Travelling At Night

“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.”

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. Expect forty-plus hours of notably replayable noir-myth narrative.

Travelling At Night

“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.”

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. Expect forty-plus hours of notably replayable noir-myth narrative.

  • 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.

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.

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