Farewell Jack is a fully voiced, story driven, roguelite tactics game with simple rules and a high skill cap, quick-time combat system. Many battles are designed as endless holdout missions that combine tower defense, with army management, base building, recruitment, and asset acquisition.

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About This Game



NOVEL SRPG COMBAT

Farewell Jack combines the action packed quick-time combat of games like Expedition 33 and Legend of Dragoon with the mechanics of a traditional turn-based tactical RPG. Attacks can be chained together, have increased damage, and even inflict special effects from pressing buttons at the right time. Players can also dodge and negate damage in this manner when on defense.

JACK'S CONDITION

The main character Jack has a condition where he ages one year every day (Battle). Starting at 20 years old, the player has 40 attempts to build up their force before Jack turns 60 and starts gaining a new permanent debuff each day. Starting at age 70, Jack has a chance to die each consecutive day he is alive. 

GAME OVER 

If Jack dies from aging, you will have one final attempt to complete the game. If this attempt is failed, a New Game + will be available. All character levels, stats, and skills will be retained, but all gear, items, and progression made against enemy forces will be reset. The resets are to encourage an all-out assault using everything you have to complete the final battle. All debuffs inflicted from Jack's age will be reset and he will be 20 years old again.

GAME COMPLETION

The war (and game) itself can be won at any time once the initial prologue is complete, by attempting an attack on the fortress of the main boss. Doing this too early will result in an obvious loss, however the game will remember feats completed against attacking the fortress, and the player will eventually

be successful in reaching the game's climax through roguelike progression and becoming better at the game.

GAINING POWER: Players gain power through a variety of mechanics. Some power gains are permanent, and some are temporary boosts.

  • Army building: Fighters can be recruited through story, contracting, recruiting, capturing, diplomacy, and even hacking the enemy.

  • Leveling up: Each unit in the Forwarders (Army) can Level Up individually and use special items, gaining permanent increases to power.

  • Arsenal: A wide variety of weapons, vehicles, turrets, and items can be found through story, or exploring and acquiring from battles and battlefields.

The Arsenal can be stockpiled from multiple holdouts and then deployed for large-scale operations.

  • Weapon and Skill Upgrading: Upgrading weapons and skills will unlock new quick-time attacks.

  • Aerial Assassins: These fighter jet pilots can be deployed before a mission to scout a battlefield and will instantly take out enemy commanders when they appear.

  • Extra provisions: Providing Jack and the Forwarders with extra provisions before battle will give them a temporary combat boost.

  • Base Building: Turrets, Sentries, and Walls are consumable units that can be placed at many areas before a battle begins.

  • Cosmic Artillery: Cosmic Cannons are incredibly expensive weapons that take time to set up, charge, and use, but can permanently weaken the enemy force by destroying key targets.

  • Saints: Saints are rare, non-combative allies, who through divine providence can convince the enemy to abandon their ways or even join your cause.

  • Angels: Angels are extremely rare beings that will watch over certain, specific affairs, and sometimes intervene out of nowhere to completely change the outcome of a situation.

    LOSING POWER:

    • Injury: When a player unit's HP reaches zero, Injury will occur. Injury causes temporary debuffs to a unit that negatively affect their stats.

    • Permadeath: Taking too much injury to a unit increases their chances of being in critical condition. Sending a unit in critical condition into battle is stupid

    and should only be done with extreme care. If a unit in critical condition reaches zero HP, they will be gone forever, save a miracle.

    • Base Destruction: Base components like Turrets, Sentries, and Walls are all permanently destroyed when the HP reaches zero, though can be salvaged through early retreat.

    WEAKENING THE ENEMY: The enemy force can be temporarily and sometimes permanently weakened by defeating Key Targets in battles, acquiring items, and through natural progression. TEMPORARY WEAKENING

    • Spawners: Spawners are Key Targets that constantly deploy enemies into battle. Destroying a Spawner will cripple the enemy for a short time, allowing your army

    to push forward into enemy territory. This will often allow you to easily collect resources from an area.

    • Commanders: Each enemy unit type has a commander. If commanders are defeated, it will cause their entire force in the area to react, often making them retreat.

    • Damage to key targets: Damage dealt to enemy Generals and other key targets will be saved, but they will heal or repair each passing day, and aren't always guaranteed to show up in the next battle.

      PERMANENT WEAKENING:

      • Unit Relay Jammers: Many enemy units use various forms of communications to deploy. Acquiring a Relay Jammer can permanently reduce the amount of enemies that spawn.

      • Generals: Defeating an enemy General in battle will permanently cripple the enemy and advance the story. The General will no longer appear at the final battle.

      Generals are often the source of spawners appearing, as well as many offensive events that act as a progression wall.

      • Satellites, Towers, and Mother-units: Destroying these will permanently cripple communications and unit production in an area, leading to lasting advantages.

      NEUTRAL EFFECTS:

      • Terrain Deformation: Certain events can trigger permanent changes to the game's terrain.

      • Weather: Weather can affect the battlefield.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Before I get into this, I'd like to say that I am a professional game designer, writer, sprite artist, video animator, music producer, and audio engineer. I worked in the industry for a number of years, and deciding on whether or not to use gen AI was not something I took lightly. I know there are a lot of feelings about this right now, and I understand why a lot of people are hurting, but ultimately, I felt that it enhances the will and talent of the end user. I use programs that claim they are trained on models that own the rights to the content, or are trained on open source materials. This game uses a limited amount of generative AI for content. About 50% of the art assets are generated, then carefully tailored for visual cohesion. Currently, very little animation is done with generative AI, but this could change in the future. The music is 100% human created by Punch Deck. The voiceover is 100% generative AI. Depending on funding, this could change in the future.

System Requirements

    Minimum:
    • OS *: Microsoft® Windows® Vista(sp2) / 7 / 8 / 10 / 11 (32bit/64bit)
    • Processor: Intel® Pentium® 4 2.0 GHz equivalent or faster processor
    • Memory: 512 MB RAM MB RAM
    • Graphics: 864 x 480 pixels or higher desktop resolution
    • Storage: 2 GB available space
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
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