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.
Made by one person. Hi, I’m Flo.
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 card at the end of every run, win or lose.
In development for Android & iOS · playtests are on the road now.
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. Shops and visitors on the road. One energy bar, one question — can you afford one more?
Battles resolve themselves. You set the conditions; they do the fighting. Winning feels like authorship. Losing is a lesson, not a punishment.
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
at the fifth fire, someone makes a promise.
One boast, one backed hero — and the mark rides their card until the last fire answers: kept, or broken.
Offer · this shop
Tower Shield
accessory — armor and health
−64%
Old stock. This price is gone at the next shop.
the shop remembers what you didn’t buy.
Nothing unsold disappears — it waits on the shelf, and old stock can go on offer. This shop, this price, then gone.
one night on the road, the fire dreams.
What an older team earned isn’t always lost. One night, it comes looking.
the road repeats. the run doesn’t.
Places
straight from the game — every scene is drawn in code, pixel by pixel. no portraits, no concept art. the fire is small and the night is honest.
…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.
It lands. Four rounds in the rain. Then whatever is waiting at the end of the road.
Fear risesthe storm passes. (maybe.)
The legacy
Every run ends at the fire, win or lose: the team is sealed as a card — 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 cards fight on: dungeons, the arena, and one weekly boss — seven blows, seven cards.
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 you’ll get word 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.