The Long Road

In development · Android & iOS

The Long Road

Build a small team. Walk them down a long road. Keep what comes back.

A calm auto-battler: fifty rounds out, fights that resolve themselves, a fire at every camp — and a card at the end of every run, win or lose.

playtests are on the road now.

The road

Fifty rounds, one road

Choose three

Pick a small party at the Gathering and stand them in rows. Who stands in front decides who the blades can reach — half the fight happens before it starts.

Walk

Camp by camp: fight, train, or rest. Shops, visitors, a promise made around the fire. One energy bar, one question — can you afford one more?

Watch

Battles resolve themselves. You set the conditions; they do the fighting. Winning feels like authorship. Losing is a lesson, not a punishment.

Places

It really is this dark out there

straight from the game — every scene is drawn in code, pixel by pixel. no portraits, no photographs of art. the fire is small and the night is honest.

A dark pixel-art camp: a small fire between two bedrolls, a tent, pines behind.
a camp on the road
Rest by the fire: a tall campfire between hero cards, warmth motes rising.
rest by the fire
A dusk pond with fishing rods cast from the bank, a moon-glint band on the water.
an evening at the pond
A dying fire, the party asleep on bedrolls, faint blue motes in the dark.
the dreaming fire
The same camp under the storm: rain falling through the dark, the fire pressed low.
round 45
The standing Camp: one lit fire among seven rings, figures moving between them.
the Camp — the fire that stays lit

…the wind turns.

The Storm

From round 33 there is something on the eastern sky. Nobody at the fire talks about it. At round 41 you get one trip to gather what you can — and you will come back with less than you need.

At round 45, it lands. Four rounds in the rain. Then whatever is waiting at the end of the road.

Fear rises

the storm passes.

The legacy

What the road keeps

Every run ends at the fire, win or lose: the team is sealed as a card — their gear, their look, the promise they kept or broke, the deeds the road counted.

The next run takes one of them forward as an heir. Lines form over generations. Names are given, rarely, and remembered. Sometimes a grandmother's eyes come back two runs later.

The run is the session. The legacy is the game. sealed cards fight on: dungeons, a weekly camp boss, the arena.

Before the road opens

Leave your name at the fire

Leave an address and you’ll get word when the road opens — one mail at launch, maybe two before it. Nothing else, ever.

Your name is at the fire. Word will find you when the road opens.

That does not look like an address — check it and try again.