In As Far As The Eye, you take the role of the wind, guiding the Pupils, a tribe making its way toward the center of the world. The journey unfolds against the threat of rising waters, giving each stop a practical urgency: help the community prepare, then move on before the wave reaches it. Its premise makes protection and perseverance as important as reaching the destination.
The game is a nomadic, turn-based city builder built around resource management. At each halt, players can harvest supplies, construct buildings, improve the tribe, and develop Pupils through agriculture, crafting, and scientific or mystical research. A procedurally generated route calls for choosing where to travel and investigating places of interest, while random events and harsh conditions test the group's readiness. Allies may offer opportunities to negotiate for resources or recruit new Pupils; Sacred Sites allow offerings or plunder, with consequences for either choice.
This is a single-player experience whose structure centers on successive, consequential halts rather than a fixed settlement. Roguelike journeys, unlockable tribes and regions, and a campaign about the world's traditions and legends give the expedition more than one frame.