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Long Gone Days has been fully funded on Indiegogo!
We want to thank everyone who has supported us so far ♥
We also want to let you know a new version of the demo has been uploaded to itch.io, which features a new Title Screen, and a collection of the wonderful fan arts we received during the contest:
Long Gone Days is a
2D modern-day character-driven military RPG that combines elements from visual novels and dystopian fiction, set in our own world during the present time.
The game tells the story from the point of view of
Rourke, a soldier from the Core, a highly isolated place below the surface of the Earth. After finding out the truth about the operation he's part of in Kaliningrad, he decides to abandon his post, not really knowing the overall consequences of deserting from an inescapable war.
During this journey he'll collaborate with several people from different parts of the world who will help him with language barriers, strategies and overall teamwork.
Besides classical JRPG elements, Long Gone Days borrows mechanics from other genres, like
visual novels, puzzles and shooters.
While Long Gone Days does have battle systems,
grinding will never be required as the characters do not level up but they learn stronger skills and are able to upgrade their weapons. As the story progresses, you won't have to worry about having under leveled team members when planning your formation for upcoming battles.
Every team member comes with their own set of skills, even some that will make your life easier outside of battles, like the
Interpreter class, which will allow you to communicate with non-English speaking NPCs. You'll also be able to craft your own items and upgrade weapons using the things stored in your inventory.
Instead of relying on magic, skills require items in order to be used. Besides Hitpoints, 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 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 what to say to motivate them during dialogues in and outside battles.
- Multiplatform Support: Windows, Mac, and Linux. Porting to other platforms is being considered. Currently, the demo is only available for Windows and Mac
- 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: Once you have party members, choosing certain dialogue options will affect their Morale, which alters how they perform during battles. Keep in mind every character is motivated by different things.
- 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.
- 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.
- Take care of your team members: Taking quests from your own party members or engaging in conversations with them will improve their morale and thus their performance in battle.
- Two battle systems: Front-view Turn-Based Combats and a Sniper Mode, which consists of Seek and Find mechanics.
- Keyboard and controller support.
These are the first four party members you get use:
Rourke is 22 years 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.
Adair is a 21 years old combat medic from the Core. While he might come as a rude person because of his serious personality and lack of humor, he's actually an honest guy who cares about others.
Lynn is a 23 years 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.
Ivan Cherevatenko is a 29 years 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.
Frequently Asked Question
Q: Who's the artist/writer/developer of the demo?
A: The demo was developed and illustrated by Camila Gormaz, and part of the story and their mechanics were written together with Pablo Videla. On the version 1.5 of the demo, Nikki Lombardo added a new menu, plus an image gallery, and also ported the game to Mac. That being said, the tracks and sfx in the demo were composed by several artists, and the plugins were coded by different programmers, all of them are credited here.
Q: Can I do a Let's Play/Review/Stream of the demo?
A: Sure, we'd be honored! For reviews, you can also use the information/pictures from the Press Kit.
Q: What are the minimum requirements to play the demo?
For Windows users: It is recommended having Windows 7 (or superior) and at least 4GB of RAM. For Mac users: There are currently some issues with El Capitan but these can be avoided by using the itch app.
Q: The game closed unexpectedly while I was playing!
A: If you open the game again and load your last save file, it should run normally.
If this error continues, check if your system has the minimum requirements stated in the previous question.
Q: Will you do a Linux port of the demo?
A: Unlike the full game, the demo was built on RPG Maker MV. At the time this answer was written, there isn't a way to run RPGMaker MV games on Linux properly.
Read the entire FAQ here.
Inquiries - firstname.lastname@example.org
FAQ - http://longgonedays.com/faq
Web - longgonedays.com
Tumblr - lgdays.tumblr.com