Choose three
Pick a small party at the Gathering and stand them in rows. Who stands in front decides who the blades can reach — half the fight happens before it starts.
Hi, I’m Flo. And this is...
Build a small team. Walk them down a long road. Keep what comes back.
A calm auto-battler: a full road in ten to fifteen minutes, fights that resolve themselves, decisions that don’t — and a legacy at the end of every run, win or lose.
In development for Android & iOS · playtesting is currently underway.
The road
Pick a small party at the Gathering and stand them in rows. Who stands in front decides who the blades can reach — half the fight happens before it starts.
Camp by camp: fight, train, or rest. A shop that remembers what you didn’t buy, and puts old stock on offer. One energy bar, one question — can you afford one more?
Battles resolve themselves. You set the conditions; they do the fighting. Every loss tells you what to try at the next camp.
At the last fire, seal the three as a legacy. Choose an heir and hope the best of them carries forward. Keep the line walking — or leave it behind.
The gathering
Each hero brings one signature skill. Pick the three you’d send down the road, then see which parties everyone else would take.
12 heroes3 seats220 different parties
choose three for the road.
three seats are waiting.
your next party replaces this one.
The road’s habits
some things happen every single run, on the same round, and no two runs get the same answer out of them.
at the fifth fire, someone makes a promise.
One boast, and you back one hero to make good on it. The mark rides with them the whole way; the road checks in on it twice and answers at the last fire — kept, or broken. From the fifth fire on, you are watching one hero a little closer than the other two.
halfway down the road, everybody drills.
Pick a stat, warm up, then decide how far to push it. Every press pays more than the last — and is more likely to break. The odds are right there before you choose. Walk away when you're happy, or keep going.
one night on the road, inspiration hits.
They dream of the ones who walked before them, and something the old team earned but failed to hand down gets one more chance to arrive. First run of all, with nobody behind you? You get the dream anyway, and it tells you what you are missing.
the road repeats. the run doesn’t.
Crossroads
and might not. most roads never meet them — and the ones that do are the runs you tell somebody about.
a stranger at a fork asks you to guess her number.
Guess right, and every hero you have gets stronger on the spot. Guess wrong, and the road ends there, sealed where it fell. She names the price before you choose. Walking on costs nothing — she does not follow.
a small man on a bridge asks you to name one.
Answer, and they leave with him. You walk four rounds with two heroes, and then a stranger on the road asks for the empty seat — you can turn them away. Meet him again on a later run and he will not simply believe your answer: he has been watching who you trained, who you named, and who you made the promise about.
there is one more. who knows what it holds.
Places
straight from the game — every scene is drawn in code, pixel by pixel. the fire is small, the night is honest, and the faces are yours to imagine.
…the wind turns.
From a long way out there is something on the eastern sky. Nobody at the fire talks about it. When it is close, you get one trip to gather what you can — and you will come back with less than you need.
Then the rain comes. Four rounds to make it through. And something waiting at the end.
Fear risesthe storm passes. (maybe.)
The legacy
Every run ends at the fire, win or lose: the team is sealed as a legacy — their gear, their look, the promise they kept or broke, the deeds the road counted.
The next run takes one of them forward as an heir — and a chance at what the old team earned. Lines form over generations. Names are given, rarely, and remembered. Sometimes a grandmother's eyes come back two runs later.
The run is the session. The legacy is the game. Sealed legacies fight on — in the dungeons, the arena, and at the Camp.
Three horizons
some of this you bring home tonight. some takes the week. some is still growing years from now.
tonight
One road, ten to fifteen minutes.
this week
A handful of runs, and the legacies they leave.
the long way
The part that takes a while.
one evening at one end, a hobby at the other — and it is the same road.
rarely, the road offers a colour.
A dye changes what your heroes wear — at the fire, in the fight, on the sealed legacy. Found once, it is yours for good. And a legacy keeps the dye it wore, so whoever it fights, however far ahead, meets it dressed.
From Flo
I wanted a game I could finish in a break — and still care about months later.
I love the beginning of games. The part where every choice matters, where a strange build might work, where you are still discovering what this run could become. I wanted to keep returning to that feeling instead of eventually watching numbers grow so large they stop meaning anything.
So The Long Road keeps bringing you back to the start.
A run takes around ten to fifteen minutes. You choose three heroes, work with what the road gives you, make something out of it, and eventually let it go.
Then you start again.
But not everything is gone.
A hero can remain. A name can return. A lineage can grow. Something you built ten runs ago can still matter today.
I also wanted a game where spending money never decides who gets to be strongest. Everyone should stand on the same road. More heroes can give you more ways to play, but not a higher power ceiling. If someone reaches the top, I want the difference to be what they learned, not what they spent.
And I don’t want The Long Road to be something you finish and uninstall.
I want it to become a small ritual.
Ten minutes while you wait for something.
Three runs before bed.
Or eight hours on a quiet Sunday because you keep thinking, one more — I know what I want to try this time.
The Long Road is a world I want to keep building for years. New heroes, new places, new decisions, new strange little things that become familiar over time.
Some of those ideas will come from me.
Some will come from the people playing it.
The game will change.
The road will get longer.
But the idea underneath it should stay simple:
short runs worth replaying, decisions worth learning, and a world worth coming back to.
The devlog
one short note per patch — real numbers, real reasons, side effects included.
The other direction
I’m building The Long Road alone. If there’s something you’d love to see — or something that feels wrong — send me an idea. I read these.
Before the road opens
Leave an address and I’ll write when the road opens — one mail at launch, maybe two before it. Nothing else, ever.
The fire caught it. One mail is on its way — open the link in it and your name is at the fire. If it does not turn up, look in the spam folder.
That does not look like an address — check it and try again.
The fire did not catch that. Try again in a moment.