Travelling At Night

Travelling At Night is a dialogue-driven choices-matter CRPG. In the myth-scarred Europe of a very alternate Cold War, a hollow man with a shattering secret forges new goals to fill the emptiness inside. Choose sides; choose motives; choose your History.

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A CRPG from the creator of CULTIST SIMULATOR, BOOK OF HOURS, SUNLESS SEA and FALLEN LONDON

Europe, 1948: myth-scarred ruins, night-sky abysses. Chitinous cities embrace the Change, or struggle against plagues of leaf and amber. The golden Incorporates of the US wage a cold war against the star-touched Ministries of the USSR. And there you are, guiding a carnival of wry, bold, complex characters through seaside sanitarium, Alpine castle, grave, hive, lignified cityscape.

Twelve years ago in the deep Cracow winter,  you were hollowed out by the Worms from under the world. So you had to go away for a while. You're back, and you've brought something with you - something curled inside you - something that will open the way where others can't go.

"The world breaks everyone and afterward many are strong at the broken places." Hemingway

Travelling At Night is a dialogue-driven choices-matter combat-free CRPG in the tradition of isometric greats like Disco Elysium, Planescape: Torment, and Fallout 1+2: forty-plus hours of notably replayable noir-myth narrative. Guide an occult carnival on a pilgrimage to locate buried power that could alter the balance of the Cold War. Assign that power as you see fit.

Your past is long, and it's not done with you yet. Your heart tells you one thing, and the night another. Are you driven by remorse? Compassion? Ambition? The decision is yours.

Key Features

  • CHOOSE your Career and Passions. Are you an exorcist driven by Sorrow, a stage magician seeking to feed your Appetite, or a physician who can't resist Curiosity?

  • EXPLORE the wonders and horrors of a Europe changed forever by the War in the World and the War in the Sun.

  • BUILD your character from sixteen very different skills. Dignity is essential for physicians who need to be taken seriously. Spivvery is the only way to ensure a hot meal in a cold world. Any writer will tell you that Sophistication is useful, somehow. And everyone knows Skolekosophy is the study of things that shouldn't be studied.

  • FIND Memories and Signs as you roam the ruins, or glean them from your conversations with NPCs. Use them to grow your Skills and Passions, developing your character along the lines that run shining into the dark.

  • CONSPIRE WITH OR BETRAY the Incorporates, the Ministries, the remortals of the old order. Sell them the power you've unearthed, keep it for yourself, or surrender it to something new.

  • COMBAT? No. After six years of war, there's been enough of that for now. But there are still plenty of ways to die, and as anyone who's lived through the War in the World can tell you, there's worse things than death.

  • CONCLUDE with your choice of alliance, consequence, destination. Uncover multiple endings; see the consequences of difficult decisions made from different motives in each playthrough.

About Weather Factory

Weather Factory is Lottie Bevan and Alexis Kennedy, plus an orbiting cadre of talented freelancers. Our thing is abyssally deep indie narrative games. We made Cultist Simulator, BOOK OF HOURS and The Lady Afterwards. Alexis was also creative director and lead writer on Fallen London and Sunless Sea, and did guest writing gigs back in the day for BioWare, Paradox and Telltale.

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요약 정보

윈도우OS 맥OS 리눅스OS
어드벤처 인디 RPG
영어*
*음성이 지원되는 언어

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블로그 포스트 정보

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