
The Long Journey Home
Stranded 37,000 parsecs from Earth with a crew, a leaking hull, and a lander that flies like a wet paper bag - this one earns every parsec of progress the hard way.
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My spreadsheet instincts kicked in the moment I hit the crew selection screen. Ten candidates, four slots, three ship types, three lander options, and a universe seed that determines everything from alien species density to how hospitable the planets are. That pre-launch phase is genuinely strategic, and for about fifteen minutes I felt in complete control. Then the jump drive misfired and the game showed its true hand. The Long Journey Home sits at a genre crossroads that will feel familiar to fans of FTL and Out There, but it layers on a Newtonian physics model that demands you actually think about gravitational slingshots, orbital momentum, and fuel burn rates before committing to any course change. On paper, that is exactly the kind of decision density I want. In practice, the execution splits sharply into two very different experiences. The macro layer - galaxy map navigation, alien diplomacy, crew skill allocation (archaeology, technology, diplomacy all matter differently), resource trading via credits, and quest choices where you can help, ignore, betray, or attack any quest-giver - is legitimately interesting and occasionally brilliant. The alien factions like the Wolphax and the Ilitza have enough personality to make dialogue scenes feel like low-stakes political choices rather than flavour text. The micro layer is where things fracture. Three core gameplay modes cycle constantly: ship flight through solar systems, lander descent to planet surfaces for resource collection, and dialogue screens. The flight physics punish impatience brutally - overshoot a planet at speed and you burn precious fuel correcting course. The lander sections, which you cannot skip, are the most divisive element in the entire game. Gravity and atmospheric conditions combine with finicky controls to turn routine resource runs into exercises in barely controlled damage management. Hull damage, crew injuries, and toolkit consumption from each botched landing compound into a slow resource spiral that can feel more random than earned. The game did add a Story Mode post-launch that softens planetary conditions, raises resource sell prices, and reduces damage intake, making it the recommended entry point for anyone who is not already fluent in roguelike punishment loops. The procedurally generated universe seed system gives each run structural variety - different seeds produce radically different alien compositions and planet configurations, and some seeds are demonstrably friendlier than newcomers. That replayability is real, but it cuts both ways: an unlucky seed can create a resource-starved run that ends less because of a bad decision and more because RNG decided so. The community has catalogued known seeds with player-made guides precisely because the variance is that significant. There is no mod ecosystem to speak of, and the tutorial leans heavily on external video content rather than in-game instruction, which is a genuine onboarding miss for a game with this many interacting systems. For strategy and sim players willing to treat the first several runs as tuition rather than entertainment, there is a genuinely unusual space survival game buried here - one that captures the bleakness and mundane desperation of interstellar survival better than its cleaner competitors. For everyone else, the lander controls alone may end the relationship before the good stuff surfaces.

Strategy & simulation
Etiquetas
Requisitos del sistema
Mínimos
- OS
- Win 7, 8, 10, 64-bit
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 16 GB available space
- Graphics
- NVIDIA GeForce 650 Ti / AMD Radeon HD 7790
- Processor
- 3 GHz Dual Core CPU
- Sound Card
- DirectX 11 compatible sound card with latest drivers
Recomendados
- OS
- Win 7, 8, 10, 64-bit
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 16 GB available space
- Graphics
- NVIDIA GeForce 970 / AMD Radeon R9 380
- Processor
- 3GHz Quad Core CPU
- Sound Card
- DirectX 11 compatible sound card with latest drivers
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Información del juego
- Desarrolladora
- Daedalic Studio West
- Distribuidora
- Daedalic Entertainment
- Fecha de lanzamiento
- 30 may 2017
