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Forever Skies: I Can’t Believe It’s Not Subnautica

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SoLong
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Forever Skies: I Can’t Believe It’s Not Subnautica

Post by SoLong »

Image

PC Specifications:

Processor: Intel Core i7-4790
Graphics Card: NVIDIA GeForce GTX 960
Memory (RAM): 16 GB RAM

Game Version: 1.0.1
Price Point: 29.99$

I found that I like survival crafters. Figuring things out when exploring is great, and it gives the old lizard brain that nice scratch it so loves, which is why I still enjoy the first Subnautica despite the devs being twats. Anyway, this game is one of the latest contestants chasing that trend: Forever Skies! I had high hopes for this one, though maybe I should have adjusted my expectations after spotting the burning airship on the cover image.

Anyway, we're going to explore a ruined Earth, cure a plague, dive under a deadly layer of Dust and learn to hate PETA and Greenpeace while doing so. Let's go!

Also, this review contains spoilers. You were warned.

Story

The narrative of Forever Skies is serviceable on the surface but ultimately forgettable. The opening act is good, offering a clear sense of purpose and momentum: you're a random guy sent back to a poisoned Earth to re-establish contact with an expedition that went there to find a cure for a deadly disease. Giving the player a family photo to remind you why you’re down on ruined Earth is a nice touch: find the cure for the Grey Plague to save your loved ones. How nice, a man out to save his family and there is no shrieking woman in sight to lecture us! The only fly in the ointment is that I’m not sure how a White man and an Asian woman produce what looks like a black daughter. Clearly the genetic mutations on the space station are out of control; I don’t even want to know what kind of freak the player character is.

The story also wastes no time telling you what the ultimate evil is: humans, and their environmental pollution. Yes, this is the post apocalypse supposedly caused by human meddling with technology, so you could excuse this as a realistic mindset on the part of the few survivors facing the imminent extinction of their race. Still, as the game wears on the message becomes ever more grating.

Then, to my shock and confusion, the story takes a sharp turn with its main antagonist: an eco-terrorist AI determined to eliminate humanity under the guise of environmental preservation. This plot twist aims for shock value but feels disjointed, especially given the AI's role in actively sabotaging efforts to repair the world’s ecosystem and stop said deadly plague, and despite the AI itself also wanting the cure. The moral messaging is heavy-handed, and the lack of nuance in its portrayal of environmental themes comes off as excessively preachy. The fact is that the message manages to undermine itself by making the main villain an AI humans built with the express intent to help protect the environment is just the cherry on top.

Image
With humanity facing extinction, environmentalists spent the last few days on Earth doing work that really mattered: painting building sized murals to tell everyone how much humanity sucked. Clearly their time was well spent.

To make matters even worse, every confrontation with the AI lacks emotional weight. There’s a clear attempt to emulate Portal: the AI is a hippy GLaDOS but without any the sarcastic menace, biting wit, or complexity. The result is a villain that feels more like a narrative obligation than a genuine threat. It’s a shame, as the initial world-building hinted at a deeper exploration of survival and rebuilding in a post-apocalyptic world. Instead, the plot leans too heavily into “save the environment” clichés, to the point that the message from the developers in the end tells the player that they hope the game will remain fictional. I get preached at less when I go to church, and they don’t bill me thirty bucks for the privilege!

The story itself is also really short, with my playthrough clocking in at 28 hours, with a significant portion of that being owed to my obsession to try and find blueprints. If you don’t care about building an airship, I wouldn’t be surprised to find the entire game being a little over 10 hours.

Graphics

Visually, Forever Skies is a mixed bag. The initial locations are crafted with a good level of detail, with vibrant colors contrasting the greys of collapsing buildings, towering structures, and suitable environments that invite exploration. The airship itself is highly customizable, and its evolving appearance reflects your progress in the game, which is a strong visual reward. In fact, I’d go so far as to say that building your airship is the greatest draw in the game. Unfortunately, this level of attention doesn’t extend to later areas. The world, while vast, becomes repetitive, with identical-looking ruined islands and structures that lack variety. The art style is appropriately apocalyptic, but its charm is diluted by the copy-pasted aesthetic that dominates the game's back half. The sky really does go on forever, but by the time you realize that it has become a threat rather than a promise. For a game that emphasizes exploration, a greater variety of landscapes would have elevated my enjoyment considerably. At least the game’s theme is on point, in that the later sections are increasingly overrun with mutated plant life and reclaimed by nature. The more overgrown a building is, the greater the threat, at least in theory. The unfortunately small areas under the Dust are as visually impressive as the game gets, but even they get copypasted to hell and back.

