSKY, will bring more content from Albion, continued art polish on the Reach, music triggers, and more AI behaviours!


    [ 2017-07-18 15:45:14 CET ] [ Original post ]

    Enriching the Reach: HYPERGALAXY

    The HYPERGALAXY sprint finds us continuing to enrich the Reach. Art have finished their first pass at all the ports of the Reach and started on Ambiences, Decorations and a UI pass. Meanwhile, Content have written a tutorial specifically for Early Access, created a system to track faction conflict in New Winchester and created base content for Albion. Besides working on bug fixes for the Alpha, the Tech crew have been continuing their work on weapons, creating the in-game chart, and implementing plenty of UI and HUD systems.


    ART

    We had a very joyous moment during our Sprint Review meeting where Paul showed us a collage of all the ports on screen—the first pass on all the ports in the Reach is finished! Both Paul and Tobias will in a later sprint go back over them with polish to finalise them.

    Tobias has also begun creating Decorations, which are non-interactive background scenes that players will fly through on their journey through space. These may include things like the beanstalks below, or shards of wreckage from battles past.



    Paul and Tobias also discussed Ambiences, which are the background scenes that accompany storylets.



    Not all storylets will have need of an icon, so Ambiences need to be able to fill up the entire space and also give a sense of atmosphere and location.



    Paul also did a pass over the UI, tweaking the art nouveau to be more functional (rather than overly aesthetic).





    We have all also fallen in love with Tobias’ rendition of the Romantic Ornithologist.




    CONTENT

    One of Content’s first tasks this sprint was to devise a simple tutorial specifically for Early Access. In it, players will be able to explore their ship and learn about the game's mechanics and setting.

    James and Chris have also been working on the Winchester War: the conflict over the Reach, between the Windward Company and the Tacketies. The fortunes of each side fluctuate as time passes, and players can throw their weight behind one faction, or try to play each against the other. If one side gains dominance, they'll seize New Winchester, driving their rivals out!

    This has been quite a feat for us, as the quality-based narrative (QBN) that's used within our games is designed for responsive, player-facing stories, rather than background simulation. We think we've cracked it, though!

    Cash and Chris have also been working on the first content for our second region: Albion. They began, of course, with London, where you'll be able to curry favour with the well-paying Ministry of Public Decency, or support the underground New Street Line. You can also take part in the wargaming weekends of one Mr H. G. Wells. A number of senior military figures attend them to experiment with new strategies. Play correctly, and with the move of a handful of tiny soldiers, you may be able to influence the outcome of the war in the Reach!

    GAMEPLAY AND DESIGN

    Mac has continued work on weaponry, specifically creating an arc mechanic to different types of ammunition. Not only does this allow our team to be able to create different movement to different types of ammunition, but is also part of our work on accessibility for difficulty settings. Along with this he’s also started to implement force, so if an opponent is hit with a shotgun, they will be pushed back by the force of it.

    This sprint Barry started to develop the player chart—the in-game map that allows players to see where they have been and what has yet to be discovered. Below is a shot at the first pass at this, which shows the fog of war around the player-locomotive. Below is a shot of Barry's work to date, using Failbetter's world-renowned programmer art! We'll be getting Liam and Paul to beautify it in the near future.



    Meanwhile, Liam has been implementing plenty of UI, including the Hold, Possessions, Profile Page, Officers, and also some heat animations on the HUD.

    The Hold UI features multiples of items, as opposed to stacks, and visually updates in real-time.



    PRODUCTION

    We're particularly excited to welcome Lesleyann, our newest Failbetter recruit, as QA tester on [ir]Sunless Skies[/i]! She's just getting started - getting to grips with the game to date, learning all 7,777 names of the office rats, etc - but will be vital in making sure Sunless Skies is the most polished it can be on launch.


    Our next FBG Podcast will be Friday 7th July at 16:00 BST! Feel free to tweet @Failbettergames your questions ahead of time, or ask in chat on Twitch! Our next sprint, INVARIANTHEORIE, where we’ll be taking a look at bug fixes from the Alpha, music and audio triggers, and implementing Scouts!


    [ 2017-07-03 16:25:12 CET ] [ Original post ]

    Enriching the Reach: GANYMEDE

    Now that we've spent some sprints building the Reach, GANYMEDE is where we begin adding flesh to the skeleton we’ve constructed. Art have continued their construction of ports, officers, locomotives and worked on improving the docking platforms. The content team outlined the next area of the High Wilderness: Albion. Tech have been busy implementing wrath, heat, armaments, shop mechanics and storylet UI.


