Far Haul
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.
Signal Foundry Games / Independent games
Games we want to play. Built for people who think like we do.
01 / Selected signals
A few projects we’re excited to share. Different worlds, one underlying curiosity.
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.
A fully playable browser word game that began with a very practical goal—helping one of Ben's kids improve their English grades.
A playable demo of an emergency-dispatch simulation, with the rest of the game still in active development.
A signal from the bench
No algorithm. No rankings. Just one of the things we’re actively building, picked at random.
Inside the workshopBuild 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.
A playable demo of an emergency-dispatch simulation, with the rest of the game still in active development.
03 / The people behind the signal
Signal Foundry Games is the game-development division of Dispatch Dataworks LLC—not a separate company. It is a place for intelligent, engaging games, playable experiments, and ideas that are not quite ready to leave the bench.
We make the games we want to play. Some start with curiosity; others start with a real need at home. We like meaningful decisions, systems worth understanding, and the satisfaction of working something out. Learning can be part of that, but fun still matters.
Today, Signal Foundry is primarily Ben Townsend’s development studio. Ben is our Head Nerd: a software engineer, a radio and TV person, and a dad who enjoys simulators, open-world games, technology, and building things.
His kids and stepkids are part of the story. Family members inspire projects, contribute ideas, and are often the first people to try things and tell him what works—and what does not.
WordWeave began as a way to help one of his kids with English grades. That mix of family life, practical problem-solving, and making things is a pretty good introduction to the studio.
Browsers can make it easier to get started, including on devices such as Chromebooks. That is an opportunity we value, not a promise that every project works on every device or that every future game will be browser-only.
Our current titles are free games or playable demos. Future projects may be free, paid, or possibly pay-what-you-want. We are not announcing prices or asking for donations here.
The games shelf is for playable work. The workshop is for concepts and prototypes. A project’s release status and development activity are separate things: a released game can be in maintenance, and an early idea can be actively developed.
We would rather show those distinctions honestly than pretend every sketch is a finished game.