
Farwire
Guide explorers by telegraph
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About
Your explorers are somewhere past the edge of the map. You reach them by telegraph, one wire an evening, and every word costs.
1912. You keep a telegraph station at the far end of the northern line, above the Arctic Circle in Norway. Each evening your explorer's report comes in: what they can see, what worries them, where the path splits. You answer in capitals, with STOP between sentences. Say too little and they have to guess. Say too much and the words run out before they're home.
Write your own orders. Each explorer takes them their own way and wires back what they understood before night falls. Then the night passes, and the next evening you find out how it went.
CHAPTER 1, COMPLETE
- Ten expeditions across the far north, from the first wire to the Brekke Camp, and an ending.
- Rivers in spate, storms, a fjord, new ice, and stretches where the wire doesn't reach.
- A crew of six explorers, each with their own voice, temper, strengths and fears. They remember how you treated them.
- Rope, flares, lantern oil and a codebook, and the judgement of when to spend words on them.
- Three seals on every expedition: bring them home, use few words, keep everyone unhurt.
- The atlas fills in as you travel.
THE DAILY EXPEDITION
- A new expedition every day, open once you've finished level 5.
HELP FROM THE FIRST MINUTE
- The station operator's notes, a card at the start of each early expedition, telegrams to try, and hints when you're stuck, for coins you earn in play.
- Plays offline. No ads.
- For iPhone and iPad.
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What's New in Farwire
1.0
November 26, 2026