    Art

    This sprint Tobias (formerly known as Toby here) began work on the Royal Society port! Backers managed to achieve all five portions of this port during the Kickstarter.



    The once-moribund Royal Society of inventors, explorers, and scientists has received a generous grant from Her Enduring Majesty and a renewed mandate: to unravel the mysteries of the High Wilderness!

    Both Paul and Tobias also finished up some of the officers. Below you can see the Incautious Driver as well as Sunless Skies’ version of an old favourite, the Blind Bruiser.



    Art also spent some time redesigning the docking experience at ports, which Tobias implemented.



    With this version, players can pull into the dock from either direction, however, the dock will expel players’ locomotives out of the dock in only a single direction. The artists were far too delighted envisioning being able to rev up the locomotive’s’ engine so that docks would actually shoot locomotives back into space. This has yet to be tested as a possibility.

    Content

    This sprint, the content team have developed a comprehensive story document for the game's second region: Albion! Albion represents London's core territories, basking in the radiance of the Clockwork Sun.

    Creating a document like this is an involved process. We take our initial high-level outline of a region and drill mercilessly into it, pitching ideas for ports, quests, conflicts, and discoveries. Every member of the team pitches concepts and takes part in the discussion, and we bring members of other teams in (production, tech, comms, analytics) to pitch and contribute, too.

    Every pitch gets polished, expanded and tied into the overall stories of the region. Some pitches won't make it to the final game - we can't do everything we'd love to, so (as much as it pains us) we have to choose the ones that work best together.

    Then Chris takes the pitches and discussion and compiles them all into a document. Writers get an opportunity to make final amendment to their pitches, and then the document is shared with the whole company so everyone can offer feedback. That feedback is discussed, then incorporated into a final (ish) version of the document.

    Then we can start writing ports!

    Speaking of which, here's a sneak peak at the list of the ports we're considering for Albion, a few of which may ring bells for fans of Sunless Sea and Fallen London:

    Avid Horizon, the Clockwork Sun, the Brabazon workworld, the Most Serene Mausoleum, Worlebury-Juxta-Mare, Ephemera, Eagle's Empyrean, and the Floating Parliament.

    Cash and James also worked on one of the Reach’s remaining ports: Polmear & Plenty’s Inconceivable Circus, where weary acrobats and grizzled clowns entertain an audience of visitors. A handful of those visitors will choose to stay here, and never leave. Are they charmed by the magic of the Big Top? Or is it something deeper?

    Exceptional Freelancers

    We can also reveal some of the exceptional freelancers who have already begun work on ports for Sunless Skies. All three worked extensively on Sunless Sea, and are experienced with our processes and tools. They're already sinking their (very sharp) teeth into the new story possibilities offered by expansions to our narrative content system.

    These freelancers are:

    Meg Jayanth (80 Days, Horizon: Zero Dawn): who wrote the Isle of Cats and Varchas in Sunless Sea.

    Emily Short (Galatea, Inform 7, Versu) - who wrote Station III, Visage, Nuncio, Dahut, Anthe and Aigul for Sunless Sea and Zubmariner.

    Richard Cobbett (The Long Journey Home, games journalism) whose Sunless Sea and Zubmariner work includes Saviour's Rocks, the Empire of Hands, Mr Sacks, the Pirate Poet, Nook and the Gant Pole.


    Gameplay and Design

    Barry implemented heat, a subtle mechanic with big effects in-game. You'll primarily notice this in combat, when you'll see firing your guns and moving at top speed slowly increase your locomotive's heat gauge until - if you're not careful - your engines may overheat.

    This won't result in immediate destruction, but you'll be punished with an array of possible effects for running your equipment too hard. This applies both to the player's and agent locomotives.

    Barry has also implemented Wrath, which Adam discussed last week on the FBG Podcast. Wrath represents an agent's current hostility towards another agent or the player. This allows agents to fight one another when it logically makes sense, and also allows players to identify simple narratives in regards to why the fight occurred.

    Wrath is modified by provocations, which can be instantaneous (like being hit by an attack) or periodic (like a specific type of agent being a certain distance away).

    When an agent's Wrath towards any other agent or the player is at a certain level, the agent is marked as hostile and will enter combat!

    Meanwhile Mac worked on implementing shop functionality in ports, and our first run at the cannon and shotgun armaments, which are featured below (more glamorous gifs to come as armaments progress).



    We've agreed the Art Nouveau style we'd like for our UI, and Liam's now going in and implementing this across the game. This should do a great deal to establish the tone and time of Sunless Skies. He’s also been refining the transitions to create a sleeker feel.




