Farewells clicker Steam artwork

NEW ON STEAM

Farewells clicker

$6.90
Farewells Clicker is an addictive blend of clicker and city builder! Expand your island, develop your city, and produce resources endlessly. Upgrade your buildings and skills through a vast skill tree to progress further and further!View on Steam
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At a glance

Farewells clicker game facts

Steam store information checked 2026-08-31
Studio
Team Square
Published by Team Square
Release
Aug 17, 2026
Released
Official genres
Casual · Indie · Simulation · Strategy
Play mode
Single-player
Desktop platforms
Windows · macOS
Steam Deck
Unknown
No additional compatibility detail
Controller
Not listed
Steam features
Achievements · Cloud · Family Sharing
Languages
11 listed languages
English, French, Italian, German

What that means for your setupFarewells clicker is developed and published solo by Team Square and arrived on Steam on August 17, 2026, landing in the Casual, Indie, Simulation, and Strategy shelves. It is a Windows and macOS single-player release with no listed controller support, Steam Deck compatibility is not officially rated, and it ships with Achievements, Steam Cloud, and Family Sharing across eleven supported languages including English, French, German, Spanish, Japanese, Korean, Simplified Chinese, Russian, Polish, Italian, and Brazilian Portuguese. The studio behind it is small and self-publishing, so you are buying a compact indie vision rather than a sprawling production, which is worth knowing before you weigh your expectations.

If you love the satisfying drift of an idle game but wish your numbers were turning into an actual little town, Farewells clicker turns that itch into the whole point. You start on a cramped island, tap your buildings to push production, and watch a humble settlement slowly morph into a bustling production hub as you unlock new land and climb a chunky skill tree. It hits that sweet spot between cozy and tactical: calm enough to leave running while you sip coffee, but with enough adjacency-synergy puzzles to reward a few minutes of real thought.

What the game actually feels like

The central loop is a friendly tug-of-war between passive accumulation and active clicking: buildings produce resources on their own, but tapping them directly speeds up output, so you choose your own intensity level each session without ever feeling punished for stepping away.

City building adds a light spatial puzzle on top of the numbers, because buildings interact through synergies and proximity bonuses, meaning where you place a structure genuinely changes your economy and rewards a bit of optimization instinct.

Territorial expansion ties progress to something visible, since unlocking new land is what unlocks new construction space, so growth feels like a literal island slowly spreading outward rather than just a counter climbing into the stratosphere.

A wide skill tree gives you intermediate goals beyond the next building, offering efficiency upgrades and multipliers that keep the long-term climb from going flat and let you steer the direction of your economy.

What early players are seeing

What is landing

  • Reviewers repeatedly highlight the juice of the visuals and the satisfying click feedback, calling the production a refreshing change from the typical bare-bones node-buster incremental and praising how the optimization puzzles feel surprisingly engaging for the genre.
  • Multiple players describe it as a lovely chill discovery with a really cool vibe and atmosphere that makes you want to keep playing session after session, especially for the asking price.
  • Longer-session reviewers note that you get quite the amount of hours for the price, treating it as a genuine bargain rather than a disposable time-killer.
  • Several positive voices call it a fantastic foundation that, with a few more updates, could be a perfect execution of a great idea, awarding it solid high marks and recommending it enthusiastically.

What still needs watching

  • A multi-hour reviewer reports that late-game performance suffers despite a relatively small number of entities on the map, pointing to inefficient underlying code that may cause frame drops or stuttering once your settlement is well developed.
  • One player notes that some achievements do not register properly even after their conditions are met, which can frustrate completionists chasing the full badge list.

Is Farewells clicker worth buying now?

Current decision

Worth trying

The strongest supported appeal is the cozy, low-pressure hybrid loop that turns idle progression into something spatial and satisfying, and the review base skews notably positive on price-to-hours and overall vibe; the decision also accounts for the documented late-game performance concern and the achievement registration bug, both worth knowing before you buy, but neither severe enough to override the broadly favorable experience described by players.

Who this is for

A good fit if you…

  • Players who enjoy idle and incremental games but want something with a visible world instead of pure numbers on a screen
  • Cozy and casual strategy fans looking for a low-stress way to wind down that still rewards a little optimization thinking
  • Budget-conscious gamers who want many hours of relaxed progression for a small price tag
  • Achievement hunters and Steam Cloud users who appreciate persistent progression across multiple short sessions
  • Single-player Mac or PC players curious about a small indie hybrid that blends Casual, Simulation, and Strategy sensibilities

Wait if you…

  • You primarily want to play on Steam Deck, since official compatibility is not listed and Deck status remains unverified
  • You expect a deep traditional city simulator with complex management systems, since the strategy here is intentionally streamlined around production efficiency rather than societal simulation
  • You are allergic to incremental repetition and do not enjoy gradual accumulation as a core pleasure, because that loop is still the spine of the experience
  • You need rock-solid late-game performance on large settlements, given the reported efficiency issues once the map fills up

If Farewells clicker is not quite your game

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Choose it ifChoose DAVE THE DIVER if you want a story-rich casual adventure, and choose Farewells clicker if you want pure incremental progression with a spatial twist

How it comparesCasual single-player hybrid blending light management with progression DAVE THE DIVER layers deep-sea exploration, restaurant management, and a narrative day-night cycle on top of its progression, while Farewells clicker stays focused on the idle city-builder loop with no story or exploration chapters

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Choose it ifChoose Golf With Your Friends if you want to play with up to twelve friends online, and choose Farewells clicker if you want a solo cozy progression loop

How it comparesShort-session, approachable casual PC experience Golf With Your Friends is a multiplayer party game focused on simultaneous mini-golf rounds, while Farewells clicker is a strictly single-player idle city-builder with no social or competitive layer

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Choose it ifChoose Planet Zoo if you want a deep management simulation with extensive building systems, and choose Farewells clicker if you want a lightweight, low-cost taste of that builder feeling

How it comparesDetailed world-building and management simulation on PC Planet Zoo is a full-scale zoo management sim with living animals, deep construction tools, and a much higher price point, while Farewells clicker is a small-budget incremental that abstracts management into a clicker and skill tree

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