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The Far Carry
Play golf amongst the stars to save the galaxy — or end it.
No download · no account · no tracking · plays offline
It's a golf RPG. You get a golfer, a bag, a ship and a cut to survive.
Every course is generated when you land on it, across fifteen worlds with their own gravity, air and ways to lose a ball, so no two holes are ever the same. Hire a caddy. Buy something reckless. Fly further than the fuel really allows.
The golf
Golf that feels like golf
Pull back to load the swing and watch the spray cone open with the power. That cone is the dispersion the game will roll your shot against, drawn to scale on the map, so if it touches the water then the water is in play.
It's also why gear makes such a difference. Buy a Shank Guard and the red wedge on the right of your cone is gone. Not reduced. Gone. You can see what you bought.
Clubs launch, peak and come down at real angles. A driver arrives shallow and runs out on firm turf. A wedge lands steep and checks. The ball skips, settles, and trickles down the fall line of a green you can read.
Wild, but never unfair. A penalty hazard is not allowed to sit across the corridor you have to play down. The generator checks its own work and throws the course away if one does, so an unplayable hole cannot reach you.
On the green, read the break and then time the pace meter. The contours drawn on the surface are the real surface. The isolines, the shading and the arrows are all sampled from the same slope the ball rolls on, so if a putt trickles on after it stops, it is running down a hill you could see.
The read runs out. The break line is drawn only as far as your golfer is confident of it, and it stops dead there. The rest of the putt is yours to judge. Or somebody else's, if you have the right caddy on the bag.
And it is real golf underneath. Stroke play, Stableford, matchplay, scramble and best-ball all turn up somewhere, and the campaign makes you play all of them.
Modes
Three ways to play
They share a bag, a galaxy and a set of golfers, and they want completely different things from you. Each golfer keeps their own save in each one, so nothing you start ever eats something you had going.
🌠 Story Tour
The RPG. Five chapters: qualify in two tournaments, then win a Sigil Event to earn the sigil piece and move onto the next chapter.
A qualifying event is nine holes and its format is randomly determined from the game seed: stroke, stableford, or a pairs event playing scramble, best-ball or matchplay. The chapter's major opens with a strong rival to beat on the next tee.
You'll be able to choose whether you want to save or end the galaxy as part of the story. Pick your playing partners carefully — saving the galaxy means one of your friends will turn on you.
🚀 The Voyage
The roguelike. Nine stops in three arcs. Every ordinary stop is six or seven holes against a field and you have to make the cut; miss it and the tour drops you.
Each arc ends with a boss, and the last one is for victory and to increase the difficulty. You leave Earth with a full tank of gas, but travel between the stars is a fuel guzzler so make sure you top up regularly.
Ascension is the difficulty ladder and it goes up to fifteen. Increased difficulties unlock permanent bag tiers for every future run: the Planet set, then Phoenix Flames, then Solar Storm, which is the apex bag and blazes gold across the galaxy.
🌌 Unending Universe
Endless survival, in four hole sets, so one disaster can be clawed back by the other three.
The difficulty tightens after every second set. Four over par down to four under, and then the difficulty curve is based on how hard the holes get.
Every voyage you win also unlocks a new start club for that golfer, so each of the four is slowly building a bag of their own. And finish a Story Tour campaign and Star Tour opens up as well — free-roam the whole chart, land anywhere, play that world's designed eighteen and chase a record on every course.
New to it? The guide says which one to start with.
Worlds
A whole galaxy of golf courses
Fifteen worlds, each with its own physics and its own personality. Gravity changes the carry, heavy air drops the ball short, and the course is generated randomly every time so no two holes are exactly the same. On the void world there is only the abyss. Bounce your balls off the walls in the derelict ship, the bulkheads are in play, but watch out for damaged walls where your ball can sail out and drift amongst the stars forever.
Also: molten doglegs on the ember world, storms on a gas giant that will carry a drive or throw it into the next county, the Rainbow Course with a warrior's tee at the end of it, and a links course on Earth that is the only place left with ordinary gravity.
Golfers
Four golfers to play as
Each one bends the ball in a real way, and the whole run has to be played around it. They share a handicap. They do not share a problem.
A buttery, controlled fade on every shot. Tightest dispersion in the game, and her left miss is all but gone.
A surgeon with the irons and a liability with the big sticks, which fight a snap-hook left. Two different golfers depending on what you pull out.
Bombs it off the tee, and where it ends up is anyone's guess. Will not carry a hybrid. Not can't. Won't.
The only golfer who spins it back. Pin-seekers that land, bite and hold, paid for with distance off the tee.
Tap a golfer's portrait on the select screen for their story. Where they are from, their best win, their lowest moment.
Caddies
Nine caddies to find and hire
Whoever is on the bag changes how you play.
🦆 Space Ducks
Laser-toting ducks who zap every ball missing left back onto the short grass. Greenside miss, they put it on the green.
🐑 Convict Sheep
The right-hand mirror, with boomerangs. Between the two of them you can buy your way out of one entire side of the golf course.
🦜 The Prognostic Parrot
Sees the shot before you play it. When he does, you get to see the shot twice before you make it and then choose to keep the better ball.
🩺 Dr Chipinski
Holes out from off the green when you least deserve it. Calls "You rang?" as you strike it, then makes good on it.