    Our next FBG Podcast will be Friday 22nd June at 16:00 BST, where we’ll be happy to take your questions. Our next sprint, HYPERGALAXY, will feature bug fixes, weapons content and locomotive UI!


    [ 2017-06-20 16:03:50 CET ] [ Original post ]

    Populating the Reach: FORTUNE

    Our latest sprint FORTUNE continues the work of populating the Reach! Both character creation and character progression specs have been designed. Meanwhile, Tech was focused on finalising the storylet service, a fundamental piece of code which enables the player to interact with stories in-game. Both Art and Content have been continuing their work on filling out ports, locomotives, wrecks, characters and even our first Ambition!

    Art

    Both artists have been working at full steam this sprint. While has been busy with the Leadbeater & Stainrod Nature Reserve, worked on a port called Magdalene’s.



    Pulled from the art brief: The glass spires of Magdalene's pierce the clouds like swords stuck in the firmament.

    If you’ve been enjoying our FBG Podcasts, you may have seen a sneak peek of Paul’s updated version of the Inconvenient Aunt during our art podcast. Here she is in all her inconvenient glory.



    Toby has been bringing a few more locomotives to life. As we continue development, you’ll see various classes of vessel. Previously, we’ve shared a Tackety Scout. This sprint we have a Reach Marauder! A ship captained by the sky-maddened: those who have looked too long at the stars.




    Content

    This sprint
    was tasked with creating pitches for various locomotives that will be seen throughout the High Wilderness. Each vessel is pitched with a name, an outline of their fiction, an art brief, a difficulty tier, and proposals for their behavior.

    and James also began work on the first ambition for Sunless Skies. This ambition resembles the 'Retire to a Life of Luxury' ambition from Sunless Sea.

    Unlike in Sunless Sea though, players don't have to retire in only London. In addition to accruing a big retirement fund, players need to purchase accommodation suitable to the manner in which they want to retire, and they can do so in any of the major hubs: London, New Winchester, Pan or the House of the Feather.


    Gameplay and Design

    Quite a bit of tech work this sprint went into preparations for the closed alpha. For example,
    ensured there were versions of Sunless Skies across all three operating systems: PC, Mac and Linux.

    and Mac also worked on the storylet service, which has many different pieces that allow the storylet content to function. These may include the functionality of how storylets update or how available storylets are called up when a player enters a port.

    Meanwhile,
    has been implementing passions, which are what control AI behaviour when not in combat. Passions can have a wide range of effects: the possibilities include making a pirate hunt trading vessels, or causing a creature to seek out others of its kind, or visit particular features (like wells or wrecks). Note that these are just examples: we haven't decided exactly which ones to implement yet. We've designed the system to be flexible and easy to extend.


    Our next
    will be Friday 9th June at 16:00 BST, where we’ll be happy to take your questions. In our next sprint, GANYMEDE, we'll be working to enrich the Reach with audio, legacies and scouts!


    [ 2017-06-06 15:37:24 CET ] [ Original post ]

    Sunless Skies Closed Alpha

    In order to help us find and fix bugs during Sunless Skies development, we will be holding a closed alpha, beginning 5th June!



    GOALS
    This alpha will help us find technical bugs and discover initial player experience within the framework of Sunless Skies.

    WHAT YOU CAN EXPECT
    If you are interested in being involved with the development of the game and aiding the production of Sunless Skies, we'd love to have you join our alpha list. Joining the alpha means experiencing Sunless Skies in a very unpolished state, without all features implemented, and plenty of bugs.

    If that doesn’t sound appealing to you, it’s best to wait for Early Access, which will begin this summer, where players will be able to experience a more complete piece of Sunless Skies while we’re still in development. Early Access will start with a single region available to players in a close-to-finished state.

    TIMELINE
    Alpha testing will begin the 5th of June and run until the end of July. During this time, we will invite people from the alpha list in batches to help us test Sunless Skies, so it’ll be important to keep an eye on your email for your invitation link.

    REQUIREMENTS


    • Must have a Steam account you can use
    • PC/Mac/Linux operating system


    WHO ARE WE LOOKING FOR?
    We’re looking for a variety of people to help us test the alpha!

    • People who have played Failbetter games before
    • PC gamers who haven’t played our games before (especially RPG fans)
    • Players with accessibility requirements, so we can build Sunless Skies with specific accessibility feedback in mind
    • People who have QA or previous testing experience (though not required!)

    For those invited, we'd of course ask you to install and play the Sunless Skies alpha. Each batch will be involved for at least two weeks, though you are free to help us test until the alpha ends! We will be looking for you to report any bugs you find, along with your general thoughts on the game so far.

