Far Gone post Jam version is here!
Far Gone was made in 48hours and now that a week has passed, we had the chance to see multiple streamers play the game and offer us really positive feedback.
Most of the times they experience the game the way we intended but there's some minor tweaks we wanted to do to provide an even smoother experience to every future player:
- Add the possibility to move with the Arrow Keys instead of WASD
- Fix the cursor sensibility that wasn't framerate independant
- Tweak some spatialized audio so they are still audible without headphones
- Tweak the first objective spawn distance to try preventing the player from getting lost at the start of the game.
Those changes aren't much but we believe they can improve the global feel of the game and we thanks every player who left us feedback.
We also updated the cover image of the game on itch.io. Here's the old one:

And here's the new one:

Obviously the .gif quality is better, but we also added a cover image for the first frame and changed the content to be the first clock of the game instead of a tombstone (We thought maybe seeing "R.I.P" at first glance wasn't the best way to get player to play the game). I feel like we never take enough time during/after the jam to do good promo art/gifs/banners and other, even though it's maybe the most important thing to do if you want many people to play your game.
This will surely be the last update on the game, there's obviously a lot of things we could add or change to make the game better but we still want to respect the original vision we had during the jam.
Thank you for reading this and come play Far Gone if you haven't already! https://ldjam.com/events/ludum-dare/48/far-gone
- The Far Gone team -