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
- 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, shops, strangers, and — in the last act — a storm. Every run ends by sealing the team as a card, 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; 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. 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 card 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.
Features
- Auto-battles you author: position, gear and training decide the fight before it starts.
- Rows that matter: who stands in front decides who the blades can reach; a visible threat number tilts who they find.
- A fifty-round run with a real dramatic arc — a promise made at the fire, a storm you see coming for twelve rounds, and whatever waits at the end.
- A permanent legacy: every run seals a card; heirs carry lines forward across generations.
- Cosmetic heredity: eye and hair colour pass down, skip generations, and can run true — with zero effect on stats.
- Deeds, not scores: the lifetime record counts named things that happened, each worth exactly one.
- All art drawn in code: procedural pixel dioramas, one ember accent, no portraits — imagination-first.
- Short, honest sessions: no timers, no pity meters, no execution skill — odds are stated in words.
Fair play
Free to play — power is never for sale. Purchases may add heroes, room for your cards, 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 mistake in the public devlog.