Globe-trotting choices-matter CRPG 'Travelling At Night' has a demo up
From the creator of Cultist Simulator and Book of Hours comes a globe-trotting choices-matter CRPG, with a demo now up for Travelling At Night.
More about it: the game is set in a fictional Europe after World War II, the golden Incorporates of the USA are locked in a cold war against the star-touched Ministries of the USSR. Twelve years ago in the deep Cracow winter, you were hollowed out by the Worms, eldritch parasitic creatures from under the world, and so you had to go away. Now you're back, but your past is long, and it's not done with you yet.
The demo that just went live includes the Introduction chapter of the game - you can choose between different backgrounds and skills for your character, explore the newly-populated Antibes and its Sanitarium Aujourd'hui, and talk to its inhabitants, before you start the journey that marks the beginning of the story of Travelling at Night.
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?
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.
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.
CONCLUDE with your choice of alliance, consequence, destination. Uncover multiple endings; see the consequences of difficult decisions made from different motives in each playthrough.
Quoting: Purple Library GuyHang on . . . you were hollowed out by eldritch worms, but now you're back? Just how "back" are we talking about here? I mean, how "back" can anyone be after having been hollowed out by eldritch worms?