After years in cryogenic stasis, you finally arrive on an unfamiliar planet. The hatch unlocks with a loud click and the pressure releases with a satisfying hiss. What does it look like? We discussed our thought process behind plantlife and environmental aspects of World Building, but our approach to developing animals is different.
Form vs. Functionality in Game Design
Far Away is unlike any of our previous titles. One of the most significant differences is the amount of pieces. From explorer and creature tokens to the many types of cards and mats, everything needs to work together. It’s a constant battle of what’s necessary to the game and what can be simplified. We want Far Away to be accessible without sacrificing the complexity and depth of gameplay.