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The Long Journey Home Review

by Alex Fuller · November 30, 2018

Are We Nearly There Yet?

Originally released for PC last year before making its way onto consoles this November, The Long Journey Home is a different title from what many have come to expect from Daedalic Entertainment, a developer and publisher more renowned for its various adventure titles. Tasking players with guiding a ship across the far reaches of space, The Long Journey Home never attempts to make its journey particularly thrilling, but the deliberate pacing combines well with its risk-versus-reward elements and the simple enjoyment of travelling the stars.

The Long Journey Home begins with players selecting the crew, spaceship, and universe seed for a mission to test a new faster-than-light drive. There are ten potential members to fill out the four available crew slots, each with their own item and skill set, as well as three spaceship and lander options providing different attributes in terms of speed, cargo space, and so forth. As the title alludes to, the test does not go quite as planned, and the crew find themselves and the ship far, far away from home. Left to their own devices, the crew must try and find the way home while dealing with dangerous locations, limited resources, and aliens of the friendly and not-so-friendly varieties.

The universe seed is the primary factor that will affect a playthrough of The Long Journey Home . It determines what players will be able to encounter, from the alien species present to the general makeup of the stars and galaxies they will be roaming in. This leads to a wide variety in difficulty between playthroughs, with certain seeds being far more welcoming to new players than others. However, there is always an element of luck to things, and even on an easier seed and with the game’s story difficulty setting, there will be many opportunities for the journey to end prematurely.

the long journey home best crew

Successfully slinging the ship between planets is highly satisfactory.

The structure of the game has players jumping from star system to star system, stopping off at planets, space stations, and asteroid fields to find resources, investigate points of interest, or take on small jobs. Gravity plays a big part in travelling between locations in the star system, and players are heavily encouraged to make use of gravitational slingshots wherever they can to ensure they don’t needlessly waste fuel. Once players have successfully gone into orbit around a planet or moon, they can send the lander down to the surface, where it will have resource points that can be gathered and maybe other points of interest such as an alien settlement or set of ruins to explore. The structure is decently paced, with planetary stopovers always being a quick in-and-out, and it makes for an engaging journey where it can be easy and enjoyable to get sucked into a mindset of “just one more system…”.

The game’s controls are nice and straightforward, but one of the few annoyances comes with controlling the lander. Some planets are more hostile and difficult to land on than others, some having high gravity or winds, others prone to earthquakes or lightning storms, with players able buy and attach modules to the lander to help against these. However, the game always seems to enjoy throwing the lander down at high speed, so that even a lander that has in theory been modified to cope with the conditions will still be flung onto the surface despite the player’s best attempts. In these cases all players can do is hope the damage isn’t too severe and just carry on. It’s understandable that the game is promoting a sense of risk-versus-reward on using the lander, but it’s nevertheless frustrating, particularly given how much more enjoyable and comparatively friendly interplanetary travel is.

the long journey home best crew

Combat encounters are not worth actively seeking out.

Though there are some interesting quests and pieces of lore to discover, there isn’t much of a narrative to The Long Journey Home . Part of this is because quests and jobs often require that players go out of their way to complete them, which is generally a high risk to take considering the limited resources available and the propensity of the ship to be damaged through wear and tear when it jumps. Even on the friendly seeds, money needed for repairs can be hard to come by and so time spent going back and forth in one sector can be very costly in the long run. There are very few named characters in the game, and those that are named generally appear for a single quest before they disappear and are never heard from again. The Long Journey Home is undeniably more about trying to survive the journey above anything else, but there’s some interesting variety to the alien species that can appear, with some enjoyable writing and inconsequential banter between the crew that appears from time to time.

Crew members don’t gain any new skills on top of those they come with; anything they can do to help depends on items picked up throughout the voyage. The main concern is keeping them alive, as various things such as radiation from stars and heavy lander impacts can cause injuries, five of which will cause that crew member’s death. Instead, any progress comes from what helpful items players are able to attain, and crew members can be help get these. For example, Ash is able to turn alien flora into medical items, used to heal aforementioned injuries. Meanwhile, players can also buy new modules for the ship or lander that will provide bonuses such as improved radiation shielding. It all follows the theme of survival above anything else.

