Far Haul: Flight, Freight, and the First Real Jumps
Far Haul crossed an important line this week: the freight simulation, hands-on flight, local hauling, and interstellar jumps are starting to operate as one game.
Build a modular ship, take freight contracts, fly local runs, and make star jumps in a playable browser prototype—with a much larger exploration vision ahead.

Far Haul is an open-world sci-fi freight and exploration project with a playable browser prototype. Active development continues beyond that first slice.
The current v0.1.0 prototype lets you build a modular ship on a 3 m grid, check its engineering, and use undo, redo, and autosave. Freight contracts and a simulated economy give the ship work to do. You can fly local routes with burn, flip, and brake maneuvers, use time compression, dock, and make FTL jumps once your ship is equipped for them.
The larger vision is a first-person interstellar freight and exploration game. Walking through the ship, planetary landing and exploration, EVA repairs, and the broader frontier experience are not implemented. They remain the direction of travel.
Freight gives the journey a purpose. The planned experience follows charted freight routes out toward the frontier and into unknown systems, with room to explore beyond familiar destinations.
Ships are intended to be physical places you can walk through, built from modular parts with a boxy, utilitarian, function-over-form character. The direction includes landing on planets, exploring their surfaces, and stepping outside for EVA repairs—not just watching the journey from a cockpit.
Those walking, planetary, EVA, and frontier experiences are plans for the broader game, not an implemented-feature checklist for today’s demo. A commercial, installable release may be part of the future, but there is no current storefront, announced price, or promise of a release date.
The hero and gallery images on this page are project-owned screenshots from the Far Haul site, reproduced with the studio owner’s permission. The original abstract concept fallback remains available locally, but is not presented as gameplay.
A closer look

Shipyard and cargo preview in the playable prototype; the preview itself does not buy or sell goods.

The dock tracks credits, running costs, and progress toward an FTL drive.

A local freight run uses burn, flip, and brake flight.

A star jump in the current prototype.
The build log
Current work and future direction are separate. Planned and exploratory ideas are not promises or playable features.
A playable starting point for the freight and exploration idea.
The current prototype includes modular shipbuilding, freight contracts and economy, local flight, docking, and FTL jumps.
First-person freight routes, walkable modular ships, frontier exploration, planetary landing, and EVA repair are design directions—not a list of implemented demo features.
A future possibility, not a current product announcement. There is no current storefront.
Before you play
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From the build log
Far Haul crossed an important line this week: the freight simulation, hands-on flight, local hauling, and interstellar jumps are starting to operate as one game.
The first Far Haul prototype quickly expanded beyond modular ships into the data and simulation needed for a freight-driven universe.
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A playable demo of an emergency-dispatch simulation, with the rest of the game still in active development.