    If all of that sounds good to you, we’d love to have you help us test Sunless Skies! We expect to be inundated with requests, so it’s important to note that joining the list doesn’t guarantee being invited to the alpha.

    Join our alpha signup list!

    TL;DR Summary:

    • This is a closed alpha, so not everyone is guaranteed to get in
    • Only join the alpha if you don’t mind an unpolished state of play full of bugs
    • You need a Steam account to help us test
    • PC/Mac/Linux alpha will start 5th June
      alpha will close at the end of July
    • You will not be able to carry through your character into Early Access


    [ 2017-05-23 16:30:35 CET ] [ Original post ]

    Populating the Reach: EXOGENESIS

    Our EXOGENESIS sprint is our first specific pass at populating the Reach, which means working on its denizens from officers to the agents you’ll encounter in the skies. Our art team, which has recently doubled, continued their work on ports, brought some agents to life, and created our first pass art pass over the UI. Content also continued work on various ports, while also creating a magnificent spreadsheet that will help keep track of Sunless Skies’ officers. Meanwhile, tech busied themselves with expanding on the pathfinding discussed last sprint, along with implementing tooltips (hugely important for our wordy games), balancing survival mechanics, and implementing agents.

    ART
    While Paul is busy tackling Titania, one of our more complex ports so far, we’ve wasted no time putting Toby to work. His first job was Hybras, a rather fungal settlement with a dark secret.



    Toby also created one of our agents, a Tackety Scout, while Paul tackled the Scrive Spinster. During the Sprint Review we all oohed and awed over both, though the Tackety Scout stole our hearts. In James’ words, “It looks like it might explode at any minute....it's perfect.”



    Meanwhile the art team has been giving Liam’s initial UI wireframes an Art Nouveau-influenced facelift. Below you can see some initial designs on how they might look, though we’re sure they will go through a few iterations.





    CONTENT
    The writers tackled two more ports this sprint. James fleshed out the London stronghold, Port Prosper, where London Loyalists (or opportunists) can accept bounties for hunting pirates and Tacketies. Meanwhile Cash designed the Leadbeater & Stainrod Nature Reserve, where a research outpost conducts investigations into the secrets of the Reach.

    Officers

    Another beautiful spreadsheet has also been created, this time it’s all about officers. While the writers are currently pitching their content ideas for officers, this spreadsheet details which slot they’d go in (First Officer, Signaller, Quartermaster, Chief Engineer, and - of course - Mascot), where players would recruit them, which bonuses they’d provide, and how bonuses would change when upgraded. This lets us ensure that officers provide an even distribution of bonuses, and ensure that there are satisfying choices to be made for each slot.

    Non-Player Locomotives

    Meanwhile, we’ve started turning our Kickstarter backer survey responses into locomotive names! We’d like to note that no fewer than three people recommended “HML Ubiquitous” and we feel strongly that all three should be entered in the game.

    In Sunless Skies, when certain non-player locomotives spawn in the game, they're given unique names. So instead of seeing a generic Tackety Scout, you might see the 'UCE Vagabond'. These names are drawn from a list of six hundred entries inspired by our wonderful backers. Our task has been to take information provided by them and turn it into names that fit the period and tone of Sunless Skies. Six hundred times. Six actual hundred.

    If you haven’t filled out your Kickstarter Survey, please do so at your earliest convenience! And if you know someone who hasn’t, poke them!


    GAMEPLAY & DESIGN
    Continuing the pathfinding work for combat, Barry has focused on long-distance pathfinding this sprint.



    Some background on this: pathfinding in Sunless Skies will be based on nodes, points on a mesh. When an AI agent needs to get somewhere, it looks for the best (usually, the shortest) path from its current location to the destination node.

    The world of Sunless Skies is very large, and pathfinding between nodes that are very far apart is computationally expensive. We could solve this problem by making it so that AI agents only move around when the player is nearby. But in Sunless Skies we want agents to sometimes remain active and pursue their own agendas at distant locations. So we need a more efficient method for them to find their way around.

    The solution we’re using is to group all the nodes in a given area together, and treat them all as a single point on a larger meta-mesh that covers the entire map. Even though it covers the whole map, the number of nodes on it is manageable. So the AI can use it efficiently for long-distance pathfinding, and then switch to local pathfinding to deal with obstacles in its immediate area.


    Our next FBG Podcast will be this Friday 26 May, at 16:00 BST! This week will be focused on art, to answer any questions you may have about the art process, especially now that we have multiple artists!