Combat is not very interesting and more often than not best avoided. Combat will see the ship come up against another ship, usually bigger, which may itself spawn additional smaller ships. The ships then fly around each other, shooting in pre-defined directions — the default weapon has the player ship fire up to four projectiles directly port and starboard, with players able to buy upgrades from a very limited selection of weapons and shields — then recharging before firing again. If players win, they may be lucky enough to receive a paltry set of credits or resources that may just about cover any repairs. If players lose, then it’s time to rewind back to the start of the star system or start the entire journey anew. The combat itself is straightforward, but is rarely worth the time and effort.

the long journey home best crew

Some planets have very pretty backdrops, but be prepared to see similar ones elsewhere in the galaxy.

There’s not too much to say about the audio in The Long Journey Home . The best thing to say is that the atmospheric music tracks do a nice job combined with the gravitational simulation to make the journeys between planets nice and chilled out. Sound effects are fine, but there’s no voice acting, though given the general lack of narrative in the game, there isn’t much to be gained even if it was present. Visuals also do the job well, with a nice and clear UI, but the positives reduce out over time. Some planets are pleasing to look at, but by the time players are through they will have seen all the templates multiple times. The same goes for the alien species, there is good variation between them, but just one design for each species and nothing to distinguish individual encounters.

The Long Journey Home doesn’t outstay its welcome. A successful journey should take most players around ten hours, which is a good length for those who just want to get home and enjoy the accomplishment while the gameplay cycle remains enjoyable. Meanwhile, the way the universe is generated with seeds means that those who are interested in seeing everything the game has to offer as well as find new challenges have many reasons to keep coming back. It never offers the most in-depth or exciting gameplay moments, but the overall experience of The Long Journey Home is an enjoyable one.

the long journey home best crew

Good at sucking players into the journey

Using gravity is fun

Combat feels like an afterthought

Some lander annoyances

Tags: Daedalic Entertainment PS4 The Long Journey Home


Alex Fuller

Alex joined RPGamer in 2011 as a Previewer before moving onto Reviews, News Director, and Managing Editor. Became Acting Editor-in-Chief in 2018.

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Wot I Think: The Long Journey Home

Star Trekkin'

It's not all that long, the journey, but it is very busy. About six hours might do the trick, but you're likely to get distracted along the way. Part Star Trek Voyager and part The Odyssey, The Long Journey Home [ official site ] puts you in charge of a small crew who have been stranded far from Earth due to a tech malfunction, and must make their way home, making friends and enemies along the way. Though it's clearly inspired by the likes of Star Control and Captain Blood, I've found myself thinking of No Man's Sky as I play. Here's wot I think.

TLJH is one of those games that feels like lots of mini-games stitched together. There's some basic resource management, Thrust-like planetary landings, conversations with alien races, combat, and star system navigation. It's a game that could easily end up being less than the sum of its parts, but the structure of the journey itself ties everything together and makes each decision and challenge important. Whether you're figuring out if a diversion to save a plague-ridden planet is worthwhile or even a realistic possibility given how limited the essential resources needed to keep your ship running might be.

the long journey home best crew

There are four things to consider. Your crew are a primary resource and as they pick up injuries, your journey becomes more perilous. Those injuries come from rough landings, risky flying, certain encounters and ship-to-ship combat. People are your most precious resource, and are irreplaceable, though they can be healed if you find the appropriate items.

The other three resources you'll need to trek across the stars can all be picked up along the way and the core loop of the game involves ensuring you gather enough of each at each stop along the route.

First of all, you'll need fuel to move within systems, and to send your single-seater lander craft down to the surface of planets. It's planetside where you'll find the gases, metals and minerals that are used for refuelling and repair, but you might also want to visit some planets as part of a quest chain, or on the off-chance there'll be some mystery to uncover. But, yes, fuel is of vital importance, and you'll use it to move between planets and find it on planets.

