Vulpecula Games

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The Far Carry

Play golf amongst the stars to save the galaxy — or end it.

No download · no account · no tracking · plays offline once installed

It's a golf game in space, with RPG and roguelike game modes. Choose your character and play golf amongst the stars.

Can you find the Warrior's Tee at the end of the Rainbow Course? Compete and win in The Voyage. Play forever in the Unending Universe as the holes get harder and harder. Or choose, in Story Tour, whether to save the galaxy or end it — putting Jörmungandr back to sleep, or letting the serpent wake and devour it.

The play screen: a golf hole seen from above with the aim cone opened out from the ball toward the green, a wind compass and yardage readouts along the top.
The aim cone is the dispersion — drawn to scale.
The putting screen: a contoured green with the break line drawn, and a pace meter beneath it.
Read the break, then time the pace meter.
The star map: constellations plotted across deep space with a ship flying between marked worlds.
Fly your own ship between the worlds.

A whole galaxy of golf courses

Fifteen worlds, each with its own physics and its own personality: links in the ice rings where the crosswind never rests, molten doglegs on the ember world, luminous spore-groves so tight you have to shape it, a star-ocean shelf with whales breaching under the cliffs. On the derelict ship you are shooting down metal corridors and caroming off bulkheads across gaps of open space.

A golf hole on the Cetus star-ocean: a luminous fairway on a cliff shelf floating over dark water.
Cetus Deep — the star-ocean shelf.
A golf hole on the ice ring: pale exposed links running between frozen ridges.
The Ice Ring — exposed links, endless crosswind.
A golf hole through a toxic mire: a narrow green corridor between glowing pools.
The Toxic Mire — tight lines through the murk.
A golf hole across a scrap belt: fairway threading between wrecked metal hulks.
The Scrap Belt — low gravity over a metal graveyard.
A golf hole inside a derelict generation ship: a straight metal corridor with bulkheads on both sides.
The Derelict — hallway golf, and the walls are in play.

Four ways to play

🌠 Story Tour

The RPG mode — pick your partners, beat your rivals, and choose whether to save the galaxy from Ragnarök or end it.

Each chapter builds to a Galaxy Tournament in a different format: scramble, best-ball, singles matchplay, strokeplay, a 2v2. And be careful when the Snake Cult comes calling.

🚀 The Voyage

The roguelike — three arcs, three bosses, one win. Survive the cut at every stop or the tour drops you.

Each arc ends in a matchplay knockout against a rival paired to your rank, won hole by hole.

🌌 Unending Universe

Endless survival. Every set of holes gets harder to complete. How far can you get before the darkness closes over you?

🗺 Star Tour

Finish the Story Tour and then free-roam the whole star map. Land anywhere, play 18 holes and chase your course records.

New to it? The guide explains which one to start with.

Four characters to play as

🪶
Feather Fade

A buttery, controlled fade on every shot. Predictable shape, tidy dispersion.

🎯
Huang-Woo Hook

A surgeon with the irons, but the big sticks fight a snap-hook left.

💥
Longshot Larry

Bombs it off the tee. Where it ends up is anyone's guess.

🔙
Backspin Bo

Zips the short irons back on a string. Pin-seekers that bite and hold.

The character select screen showing the four playable golfers as cards with their stats.
Each carries their own shot shape, and their own campaign slot.

Hire a caddy. Regret it. Hire another.

Suggestible Sam reads the green depth and calls the club. Dr Chipinski holes out from off the green when you least deserve it. The Mystic Mole finds the line on a putt nobody else can see. Sandy Sandsaver gets you home from the beach. The Prognostic Parrot can see the future and will help you pick the best line. They come from rival factions who each want you for something.

You carry one at a time — hiring a new one fires the old one, and the perk goes with them.

Golf that feels like golf

Pull back to load the swing and watch the spray cone open with the power — the cone is the dispersion the game will roll against, drawn to scale, so what you see is what you're risking. Clubs launch, peak and come down at real angles: a driver runs out on firm turf, a wedge lands steep and checks. The ball skips, settles, and trickles down the fall line of a green you can read. Bad lies cost you, good gear is how you level up.

And once, at the end, it stops being about golf

The campaign closes on a fight, and which fight depends on the choice you made. Hold the line and you face the World-Eater itself. Take the other road and the Order's flagship is what stands between you and the seal.

The finale battle: an enormous green serpent looming down the screen with its jaws open, firing venom orbs at a small shielded ship at the bottom.
Jörmungandr — the World-Eater, coiled round the root.
The alternate finale battle: a white and gold capital ship bearing down bow-first through a debris field, torpedoes tracking a small shielded ship below.
The Warden Ark — flagship of the Order, and it holds the seal.

Yes, that is the station wagon you left Earth in. No, it was not designed for this.

Earn fun cosmetics in game

Credits are for the Pro Shop this run. Star Shards are forever — spend them in the Trade Market on eighteen ships, from the station wagon you leave Earth in, to an alien mothership with fully sick spinning wheels, and over forty-plus cosmetics to outfit your team with.

