‘Faraway’ Review: One Of 2026’s Finest Games Is Also Its Simplest
Sometimes, the simplest ideas are the best. Faraway strips gaming down to its bare bones to deliver what might be one of the best indie titles of 2026 so far, even though you only need one digit to play it.
Faraway comes from Steph Thirion , who spent 16 years getting the formula right before releasing it today (November 5) on PC, Xbox Series X|S, PS5, and Switch, for a whopping $10. You can feel how the wait has shaped it, because there really isn’t a single problem with it. You might not like its existential framing, and you might get frustrated by how it works, but in real terms, Faraway is technically perfect.
You’re a bright spark in a procedurally generated galaxy, slingshotting from star to star to create constellations. Think of it as a bit like the superb movie Melancholia , but instead of a rogue planet using gravity to destroy all life on Earth, you harness these forces to dance between stars, hookshotting yourself across the vastness of space to make beautiful things.
Faraway has the calmest vibes possible, but it’s a surprisingly demanding concept that thrives on perfection, even if it goes to great lengths to portray itself as a cozy, meditative experience. It’s a bait-and-switch you don’t expect, but the payoff is divine.
One button, but dozens of ways to get it wrong
The premise is remarkably straightforward: you use a single-button control system with gravitational velocity to propel yourself toward round zones as the clock ticks down. Entering these red circles gives you a safe space, stops the countdown, and lets you stack more time by linking stars into constellations. The bigger the constellation, the more time you get. If you run out of time, you die.
It sounds simple, but during its lo-fi tutorial sections, you quickly realize how important logic is when linking stars, meandering between them clockwise or counter-clockwise to connect them without canceling the chain out. It took me minutes to figure out just how to link four stars in a lowercase B formation. Even when I knew how, I kept messing it up, but I couldn’t stop playing.
If you don’t think two or three steps ahead, you can ruin a run before you’ve even connected two stars together. Go too fast, and you miss your window to latch onto the next star; let go too early, and you’re locked in the wrong direction; overcorrect yourself, and you end your constellation by default.
When you get a good chain, though — whether it’s an early explainer or a mega puzzle in the main game — it feels great. You’ll eventually complete your first constellation without missing a single star, and I guarantee you’ll scrape through by the skin of your teeth, but it feels life-affirming. The procedural soundtrack makes every movement count.
Failure sees you slowly grind to a halt and become a new star in the sky; it’s a strangely beautiful way to “die”, to the point you never feel cheated out of more success. In reality, you feel entirely responsible for your failure, because the mechanics are so basic that you simply can’t be short-changed, but mastering them is a whole different level.
At first, you’ll probably get yourself through the early “story” missions, have two or three unspectacular attempts, then put Faraway down. You start thinking about it after a couple of hours, make an excuse to play it on a “break”, but an hour’ll disappear. You probably won’t improve your score in real terms, but then it just… clicks, if only for one run, and it’s enough to make Faraway a dangerous game, which you can’t really put down.
Perhaps the only thing letting Faraway down is its menu UI — it’s visually pleasing, but ultimately confusing: its simple (but quite funny) light storytelling gets in the way of making it clear that the main game is represented by the central orb. It doesn’t kill your enthusiasm, though; you’re too relaxed to really care.
Happiness is never Faraway
Faraway is one of those games that may stay permanently installed on your platform of choice: an experience that can suck you in for a few minutes or a few hours, which is only satisfying to a point, in that weird way that you never get closure because you just know you can do a little bit better. Take a break, pick it up and start again.
Annapurna Interactive continues its relentless march to publish fantastic indie games, adding Faraway to the likes of The Artful Escape , Stray , Cocoon , and Thirsty Suitors . But, as with all their contemporaries, developer Steph Thirion is a genius; if it took me 16 years to create something this good, however elementary, I’d die happy.