Farewell
Farewell - Steam Charts & Historical Stats
A hand-painted deckbuilding roguelike. Explore historical player activity and pricing for Farewell. Player-count data was last observed Sep 26, 2026.
Farewell player count and price summary
- Current players
- Unavailable
- All-time peak
- 2
- 24-hour player change
- Unavailable
- Current US price
- $0.99
Player count last observed . Values marked unavailable are not estimated.
Media gallery 8 screenshots · 1 videos
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All-Time Peak
Estimated Owners
Game Insights
Buy Verdict
Decent deal at 0% off, but might drop further. Watch for better opportunities.
Update Momentum
5 patches and 5 news items in last 180 days. Latest patch effect size: 0.00.
Activity Heatmap
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Update Timeline
Steam News observations with inferred categories. CCU and review comparisons are associations, not proof of causation.
The map got bigger The mine, the loading bay, the storeroom and the GATE are five times the size they were; home is three times. The camera now stays at that closer zoom instead of pulling in and out on its own. Trucks no longer drive indoors. On your way out you pick which truck…
The Town: Mine It with Machines
bug-fixThe map got bigger The mine, the loading bay, the storeroom and the GATE are five times the size they were; home is three times. The camera now stays at that closer zoom instead of pulling in and out on its own. Trucks no longer drive indoors. On your way out you pick which truck…
Broken ore now goes straight into a crate on the ground at the ore's foot, not your bag. Move crates onto your truck one by one with the tractor beam (hold left click and drag). Pieces first top up an unfinished crate of the same ore within 3 m. Azurite: without the Heavy Tractor…
1.0.5.0 · Truck wheels that really turn
announcementThis update only changes the truck wheels in the Town. The Maiden Voyage and the Long Voyage are unchanged. [Truck wheels] · The tyres used to be painted onto the truck, so only the hub in the middle turned, and the hub wasn't centred in the tyre. Now every wheel on the Small Tru…
This update works through a player review point by point: game terms with no explanation, map icons nobody could read, no way to see what an upgrade does, sea conditions that were never explained, and a first boss where you had two Energy a turn and still had to spend one to "lis…
1.0.3.0 · The Town: Mining
contentThe town gets its first thing to do: drive out to the mine, dig ore, haul it back and sell it, then buy a better drill and a bigger truck. The whole interface has also been rebuilt in an MMO style. [Mining] · Drive out through your home's garage door to reach the mine. Walk up to…
There is a new button on the main menu: "Town (experimental)". It is a separate piece of the game, unrelated to the two voyages, and very early. We are opening it up so people can walk around in it. · Pick a character first (the one with the lantern, or the one in the cloak), the…
Price History
System Requirements
- Requires a 64-bit processor and operating system
- OS: Windows 10 (64-bit)
- Processor: Dual-core 2.0 GHz
- Memory: 4 GB RAM
- Graphics: Integrated graphics with OpenGL 3.3 support (Intel HD 4000 or newer)
- Storage: 600 MB available space
- Requires a 64-bit processor and operating system
- OS: Windows 11 (64-bit)
- Processor: Quad-core 2.5 GHz
- Memory: 8 GB RAM
- Graphics: Any dedicated GPU, or integrated graphics from the last few years
- Storage: 600 MB available space
Additional Information
*languages with full audio support
Current Pricing
Additional Information
Developer Analytics
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About This Game
A hand-painted deckbuilding roguelike. Sail three stretches of open sea: play cards to meet the waves and break the reefs, spend energy to read what comes at you out of the fog, or burn your lantern to clear it. The sea shifts every few turns. Between fights, cook below deck. Two crew, five endings.
Detailed Description
One boat, one deck, three stretches of open sea
Farewell is a hand-painted deckbuilding roguelike. You take a small boat through three stretches of sea, with a hard fight waiting at the end of each. You start with twenty cards and pick up, sharpen, and throw away whatever the voyage gives you.
The sea does not hold still
A fight is not only between you and what is in front of you. It is also between you and the water. The sea changes every few turns:
Race — the water carries you, and everything you play lands thirty percent harder.
Deep Water — the water leans on you. Your Block holds better, but you have one less Energy each turn.
The same hand is two different hands depending on which one you are in. What you hold back and what you spend has to be judged again every turn.
You cannot see what is coming
Fog hides what your enemies intend to do. You can spend Energy to read one of them, or you can light your own lantern and burn the whole bank of fog away at once — which costs you the fragments you have been collecting all voyage. Lamp oil is finite. When to light it is one of the most expensive decisions in a run.
After a fight, you go below and cook
There is a galley at the bottom of the boat. Put the ingredients you have picked up together into a recipe, and eat what comes out on the spot, or pack it into a lunchbox and carry it into the next fight. If nothing matches a recipe, you make a catch-all stew — weaker than the real thing, but hot.
The galley is not a side system. It is the one place on the boat that is entirely yours.
Two people, two decks
The Ballast — carries the weight, then sets it down again and again to turn it into damage or Block. The more you carry, the more you get back.
The Lamplighter — banks the fire and lets it go all at once. Slow, but that one blow is heavy.
Both cross the same water and do not see the same thing. There are five different endings at the far side.
In this build
148 cards, 35 relics, 22 recipes
24 enemies and 4 boss fights
Three stretches of sea, with the route generated fresh each run
19 achievements, 5 endings
Hand-painted watercolour throughout. English and Simplified Chinese.
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