Image
Uh, hi?

As you can see from my PC specs, my machine is basically a glorified potato battery at this point, yet the game runs fine even with the best textures, and the settings menu is both detailed and offers perfect controller support, which is something I really appreciate in my survival crafters.

Gameplay

The real heart of Forever Skies lies in its construction mechanics. Building your own airship is not only the main attraction but arguably the game’s saving grace. The customization options are actually quite deep, allowing for functional, aesthetic, and strategic choices that genuinely impact gameplay. As an example, some of the buildings are so utterly wrecked that you can’t land on them. In order to still access them, you need an extendable boarding ramp. Later on (or too late, as the case may be), you can automate resource gathering and build an entire automated farming setup.

However, the pacing of blueprint acquisition is annoyingly uneven. Core blueprints necessary for functional upgrades are reasonably spaced, but cosmetic options are all crammed into the final areas. This decision feels counterintuitive, hampering player creativity during the main stretch of the game. Base building is at its best when experimentation is possible early and often, not throttled until the end. Subnautica did this well, and it becomes incredibly obvious that this game is trying to put a spin on the concept. Unfortunately it whiffs every other attempt to improve and blunders from one questionable design choice to another. This is apparent very early on, since the game copies Subnautica’s approach to base building: you have a tool with which you walk around your ship to build stuff.

And here the shortsightedness of the design becomes apparent: Subnautica is set under water, meaning you have complete access to every part of your base by swimming around it. Forever Skies, as the name implies, is set in the sky, and as such you have to land for large parts of the construction, which is incredibly annoying and fiddly, especially for ships that need a larger landing platform. Also, you need to constantly watch your step as you walk around your ship, lest you plummet to your death while building.

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Not pictured: guardrails.

Additionally, while the game offers post-main-story exploration, there’s very little incentive to continue. The world feels empty and repetitive, with nothing in the way of secrets or meaningful encounters. The lack of interesting gameplay elements or unique challenges post-game means that once the final mission is complete, there’s little reason to stay invested. This means that I never actually bothered building the airship I’d planned, since acquiring the blueprints took so long the game was over before I got even the basic rooms and walls I’d wanted for it.

The game is at its best in the early sections, while you struggle to find food and drinkable water in the ruins, flying around in your half-finished airship the size of a shoebox. I actually had a lot of fun there, because everything was still full of exploration and I hadn’t yet realized how shallow the game ultimately was.

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One of the greatest joys you'll have in the game. Just pray that it drops a seed.

Combat:

The game does have weapons and a combat element, but I almost wish it didn’t. Like with so many other things in the game I can almost taste the desperation of the poor, talented developer who wrote the combat AI and other, under-the-hood programs, only to have all his work wasted. There is one, exactly one type of enemy that can attack you in your airship: something called a scrap hatchery, which latches onto the ship and slowly tears off the piece it has latched onto. The enemy has no actually damaging attacks and is defeated by aiming the basic deconstruction tool at it. That’s it.

There are other enemies that can actually damage you, but all of those save for a single one are static: yes, even the swarm of wasps doesn’t attack or follow you unless you literally walk into their attack radius. There is a nice idea buried in the combat though: enemy attacks (and tainted water, and uncooked food) give you certain diseases that distort your vision, make you hallucinate or slowly kill you… but only near the end of the game, because your immunity is at 100% at the beginning of the game, and diseases become threatening only when it has degraded severely, which is gated by story events.

There was only a single “fight” where I was actually in danger of losing: the fight against three mantises, the only competent enemy in the game. And even that is mostly owed to my own stupidity, since I was too busy fighting to notice that I could have simply climbed back up the ladder and attacked them with electric bolts from a safe distance.

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Behold the mantis: the only enemy in the game more threatening than a coma patient with brittle bone disease.

Final Thoughts:

Forever Skies shines where it lets the player tinker and create, but falls off the railing in its pacing, narrative execution, and endgame content. If you’re drawn to the idea of building and customizing your own flying fortress, there’s enjoyment to be found here as long as you can live with the game trying to keep you from your fun until the story is over and done with. However, if you’re looking for a deep narrative or engaging post-game experience, you might find it lacking. Wait for a sale if you’re on the fence; otherwise, it’s a pass for those seeking more than just brief, surface-level engagement. Personally, if I could go back in time I wouldn’t buy it purely because the preaching makes me want to spite the developers.

