Compare Long Ago: A Puzzle Tale prices across 50+ stores and find the best deal. Developed by GrimTalin. Published by GrimTalin. Released on 5/28/2021. Available on PC, Xbox. Genres: Casual, Indie.

A one-person studio quietly built a marble-rolling puzzler wrapped in a fully voiced rhyming fairy tale, and it lands better than it has any right to.

I have a soft spot for small studios that commit completely to a mood, and GrimTalin commits hard. The whole thing is built around a single, clean mechanic: you choose a direction, the ball rolls until it hits something, and you have a strict move limit to collect everything on the board. That description sounds almost too spare to be worth your afternoon, but the design earns its complexity the honest way, drip-feeding new obstacles chapter by chapter rather than front-loading a tutorial dump. The five chapters each introduce their own wrinkle. Early on you are reading diagonal signposts that deflect the ball and lighting monk statues that spawn hidden collectibles. Later, portals, rotating bridges, pressure-sensitive buttons that shift pedestals, campfire stops that halt the ball dead, and locked doors with switches all get folded in. The coin challenge variant of each level, where the ball's starting point changes and the path is entirely different, quietly doubles the puzzle count and is harder than it looks. Gems earned in those coin runs are required to unlock the next chapter, which a few reviewers flagged as a pacing snag; if you bounce off optional content instinctively, you will hit a wall before Chapter 2. That is a real design friction point worth knowing before you sit down. What keeps the whole thing feeling handcrafted rather than mechanically assembled is the audiovisual layer. The soundtrack leans into a medieval folk register, lute and flute and bongo threading through levels set in summer forests, desert ruins, night mountain paths, and town courtyards. Each chapter swaps in a new music set and visual theme, so the experience does not outstay its welcome. The story, a fully voiced fairy tale told in ABAB rhyme about a princess chasing freedom against everyone's expectations, scrolls in as you collect feathers. It is slight and a little whimsical-strange, but it is narrated with real care and the voiced chapter-end songs are a genuine surprise for a game at this scale. Reviewing the audio here feels like the right call because the soundtrack is doing serious atmospheric lifting; without it, the puzzles would feel more clinical. Honestly, my one reservation is structural rather than quality-related. The bonus coin levels are framed as optional but functionally required for progression, and that blurs the game's own promise of a relaxed experience. The hint system handles it gracefully, a meter charges passively as you think, and you can pull one move at a time rather than surrendering the whole solution, but players who want to earn every gem cleanly will find some late levels genuinely demanding. Completionists and puzzle veterans will log somewhere between four and eight hours depending on how much they lean on hints. That is a compact, well-considered length for what the game is. For the audience this is made for, patient puzzle solvers who appreciate when a small studio actually finishes an idea properly, Long Ago is worth the attention it rarely gets. Kai, Scout Team

Long Ago: A Puzzle Tale
CasualIndie

Long Ago: A Puzzle Tale

May 28, 2021GrimTalin
GamerScout Says

A one-person studio quietly built a marble-rolling puzzler wrapped in a fully voiced rhyming fairy tale, and it lands better than it has any right to.

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About Long Ago: A Puzzle Tale

I have a soft spot for small studios that commit completely to a mood, and GrimTalin commits hard. The whole thing is built around a single, clean mechanic: you choose a direction, the ball rolls until it hits something, and you have a strict move limit to collect everything on the board. That description sounds almost too spare to be worth your afternoon, but the design earns its complexity the honest way, drip-feeding new obstacles chapter by chapter rather than front-loading a tutorial dump. The five chapters each introduce their own wrinkle. Early on you are reading diagonal signposts that deflect the ball and lighting monk statues that spawn hidden collectibles. Later, portals, rotating bridges, pressure-sensitive buttons that shift pedestals, campfire stops that halt the ball dead, and locked doors with switches all get folded in. The coin challenge variant of each level, where the ball's starting point changes and the path is entirely different, quietly doubles the puzzle count and is harder than it looks. Gems earned in those coin runs are required to unlock the next chapter, which a few reviewers flagged as a pacing snag; if you bounce off optional content instinctively, you will hit a wall before Chapter 2. That is a real design friction point worth knowing before you sit down. What keeps the whole thing feeling handcrafted rather than mechanically assembled is the audiovisual layer. The soundtrack leans into a medieval folk register, lute and flute and bongo threading through levels set in summer forests, desert ruins, night mountain paths, and town courtyards. Each chapter swaps in a new music set and visual theme, so the experience does not outstay its welcome. The story, a fully voiced fairy tale told in ABAB rhyme about a princess chasing freedom against everyone's expectations, scrolls in as you collect feathers. It is slight and a little whimsical-strange, but it is narrated with real care and the voiced chapter-end songs are a genuine surprise for a game at this scale. Reviewing the audio here feels like the right call because the soundtrack is doing serious atmospheric lifting; without it, the puzzles would feel more clinical. Honestly, my one reservation is structural rather than quality-related. The bonus coin levels are framed as optional but functionally required for progression, and that blurs the game's own promise of a relaxed experience. The hint system handles it gracefully, a meter charges passively as you think, and you can pull one move at a time rather than surrendering the whole solution, but players who want to earn every gem cleanly will find some late levels genuinely demanding. Completionists and puzzle veterans will log somewhere between four and eight hours depending on how much they lean on hints. That is a compact, well-considered length for what the game is. For the audience this is made for, patient puzzle solvers who appreciate when a small studio actually finishes an idea properly, Long Ago is worth the attention it rarely gets. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Grid-Based PuzzlerMove-LimitedFully Voiced NarrativeMedieval Folk SoundtrackChapter-Gated ProgressionHint SystemMarble RollingFairy Tale AestheticCollectathon Puzzle

System Requirements

Minimum

OS
Windows 7
Memory
4 GB RAM
DirectX
Version 11
Storage
600 MB available space
Graphics
Intel HD Graphics with 1GB VRAM
Processor
Intel Core i5 @ 1.8Ghz 32bit or equivalent

Recommended

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
Nvidia GTX 950 / AMD Radeon R9 280 with 2GB VRAM
Processor
Intel Core i5 @ 2.4Ghz 64 bit or equivalent

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Game Info

Developer
GrimTalin
Publisher
GrimTalin
Release Date
May 28, 2021

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Price History

2026-06-071.90(lowest)

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What platforms is Long Ago: A Puzzle Tale available on?

Long Ago: A Puzzle Tale is available on PC, Xbox.

When was Long Ago: A Puzzle Tale released?

Long Ago: A Puzzle Tale was released on 28 May 2021.

Who developed Long Ago: A Puzzle Tale?

Long Ago: A Puzzle Tale was developed by GrimTalin.