🕳 The Mystic Mole
Lives under the greens and has read every break there is. He aims the putt on a perfect line. You judge the pace.
⛳ Penelope Putter
Reads them and sinks them for you. Hand over the whole green and go and think about something else.
🚚 Driver Dan
Play your driver from any lie, at full power. Rough, sand, trees, doesn't matter. It is a terrible idea but with his advice you can make it work.
🎓 Suggestible Sam
Reads the green depth and calls the club. Commit to the one he picks and every miss zone on your cone shrinks.
🏖 Sandy the Sand-Saver
Gets you home from the beach, the trees and the deep stuff. Most of a bad lie simply stops counting.
Hiring a new one fires the one you have got, the perk walks out with them, and they will not work for you again this run. They come from rival factions, and the factions notice.
In the Story Tour you'll be able to find them as your friends to help you on your journey. They'll move into your spaceship when you hire them and you'll be able to swap between them and take on their individual quests.
The Pro Shop
45+ items for your builds and to improve the game play
Every stop has a Pro Shop and credits do not survive the run, so there is no sense saving them. Buy the Shank Guard and the red wedge on the right of your cone is gone. Not reduced. Gone. There is a grip that does the same to the duck-hook.
🧤 The Power Glove
Crank the pull past the top of the meter to 140% and hit the biggest bomb in the galaxy.
🌊 Floater Balls
Buoyant. They skip clean over water, so water stops costing you a stroke. There is a heat-shielded pair for lava, and an anti-grav pair that drifts across the void.
🔭 Spin Trajectory Computer
Draws the entire run-out before you swing. Every yard of check, every foot of curl, all the way to where the ball actually stops.
💀 Full Send
A curse, and it says so. Both miss zones open up hugely, but the crowd loves a show and you get 60% more credits out of every stop.
🏌 Grooved Driver Face
Your driver can no longer be hit short. Not "shouldn't be". Can't. Commit to it or put it away and club down.
And then there is the Rainbow Ball, whose card just says "Race the Rainbow Course at your own peril! Warning: unbalanced course. Travel here only if you are worthy…" Buy it and the hole becomes a glowing ribbon through the stars with every hazard deleted and open space either side. If you're worthy on this course, you might be lucky enough to get invited to play from The Warrior's Tee.
Progress
What carries over
There are two currencies. Credits are what you spend in the Pro Shop, and they're gone when the run ends. Star Shards are yours for good. You earn them by beating bosses and finishing runs, and you spend them in the Trade Market on ships and clothes.
Eighteen ships, from the station wagon you leave Earth in to an alien mothership with fully sick spinning wheels, and forty-odd cosmetics. Anything you buy is unlocked for every golfer. What each one wears is up to you, so all four can look completely different.
Winning also unlocks things directly: a new starting club for that golfer every time they win a Voyage, and better starting bags for everyone as you climb the Ascension ladder.
Secrets
Explore the galaxy and find new wonders
The Trade Market hides what you have not earned yet. There are rows in that rack you cannot see, and it will never tell you they are there. Here is a few of them. Not how.
☄ The Comet Rider
A dimpled golf-ball comet blazing across the void. There is exactly one way to earn it and it takes exactly one shot.
🔨 Thor's Hammer
Mjölnir, reforged as a driver, rune-etched and crackling with caught lightning. Won on the golden plains of Asgard.
🔥 The Firebird
A jet-black muscle-car cruiser with a golden phoenix blazing across the hood.
♾ The Infinity Ace
A phoenix-winged star-yacht wreathed in living aurora.
🌳 The Trade Market
A travelling set of traders that can show up and let you buy in game items with Star Shards, or maybe just claim your ball so that they can practice.
🐉 The World Serpent
Jörmungandr, ride the serpent through the stars as an unlockable spaceship. The achievement is called Beaten into Submission.
The Unending Universe and the Story Tour both have secret cosmetic unlocks, depending on how far you get.
The finale
Save the galaxy, or end it
After Chapter 3 of the Story Tour you choose a side. Stand with the Order as its Warden and put Jörmungandr back to sleep, or become the Herald and set it loose.
The ending is a ship fight to save or end the galaxy. Your ship needs enough firepower to get through and enough engines and shields to survive it.
Yes, that's the station wagon you left Earth in. No, it wasn't designed for this.
Accessibility
Play it your way
🔤 Readable text
Scale the whole interface, choose a legible typeface, add letter and word spacing. The buttons grow with the type, so targets stay easy to hit.
⌨ Full keyboard play
Aim, modulate the power and swing without a pointer — the same mechanism the drag drives, not a reduced-control mode. Every overlay is a proper dialog.
🗣 Screen-reader narration
The hole, the conditions and every shot outcome are spoken, not just drawn. The whole game happens on a canvas; without this it would be silence.
🤚 Left-handed mode
Mirrors the controls and the whole cast, so a left-handed golfer plays a left-handed game. Golf video games almost never bother. This one does.
Plus reduced motion, seeded from your system and yours to override, and aim assist on by default. All of it lives in ⚙ Settings and every one can be changed mid-round.
Golf is the ritual geometry that keeps the lights on. Most beings never know it.
Go and play a world true.
Free, in your browser. It installs as a proper app and plays offline — the guide shows you how. If you'd like to chip in, that's on itch.io.