After finding out the
awful truth about the operation he’s part of in Kaliningrad, he takes the decision to abandon his post, not really knowing the overall consequences of deserting.
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In order to prevent the imminent war, the player must join forces with people from different parts of the world, who will assist you with battle tactics, language barriers, and overall teamwork.
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Besides classical RPG elements, Long Gone Days borrows mechanics from other genres, like visual novels, puzzles and shooters.
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While the game does have enemy encounters, grinding will never be required as the characters do not level up, but learn stronger skills and upgrade their weapons as the story progresses. When planning your team formation for upcoming battles, you don’t have to worry about having under leveled team members.
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Every character comes with their own set of skills, some which will make your life easier outside of battles, like the Interpreter class, which allows you to communicate with non-English speaking NPCs. You’ll also be able to craft and upgrade weapons and armor using the items you have collected.
Instead of magic, Long Gone Days uses "Morale". This stat affects the characters performance in battle. High Morale means better chance of critical attacks and higher evasion, while Low Morale will drop their accuracy and defense. If their Morale reaches zero, the character will lose their will to fight. To keep their Morale high, you must get to know your party members in order to understand how to motivate them during dialogues. A pessimistic character will not be motivated by mindless encouragement.
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● Multiplatform Support: Windows, Mac and Linux. Porting to other platforms will be considered if stretch goals are reached.
● Two battle systems: Front-view turn-based combats and a Sniper Mode, which consists of Seek and Find mechanics.
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● No random encounters or grinding: The battles are directly related to the plot. Instead of leveling up, your party members will learn new skills, upgrade their weapons and craft new items.
● Keep the team’s morale high: Choosing certain dialogue options will affect your team members' Morale, altering their performance in battle. While doing so, keep in mind every character has different personality traits and motivations.
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● Immersion: As you continue your journey through real world locations, some NPCs will speak in their native tongue. This means you’ll need specific party members (interpreters) to help you out to buy at shops and complete quests.
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● Non-Fantasy: There are no magical or supernatural elements, only science and technology.
● Battle Strategies: Plan your party lineup accordingly to exploit your enemy’s weaknesses.
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● Take care of your team members: Taking quests from your own party or engaging in conversations with them will improve their morale and thus their performance in battle.
● Keyboard and controller support.
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These are only the first four party members you get use:
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Rourke is 22-year-old hot-blooded sniper from the Core. Up until the beginning of the story, he had never been deployed, being shadowed by the other snipers. Rourke is usually self-absorbed and nothing seems to interest him, unless he can benefit from it. His only motivation is being deployed to escape his monotonous life.
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Adair is a 21-year-old combat medic from the Core. While he might come as a rude person because of his serious personality and lack of humour, he’s actually an honest guy who cares about others.
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Lynn is a 23-year-old strategist living in Kaliningrad. She arrived to the shelters a couple of months before the start of the story. Besides planning defense strategies, she's an expert at bomb crafting.
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Ivan Cherevatenko is a 29-year-old English-Russian interpreter from Kaliningrad. He works at the shelters, and lives with Lynn. While he refuses to fight, he helps the party by being their translator, and teaching them about the world.
There's more playable characters, but those will be revealed within the story!
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Unlike the demo, the game is being developed on a 16:9 resolution (like most modern games) and the UI has gone through some changes:
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Turn-Based Combat System
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Exploration
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In-Game CGs
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Sniper Mode
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Dialogues (now with bigger portraits)
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Here are some of the wonderful fanarts we got after the release of the demo:
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^ Rourke and Adair by
Karin
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^ Adair by
Noctilin
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^ Adair and Rourke by Nachtimmel
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^ Adair by Kurisquare
And many more!
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One of the distinctive marks of Long Gone Days is its music. We always pictured the story alongside a cinematic prog & post-rock influenced soundtrack.
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Here's the soundtrack he scored for the film "
El Vuelo de los Cuervos":
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Links: Facebook Page | Facebook Post | Tumblr Page | Tumblr Post | Twitter Account | Campaign Tweet | Trailer
(*) The fanart contest is over, thank you so much to everyone who applied! More info HERE.
For the Interpreters achievement, write a support message in a language that isn't English, and upload it to either Twitter, Tumblr or Instagram using the hashtag #supportLGD.
UPDATE (August 11): Now that the campaign is over, these achievements will no longer be updated.
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UPDATE (August 11): Now that the campaign is over, no more of these will be unlocked.
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A demo-prototype containing the first 45 minutes of the story, the two battle systems and other mechanics, has been released. It has been downloaded by over 30,000 people and it currently has a 5/5 score on itch.io and a 4.7/5 score on Game Jolt! Currently over 150 Let's Play videos have been uploaded to YouTube.
The full game will be available on Steam too, since it was recently greenlit by Steam users, reaching Greenlight's 9th place before it got approved!
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The demo of Long Gone Days was developed, illustrated and written by Camila "Bura" Gormaz, while Pablo Videla handled a big part of the research, game design mechanics and also graphic design. We have given everything we got into developing Long Gone Days, but there's only so much we can do with our current funds. This game will ensure that we can continue working full time on the development!
Releasing this game has been our dream for over a decade, so please help us by supporting us on our Indiegogo campaign.
You can read our updates at the devlog: longgonedays.com ![]()
And also don't forget to follow us on Facebook and Twitter!
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Q: Are you releasing for X platform?
A: Long Gone Days is coming out for Windows, Mac and Linux. If there’s a chance to port to another platform, we’ll inform about it here.
Q: Will the game be available on Steam?
A: Yes! We already have a Store page on Steam, and a key will be given to all our backers of USD$12 and above.
Q: Will the game be available in X language?
A: We definitely want to localize the game in as many languages as possible. We'll see if this is possible in the future.
Q: How long will the full game be?
A: At the moment, Long Gone Days has two completely opposite endings written. Considering this, one playthrough will be around 4~5 hours long.