In Farsky, you are at the bottom of the ocean and you are all alone. to immediately craft a knife rather than messing about with acquiring more.
I almost exclusively buy games that are on sale on steam. This is great because it allows me to still afford to buy food but also because I end up buying obscure little games that I would never have sought out otherwise. I guess this may change with the introduction of Steam Curators, we’ll see. This I have to thank for finding Farsky. No, it has nothing to do with Far Cry. The title is simple to explain, you are stuck at the bottom of the ocean, the sky is pretty far away… I found myself talking about it constantly to anyone who would listen and the best way to describe this game to someone who only has 6 syllables worth of time for you is ‘underwater minecraft’.
But forget about that. Many people associate Minecraft with creation and building. Farsky is far more about survival and exploration which is always the way I play Minecraft when I’m not making symmetrical holes to the centre of the Earth. In Farsky, you are at the bottom of the ocean and you are all alone. Deal with it.
The only thing that comes close to a tutorial is ‘Madison’, who helpfully points out that you need oxygen to live and that getting to the surface would probably be a good idea. I would have appreciated it if she had told me to immediately craft a knife rather than messing about with acquiring more oxygen and installing glass walls into the rather convenient deep-sea base. I slowly starved to death on my first play-through.
I wouldn’t recommend looking up crafting recipes on wiki before playing. It’s way more funny if you don’t. Because you’ll die, slowly. Unless you attack a shark, then you’ll die quickly. That was the end of my second play-through.
Like many sandbox survival games the challenges you have to face are hunger, energy, darkness and hostile environments. Swimming about at the bottom of the ocean makes you really hungry, fast. The amount of time you can explore before returning to base is determined by your oxygen levels which you can increase through crafting better equipment. As a new player you may also want to return to base before night falls because that’s when normally passive creatures become violent. And they can attack from any direction. To start with you can only explore up to a certain depth which you can also improve through crafting.
Movement is one of my favourite aspects of the game. You can walk about on the ocean floor at a reasonable pace. You can also make up to 6 consecutive ‘jumps’ which propel you upwards from which you slowly sink back down increasing in speed the further you fall. After you have made these six jumps you can’t make any more until you land back on solid ground. You can also save some jump energy, let yourself fall a bit and then propel yourself back up a bit. This allows for a very satisfying rise and fall motion for travelling to your destination but which makes no sense whatsoever.
As you get bolder, acquire better equipment and stock ammo for your speargun you can venture deeper and deeper. The music becomes more haunting and the environment more alien. You are further and further from home and if you get too absorbed in the eerie music and beauty of where you are that you might just forget to turn back in time to make it to safety before you suffocate or before night falls and the Kraken come out to play. It doesn’t help that is near impossible to tell when night is about to fall unless you’ve set a timer. It falls suddenly and you’re left shining your arse at a shark who is way more interested in you than you would like.
After completing adventurer mode and learning from all those countless mistakes you unlock survivor mode. 1 life. Way more sharks. This is a great way to test your survival skills. The last available mode of gameplay is sandbox. Using the gold you find in the adventurer and survivor modes you can buy advanced starting equipment for your sandbox experience including a fully functional submarine. However, after completing the first 2 modes I found little need to play around in sandbox. You can’t go any deeper than 350m, even with the sub and expanding your underwater base with more glass walled rooms filled with potatoes or chairs you can’t sit on feels a bit pointless. There is also no multiplayer to speak of so no underwater speargun fights and raiding each other’s bases for more potatoes, which is all I really want from this game. Fingers-crossed the developers release a multiplayer update one day.
When games go deep-sea diving, you can usually count me out. Controls get clunky, cameras go haywire, and fish simply do not understand the etiquette of fair, gentlemanly combat. The short version? When a game’s setting hits rock bottom, my happiness level typically goes right down there with it. FarSky, however, is a rare exception. Well, kind of. It’s still a bit awkward to control, but that’s part of the charm. Sometimes. You’re a suit-bound diver whose underwater vessel has lost some rather important bits, so you’ve got to reassemble your achy breaky craft and just, well, survive. Good luck with both, however, as crushing depths are not kind to the easily popped jelly balloons we call bodies, and you’ll have to contend with increasing water pressure, decreasing temperature, and more survival factors (in addition to sharks, giant monster wheel things, and extremely mean jellyfish) along the way.
FarSky is still rather early, but it’s already got atmosphere down pat. Water burbles and flows, various (though regrettably few in number) species of undersea life flit about, and sunbeams pierce a sloshing ceiling, dangling memories of freedom just out of reach. But then you descend deeper, and it gets darker. And colder. And sharkier.