    [ 2017-05-23 15:22:15 CET ] [ Original post ]

    Combat in the Reach: DARK MATTER

    In DARK MATTER we foray further into combat! Tech have been busy plotting enemy behavior and implementing pathfinding. Meanwhile, our writers have continued spinning tales for the ports within the Reach. This sprint, we also welcome a new artist to our team—Toby!



    ART

    First off, a very warm and exceptional welcome to our new artist Toby Cook! We are delighted to have him onboard this space locomotive with us and we’re sure we’ll be featuring his work within these blogs sometime soon.

    Paul has been continuing to bring various ports within the Reach to life. This sprint, we’ll give you a glimpse of Traitor’s Wood:



    Traitor’s Wood: “A gloomy forest rears up from a flinty outcropping. Grave firs rise in furrows behind the station, where a few gaudy tents have been set up, sheltering from the persistent drizzle. A great stone bulk, like a barrow mound, rises over the trees in the far distance.”

    Paul and Chris have also been fine-tuning the art brief process now that we have more than one artist!


    CONTENT

    James and Olivia fleshed out two different ports this sprint: Hybras and Magdalene’s. Hybras was a once-promising port, but suddenly and mysteriously became deserted. It’ll be up to you to uncover the fate of its inhabitants.

    Magdalene’s on the other hand is a port that will allow players to improve their Condition. For a price, the skilled staff at Magdalene's will tell you precisely the lies you need to hear. Terror works differently in Sunless Skies to Sunless Sea. Every time Terror reaches 100, your Condition worsens. Reducing Terror is easy; improving Condition is hard. But Magdalene's is one of the few places you can do so. But be warned: each time you do, the price goes up.

    Chris has also been putting his sinister talents into creating a Discovery called Old Tom’s Well. In Sunless Skies, wells are wounds in the heavens, often used to banish and imprison beings which are disinclined to die. At Old Tom's Well you can encounter the Cursing Church, a fledgling sect which considers the wells sacred.


    GAMEPLAY & DESIGN

    Now that Barry is back from his holiday, he’s been heavily working on different aspects of combat. One of the first things he shared with us during our sprint review meeting this week was the pathfinding he’s implemented.



    Note: The light blue squares are the path for the agitated agent. The green line is its next target.

    Then he proved his driving skills as two enemy agent locomotives chased after him. Barry also implemented what we call Tactics, the motivation for which paths agents choose to take. We'll build on this further next sprint with Wrath and Passions, the driving factors behind agents' (locomotives or beasties) behaviour in-game.



    Tactics are meant to be modular and reusable. In Sunless Sea players could expect enemy vessels or passive vessels, but in Sunless Skies it’s not so black and white. In the High Wilderness, players can expect to find these agents have a variety of different motives. When we design them, we’re no longer thinking “will it fight the player?” but rather “when will it fight the player” and “what else will it do?”

    Our very first sound effects have also been commissioned, such as different engine sounds for our three types of player locomotive, changes to Terror levels, and discover and general UI interaction sounds. Lottie and Liam have been working with the lovely Soundcuts team on these, the same audio production studio we worked with for Zubmariner's SFX.



    This Friday at 16:00 BST we’ll be holding our bi-weekly FBG Podcast on Twitch—we do hope you’ll join us! Lottie will be hosting this week, as Haley will be off on holiday in America, and will be joined by Sam and James. If you have any questions for them to discuss in the podcast, feel free to send them to @Failbettergames!

    Our next sprint, EXOGENESIS will be all about the people of the Reach, as we begin designing crew, locomotives, and more agents!


    [ 2017-05-08 16:14:36 CET ] [ Original post ]

    Combat in the Reach: CHROMOSPHERE

    CHROMOSPHERE brings us our first animations and our first pass at quite a few complex tasks! We also get to see different terrain types within the Reach, animations for the player’s locomotive (so much steam!), and a few AI agent animations. Tech has been busy with our first-pass at combat implementation, title screens, storylet-UI, and collision damage. The Content team, besides writing up stories for wrecks and discoveries, have been very busy working out the complexities of a randomised loot system for Sunless Skies. In fact, we haven’t seen them in a few days. We should probably check on them.

    ART

    If you saw our Sunless Skies development roadmap, the term ‘iterative design’ will be very familiar. In a similar fashion, Paul has been iteratively creating ports within the Reach.

    He’ll lay down a skeleton of what each port could look like, and then at a later date go around and add more detail and finalised touches. In Chromosphere he’s been busy with the ports New Winchester, Carillon and Port Prosper.



    In the third panel above you can get a glimpse of what a dock may look like (though of course things may change as we continue through development). Please be sure to mind the gap.


