Farewell Jack game cover

Farewell Jack CD Key

Farewell Jack is a novel SRPG blending quick-time combat and turn-based tactics. Players guide Jack, aging daily from 20 to 60+, risking permanent debuffs and possible death, with a final NG+ if defeated. Build the Forwarders army, upgrade arsenal, siege battles, and roguelike progression toward the fortress climax.

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Upheaval Arts

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Farewell Jack description

Farewell Jack — Description

Farewell Jack blends a fast, action‑oriented quick‑time combat system with traditional turn‑based tactical RPG design. Expect chainable attacks, increased damage windows, and special effects triggered by precise button presses. On defense you can dodge and negate damage, turning battles into a dynamic duel of timing and strategy.

Aging and the Clock

The main character, Jack, ages one year every day. He starts at 20 and you have 40 days to build your force before he turns 60 and accrues permanent debuffs each day. From age 70 onward, every day you live brings a chance of death. If Jack dies from age, you get one final run; fail that, and a New Game+ awaits—your levels, stats, and skills transfer, but gear and progress against enemies reset to encourage a ferocious last stand.

How to Win

The war can be won anytime after the prologue by attempting an assault on the fortress of the main boss. Early assaults may fail, but the game remembers what you’ve achieved against the fortress, rewarding roguelike progression and steady improvement as you press toward the climax.

Gaining Power

Power comes from a mix of permanent and temporary boosts. Recruit an army of Forwarders through story events, contracts, diplomacy, capture, or even hacking. Each unit can level up and gain permanent increases. Wield a vast Arsenal—weapons, vehicles, turrets, and items found across battles and explorations—and deploy stockpiled gear for large operations. Upgrading weapons and skills unlocks new quick‑time attacks. Aerial Assassins (fighter jet pilots) scout battles and can instantly remove enemy commanders. Extra provisions grant temporary combat boosts, while base components like Turrets, Sentries, and Walls can be placed before battles. Cosmic Artillery offers devastating, time‑intensive power to permanently weaken key targets. Saints and Angels provide rare, fortune‑altering aid from divine or miraculous sources.

Risks and Loss

Power can fade through Injury—temporary debuffs from HP loss—or Permadeath, which makes collapsing units vanish unless careful. Base components can be destroyed, ending local defenses unless salvaged early. Spawners, Commanders, and key targets drive enemy strength; defeating them weakens the foe, while daily repairs can restore their power.

Permanent and Temporary Weakening

Temporary weakening comes from destroying Spawners and defeating Commanders, who alter battles and enemy behavior. Permanent effects arise from diminishing enemy infrastructure: Relay Jammers reduce spawn rates; Generals, Satellites, Towers, and Mother‑units permanently cripple enemy production and communications, shaping long‑term advantage. Terrain deformation and weather introduce neutral effects that can tilt engagements in subtle yet meaningful ways.