The most memorable moment of my FarSky playthrough was probably my own death. Through combat (which is still admittedly very floaty and imprecise at this point) you can level up your suit to withstand greater depths and colder temperatures. Unfortunately, while riding the high of my triumph over a weird chitinous wheel creature guarding my first water vessel piece, I miscalculated and, er, dove off a cliff. To its credit, my suit dutifully persevered, cushioning me from 40 bars of pressure – its absolute limit at that point. I then marveled at the alluring mystery of the scene before me. Beckoning blackness, swaying deep sea vegetation, suffocating silence.
But then my field of view started fogging, and that’s when I realized Death’s cold, scaly hand had to come to claim me. I’d leveled up my ability to withstand pressure, but not temperature. I couldn’t find a jet stream of water to get me back more habitable depths, either. I was in trouble.
Then a shark punched me in the back of the head.
I’m pretty sure it was a great white, but it may as well have been a hammerhead given the way I was immediately catapulted deeper into this new environment’s swirling oblivion. At that point, I realized I was already fish food, so I decided to make a break for the nearest vessel piece, dimly illuminated by a hazy shaft of light. In the process, I lost the shark, but found a new ocean-dwelling BFF in the form of a colossal eel monster. He was my best friend and also my last, as he brought my forever to a lightning-quick end, battering my frozen, near-immobile suit with bone-crunching blows.
It was a total disaster, but the good kind. The kind that makes for a great story. The kind that games do better than just about anything else. And as soon as my bones clattered against a cold, uncaring ocean floor, I was able to randomly generated a new world and try again. Hooray!
All that said, I do have some concerns. FarSky’s internal logic is a bit shaky, and having players fight to gain better survival stats just seems like a crutch – an arbitrary, unconnected mechanic to lean on in place of a better survival idea. Also, combat artificially gates progression, and – even though I could only get to more vessel parts by descending to greater depths – grinding seems unavoidable. Otherwise, death at lower (though “main quest” necessary) depths is inevitable. Boss fights, meanwhile, are simple, pattern-based affairs, and they feel kind of out-of-place in such an otherwise natural environment.
FarSky is a one-man project that’s only in alpha, though, so there’s plenty of room for improvement. Creator Tim Spekler updates the game regularly, and he’s already promised to make the game “more survival and less shooter”. FarSky’s got issues both large and small, but for what it is and where it’s at, it’s already quite an accomplishment. Give it a go here.
5 and 8, a performance of The Far Sky Story by the Ripstop Theatre demonstrations and workshops in crafts and sculpture, a dance and gym display . 12 Two young men stabbed in horrific night of knife crime in Bromley.
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Welcome to my bit of info on Farsky, the underwater survival playground.
If you get into this game headfirst the game can be a bit confusing so here are some tips:
1: Oxygen/HP: You have a set amount of time before you drown, represented by your HP draining once your air runs out.
2: Base: The base is your home, it is the only source of oxygen. You get 1 base you can deploy to begin with, do so wisely.In your base you'll put resources to use as you craft a knife, spears, equipment. You'll want a knife first for sake of fileting small fish. A stove comes into play once you either find one or make one, requiring coal to cook, turning that meager fish filet into a life saver. Or sand into glass.
Iron: Iron is to Farsky as Wood is to Minecraft. You will need iron to make craft stations, basic weapons and equipment
Gold: Gold. Is. Rare. and from my experiences, limited. Horde it when you find it, but don't feel compelled to immediately collect it.
Copper: Found around -130 and down you will be using this for the next tier of gear.
Magnesite(sp): Blue ore, this material is for the best gear and spears. Not found until the 300's, it's the end tier material.
Silver: Found in rarer quantities than gold, this material is used in a few precious devices.
Crystal: End tier mineral, with a string attached...
Coal: Coal is another invaluable, with it you can take food items and multiply their affect.
Sea weed: Used mainly for bandages, this plant material is harvested with a knife, and a staple for closing wounds.
Fertilizer: A secondary drop from Sea weed, it's 1 of 3 materials used in the invaluable plant pot.
Dirt: Dirt! Part 2 of the plant pot.
Fish: Fish are often seen, a little difficult to hunt. They bleed when they die, and predators react.
Predators: You'll walk along, only to stop... at the sight of jaws kin, but they don't care about you, unless given a reason..
More to be added once the game is playable(patch mishap)
Casual Gamer with a cheapo laptop..
As its name implies, a weapon workshop allows you to craft weapons that can be For the beginning on the top layer, a knife is enough to defend incoming.