And then there's a second kind of fuel that lets you jump between systems. The ingredients for that are found on planets as well, and you'll always have a fairly good idea what you're going to find once you settle into orbit. A scan tells you what kind of resources to expect, and what quantities they might be found in, and information about inhabitants, atmosphere, weather and overall threat level.

the long journey home best crew

If a planet has firestorms, high winds and scarce supplies, it's probably not worth risking your lander and crew. You can repair both your ship and lander, and that's where the third resource, metal, comes into play.

On one level, that's how The Long Journey Home works; you travel from place to place, gathering enough resources to ensure you can make the next jump, or survive the next tricky landing in order to get the fuel to make the jump. That's where it reminds me of my hours with No Man's Sky, a game in which I never cared for the journey so much as the destination. The lure of discovering new species and biomes was powerful, for a few days, and part of the attraction was knowing that everything I saw mine and mine alone. Discoveries born of code and procedural design.

There is randomisation in The Long Journey Home as well, but it affects the order of things rather than the things themselves. The systems you'll pass through on your way back to our solar system are different each time, but the things within them are hand-crafted. There are several species to encounter, all with their own stories, dialogues and quest chains. Those quests range from delightfully silly interstellar quiz shows and tests of strength to genocide and flirtations with transcendental beings. What they all have in common is a sense of mischievous wit in the writing, which is courtesy of RPS columnist Richard Cobbett, a man who has forgotten more about RPGs and their tropes than most of us have ever known.

the long journey home best crew

The combination of resource-gathering and wordy adventures is an odd one, but it's mostly successful. At worst, the actual business of scooping up fuel and minerals becomes busywork, interrupting the flow of a quest, and the limited number of encounters means that you'll start to see repetition after a few playthroughs. Thankfully, running into aliens you've already met on a previous journey doesn't mean you're in for an identical story – some encounters have fairly predictable outcomes, but some branch and twist, and there are even emergent qualities to some stories, which can be derailed or unexpectedly collide with one another.

There's a lot to like in those encounters but it's hard to escape from the feeling that the actual machinery driving the game is simpler than I'd like it to be. If you come for the stories, you still have to do the work in between them, as if visiting a library with a byzantine membership system that requires you to sign up again every time you want to borrow a book.

the long journey home best crew

Take the lander sections: they're beautiful and simple enough, rarely taking more than five minutes to complete, even if you actually explore the surface and have a mini text adventure rather than just scooping up resources before jetting away. But they're also repetitive and a couple of mistakes can make the cost of landing heavier than rewards. I'd describe The Long Journey Home as a difficult game, given how hard it is to get home, but it's an oddly pitched difficulty. I'm more likely to peter out than to explode in a blaze of glory or perish in a calamitous misadventure.

Simply put, getting home is hard work and even though there are loads of amazing adventures to be had along the way, you'll also be carrying out a lot of maintenance. Think of this more as a warning than a condemnation because I'm still enjoying the game after thirty-five hours of playing. There's something quite soothing about the repetition that puts Long Journey Home into my Podcast Pile – which is to say, the pile of games that I play while listening to podcasts. That's not a bad pile to be in given how many podcasts I listen to every day.

the long journey home best crew

And, yes, it still reminds me of No Man's Sky, but with these discrete mini-games instead of the arduous walking and gathering and crafting and inventory juggling. It also feels like a successor to Digital Eel's Weird Worlds: Return to Infinite Space, and a stronger one than the actual sequel. There's not quite enough here to win me over completely, but there's more than enough to make the numerous trips I've made worthwhile, and part of the charm is in never knowing if there's anything left to discover. The stars are strange and home to many mysteries and it's tempting to stick around until I've seen them all. But keep in mind that there's lots of work to do along the way.

The Long Journey Home is available now for Windows, via Steam and GOG .

Disclosure: Richard Cobbett wrote the words and has a regular column on RPS that I edit most weeks. The fact that I have to look at so many of his words as part of my day-job and actually enjoyed playing a game that was stuffed with even more of them could probably be seen as a compliment.

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The Long Journey Home

The Long Journey Home

There’s something already so hopeful in the musical score, even from the main menu. There’s a hope. There’s a dream of the stars in these notes. There’s something making my spirits soar when I hear it.

