You run a mercenary company out of a mothership you own outright — no bank, no mortgage, no repo-man. The ship is home. You sign contracts, fly to far-flung systems, fight through missions with a handful of named operators, salvage what you can, pay your people their shares, and come back to Farholm.
Some of them don't come back.
When an operator dies, they are gone. Their bunk stays empty. Their name goes to the memorial wall. There is no difficulty setting that undoes it, because permadeath is not a difficulty option here — it is the reason the rest of the game means anything.
The machinery of the game exists to make you care about a handful of drawn faces, and to make it hurt when one of them stops coming to dinner. Contracts, fuel, money, missions: all of it is there to raise the stakes on people whose names you know.
Farholm is the game's title and also a place in it — the station you call home. It is a Norse-flavoured coinage: holm is a small island. Spoken aloud in English it sounds like "far home."
Both readings are the game: a small island of warmth, far away, that you keep leaving and coming back to.
Farholm is in active development at NimbleJinn. There is no release date to announce yet, and we would rather say nothing than say something we have to walk back.
We will post development notes as the work goes on. If you would like to hear when there is something to see, get in touch and we will keep you on the list.