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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.

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 - alone, injured, falling apart. The only way back… is through.

Explore an endlessly shifting universe. Form alliances with strange aliens, from the noble Wolphax Knights to cruel-minded Ilitza slaver empire. Harness your crew’s skills in everything from research to archeology to diplomacy. Learn the laws of an often hostile universe, and make tough decisions that may change it forever. Do whatever it takes to get back to Earth.

One mission. Endless adventures. Where will your Journey take you?

About This Project

As a huge Star Control fan, I was really excited to be asked to come in and write this epic space RPG. I designed the races (some from scratch, some based on existing art that needed personalities), came up with the crew, designed most of the quests, and wrote a good couple of novels worth of script for the fifteen or so different races.

What made this one particularly interesting was that while Star Control was largely a linear adventure, The Long Journey Home’s universe was procedurally generated each time, with different races and opportunities based on your crew, your discoveries and so on. That made it tricky to write so that everything held together, and one of my favourite things about it is that there’s a consistent galactic story to discover regardless of who you meet. It’s something to piece together over multiple playthroughs, with the idea that first the player just focused on getting home, and then on uncovering the secrets of the Logos, the Entrope, the Mizzurani and similar. While the game had its criticisms, especially of the Lander, most people really seemed to enjoy the script, and in particular the banter between crew-members as they passed the months learning about each other, themselves, and the galaxy they found themselves in.

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.”

“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.”

“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.”

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.”


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