I assemble my crew. I can select only four of 10 potential crew members. These are the four IASA crew that will embark on humanity’s first interstellar jump to Alpha Centauri. So I choose Siobahn, an archeologist, someone with her heart and mind on earthly things. Then I choose Malcolm, a pilot, someone with his heart and mind on the skies. Third, I choose Kirsten, an astronaut, someone with her heart and mind on the stars. And finally, I choose Nikolay, a researcher, someone with his heart and mind in labs and books. I’m not having to choose between a balanced role-playing party of wizards, warriors, and thieves, but an impossible-to-balance party of brilliant minds and brave hearts.

My archaeologist looks like a nerdy Lara Croft, my pilot looks like a football coach, my astronaut looks like she’s chilling in a Mass Effect hoodie, and my researcher looks like Ernest Hemingway in a lab coat. I think I’m already in love with these guys.

Next, I get to—no, wait—I get to select from a row of ships? Good choice, letting me take ownership of this small aspect of Project Daedalus. I’m pleasantly surprised. There are three ships to choose from: The ISS Ulysses (I knew there’d be a reference to Homer’s Odyssey in here) is the game’s poster boy ship and a great all-rounder; the ISS Endurance (possibly named after the first trans-Antarctic expedition) is more of a tank, with thick skin and short jump range; and then the ISS Discovery (possibly named after the space shuttle Discovery, which launched and landed more missions than any other spacecraft to date), is an agile long jumper that probably can’t take a joke, let alone a laser blast.

Having no idea what I’m getting into—this being my first mission and all—I choose the Ulysses, knowing that I need a ship that can float somewhere in the middle. I flip through a selection of color choices, another nice customization, and settle on a blue, white, and charcoal palette that reminds me of the LEGO Cosmic Fleet Voyager box set I owned as a kid.

the long journey home best crew

And a lander? I get to choose a lander, too? This is one of the best set of character-generation screens I’ve ever gone through. I quickly select the ISV Serenity just because. And by “just because” I mean “of course I’m going to choose anything paying homage to Firefly, the best sci-fi western of the 21st century.”

But they’re all going to die soon. And it’s going to be all my fault.

My four crew members engage the jump drives. They blast off toward Alpha Centauri. Then, mid jump, disaster strikes. The ship is getting wrecked. And instead of landing near Alpha Centauri, they’re shoved tens of thousands of astronomical units from Earth, on the far side of this procedurally generated roguelike galaxy. It’s going to be a long journey home.

To do so, I’ve got to harness my crew’s disparate talents, planet hop across star systems, lunar land my way onto planetary surfaces to collect resources, repair, refuel, and then make the next jump. There are well-established aliens wherever we go. Some of their advice helps. Some hinders. They barely like each other, let alone me, this unknown alien species that ended up in their neighborhood by accident.

the long journey home best crew

So, I go about the nasty business of surviving. That’s going to require resources to refuel and patch up my ship, refuel and patch up my lander, and keep the jump drive operationally happy. Flying with a top-down view of each solar system makes it feel like I’m sailing across a galactic putting green. Gravity wells surround every heavenly body. Asteroids harbor a small amount of resources, as do planets, and, in a dangerous and ill-advised fuel-scooping process, so do the stars themselves.

Finding a good speed and trajectory to orbit around planets is tricky. You’re gauging your velocity, applying reverse thrust to slow down, tweaking your route around a planet’s gravitational pull, then locking in a steady orbit. You won’t be very good at it, at first. It takes some practice. If you’re me, you’ll bounce around a planet, knocking your crew around the inside of your ship like Altoids in a tin. It’s rough. You’ll get better at it. But not before breaking a few ribs and earning a few lacerations. You won’t have enough first-aid kits to go around either. This is how your first attempt at The Long Journey Home begins to end.