Ascension unlocks permanent bag tiers. A hole-in-one, in any mode, earns a ship nobody can buy.

The clubhouse: four golfers in different outfits standing in a lounge with their ships parked behind them.
The clubhouse, with the whole team dressed and their ships on the pad.

Accessibility features

  • Readable text — scale the whole interface, choose a legible typeface, add letter and word spacing.
  • Reduced motion — seeded from your system, and yours to override.
  • Full keyboard play — aim, modulate power and swing without a pointer, and every overlay is a proper dialog.
  • Screen-reader narration — the hole, the conditions and every shot outcome are spoken, not just drawn.
  • Left-handed mode — mirrors the controls and the whole cast, so a left-handed golfer plays a left-handed game. Golf video games almost never bother. This one does.
  • Aim assist on by default — the game picks a safe, sensible line and club; turn it off when you want the whole rope.

All of them live in ⚙ Settings, and every one can be changed mid-round.

It installs as a web app, and plays offline

There is nothing to download and nothing to update — but you can install it properly as an app on your home screen. Installed, it runs with no connection at all, and your progress is saved with the app.

Open farcarry.vulpecula.games and:

  • Android — in Chrome, let the page finish loading, then open the ⋮ menu and pick whichever option says Install. Depending on your version that reads Install app, Add to Home screen or Install and create shortcut — they all give you the real app. One that only says Create shortcut is a bookmark, not an app.
  • iPhone / iPad — open it in Safari, then Share → Add to Home Screen. It has to be Safari; on iOS every other browser gives you a bookmark instead.
  • Desktop — Chrome and Edge show an install icon in the address bar.
  • Anything else — most browsers can do it, but they all name it differently. Look for Install or Add to Home screen in the main menu.

Installed properly, the game opens with no address bar. If you can still see one you got a bookmark — remove it, reload the page once, and try again.

Your save, and how not to lose it

Progress saves automatically, on your own device. No account and nothing in the cloud — which also means there is nobody who can restore it for you. So:

  • Export a backup. Settings → Save data → Export writes one file holding every campaign, your current run and your settings. Import brings it back, on any device, in any browser.
  • Clearing your browser's site data erases it. Private and incognito windows, and browsers that block third-party storage, can stop the game saving at all — if that happens the title screen tells you, rather than letting you find out at the end of a campaign.
  • Each place you play keeps its own save. Playing on itch.io, playing at farcarry.vulpecula.games, and the installed app are three separate spaces. The export file is the bridge between them.

If something has gone wrong with a save, write to [email protected].

How this game was made

The AI disclosure on the store page is ticked for Code and Text & Dialog. That covers a lot of ground, so here is what it actually means.

There are no AI-generated art assets in this game. There are no art assets at all. Every visual — the courses, the golfers, the ships, the item cards, even the icon and the store banner — is drawn by code, as vectors and canvas drawing, while you play. Nothing came out of Midjourney or Stable Diffusion. There isn't an image file in the project to have generated.

The sound is the same. There isn't an audio file in the project either. Every note and every effect is synthesized in your browser as it plays.

Who did what:

  • The AI wrote all of the code. I wrote none of it — including the code that draws every visual and synthesizes every sound.
  • The AI wrote most of the prose — dialogue, item and card text, and most of the story writing itself.
  • The design is mine. The game modes, the golf feel, the worlds, the story, the characters and the plot. I specified how it should look and sound; the AI implemented that.
  • Some of it is the AI's own. It made countless decisions I never specified, and a fair few came back better than what I had asked for, so I kept those.

The working method was specify, play, reject, repeat. I would describe what I wanted, play what came back, and send it back — sometimes four or five times — because it still did not feel right. Nearly 800 commits in about five weeks, and very little of this game is a first draft.

That loop is the interesting part, and it needs more room than a page like this. It gets written up in the devlogs.

Built with

No game engine. The Far Carry is hand-written TypeScript running in your browser — the play view is Canvas2D, the hole maps are SVG, and every sound is Web Audio, synthesized as it plays. It is built with Vite, tested with Vitest and headless Chromium, and wrapped with Capacitor for Android.

The whole game ships as a single inlined index.html. No engine runtime, no asset bundle, no font files, no audio files — which is why it loads the way it does.

No accounts. No tracking.

The Far Carry collects nothing and sends nothing. No sign-up, no analytics, no telemetry, no ads, no cookies. Your save lives on your own device, and you can export it as a file to make sure it won't be lost if you clear your browser cache, uninstall or change devices.

That is a property of the code rather than a paragraph in a document: the build fails if a network call, a cookie or an analytics dependency turns up in the game's source.

Licence

The Far Carry is © 2026 Vulpecula Games, all rights reserved — the code, the art, the audio, the text and the design. A copy from an official channel is yours to play, and you are welcome to read the source, quote it, critique it and learn from it: that is why the repository is public. Being able to read it is not a licence to reuse it, though. If you want to use something, just ask — permission is usually given.

The game bundles a small amount of open-source code (Vite and Capacitor, both MIT). Their notices ship in the repository.


Golf is the ritual geometry that keeps the lights on. Most beings never know it.

Go and play a world true.