FFAR REACH
INDUSTRIES
IN DEVELOPMENT

Build a future
far from home.

I’m working on a single-player colony simulation for Windows called Far Reach Industries (working title).

SINGLE-PLAYER / WINDOWS / COLONY SIMULATION

Industrial module concept with utility connections and service equipment
DESIGN STUDY Concept art · final appearance may change

If you remember games like Outpost (1994)—the ambition of packing up for another world, dealing with all the real engineering problems, and trying to keep people alive—you probably also remember how it ultimately fell short. I kept waiting for a space colony sim that actually captured that kind of depth, where you could understand how the colony worked, figure out why things were going wrong, and see your long-term decisions play out.

Since I hadn't found it yet, I decided to build it.

Why this one is a bit different

Most space games lean heavily on the trope of Earth getting destroyed and humanity escaping to a final, desperate refuge. I wanted to try a different premise: what if settling other worlds was treated like an industry?

That changes how the whole game feels. Instead of just crash-landing and trying not to die, your expedition has a corporate sponsor, a contract, a budget, and actual obligations. What you pack depends entirely on your budget, what your surveys say, and what you realistically expect to manufacture locally. Over time, your settlement might buy its freedom, specialize in supplying other worlds, or figure out a way to keep a working relationship with its sponsor.

It’s less about frantic combat or clicking buttons to watch numbers go up, and more about a connected simulation where industry, life support, science, and society all actually matter to one another.

What I’m planning to build
into the final game

Where development
stands right now

  • Latest milestone: As of October 3, 2026, I’ve finished the milestone covering time, worlds, and expedition setup. That means the baseline framework for continuous time, pacing, generated planets, surveys, and landing configuration is working.
  • What’s next: Terrain generation, underground construction, and routed power/water networks are next on the list.
  • Is it playable yet? Not publicly. There’s no release date announced yet. Right now, this site is just tracking the development plan as I work through it milestone by milestone.
Far Reach Industries development build main menu and planet
Development build · visuals and tuning are not final

Developer journal

More about the game

Building With LLMs

A three-part series exploring the technology, the engineering, and the experience of building Far Reach Industries as an independent developer.