Rating: 4.5/10

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Hm, a dead human survivor next to a pile of now worthless money. What did the game mean by this?
Last edited by rusty_shackleford on May 16th, 2025, 17:42, edited 1 time in total.
My review(s):
Wuthering Waves [Recommended]
Forever Skies [Not Recommended]
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Post by Norfleet »

SoLong wrote: May 16th, 2025, 17:42
Hm, a dead human survivor next to a pile of now worthless money. What did the game mean by this?[/align]
If he's dead, wouldn't that make him a NON-survivor? You have to, you know, SURVIVE to be a survivor.
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Post by maidenhaver »

Norfleet wrote: May 16th, 2025, 22:13
SoLong wrote: May 16th, 2025, 17:42
Hm, a dead human survivor next to a pile of now worthless money. What did the game mean by this?[/align]
If he's dead, wouldn't that make him a NON-survivor? You have to, you know, SURVIVE to be a survivor.
No. All **** are survivors. They ALL survived the Holocoaster, at Six Flags Auschwitz. All of them, forever and ever.
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Post by rusty_shackleford »

I might try this because I couldn't do subnautica because big ocean and really big animals that wanted to eat me :D
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Post by Tweed »

rusty_shackleford wrote: May 16th, 2025, 22:22
I might try this because I couldn't do subnautica because big ocean and really big animals that wanted to eat me :D
Rusty has thalassophobia.
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Post by SoLong »

Norfleet wrote: May 16th, 2025, 22:13
SoLong wrote: May 16th, 2025, 17:42
Hm, a dead human survivor next to a pile of now worthless money. What did the game mean by this?[/align]
If he's dead, wouldn't that make him a NON-survivor? You have to, you know, SURVIVE to be a survivor.
He survived the apocalypse, making him a survivor of that. He just didn't survive what came after that. The game is set a considerable time after civilization went to ****.
My review(s):
Wuthering Waves [Recommended]
Forever Skies [Not Recommended]
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Post by SoLong »

rusty_shackleford wrote: May 16th, 2025, 22:22
I might try this because I couldn't do subnautica because big ocean and really big animals that wanted to eat me :D
If that was your main reason not to do Subnautica you might enjoy Forever Skies. It is definitely less threatening, while the noises the few aggressive insects make still give a relatively tense atmosphere because you need to figure out where they are.
My review(s):
Wuthering Waves [Recommended]
Forever Skies [Not Recommended]
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Post by NotAI »

The sound design in Subnautica was great!

Almost as good as the Thief series of games (1,2,3).
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Post by BlueMemphis »

Shame, want to scratch the subnautica itch but this is yet another poor attempt.
rusty_shackleford wrote: May 16th, 2025, 22:22
I might try this because I couldn't do subnautica because big ocean and really big animals that wanted to eat me :D
If it helps you can enable creative mode so animals dont attack you and you can swim and explore in peace.
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Post by SoLong »

NotAI wrote: May 19th, 2025, 14:10
The sound design in Subnautica was great!

Almost as good as the Thief series of games (1,2,3).
You will be glad to know the ****** devs fired the sound guy because he hurt someones feelings.
My review(s):
Wuthering Waves [Recommended]
Forever Skies [Not Recommended]
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Post by NotAI »

SoLong wrote: May 21st, 2025, 18:23
NotAI wrote: May 19th, 2025, 14:10
The sound design in Subnautica was great!

Almost as good as the Thief series of games (1,2,3).
You will be glad to know the ****** devs fired the sound guy because he hurt someones feelings.
Didn't know that. The guy that did the GDC pitch? So their firm's best and most well-known employee, right? Mhmmm...sounds about right...pretty much what you expect indeed....so many devs are not just ****** but low iq, aren't they? You know who else low iq devs love to fire? Technical artists! :wizard: (Good luck hiring again and being able to afford.) Smart moves everywhere you look. :turtle dance:
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Post by Grumpyboy »

I quit it , was boring , and felt half arsed, I am huge fan of subnautica completed it , so you can take from that I should be into this game , maybe it was the fact the setting is pretty shity to look at very "foggy" , depressing, why would I want to spend 10 hours plus in a shithole? and the you have to move from spot to spot and its SLOOOW , it felt like chore gathering the food
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Post by gerey »

Grumpyboy wrote: July 14th, 2025, 12:46
I am huge fan of subnautica completed it , so you can take from that I should be into this game
Is there actually anything else out there that would scratch the Subnautica itch?

