Compare Original Journey prices across 50+ stores and find the best deal. Developed by Bonfire Entertainment. Published by Neon Doctrine. Released on 8/16/2017. Available on PC, Mac. Genres: Action, Adventure, Indie, RPG. Metacritic score: 66/100.

Hand-drawn alien plant people fighting for survival sounds charming until the grind sets in - a rogue-lite with genuine craft underneath a frustrating loop that rewards patience and punishes impatience in equal measure.

My first few minutes with Original Journey had me genuinely delighted. Bonfire Entertainment - a small indie team out of China whose roots trace back to a graduation project - drew this world by hand, and it shows in every frame. The Ato are round, squat little plant-soldiers crammed into mech suits, and the monochrome pencil-sketch art style that renders them, their enemies, and the hostile terrain of Planet Shadow feels like something pulled from a sketchbook left on a spacecraft. The design intention is immediately legible and kind of wonderful. That initial warmth carries you a good while before the seams start to show. Mechanically, this is a 2D side-scrolling rogue-lite built around short, procedurally generated arena stages on Planet Shadow's floating landmasses. The core loop is: drop into a screen, kill every enemy, collect loot - crystals, monster parts, scrap metal - then decide whether to push further or retreat to base for upgrades. You can dual-wield over a dozen weapons simultaneously, mapping one to each trigger: grenade launcher in one hand, shotgun in the other, or a machine gun paired with a shuriken gun if you want to feel clever. Turret placement adds a light tactical layer, letting you set up choke points while you flank. Armor comes with socketed one-use chips - buffs for HP, ammo capacity, speed - which give the loadout customization a quiet Diablo-adjacent satisfaction. Death drops your carried loot on the spot, and you get exactly one attempt to recover it before it's gone for good, a risk-reward tension that almost works. The trouble is compounding. Aiming is auto-controlled, your weapon bobbing on a fixed arc that the player cannot freely direct - uncomfortable in any shooter, genuinely painful when ammo is scarce. The mission structure leans hard on busywork: collect twenty monster teeth, walk five zones to talk to a character, walk five zones back. Repetition is a feature of rogue-lites but a flaw here because the procedural levels do not vary enough to keep those return trips interesting. Some reviewers clocked seven-plus hours in the opening forest zone alone. The bonus mission types - a racing segment, a sharpshooting challenge - feel bolted on from a different game and land as jarring detours rather than welcome variety. English localization has rough edges too: text overflow, a typo here and there, an occasional wrong character name. And yet. The art never stops being genuinely beautiful. Enemy variety is real: different movement patterns, different attack angles, parts that chip off as they take damage. The level-up system, which immediately refills your health on rank-up, produces those rare adrenaline moments where a near-death experience turns into a miraculous recovery mid-horde. The story, thin as it is, carries a melancholy worth sitting with - a species exhausting its last hope on a hostile world, and the slow revelation that the invasion is not as righteous as the briefing made it sound. For players willing to treat it like a slow-burn podcast companion rather than a focused action experience, there is something genuinely fond here. Steam lands it at a mixed 63% positive across 132 user reviews, and the Metacritic score of 66 feels accurate: this is a game with clear craft, clear love, and clear unresolved friction between its ambitions and its execution. The hand-drawn art style and the quiet moral weight of the Ato's story are things I will remember. The aiming system and the quest backtracking are things I will not miss. Worth picking up at a deep discount if you have patience for grind and an eye for handmade things that almost got there. Kai, Scout Team

Original Journey
ActionAdventureIndieRPG

Original Journey

Aug 16, 2017Bonfire EntertainmentNeon Doctrine
GamerScout Says

Hand-drawn alien plant people fighting for survival sounds charming until the grind sets in - a rogue-lite with genuine craft underneath a frustrating loop that rewards patience and punishes impatience in equal measure.

