Farewell is a casual deckbuilding roguelike for PC that places players on a small boat crossing three stretches of open sea. Each stretch ends in a hard fight, and the entire voyage uses a hand-painted watercolor style with procedural route generation on every run.
Gameplay
The core loop centers on managing a starting deck of twenty cards while the sea itself shifts conditions every few turns. In Race the water carries the boat forward and every card played lands thirty percent harder. In Deep Water block becomes more effective but energy drops by one each turn. These changes force constant re-evaluation of which cards to hold and which to spend.
Fog conceals enemy intentions. Players can spend energy to reveal a single foe or burn lamp oil to clear the entire fog bank at once, though the oil is a limited resource collected throughout the voyage. After each fight the player descends to the galley to combine gathered ingredients into one of twenty-two recipes. A successful match produces a meal that can be eaten immediately or packed for the next stretch. Unmatched ingredients become a weaker catch-all stew.
Two distinct characters shape every run. The Ballast carries weight and converts it into damage or block over repeated actions. The Lamplighter builds fire slowly before releasing it in a single heavy strike. Both cross identical water yet interact with the same cards and sea states in different ways.
Game Modes
Farewell offers a singleplayer roguelike experience built around repeated voyages. Each run generates a fresh route across the three sea stretches, with twenty-four enemies and four boss encounters distributed along the way. Players select one of the two characters at the start and carry forward any lunchboxes or relics collected.
Progression comes from the 148 cards, 35 relics, and recipe outcomes that alter future runs. Five distinct endings wait at the far side of the sea, reached through different combinations of choices made during the voyage.
Core Systems and Progression
Deck management stays central because the same hand behaves differently under Race or Deep Water conditions. Relics provide permanent changes that carry between fights, while the galley system adds a second layer of preparation between stretches. Lamp oil management creates meaningful trade-offs, since lighting the lantern consumes fragments that could otherwise be used elsewhere.
The route generation ensures no two voyages follow the same sequence of encounters. Achievements track specific accomplishments across multiple runs, and the hand-painted art remains consistent throughout every stretch.
Is It Worth Playing?
Farewell suits players who enjoy deckbuilding roguelikes with layered decision points. The sea state changes, fog mechanics, and galley recipes create repeated moments where the same cards require fresh judgment. The two characters offer distinct playstyles without requiring separate campaigns.
Those who prefer short, self-contained runs with clear endings will find the three-stretch structure accessible. The game contains no multiplayer components and focuses entirely on singleplayer voyages that can be completed in one sitting or spread across multiple attempts.
With its emphasis on resource trade-offs and character-specific approaches, Farewell rewards careful observation of the current sea state and deliberate use of limited resources such as lamp oil and recipe ingredients.