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In a galaxy too far away...

<span class="bold">The Long Journey Home</span>, the thrilling space exploration adventure of a mismatched crew, is coming soon, DRM-free on GOG.com!

Stranded light years away from home, your group of incompatible individuals must work together to find a way back through procedurally generated galaxies and intriguing RPG mechanics. Meet over twelve alien races and use your skills and smarts to negotiate hundreds of handwritten quests that could help you escape this uncharted corner of the galaxy.
Post edited February 03, 2017 by Konrad
If anyone's interested about the roguelike elements of the game, you can check this thread on Steam where the devs talk about how they've implemented it:

http://steamcommunity.com/app/366910/discussions/0/351659808489670242/

tl;dr There won't be any "unfair death" scenarios. The idea behind the permadeath and single save mechanics is so that your choices matter and have a significant impact on the game.
I really like the concept, although I wish the trailer was a bit clearer about what the gameplay actually entails... Still, definitely one I'll keep an eye on.

And, I know this boat has sailed, but I really miss the days when "roguelike" actually meant the game was a roguelike. (Like Rogue, Nethack, Mystery Dungeon, Dredmor...) It's like waking up one day to find that people now use the term "FPS" for shmups and twin stick shooters, and you just have to get used to it.
Looks interesting.
With that title I expected something else, but the game still looks interesting.

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OdanUrr: The idea behind the permadeath and single save mechanics is so that your choices matter and have a significant impact on the game.
That doesn't sound good, though.
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OdanUrr: If anyone's interested about the roguelike elements of the game, you can check this thread on Steam where the devs talk about how they've implemented it:

http://steamcommunity.com/app/366910/discussions/0/351659808489670242/

tl;dr There won't be any "unfair death" scenarios. The idea behind the permadeath and single save mechanics is so that your choices matter and have a significant impact on the game.
Thank you for the link. While it did not read it all I read some of the developer's replies.

I am bummed it is a rogue like game, even if it has one save. Not every gamer has hours to sit and play a game through from start to finish. Why not restart right where you left off, so you can continue forward in the game? It looked so good to but with this aspect it is more likely a pass and wait until it is bargain priced to just play it to simply "see" the game.

Here is hoping they can figure out a balance between hours of time necessary to play the game and those that only have limited time, here and there to give it a go.
Post edited February 04, 2017 by Faithful
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eiii: With that title I expected something else, but the game still looks interesting.

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OdanUrr: The idea behind the permadeath and single save mechanics is so that your choices matter and have a significant impact on the game.
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eiii: That doesn't sound good, though.
I suppose it comes down to how it plays in the game. We'll have to wait for some gameplay videos.
love the realistic exteriors and feel of flying but the cgi aliens and interiors are a turn off. will keep my eye on it and wait till some reviews come out
Looks interesting, but since No Man's Sky exists, I will be on the fence until some more gameplay is shown played by non-developer affiliated testers.
I was wondering if it might be like FTL, but longer games and better graphics...
i hope, unlike the NMS, there are at least no floating rocks and air islands :-)
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GOG.com: Meet over twelve alien races...
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Wishbone: Sooo... Thirteen? Am I the only one who thinks this is a very odd turn of phrase with such a specific number? It's on the game card as well. "More than twenty" would seem natural, but "more than twelve"? Sounds deliberately vague, in an odd sort of way.
You are not alone. Every time I see some marketing blurb for something that says something like "over 46 colors to choose from!", I want to find out who did the advertising and yell at them (politely, of course), "YOU'RE DOING IT WRONG."

I think the whole point of the "more than [x]!" marketing thing is to be deliberately vague, but in a positive way, to generate excitement ("Over twelve? So, it could be twenty, or fifty -- who knows! Gee, I'm gonna buy this product!"). People who do this competently tend to use round numbers ("more than ten" might've sounded a bit better in this case), which is why it seems so jarring when one sees some weirdly specific number as the focal point of the vagueness. Ironically, I think it would have sounded more natural if they simply used "over a dozen" instead of "over twelve" (despite the fact that "a dozen" = "twelve", it has an air of vagueness to it).
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zlep: And, I know this boat has sailed, but I really miss the days when "roguelike" actually meant the game was a roguelike. (Like Rogue, Nethack, Mystery Dungeon, Dredmor...) It's like waking up one day to find that people now use the term "FPS" for shmups and twin stick shooters, and you just have to get used to it.
More like finding that any game that has a level-up mechanic and upgradable equipment is now an RPG...and that a large proportion of games now have these things....

And, to be a fair to this game, they're not actually calling it a roguelike, they're effectively just saying that it has "roguelike elements", which I'm fine with.
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Wishbone: Sooo... Thirteen? Am I the only one who thinks this is a very odd turn of phrase with such a specific number? It's on the game card as well. "More than twenty" would seem natural, but "more than twelve"? Sounds deliberately vague, in an odd sort of way.
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HunchBluntley: You are not alone. Every time I see some marketing blurb for something that says something like "over 46 colors to choose from!", I want to find out who did the advertising and yell at them (politely, of course), "YOU'RE DOING IT WRONG."

I think the whole point of the "more than [x]!" marketing thing is to be deliberately vague, but in a positive way, to generate excitement ("Over twelve? So, it could be twenty, or fifty -- who knows! Gee, I'm gonna buy this product!"). People who do this competently tend to use round numbers ("more than ten" might've sounded a bit better in this case), which is why it seems so jarring when one sees some weirdly specific number as the focal point of the vagueness. Ironically, I think it would have sounded more natural if they simply used "over a dozen" instead of "over twelve" (despite the fact that "a dozen" = "twelve", it has an air of vagueness to it).
You mind find it interesting but in Game Theory there is a branch which deals with persuasion games, that is settings where a seller is trying to persuade a buyer to buy an object. A seller has specific information about the object that buyer does not. The seller can send a message (in plain language you can think of it as an ad) to a buyer in order to convince the buyer to purchase the object at the highest possible price. A seller cannot lie but does not have to be precise.

One of the main conclusions is exactly what you said. A rational buyer should interpret a message "there are more than x" as "there are x+1". Anyway, the theory deals with much more complex settings. This is the simplest example :-)
From the gameplay videos I can find. Will be waiting for a sale.
I never heard of it, it's not usually my type of game but it looks interesting enough for me to want to give it a try!