Too Far Gone

In development

An atmospheric pixel-art walk through a silent post-apocalyptic wasteland. You wake with no memory and one certainty: you can't stay here. A short, story-driven game built solo in Godot — and written about as it's made.

Too Far Gone — the player crossing the Dead Forest, a top-down pixel-art wasteland

There's no store page yet — the game isn't out anywhere. This is its home while it's being built. The best way to follow along is the devlog.

What it is

A wasteland to cross

No HUD, no quest markers shouting at you. A dead forest, an ashen waste, a road that forgot where it led — you read the world and keep walking.

A character who thinks out loud

Stray thoughts and half-remembered things surface as you pass certain places. The story is told in glances and quiet lines, not cutscenes.

Things left behind

A burnt-out car, a wreck on the roadside, a fallen motel sign, a child's red balloon in the middle of nowhere. Each one is a small story without words.

Fake-3D pixel art

The dead trees, boulders and props are flat sprites stacked into faux-3D that leans as you move — a top-down world that still feels like it has height.

Short and finishable

The goal is a complete ~10–15 minute experience a stranger can play start to finish and feel something — not an endless systems sandbox.

Built in the open

One developer, the Godot engine, and a running devlog. Every system here — the world, the sound, the mood — is documented as it's made.

Screenshots

Captured straight from the current build. Work in progress — the look is still moving.

Devlog

How the game is being built, in plain language. Newest first.

Read the full devlog →