    CONTENT

    Content have been diving into maths this Sprint in order to create Sunless Skies' randomised loot system: the Cache of Curiosities! The Cache of Curiosities returns from Sunless Sea. It's a randomised loot system used to generate the contents of wrecked ships, abandoned homesteads, and secret stashes.

    We want to keep the surprise and flavour players got from looting wrecks in Sunless Sea, while using the content to convey tidbits about life among the stars. In addition, we've made it easier for writers to plug these rewards into their content. It’s now easier for them to adjust the average value of a particular cache, and easier to match rewards to challenges. The spreadsheets James forged in the creation of this content are as beautiful and terrible as an encroaching star.

    Also in this sprint, we've been working on Discoveries. Discoveries are randomised locations and objects you can find in the skies, which have content attached to them. They might be wrecks, homesteads, asteroids, or anything else we can come up with!

    One of the Discoveries worked on this sprint was the wreck of the Parzifal, one of the Legendary Wrecks! The writers also insisted on sharing pictures of mushrooms with the office throughout their research for some fungal meteoroids.


    GAMEPLAY & DESIGN

    Now that Mac's implemented a rough title screen, we've been playing builds of the game internally! Here you can see us oohing and awwing over his shoulder:



    He has also been working on collision damage for players’ locomotives, by assigning different materials with ‘soft’, ‘medium’, or ‘hard’ qualities. When a locomotive bumps into something, it will take that quality along with the current speed, into consideration before tallying the damage done.

    Mac also took a look at creating a straightforward way for the Content team to be able to add or edit different content-specific areas within ports, such as stories or shops.

    Sam has been busy implementing Liam’s storylet-UI designs into the game so our writers can begin inserting actual content into the game and begin testing out stories. This sounds straightforward, but is quite a complex task and forms a large part of a Failbetter game!

    Meanwhile, Liam has been animating various sky-beasts and horrifying us all with his swarm animation.



    Beside the bees (bees!) he has also been working on things like the Scrive-Spinster, with all their pages fluttering through space, and, very excitingly, one of the player-locomotive’s animations.

    Liam’s been working on animating our locomotives in a way that gives as much immediate feedback as possible, so players can see and feel how their locomotive races through space.



    In order to do this, he’s been using the steam trails and some parallax. For example, the locomotive sways from side to side when it turns so it feels much more 3D and realistic in its maneuvering compared to the relatively static boat animations in Sunless Sea.

    Players will also notice that when their locomotive’s going full speed, the steam trail will appear longer than at slower speeds. All these pieces of animation work together to create a more satisfying feel to moving throughout the world.



    This Friday at 16:00 BST, we’ll be back with another FBG Podcast! We’ll be discussing the Sunless Skies Roadmap, so you if any question on game development scheduling or about the roadmap itself, please come join us on Twitch!


    [ 2017-04-25 17:10:50 CET ] [ Original post ]

    Sunless Skies Development Roadmap

    If you’ve been with us since the early days of Sunless Sea development, you’ll remember there was a Sunless Sea development roadmap. The roadmap allows players to see where we currently are in development, as well as where we’re headed.

    You can now find the Sunless Skies Development Roadmap on our website! We’ll be updating the page regularly and linking all of our development blogs to their corresponding sprints.

    We’ll also be discussing the roadmap on our next FBG Podcast on 28 April at 16:00 BST, in case you have any questions about game development or the roadmap itself!


    [ 2017-04-19 15:26:29 CET ] [ Original post ]

    Travel Through the Reach Part III: Big Bang

    The final sprint in March is BIG BANG! This sprint features quite a bit of work from our writers, as they begin to shape Sunless Skies with names and descriptions of sky-beasts and different vessel classifications. You possibly may have heard us mention bees before as well, which Paul has brought to life. Tech have also started the very first steps on combat with work on combat AI specifications.


    CONTENT

    While these may change over the course of development, so far the writers have been busy coming up with different NPC (non-player character) vessel classes you may encounter in the High Wilderness. These vessels may feel neutral towards you, friendly, or aggressive, depending on your choices and affiliations. We’ll give you a few examples:

    NEUTRAL VESSEL: Tackety Free-Trader
    The scrappy merchants of the Independents. They believe in liberation, profit and free-trade. They are designed to be fast and light - given they're often engaged in smuggling or making quick trips to retrieve/deliver a specific highly valuable commodity to undercut trade embargoes and sanctions imposed by London.

    These ships are armed, with prominent guns and show off the Tackety colours. They have light armour that may have some damage, indicating a few narrow escapes, but they’re well-maintained as the merchants take pride in their little ships.

