Travelling At Night

Travelling At Night

About the Game

A choices-matter combat-free CRPG from the creator of CULTIST SIMULATOR, BOOK OF HOURS, SUNLESS SEA and FALLEN LONDON.

Europe, 1948: myth-scarred ruins, night-sky abysses, and the golden Incorporates of the USA locked in a cold war against the star-touched Ministries of the USSR. Twelve years ago in the deep Cracow winter, you were hollowed out by the Worms from under the world, and so you had to go away. Now you're back, but your past is long, and it's not done with you yet.

Travelling At Night is a CRPG in the tradition of isometric greats like Planescape: Torment, Shadowrun and Disco Elysium. Guide wry, bold, complex characters on a secret pilgrimage through snow, chitin, opera, amber. Unbury powers that might alter the balance of the Cold War. Your heart tells you one thing, and the night another.

  • CHOOSE your Career and Passions. Are you an exorcist driven by Sorrow, a stage magician seeking to feed your Appetite, or a physician who can't resist Curiosity?

  • COMBAT? No. After six years of war, there's been enough of that for now. But there are still plenty of ways to die, and as anyone who's lived through the War in the World can tell you, there's worse things than death.

  • EXPLORE the wonders and horrors of a Europe changed forever by the War in the World and the War in the Sun.

  • BUILD your character from sixteen very different skills. Dignity is essential for physicians who need to be taken seriously. Spivvery is the only way to ensure a hot meal in a cold world. Any writer will tell you that Sophistication is useful, somehow. And everyone knows Skolekosophy is the study of things that shouldn't be studied.

  • FIND Memories and Signs as you roam the ruins, or glean them from your conversations with NPCs. Use them to grow your Skills and Passions, developing your character along the lines that run shining into the dark.

  • CONSPIRE WITH OR BETRAY the Incorporates, the Ministries, the remortals of the old order. Sell them the power you've unearthed, keep it for yourself, or surrender it to something new.

  • CONCLUDE with your choice of alliance, consequence, destination. Uncover multiple endings; see the consequences of difficult decisions made from different motives in each playthrough.

Weather Factory is Lottie Bevan and Alexis Kennedy, plus an orbiting cadre of talented freelancers. Our thing is abyssally deep indie narrative games. We made Cultist Simulator, BOOK OF HOURS and The Lady Afterwards. Alexis was also creative director and lead writer on Fallen London and Sunless Sea, and did guest writing gigs back in the day for BioWare, Paradox and Telltale.

Initial Release