I am forever amazed at how far the industry has fallen. A few decades ago, the moment someone released a successful, unique title, you'd have at least 3 other developers franticly working at making copies of it to feed demand.

Nowadays you have huge niches where a singular developer has a defacto monopoly. No one is bothering to challenge CA by making a Total War clone, nobody is making a grand strategy competitor to steal Paradox customers away, and this despite the fact both developers are largely despised by their audiences and only play their games because there is no viable alternatives.
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Post by Grumpyboy »

imho there a huge collapse in core competency because of feminisation , and box ticking , the kind of people that make good Grand Strategy games and any higher IQ intense detail game, are imho usually white males who are probably on the spectrum (they cant fit into a toxic positivity work place) , and the good historical games require "purists ", wokes HATE PURISTs , and women generally speaking hate detail and want narrative / emotional depth to content , in short western, especially American, mainstream corporate Game dev. is going to be pure slop from now on, even if they cut back on the woke , because the feminisation, of the industry is just as bad as the woke , Paradox seems a mixed bag, Victoria 3 was made worse cause of woke imho , but not so much people would notice , most of their games are not overtly woke , there is a few GS indy games that have came out , and theres there's certainly alternatives to Paradox's stellaris , but something the scale of Total War ..could an indy even do that ? seems unlikely , not without a Kickstarter ..a Total War type of game is a massive undertaking

Is there actually anything else out there that would scratch the Subnautica, no...not really ..there's one in space Astrometica, haven't played it but its rated it well , but its early access so ******* years of updates etc , in short their will be good games but probably NOT huge expensive ones, anything that requires corporate level will be **** , unless its Chinese or japanese
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Post by Stack of Turtles »

Grumpyboy wrote: July 14th, 2025, 17:03
imho there a huge collapse in core competency because of feminisation , and box ticking , the kind of people that make good Grand Strategy games and any higher IQ intense detail game, are imho usually white males who are probably on the spectrum (they cant fit into a toxic positivity work place) , and the good historical games require "purists ", wokes HATE PURISTs , and women generally speaking hate detail and want narrative / emotional depth to content , in short western, especially American, mainstream corporate Game dev. is going to be pure slop from now on, even if they cut back on the woke , because the feminisation, of the industry is just as bad as the woke , Paradox seems a mixed bag, Victoria 3 was made worse cause of woke imho , but not so much people would notice , most of their games are not overtly woke , there is a few GS indy games that have came out , and theres there's certainly alternatives to Paradox's stellaris , but something the scale of Total War ..could an indy even do that ? seems unlikely , not without a Kickstarter ..a Total War type of game is a massive undertaking

Is there actually anything else out there that would scratch the Subnautica, no...not really ..there's one in space Astrometica, haven't played it but its rated it well , but its early access so ******* years of updates etc , in short their will be good games but probably NOT huge expensive ones, anything that requires corporate level will be **** , unless its Chinese or japanese
"On the spectrum" means the kind of people we cater to these days. Schizoids design good games.
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Post by Grumpyboy »

what do mean by schzioid ? I do not consider autism to be a mental health problem , Autistics make the kind of games I like, wokes are crazy and make trash imho
and who is catering to who ? who is this we?
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Post by Stack of Turtles »

Grumpyboy wrote: July 15th, 2025, 10:37
what do mean by schzioid ? I do not consider autism to be a mental health problem , Autistics make the kind of games I like, wokes are crazy and make trash imho
and who is catering to who ? who is this we?
Most likely, autistics don't actually design the kind of games you like, unless you really like 8-bit pixel art walking simulators or metroidvanias that are metaphors for mental health issues.

You probably just don't know the difference; most people don't.
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Post by Grumpyboy »

rusty_shackleford wrote: May 16th, 2025, 22:22
I might try this because I couldn't do subnautica because big ocean and really big animals that wanted to eat me :D
yeah I ALMOST couldnt get into the sea at night , its not helped by the fact they are huge monsters that kill you in certain places and others that can even teleport you out of your sub
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Post by Nico »

gerey wrote: July 14th, 2025, 13:08
Grumpyboy wrote: July 14th, 2025, 12:46
I am huge fan of subnautica completed it , so you can take from that I should be into this game
Is there actually anything else out there that would scratch the Subnautica itch?

