What Could Go Wrong?

What Could Go Wrong?

Over the last couple of months, we stepped back from the edge of manufacturing to apply some TLC to Far Away: Corporation Espionage. The main reason was to wait for some relief from the tariff chaos. But the lure of “more time” is undeniable. Every playtest turns up new issues, since the nature of the exercise invites feedback. Amateur game designers often preach that there is no such thing as too much testing, but you can easily fail into a trap of never publishing in the name of quality. It’s a trap that punishes our backers.

Magic in the World

Magic in the World

My son and I walk a lot through the neighborhood. One day, we strolled past an old building with a blend of vines cascading down. The ivy twists its way up, conferring a regalness to an otherwise nondescript building. A thick stalk of blackberry descends from some unseen source, spikes jutting out to guard something unseen. The structure emanates an aura of wisdom – the secrets discovered inside over the years are reflected in nature’s approving embrace. This whimsy is not something I feel lifting my heart often as I wade through Seattle, a relatively new city with an ever-increasing ratio of tech money to culture. The magic of the land, of the past, and of the unknown is drifting away.

FA:CE Production Tasks and FAQ

FA:CE Production Tasks and FAQ

In light of the unnecessary and bizarre global trade pressures, we made the decision to refine Far Away: Corporate Espionage while we wait for the chaos to subside. We decided this before the partial policy reversal, but we already started making extra content and we want to finish that. The game could always use more playtesting too, so we’ll take advantage of the extra weeks to ensure the best product possible.

This all leaves the open question of when we’ll ship. To help answer that, it’s helpful to understand the scope of remaining work. Here is the breakdown of what’s still pending.