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Hello, delicious friends,
Sunless Sea is turning 10 years old on the 6th of February, if you can believe it. Sunless Skies is already 6! My, they grow up so fast. We're having a celebratory sale in honour of the milestone, so a good chance to pick up any of the Fallen London Universe games at lifetime best prices.
The game that originated the universe - the Zee, the High Wilderness, and every dreadful thing in them - Fallen London, is now 15! (Anyone making calculations about how old that makes us should probably just let that thought wink out like a false-star.)
In celebration, Fallen London is getting a major adaptation for tabletop roleplaying, developed by Magpie Games. Magpie are the team behind Root, Avatar Legends, Urban Shadows, Bluebeard's Bride and many more wonderful games.
We hope this development will excite those of you who have asked us down the years if we could create a TTRPG system for this world. The initial project is to create the core rulebook and a supplement for London, with the dream being to follow that up with a Sunless Sea module, should everything work out well.
We hope you'll take a look, and that this will enable you to have further adventures in the Neath, this time working together with your friends in pursuit of a grand, world-changing ambition. Cannibalism is not guaranteed, but can never be fully discounted when improvising a story with friends!
The Kickstarter starts on the 11th of February, and you can follow it now to get a notification when it goes live.
Platform: PC (Windows/Linux/MacOS) Build Version: 2.0.5.6e8c8ff Release Date: 27/06/2024 Sunless Skies is now available on the Epic Games Store. There are a number of narrative fixes that have been included and we are updating the Steam and GOG builds with those fixes so there is parity across all versions.
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:
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...
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:
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/
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.
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!
#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!
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!
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:
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...
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.
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.
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.
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.
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
The Hoarder update for Sunless Skies is now available! This is one of our largest updates since launch here's what's new:
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:
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:
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?
The Vagabond update for Sunless Skies has been released! The following additions and improvements await your captains:
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:
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
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!
The Wayfarer major update for Sunless Skies is now available! Here are the key features:
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!
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.
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
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.
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
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
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.
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.
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).
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
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:
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.
Build Version: Survival update. 1.1.6.2.e8412a5 Release Date: 07/11/2018 Known Issues
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.
Build Version: 1.1.5.3.aa85c96 Release Date: 10/10/2018 Known Issues
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!
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.
Build Version: 1.1.4.5.2f2c56e Release Date: 29/08/2018 Known Issues
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!
Build Version: 1.1.3.5.4d9e3cf71 Release Date: 25/07/2018 Known Issues
Skyfarers, in this update you’ll find a plethora of additions that embellish roleplay within Sunless Skies! This build also features:
Build Version: 1.1.0.4.cd2a9a87a Release Date: 07/06/2018 Known Issues
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.
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.
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:
Build Version: 1.0.8.3.e51bc7cfe Release Date: 04/04/2018 Known Issues
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.
Patch Notes - v1.0.6.5.8046df9 (27th February 2018) Build Version: 1.0.6.5.8046df9 Release Date: 27/02/2018 Known Issues
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.
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
Build Version: 1.0.7.4.1f12226aa Release Date: 31/01/2018
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.
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.
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:
Build Version: 1.0.6.3.4ea876f Release Date: 11/12/2017
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.
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
Build Version: 1.0.4.6.24e7833 Release Date: 29/11/2017
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:
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.
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:
Greetings Sky-Captains, There’s a number of new features in this build for you to get your claws into.
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.
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:
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.
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.
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.
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!
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.
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!
Our JANSKY sprint leads us to a very special announcement—Sunless 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.
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.
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:
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! 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!
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!
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 Paul has been busy with the Leadbeater & Stainrod Nature Reserve, Toby 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 James 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.
Chris 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, Mac ensured there were versions of Sunless Skies across all three operating systems: PC, Mac and Linux.
Liam 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, Barry 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 FBG Podcast 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!
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
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!
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!
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!
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!
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.
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.
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.
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:
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