Compare Fariwalk: The Prelude prices across 50+ stores and find the best deal. Developed by AIHASTO. Published by Volens Nolens Games. Released on 11/23/2017. Available on PC. Genres: Adventure, Indie.

A foggy first-person walk through a post-human wasteland that prioritises dread and curiosity over action. Eerie enough to stick with you; rough enough around the edges to frustrate you first.

My honest reaction when I first loaded into Fariwalk: The Prelude was something like arriving in a dream you are fairly sure you have had before but cannot place. You are a child, moving on foot through two fog-choked zones that feel like a ruined yard swallowed by something older and stranger than ruin. There are no guns, no levelling systems, no combat interface. The whole thing is a first-person atmospheric adventure built out of slow walking, sparse dialogue, creature sightings, and a handful of puzzles that come with a hint system if you lose your footing. AIHASTO was, at launch, a team of roughly one and a half people by their own admission, and that scale is visible everywhere, for better and for worse. What works is the mood. The fog and dim lighting do the heavy lifting that the low-detail models cannot, and the result is an oppressive, genuinely unsettling tone that draws comparisons to Silent Hill in miniature form. The original soundtrack reinforces that feeling, occupying that slightly-wrong register that makes you feel watched rather than scared in a jump-cut way. Players consistently single out the atmosphere as the reason they stayed, and I think that instinct is right. There is something carefully considered about how creatures are placed just at the edge of your sightline, doors that shut on their own, and small side quests that reveal scraps of a world that has lost most of its people but not all of its small, strange warmth. Dialogue choices exist, though the game itself openly questions whether they matter, which is either charming self-awareness or a red flag depending on your patience for that sort of thing. The problems are real and worth naming plainly. The pacing is genuinely slow, and not in the meditative way that earns its slowness. You cannot run at any point across both explorable areas, which means backtracking after a missed quest beat becomes a quiet test of will. The puzzle design has sent players walking in circles before stumbling onto solutions, and at least some launches were accompanied by a zone-transition crash that required a full reinstall to fix. The Steam review pool sits in mixed territory, and the critical silences are also telling: no major outlets covered this on release, no Metacritic score exists, and the full Fariwalk game it was built to introduce has not materialised in any clear form as of 2026. Buying a prologue to a game that may never arrive is a specific kind of risk worth weighing. For all of that, I find myself defending it in the way I defend a lot of small, one-person projects that know exactly what feeling they are after even if the execution has visible seams. The artistic direction compensates for sparse geometry. The soundscape is original and intentional. The world, cramped as it is, hints at something genuinely strange waiting beyond its edges. If you are the kind of player who can sit with ambiguity, tolerate deliberate pacing, and does not need a tidy resolution, there is a short, odd, quietly affecting hour or two in here. Go in without expectations of a polished product and you might leave thinking about it longer than you expected. Kai, Scout Team

Fariwalk: The Prelude
AdventureIndie

Fariwalk: The Prelude

Nov 23, 2017AIHASTOVolens Nolens Games
GamerScout Says

A foggy first-person walk through a post-human wasteland that prioritises dread and curiosity over action. Eerie enough to stick with you; rough enough around the edges to frustrate you first.

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About Fariwalk: The Prelude

My honest reaction when I first loaded into Fariwalk: The Prelude was something like arriving in a dream you are fairly sure you have had before but cannot place. You are a child, moving on foot through two fog-choked zones that feel like a ruined yard swallowed by something older and stranger than ruin. There are no guns, no levelling systems, no combat interface. The whole thing is a first-person atmospheric adventure built out of slow walking, sparse dialogue, creature sightings, and a handful of puzzles that come with a hint system if you lose your footing. AIHASTO was, at launch, a team of roughly one and a half people by their own admission, and that scale is visible everywhere, for better and for worse. What works is the mood. The fog and dim lighting do the heavy lifting that the low-detail models cannot, and the result is an oppressive, genuinely unsettling tone that draws comparisons to Silent Hill in miniature form. The original soundtrack reinforces that feeling, occupying that slightly-wrong register that makes you feel watched rather than scared in a jump-cut way. Players consistently single out the atmosphere as the reason they stayed, and I think that instinct is right. There is something carefully considered about how creatures are placed just at the edge of your sightline, doors that shut on their own, and small side quests that reveal scraps of a world that has lost most of its people but not all of its small, strange warmth. Dialogue choices exist, though the game itself openly questions whether they matter, which is either charming self-awareness or a red flag depending on your patience for that sort of thing. The problems are real and worth naming plainly. The pacing is genuinely slow, and not in the meditative way that earns its slowness. You cannot run at any point across both explorable areas, which means backtracking after a missed quest beat becomes a quiet test of will. The puzzle design has sent players walking in circles before stumbling onto solutions, and at least some launches were accompanied by a zone-transition crash that required a full reinstall to fix. The Steam review pool sits in mixed territory, and the critical silences are also telling: no major outlets covered this on release, no Metacritic score exists, and the full Fariwalk game it was built to introduce has not materialised in any clear form as of 2026. Buying a prologue to a game that may never arrive is a specific kind of risk worth weighing. For all of that, I find myself defending it in the way I defend a lot of small, one-person projects that know exactly what feeling they are after even if the execution has visible seams. The artistic direction compensates for sparse geometry. The soundscape is original and intentional. The world, cramped as it is, hints at something genuinely strange waiting beyond its edges. If you are the kind of player who can sit with ambiguity, tolerate deliberate pacing, and does not need a tidy resolution, there is a short, odd, quietly affecting hour or two in here. Go in without expectations of a polished product and you might leave thinking about it longer than you expected. Kai, Scout Team

Tags

singleplayerachievementstier:indieFirst-Person Walking SimAtmospheric HorrorPost-ApocalypticPuzzle with HintsDialogue ChoicesShort ExperienceNo CombatCreature EncountersSolo DeveloperPrologue

System Requirements

Minimum

OS
Windows XP
Memory
4 GB RAM
DirectX
Version 9.0
Storage
512 MB available space

Reviews & Ratings

No ratings available

Game Info

Developer
AIHASTO
Publisher
Volens Nolens Games
Release Date
Nov 23, 2017

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