Once you pull off a steady orbit, then it’s time to take the lander down. You assign a pilot and send that person to the surface. It’ll be any number of randomized locations, but it’ll feel like half of them are a volcanic hellscape of gale force winds and unlandable mountain peaks. This, of course, is not true. There are plenty of low-risk, very landable planets. But it won’t feel like it at first. You’ll cringe when your lander hits the ground at reentry speeds. You’ll noticeably clinch your teeth when your lander pilot registers a concussion. Then you’ll hopefully inch your way, carefully, to a marked location with precious few resources to harvest. There won’t be enough resources to refuel and repair everything. There never is. You’ll get a fuel warning. The lander is down to 15 percent or less in its fuel tank. You’re not going to make it back to that third location. So, you shoot back up and out of the atmosphere, returning to the main ship. The scrape for survival has begun.

the long journey home best crew

The game doesn’t want to formally introduce me to the many screens it has. Tabs on tabs on tabs, yet I’m expected to go in there, poke around, and wonder why nothing’s happening when I do poke around. To explain, The Long Journey home is a roguelike, but you don’t get a “new game plus” with a new piece of gear to help you on your next run. The “loot” is the knowledge you gain along the way. You learn this screen does this, that resource does that, and this alien really doesn’t appreciate it when I compliment/insult/approach them/myself/that other alien race they share the galaxy with, especially when I have the saving solution/genocidal formula/deus ex machina in my cargo hold.

The game can’t, and won't, teach you everything in tutorial after tutorial. Thank goodness. Were that the case, you’d never get started on your doomed mission. But you’ll have to be patient with yourself. You know so little going into this. You’re going to die, sometimes horribly, often unceremoniously, many times before you get the hang of any of this. It feels like you’re getting nowhere. It feels like you’re shaking your head in disbelief that you’ve reached the end of your fuel reserves, again, and your only backup solution is to do an EM scoop around a radiation-happy star that’s no doubt, 100 percent, going to give one, if not two, of your crew members some severe burns.

My first mission log went something like this:

Nikolay Lebedev got some broken ribs on his first planetary landing. It was rough going with the lander on a high-gravity planet. He died on the next planet, however, which was a fiery hell wracked with gale force winds. Malcolm Winters, my certified Air Force pilot, died the very next day, the lander blowing up with him. Again, I seem to only run into planets with Hurricane Katrina already whipping through. So I returned to the Entrope Harvester—a massive space station run by a robotic race—to craft another lander from blueprints. No button I pushed, no conversational tree I pursued, would get that lander built. No idea what I’m missing. [ I missed a button. -Ed ] I tried jumping in and out of the system again, hoping it would reset my “timed out” conversations with the robotic Entrope. But I ran out of fuel, attempted a fuel-scooping maneuver around the local star, then burned up when I hit the surface, but only after taking severe radiation damage from the whole Wile E. Coyote maneuver.

the long journey home best crew

I’ve figured out a thing or two since then. But yeah, that first mission didn’t go so well. It won’t go well for you either. Just learn what you can. Take that knowledge with you. You won’t make it home on your first try. Probably not on your second either. If you’re like me, then seven or eight attempts won't be enough to ever see Earth again. Enjoy it.

Communicating with aliens is simple. Not that their reactions are predictable, though. Like when I spoke with the very mean and generally unfair Ilitza people. They called my ship a garbage scow and thought my meeting with them was, at best, “inevitable.” So I praised them. They told me to keep my praises. So I insulted them. They told me to get out of their house.

Extraterrestrials, am I right?

The story vignettes are a highpoint. Planetary surfaces house valuable gasses and minerals, but they house even more valuable sci-fi story bits. Your lander pilot, through text-adventure-style communications, will delve into alien ruins, carve their way through alien jungles, and find artifacts, parasites, or, sometimes, nothing at all. The conversations with extraterrestrials are informative and occasionally tiresome—even they think so and will frequently cut you off—but the Arthur C. Clarke School of Exploration is money well spent on the game’s writers.

the long journey home best crew

The Long Journey Home, however, could use a little more consistency in key mapping. Push W to open map; push E to close it. Tab to open ship menus; both Tab and E to close them. There’s an entire screen to assess the condition of your lander, a second screen to repair it, and yet a third screen to assign a pilot. The game is intent on keeping each screen simple. That, however, means there are too many screens to do what you need to do.