There's an early access game that is basically Subnautica in space :



Your spaceship broke apart in the middle of an asteroid field and your escape capsule landed on the edge of the field.
Mechanically, it's really just Subnautica in space, it's shameless about it (even the title...)
The game is not finished yet, only the first few zones are available. Still, I managed to play 9 hours of it. If it's on sale, you might want to give it a try.

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Post by SoLong »

Nico wrote: November 12th, 2025, 11:42
gerey wrote: July 14th, 2025, 13:08
Grumpyboy wrote: July 14th, 2025, 12:46
I am huge fan of subnautica completed it , so you can take from that I should be into this game
Is there actually anything else out there that would scratch the Subnautica itch?
There's an early access game that is basically Subnautica in space :



Your spaceship broke apart in the middle of an asteroid field and your escape capsule landed on the edge of the field.
Mechanically, it's really just Subnautica in space, it's shameless about it (even the title...)
The game is not finished yet, only the first few zones are available. Still, I managed to play 9 hours of it. If it's on sale, you might want to give it a try.

Strongly considering getting this. If I do, I'll write another review of it if I find the game worthy of praise and/or contempt.

My review(s):
Wuthering Waves [Recommended]
Forever Skies [Not Recommended]
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Post by Xenich »

Wait, so Subnautica is actually worth playing? I started it once, but never got back to it and I heard some scuttlebutt that it was a bit woke so avoided it. Worth it then? If so, would be a blast in Triple screen setup I would imagine.
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Post by aimlesshealer »

Xenich wrote: November 16th, 2025, 00:47
Wait, so Subnautica is actually worth playing? I started it once, but never got back to it and I heard some scuttlebutt that it was a bit woke so avoided it. Worth it then? If so, would be a blast in Triple screen setup I would imagine.
I'd say so. I enjoyed it a lot. The map is well-crafted, and there's a good story hiding inside the good survival game, which was pleasantly surprising. The protagonist is ambiguously brown, but you only ever see his hands so you can just imagine that he's tan. It's also pretty gay that the devs refused to implement any form of gun, but you can negate that by knifing all the sea monsters or punching them to death while lassoing onto their backs in your mech suit. I highly recommend it, especially if you have thalassophobia!

They didn't go full woke until the sequel, where you play as some kind of black lesbian. In between releases they also fired their excellent sound designer for believing in race and other right-wing sins. At this point I presume they're just another hollowed-out husk of a studio.
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Post by Nico »

Xenich wrote: November 16th, 2025, 00:47
Wait, so Subnautica is actually worth playing? I started it once, but never got back to it and I heard some scuttlebutt that it was a bit woke so avoided it. Worth it then? If so, would be a blast in Triple screen setup I would imagine.
The woke stuff is light, and mostly contained within PDA logs you find. The game itself is clean... because the devs didn't have the budget to express their "values". The protagonist is silent which is a blessing.

Subnautica: Below Zero is a festival of lesbian negresses and girlbosses. And of course, the negress we play as can't shut up. She talks to herself constantly.

Subnautica 1 : great.
Subnautica 2 : passable if you turn off voices in the options.
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Post by Nico »

Nico wrote: November 12th, 2025, 11:42
gerey wrote: July 14th, 2025, 13:08
Grumpyboy wrote: July 14th, 2025, 12:46
I am huge fan of subnautica completed it , so you can take from that I should be into this game
Is there actually anything else out there that would scratch the Subnautica itch?
There's an early access game that is basically Subnautica in space :



Your spaceship broke apart in the middle of an asteroid field and your escape capsule landed on the edge of the field.
Mechanically, it's really just Subnautica in space, it's shameless about it (even the title...)
The game is not finished yet, only the first few zones are available. Still, I managed to play 9 hours of it. If it's on sale, you might want to give it a try.

For those who might be interested in Astrometica, some info from the devs :

As many of you may know, most of our art team is based in Iran, while I (the main developer), one concept artist, and the animators are located elsewhere.


Over the past year there have unfortunately been several major events in that region:

The war in June 2025
The protests in December 2025
And now another ongoing war this month

During these events the internet in Iran was completely shut down multiple times.

Because of this we suddenly lost contact with most of our art team, and currently it has been more than 10 days without being able to reach them.

Overall, these disruptions caused us to lose nearly 3 months of production time on art side.

However, every time the internet temporarily returned, the team continued working remotely and pushed progress forward. Their dedication has honestly been incredible.

Right now communication is still limited, but we truly hope the situation improves soon and everyone stays safe.