Going on a journey is always exciting – you never know exactly what will happen or where you will end up. For us at developer Okomotive, releasing our first game FAR: Lone Sails is exactly the trip we’ve always dreamed of taking.
Now, we’re close to another major destination: The game arrives on PlayStation Store 2nd April, 2019 – and you can pre-order it from tomorrow, 19th March!
FAR: Lone Sails is a vehicle adventure game. In a unique hybrid of ship and train, you travel across an ocean-turned-desert following the tracks of a once flourishing civilisation.
Through an array of roadblocks and through hazardous weather you need to keep your vessel going. Where will this journey take you? Are you the last of your kind?
FAR: Lone Sails takes you into a post-apocalyptic, yet zombie-free world: It’s just you and your machine vs. the big nothing.
Its unique mechanics and atmosphere make the game stand out from the crowd. The art style and music are unique in the best sense – a sight and sound to behold. But what probably stands out the most – especially in the platformer genre – is FAR’s pacing, which leaves enough time and space to relax and take in the scenery.
RockPaperShotgun calls it “Absolutely a trip worth taking. … A game of quiet wonder with a warm and tender core.”, for example, while Eurogamer finds it to be a “mournful yet bright and enormously warm-hearted adventure with a novel landship mechanic, sublime backdrops and a brilliant score.” and Gameinformer sums it up as “the kind of game that sticks with you after seeing credits.”
Studio Okomotive is based in Zurich, Switzerland. We’re five game designers and one musician. All of us studied at the University of the Arts in Zurich, where the idea for our debut title was born and where we met.
It all started out in 2015 as Don Schmocker’s bachelor’s thesis: He came up with the concept and art style, drawing inspiration from various sources, e.g. Theo Jansens “Strandbeest” and the “The Straight Story” by David Lynch or post-apocalyptic movies like “Mad Max”, and built a prototype of FAR together with composer Joel Schoch. Shortly after that, publisher Mixtvision hopped on board, so that the idea and concept could be built upon.
Don teamed up with Goran Saric, a fellow student of his, to take care of the technical aspects of the game. During the development process, the team grew even more: First, Martina Hugentobler joined in for animations, then Phil Stern to support them in level design and art and finally Fabio Baumgartner made it to the team as a programmer and sound designer.
After a successful release for PC and Mac, collecting numerous awards along the way, it was only a matter of time to bring the game to PlayStation, too. So here we are, finally getting close to our next destination.
To everyone willing to join the trek starting 2nd April 2019 on PlayStation Store, we have some words of advice for you:
Hoist your sails, let the wind guide you – and keep your eyes open, so that you will be able to perceive the beauty that lies in small things and to find little beacons of hope. Even when times are rough and the world may seem dreary to you, hang in there and keep going.