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About Original Journey

My first few minutes with Original Journey had me genuinely delighted. Bonfire Entertainment - a small indie team out of China whose roots trace back to a graduation project - drew this world by hand, and it shows in every frame. The Ato are round, squat little plant-soldiers crammed into mech suits, and the monochrome pencil-sketch art style that renders them, their enemies, and the hostile terrain of Planet Shadow feels like something pulled from a sketchbook left on a spacecraft. The design intention is immediately legible and kind of wonderful. That initial warmth carries you a good while before the seams start to show. Mechanically, this is a 2D side-scrolling rogue-lite built around short, procedurally generated arena stages on Planet Shadow's floating landmasses. The core loop is: drop into a screen, kill every enemy, collect loot - crystals, monster parts, scrap metal - then decide whether to push further or retreat to base for upgrades. You can dual-wield over a dozen weapons simultaneously, mapping one to each trigger: grenade launcher in one hand, shotgun in the other, or a machine gun paired with a shuriken gun if you want to feel clever. Turret placement adds a light tactical layer, letting you set up choke points while you flank. Armor comes with socketed one-use chips - buffs for HP, ammo capacity, speed - which give the loadout customization a quiet Diablo-adjacent satisfaction. Death drops your carried loot on the spot, and you get exactly one attempt to recover it before it's gone for good, a risk-reward tension that almost works. The trouble is compounding. Aiming is auto-controlled, your weapon bobbing on a fixed arc that the player cannot freely direct - uncomfortable in any shooter, genuinely painful when ammo is scarce. The mission structure leans hard on busywork: collect twenty monster teeth, walk five zones to talk to a character, walk five zones back. Repetition is a feature of rogue-lites but a flaw here because the procedural levels do not vary enough to keep those return trips interesting. Some reviewers clocked seven-plus hours in the opening forest zone alone. The bonus mission types - a racing segment, a sharpshooting challenge - feel bolted on from a different game and land as jarring detours rather than welcome variety. English localization has rough edges too: text overflow, a typo here and there, an occasional wrong character name. And yet. The art never stops being genuinely beautiful. Enemy variety is real: different movement patterns, different attack angles, parts that chip off as they take damage. The level-up system, which immediately refills your health on rank-up, produces those rare adrenaline moments where a near-death experience turns into a miraculous recovery mid-horde. The story, thin as it is, carries a melancholy worth sitting with - a species exhausting its last hope on a hostile world, and the slow revelation that the invasion is not as righteous as the briefing made it sound. For players willing to treat it like a slow-burn podcast companion rather than a focused action experience, there is something genuinely fond here. Steam lands it at a mixed 63% positive across 132 user reviews, and the Metacritic score of 66 feels accurate: this is a game with clear craft, clear love, and clear unresolved friction between its ambitions and its execution. The hand-drawn art style and the quiet moral weight of the Ato's story are things I will remember. The aiming system and the quest backtracking are things I will not miss. Worth picking up at a deep discount if you have patience for grind and an eye for handmade things that almost got there. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Rogue-liteDual-WieldTurret StrategyLoot RecoveryArmor ChipsMonochrome ArtGrind-HeavySci-Fi NarrativeArena Combat

System Requirements

Minimum

OS
Windows XP/7
Memory
1 GB RAM
DirectX
Version 9.0
Storage
400 MB available space
Graphics
Intel HD Graphics 4000
Processor
Intel Core 2 Duo or equivalent
Sound Card
Any

Recommended

OS
Windows 8/10
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
800 MB available space
Graphics
Nvidia GeForce 8800 or Radeon
Processor
Intel i5 or equivalent
Sound Card
Any

Community Discussion

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Reviews & Ratings

Metacritic
66

Game Info

Developer
Bonfire Entertainment
Publisher
Neon Doctrine
Release Date
Aug 16, 2017

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Frequently asked questions about Original Journey

Where can I buy Original Journey cheapest?

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What platforms is Original Journey available on?

Original Journey is available on PC, Mac.

When was Original Journey released?

Original Journey was released on 16 August 2017.

Who developed Original Journey?

Original Journey was developed by Bonfire Entertainment and published by Neon Doctrine.

Is Original Journey worth buying?

Original Journey holds a Metacritic score of 66/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.