Farthest Star is an evolution of Four Color Studio's previously GoalSystem derived SciFi narrative miniatures games (Blasters and Bulkheads, Void Pirates.) It is fun, fast, and ideally suited to solo play - which is where I will focus my review. This is a long review so my tl;dr is: This is a five-star solo-friendly sci-fi miniatures+RPG blended game for me. I'd recommened it without hesitation if you are on the fence.
As a forever GM, I'm often looking for quick, fun solitarie games I can pick and play on my own time. Farthest Star has fit that need perfectly. If you've never played a GoalSystem game it is similar mechanically to any d6 dice pool success counting type system. What makes Farthest Star a great pickup is not just the mecahanics but the flavor and solitarire tools. Like several other modern narrative miniatures game (Five Parsecs From Home, Starport Scum, Two Hour Wargames 5150) there's enough to the game that you can paly a story-heavy miniatures session OR just go full on RPG.
Character building is a breeze - you pick an archetype, species, traits, and gear. This is not a point-buy system, it is quick and fun. There's enough options amongst these you can stat out just about any mini you have on the shelf or character you have in your head. Traits really bring in a lot of flavor and can help make your charcaters feel distinct from each other. There are plenty of combat and movement traits but those aren't the only types. Traits are present to give you Cybernetics, Psionics, or Natural abilities as well "skill based" things piloting or medicine. These options will give you your starting dice pool values to work with. In general the game is more attribute driven "Make a Fitness check" than it is skill driven (but there are rules in a "RPG Mode" section to add skills to the game if that's relevant to you.)
Gear is present here and not hand-waved as merely narrative permissions. There's armor, ranged, melee, meds, drones, and tools. They have mechanical benefits but it is not overwheleming and won't require endless page flipping to figure out what it does. You can easily fit your character sheet and your gear all on an index card for reference.
NPCs can be stated out as full characters if you need them. There's a section with a bunch of pre-built common characters to save you time. There's also a "henchmen" rule so you can group up those minions and deal with them in a streamlined manner.
Task resolution is generally testing an attribute's dice pool and looking for a number of successes ranging from 1 to 5+ depending on the difficulty.
Combat has a solo friendly card based iniative mode and characters/figures will bounce around in the turn around based on these card draws (and their traits which might influence iniative as well.) Melee and Ranged combat work as opposed dice pool rolls wil the margin of success/failure ("effect" in other games) - that is the difference between the number of successes. Many traits add flavorful combat options "bounding leaps", "fierce charging attacks", etc
You'll find the rules default to using 28mm figures but scaling down to 15mm or 10mm is possible. There's no need for particular basing either. This places Farthest Star clearly in the "grab whatever you have painted, printed, or whatever on your shelf and play" category of miniatures games. There is guiidance given for playing the game on a grid vs. measured for us RPG folks. There's not really any "theater of the mind" guidance provided but I have not encountered anything in the rules that would prevent me from playing that way. (As a solo player I can do whatever I want, including being lazy enough to not pull any minis down and just sketch out the encounter on paper and call it day.)
The campaign mode is solid: there's several scenarios which can be rethemed to your needs and a post-battle phase which brings in a bunch of story elements ("visiting the cantina", "fencing your goods", etc.) This is the stuff that makes solo play easy and engaging for someone like me.
Finally there's a quick chapters on vehicles and "RPG Mode." I've shared a bit on RPG Mode so I'll just comment on the vehicles bit - you are not going to play a richly detailed game of mechwarrior with these but they are definitely usable. It is easy to hover tank, speeder bikes, etc into the game. I've done some quick chase scenes - I've even used these to do some quick space battles. Like the characters rules themselves I think they are best suited for anywhere between 1 to 6 vehicles in play per-side.
One thing that's clear is Scott Pyle's love of cinematic comic-book action - which is a point to surface. If you were wanting a horror themed near-earth "Alien" like experience this is not your game. It is a cinematic, pulpy, action-themed game. That's not to say your characters are invincible - they can be brought down for sure but the game is going to reward and feature action. I personally love it! You can dial things towards more fantastic stories such as those in Flash Gordon or Star Wars but you can also bring it down a notch and think more Firefly or Dark Matter. The character system can enable more than just humans in space, so if you want funky aliens with cool natural talents or weird powers that's all here.
Areas of improvement: I'd like to see a clickable table of contents on the PDF and "section bookmarks" that your PDF reader can use to help you jump around the book. The campagin and solo rules could use more. Something to help setup the table encounters and to do so in a way that's randomly generated rather than a pre-built scenario. Likewise, some quick random character generation rules would be helpful for creating enemeies or sidekicks on the fly. Would I love to see a starship supplement? Sure, but I don't think it is necessary for the level of detail you would generally be playing this game at.