Europe, 1948: myth-scarred ruins, night-sky abysses. Chitinous cities embrace the Change, or struggle against plagues of leaf and amber. The golden Incorporates of the US wage a cold war against the star-touched Ministries of the USSR. And there you are, guiding a carnival of wry, bold, complex characters through seaside sanitarium, Alpine castle, grave, hive, lignified cityscape.
Twelve years ago in the deep Cracow winter, you were hollowed out by the Worms from under the world. So you had to go away for a while. You're back, and you've brought something with you - something curled inside you - something that will open the way where others can't go.
"The world breaks everyone and afterward many are strong at the broken places."— Hemingway
Travelling At Night is a dialogue-driven choices-matter combat-free CRPG in the tradition of isometric greats like Disco Elysium, Planescape: Torment, and Fallout 1 2: forty-plus hours of notably replayable noir-myth narrative. Guide an occult carnival on a pilgrimage to locate buried power that could alter the balance of the Cold War. Assign that power as you see fit.
Your past is long, and it's not done with you yet. Your heart tells you one thing, and the night another. Are you driven by remorse? Compassion? Ambition? The decision is yours.
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.
Reviewing and rating will be enabled as soon as the game is released.