    ENEMY VESSEL: Work-World Recruiter
    Press-gang ships owned by various London's companies, designed to black-bag unwilling recruits for the Work-House from among the ranks of the easily disappeared and easier forgotten. A combination prison-ship and bounty house, these hulks prey on the weak. Like sharks, they scent blood in the drifts and move in on damaged and vulnerable locomotives. They see themselves as enforcers of Her Enduring Majesty's power.

    Work-World Recruiters are heavy, lumbering locomotives, built like small fortresses. They’re armed with prominent and large weaponry. These locomotives might look bloated, as though bulging with prisoners, with big cargo holds.


    ART

    Did someone say bees? In order to create sky-beasts, our writers first come up with the name and description and then hand it off to Art Director Paul to create. First up is the Chorister Bee!



    Beware these intelligent bees, they attack in swarms and if they get into your ship, you might discover a surprise later on.

    We're also continuing to evolve the art pipeline we mentioned last sprint. Liam is in charge of creating not only the game UI, but also the game’s animations.

    Both Paul and Liam have to work in tandem together in order to not create a bottleneck with either the art or animations. The first step in this process is greyboxing, which means planning art assets out with grey boxes of specific sizes, so that we know how it'll all fit together when it's finished.

    Later on in development, Paul will go in and replace the grey boxes with their proper textures, and since it all fits together, no one will have to redo any code or animation.



    Liam setting up parameters for the player’s ship

    After Paul finishes greyboxing and defining specific agents (sky-beasts, vessels, etc.), Liam takes over and begins the initial animation work for that particular agent. This frees up Paul to work on other art pieces before coming back to create textures for the animations Liam has finished.



    GAMEPLAY AND DESIGN

    Before heading off on holiday to South Africa, Barry began the initial steps of setting up combat! One of the things we’re keen to explore during development is designing various pieces of the game to be easily editable by all team members, to allow our team to work more efficiently and remove some of the bottlenecks we faced in the development of Sunless Sea.

    During this sprint Barry began setting up a modular system for combat AI built from individual components called Tactics. These Tactics should allow non-tech savvy Failbetters to create, view and edit combat AI specifications from within Unity.

    Henry has been working on how best to capture error reporting within Sunless Skies. This will help us capture as much technical info and bugs as possible from both the Beta and Early Access. We'd like to capture as much initial data as we can to make sure we're proud of the quality of the game when it's finished and ready for full release.



    Mac's been focused on how hold management will work so players can manage the items in their locomotive's hold, and jettison cargo when they need to (e.g. if you have a full hold, but find a rare item you'd like to keep at the expense of jettisoning another item).


    Next weekend is the four day weekend for Easter, so we’ll be back with a new development update, CHROMOSPHERE, at the end of April!


    [ 2017-04-11 13:35:17 CET ] [ Original post ]

    Travel Through the Reach Part II: APHELION

    The second sprint in March, APHELION Pt 2, features an art terrain pipeline, a new port, character progression, and further work on implementing fuel and hunger within the game UI. This sprint also included some changes to the Terror mechanic.

    ART

    Paul has been working on a terrain pipeline that will allow us to have a library of assets that can be used to create a multitude of different ports and settlements.

    Each different piece can be combined to form districts and areas without having to resize and fiddle too much with individual bits in Photoshop (as we did in Sunless Sea!). Also, by building each port with these different layers, we can create more realistic and rich looking environments.







    You’ll also notice that docks can be in the centre of ports now!




    CONTENT

    This sprint included work from James on a new port called Traitor’s Wood: a tangled, fairytale place where a cluster of academics have settled, convinced a legendary king is buried at its centre.

    Chris has also delved into how Terror should work in Sunless Skies, and it’s a bit different than Sunless Sea’s Terror mechanics!

    In Sunless Skies, your Terror can build from 1-100 while travelling. Each time your locomotive docks at a port, it will return to 0. However, if your Terror reaches 100, then you acquire a Condition level.

    Condition levels vary from 1-5 (things will get, um, weird at level 5, but perhaps that’s how you want to play?). Conditions will not be reset at ports, and thus will stay with you unless you can reduce them through certain stories.

    Players could experience different narratives when they run into Terror Events. Discontent events will affect your crew, tweaking their morale and possibly sending them into mutiny, while Nightmare events will affect you as the Captain.

    DESIGN AND GAMEPLAY

    Chris and Liam also spent some time developing character progression in Sunless Skies. This time around we're focusing on well-rounded characters with enticing histories.




    We’d also like to open the depth of the choice you make. So, if you decide to select the circle that says you’ve been to prison in the past, a window will open up and let you select one of two options to let us know how you served your time while you were there.

