The Long Journey Home

Unlimited adventures. One destination.

It was supposed to be a short test run - a quick flight to Alpha Centauri and back. But when mankind’s first experimental jump drive goes wrong, a misfit crew finds itself trapped on the wrong side of the universe. The only way back… is through.

The Long Journey Home is a space-exploration RPG from Daedalic Studio West, with a heavy focus on both replayability and personality. Inspired by the likes of Star Control 2, Starflight, Mass Effect, Farscape and Firefly, we set out to combine the best elements of roguelikes - choice, scope, unpredictability - with real characters and stories the player could sink their teeth into and feel at home with. It’s a fun, funny romp, but built on the sense of homesickness we can all identify with, the wonder that newcomers to space always report, and the split between how amazing and terrifying the experience of being lost in a strange galaxy would be.

The goal: friendly crew = Star Trek, hostile = Red Dwarf, neutral = Farscape.

I was both sole writer and co-designer on the project. My main responsibility was for the script, producing and mechanically scripting over 160,000 words of key text and dialogue (the equivalent of two standard novels!), as well as coming up with most of the alien/character concepts and universe lore. This last part proved trickier matter than in most RPGs, given that there’s no way to know what the player will see, or even which of the eight major Empires will be in the game. I also worked with the rest of the design team on quest design and concepts, as well as more generally on game mechanics, cinematics and other pieces, along with more writing for marketing copy, documentation and other external elements.

That said, this was definitely one of those projects where everyone chipped in more or less everywhere - building on cool art, new stuff coming out of programming experiments, like the crew chatter that keeps the player company during the journey, and so on and so forth - more or less everything that you see in the game ultimately a group effort from a very cool team.

Exploring The Universe

Visit Strange New Worlds

Endless procedurally generated worlds, full of resources. Meet 15 alien types and learn how to befriend them, turn their quirks into your advantage, and survive in epic space battles against hardened warships.

Join The Crew

Enjoy the crew’s life on board ship as they fight, feud and both enjoy and endure their adventures. Will your crew be the smooth efficiency of Star Trek, the snark of Red Dwarf, or the tensions of Farscape?

Gather Souvenirs

See your crew pile up tables full of alien relics, chat with rescued survivors, and chat about their discoveries and past adventures. Remember how Voyager was mostly unscathed by its trip? Not here.

Discover A Universe

Piece together galactic history as you explore the remnants of ancient cultures, bug-filled monster warrens, and the radioactive remnants of recent cities filled with ruthless scavengers.

Intelligent Life (But Not As We Know It)

Have NPCs personally return to thank you for your service or seek revenge for betrayal. Explore trade hubs or be rescued from oblivion at the last minute by a passing trader. Or weakling…

Nice Things Said About The Long Journey Home

“The excellent writing involved helps lend it a storytelling strength seldom found in roguelikes. Often even the bad encounters left me smirking.” - IGN

“The way it moves between moments of wonder, humour and tragedy makes The Long Journey Home a rare pleasure among science fiction games. So many hone in on one idea, a single story. This has hundreds, most of which will take several playthroughs to experience. It was the four crew members, every time, that made each return memorable. Their opinions mattered, and their skills created new possibilities. Their loss was always hard to bear. With this kind of company, I never wanted The Long Journey Home to end.” - Kotaku

“The writing is exquisite, original, and refreshingly witty. I laughed out loud many times over while meeting new races, getting to know their quirks and wants. The Long Journey Home does a superb job of making you feel like a stranger in a strange place.” - PCGamesN

There are several species to encounter, all with their own stories, dialogues and quest chains. Those quests range from delightfully silly interstellar quiz shows and tests of strength to genocide and flirtations with transcendental beings. What they all have in common is a sense of mischievous wit in the writing, courtesy of Richard Cobbett, a man who has forgotten more about RPGs and their tropes than most of us have ever known. - Rock Paper Shotgun

“The Arthur C. Clarke school of exploration is money well spent on the game’s writers.” -GamingNexus