Press kit
The Long Road
a calm roguelite auto-battler about a small team, a long road, and what comes back.
Factsheet
- Title
- The Long Road
- Genre
- Roguelite auto-battler — between a spreadsheet and an RPG
- Developer
- Florian Schröder — solo developer
- Studio
- Lightweight Apps
- Platforms
- Android & iOS
- Language
- English
- Status
- In development — playtests running
- Release
- To be announced
- Price
- Free to play — power is never for sale.
- Engine
- Flutter — every scene drawn in code; no image assets, no AI art
- Session
- A full run in one sitting — usually 10–15 minutes
- Contact
- hello@thelongroad.game · where to write
- Site
- thelongroad.game
Descriptions
One line. Build a small team, walk them down a long road, keep what comes back.
Short. The Long Road is a calm roguelite auto-battler for phones. You pick a party of three, stand them in rows, and walk a fifty-round road: fights that resolve themselves, camps where you train or rest, a shop that remembers what you didn't buy, strangers who ask for more than money, and — in the last act — a storm. Every run ends by sealing the team as a legacy, win or lose. The next run inherits one of them, and over many runs, lines form: names, looks, deeds, promises kept and broken.
Long. The Long Road sits between a spreadsheet and an RPG. Battles resolve automatically — the player prepares, equips and positions, then watches; winning feels like authorship, losing is a lesson. The strategy is in the setup: who stands in front decides who the blades can reach, a visible threat weight decides who they prefer among them, and gear and training decide what a hit is worth. Between fights the game is quiet: one energy bar, a fire at every camp, small decisions that stay small — and then, rarely, one that isn't. Three roadside dilemmas can reshape a run outright: a stranger who will make the whole party stronger for a correct guess between one and ten and end the run for a wrong one; a small man on a bridge who asks which hero is your favourite and leaves with them; and, late, one that only gives. The presentation is deliberately calm — a dark, warm palette with a single ember accent, every scene drawn procedurally in code, no portraits: the player's imagination does the character work. Underneath sits a deep legacy layer: every run seals its team as a permanent legacy that keeps fighting in dungeons, a weekly boss and the arena, and passes traits, looks and even eye colour down a family line. The run is the session; the legacy is the game.
Numbers & features
The game in numbers and the full feature list are at Features — what the road holds — everything there is built and playing today.
Fair play
Free to play — power is never for sale. Purchases may add heroes, room for your legacies, and looks — never a higher power ceiling, and never what the road pays: no paid gold, no paid training boosts, no paid rerolls. The free heroes are real heroes: the whole game is tuned against them, and it is designed to be won with them.
the store is not live yet — this is the rule it will be built under.
Images
straight from the game's own scene painters. right-click / long-press to save; upscale with nearest-neighbour only.












logo & icon: the waymark (SVG) and the icon (PNG 180×180) — on the game's own dark.
no trailer yet — the game moves quietly; a capture reel is planned for launch.
Palette
one ember accent on warm darkness; rarity is the only firework.
About the developer
The Long Road is made by solo developer Florian Schröder under Lightweight Apps. He designs, codes and balances the game, and documents the decisions, the numbers and the occasional mistakes in the public devlog.