    Barry continues to play God, having worked this week on implementing Fuel and Supplies within the game’s UI. He’s been testing a way of displaying how much your survival qualities - terror, supplies and hunger, hull, etc - have increased or decreased. For example, if you're rammed by a Scrive-Spinster, you know immediately how much damage you took from a quick glance up at the hull meter.



    Our next sprint will be BIG BANG, and will include some work on combat! (You’ve seen that sentence before, because we counted wrong last time. We were overexcited. BIG BANG is definitely next!)

    No FBG podcast this week: we’ll be at EGX Rezzed! We’re chatting about Sunless Skies at 15:00 BST on Friday, and you’ll be able to watch live at twitch.tv/EGX. Due to the Easter holiday, our next FBG podcast will be on the of 28th April on twitch - see you then!

    Kickstarter backers will also have received their backer surveys today. Fill yours in, so we can gather numbers and start making your rewards!


    [ 2017-03-28 18:07:48 CET ] [ Original post ]

    Travel Through the Reach Part I: APHELION

    March’s first Sunless Skies sprint is APHELION. This sprint focuses on The Reach: the first region in Sunless Skies, where you will begin your journey. It also involves big chunks of setup for later regions: hunger, death, time, fuel - all of the basic building blocks of our game.

    Design and Gameplay

    Mac has been trialing a new approach to procedural generation. In Sunless Skies there are 4 types of terrain:

    Ports: Big, able to dock at them, they have effects on you

    Spectacles: Medium, have some effects on you, usually as you pass them

    Discoveries: Medium, effects when you interact with them

    Decorations: Pretty things with no function (such as: a rock)

    Our map is now built on circles, not squares as in Sunless Sea. Each has a core, an inner band and an outer band, with three or five segments in each band.



    As you cross into a new segment, the game will generate the Ports, Spectacles, Discoveries and Decorations for that segment (depending on some rules to make the transitions smooth, and make sure a port doesn’t just pop up under your nose).



    We’re still working on this, but the idea is the load on your PC will be lighter than Sunless Sea - because it’s not rendering the whole map at once.

    For us, Mac’s work also means it’s much easier to make content happen in the game (hooray!).

    Also this week, Barry is God, and decides your fate: he has implemented supplies/hunger, fuel and time. Sounds simple when put like that!

    Stories

    This week, Cash has mostly been working on port Titania.







    Titania is an early game port, built on a giant flower. The occupants - you may have gathered - are troubled by bees.

    Chris has also put together the stories that deal with hunger this week. You’ll be glad to hear that eating your crew is an option once more!

    People often ask why there is no gameplay disadvantage or punishment for eating your crew in Sunless Sea. In Sunless Skies, you’ll gain terror for eating a member of your crew, as well as becoming more unaccountably peckish. Though, um, cannibalism is currently more nourishing than eating supplies. So, y’know. Consider it!

    Art

    This week Paul has been focused on locomotive design.

    We showed in the Kickstarter that equipment will have a visible effect on your ship:




    Paul has been digging into this to see how best to deploy it in-game. He has also added chimneys to the base design, which we all found very exciting.



    From left to right:


    • Basic chassis (including the boiler at the top and crew quarters at the bottom)
    • Armour
    • Guns
    • Colour flourishes


    This means lots of possibilities. Starting with a monochrome chassis leaves options for armour types being made of different metals/materials. The colour elements could identify different factions at a glance. And we want to try and get steam coming out of the chimneys!

    Also on the art front, we should note that ports in Sunless Skies will look more like the Khanate than other ports from Sunless Sea: exploded areas that you can explore more than just sailing around.

    Production sprints on Sunless Skies last for 2 weeks. Next is BIG BANG, in which we will be working on combat, and we’ll be back with an update on that in early April. Until then, we hope you’ll join us to talk about APHELION during our live podcast on twitch, this Friday 17 March at 1600 GMT!


    [ 2017-03-15 18:11:07 CET ] [ Original post ]

    Welcome, delicious friends!

    Hello. How are you? It's so nice to be back on Steam.

    You can wishlist Sunless Skies now! Hooray! If you wishlist, you'll get a notification when it's available in Early Access. Certainly worth doing if you're excited to jump in as soon as the game is available.

    At the beginning of Early Access we're planning to release a single region of the eventual four that will be in the game. It's up to you whether you can't wait and want to get playing immediately (in which case we'll really value your feedback!) or want to hold off until everything is complete, which will be around May 2018.

    We'll be sharing development updates for Sunless Skies here, but there are some more sources you might like to follow:



    Expect the first production update soon. We can't wait to take to the skies with you!


    [ 2017-03-08 11:23:16 CET ] [ Original post ]