Far From Home
Far From Home is a space-based MMO DeFi blockchain game, that challenges players to mine, build, and fight their way into the unknown vastness of the universe.
A key driver of value within the Far From Home universe is a player-driven economy realized through in-game activities intricately designed to reflect real-world economic principles. Players can immerse themselves in diverse in-game activities such as Asteroid Mining, Planetary Colonization, Resource Refining, Space Exploration, and much more. Each activity is carefully crafted to offer a unique blend of strategic planning and interactive gameplay.
The main goal of the FFH universe economy is to align the production of goods with a sense of long-term progression and short-term enjoyment while making collaboration necessary for the benefit of the players and corporations/organizations/guilds.
Player-driven economy modeled on real-world economic principles
Combines strategic planning with interactive gameplay across each activity
Designed for collaboration through corporations, organizations and guilds
Balances long-term progression with short-term enjoyment
DeFi-driven economy adds financial complexity on top of the gameplay
Collaboration is necessary for benefit, which is harder for solo players
MMO scope means progression depends on a sustained active player base
Public details cover the economy and activities but not platforms, pricing or entry requirements
Our verdict on Far From Home
Far From Home is a browser-based space game on WAX that dresses itself as an MMO but plays much closer to an industrial logistics sim. The loop is deliberate: move an industrial-class ship into your hangar, pick a sector on the star map, burn FTL fuel to warp there, scan the asteroid field, close the distance on sub-light propulsion, then grind ore or ice at a rate set by your hull class, extractor type and the rock's resistance. Hauls come back to a station to be refined into components, fuel and construction parts.
What works is the specificity. Sectors have distinct asteroid distributions, ships carry upgrade slots tied to tech tier and hull class, and the resource table is granular enough — composite ores like Ferberite and Thorite, compound ices for advanced production — that route planning and fitting choices genuinely matter. Bulk refuel, unload and repair actions in the hangar suggest the developers understand the fleet-management pain they created.
What does not work is the pitch. "Mine, build, and fight" undersells how much of the experience is timers, cargo runs and market-watching, and meaningful participation starts with buying ship NFTs on a secondary market. Combat is the thinnest leg of the tripod. This is for economy-sim players who enjoy spreadsheets and guild coordination — not for anyone wanting arcade space action.
This is our own editorial assessment. We do not score games — ratings come from players.
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Far From Home
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