The Long Journey Home isn’t always fun. I don’t think it’s meant to be. Its musical score soars with hope. Its crew keeps its chin up pretty well. And yet, getting better at this game isn’t always as rewarding as I’d like it to be. Reloading saves and generally gaining in knowledge and ability is comforting, but it’s getting harder and harder to put a smile on my face while making the trudge home. Yes, I’m better at landing, better at navigating, and better at fighting. But instead of insisting on finding my way back to Earth, I’m a lot like my ship, constantly running out of fuel.

The Long Journey Home is a roguelike sci-fi survival simulator fueled on hope and hopelessness. Bring them home, commander. But be ready to die a hundred deaths before that ever happens.

Rating: 8 Good

* The product in this article was sent to us by the developer/company.

The Long Journey Home

About Author

Randy gravitates toward anything open world, open ended, and open to interpretation. He prefers strategy over shooting, introspection over action, and stealth and survival over looting and grinding. He's been a gamer since 1982 and writing critically about video games for over 15 years. A few of his favorites are Skyrim, Elite Dangerous, and Red Dead Redemption. He lives with his wife and daughter in Oregon.

the long journey home best crew

The Long Journey Home review

A punishing resource and repair system gets in the way of the long journey home's characterful exploration., our verdict.

A savage, sometimes frustrating space exploration game that succeeds because of beautiful design and a compelling universe.

PC Gamer's got your back Our experienced team dedicates many hours to every review, to really get to the heart of what matters most to you. Find out more about how we evaluate games and hardware.

What is it: A procedural space exploration and resource gathering game where everything will go wrong. Publisher: Daedalic Entertainment Developer Daedalic Studio West Reviewed on: Windows 10, 16GB RAM, Intel Core i7-7700, NVidia GeForce GTX 1070 Expect To Pay: £34 / $40 Multiplayer: No Link: Official site

One of my favourite moments in The Long Journey Home happens before I take off. I spend 15 minutes analysing the characters, picking the ones I’d tolerate being trapped with, trying to work out if there was a secret reason I should take a potted plant into the space. It didn’t matter. Three hours later they were all dead from burns and/or suffocation. This doesn’t mean that what came after was bad (apart from the deaths), but just that the game does a smart job of defining the gravitas of your mission. You’re going into space and, despite the name, you’re probably not coming back.

Your four adventurers are flung to the far side of universe and must navigate their way home by farming resources, maintaining their ship, and negotiating with a selection of distinct alien races. The journey is different each time, and their are loads of combinations of crew and craft, so there’s no ‘right’ way to play it. (Although I discovered multiple times there’s definitely a ‘wrong’ way.) The Long Journey Home largely delivers on the promise of grasping and desperate journey across space, but it’s deliberately tough. Your crew will die. Your equipment will break. Aliens will take your things. 

I went into the game expecting the difficulty to be high, but there are times when the balance feels off. You gather resources by dropping your lander onto planets, drilling for metals, and sucking up gases like a vacuum cleaner. You’re given a description of each planet before you land, so you don’t have to be reckless, but it’s always a risk. Any errant bumps and crashes can cause injuries to your pilot which can only be cured with expensive medpacks. Each excursion only takes a few minutes, but it’s still a gruelling, repetitive way of gathering essential resources, and it isn’t always fun. Variables such as convection, which blows your lander off course, only compound the frustration. I pimped my lander to reduce the effect of wind, but I started to dread the threat of landing on a planet’s surface. Sometimes, you have no choice but to brave the most difficult planets, and it often results in disaster.

the long journey home best crew

Gathering essential resources can be a chore, but it’s not the only way to play the game. The Long Journey home is full of alien encounters, which feel like the heart of the game. You could push through by just collecting resources, but interacting with the aliens and completing tasks feels like the more rewarding route. I searched for lost artifacts, located stranded explorers, and helped religious zealots wipe out alien infestation. It felt more righteous than that reads. Each encounter feels different and the aliens are all different, so you get real sense of the universe being inhabited by creatures who were there before you. Being able to actually talk to the aliens helps, too—it’s precisely the thing I felt No Man’s Sky lacked, and it brings this universe to life. 

It’s a bright, interesting system to explore. Characters are crisply designed, and I got a strong sense of who everyone was just by looking at them. Planets are striking and varied. The music makes everything you do feel important—even asking a crewmate what they think about a medicinal slime takes on a cosmic significance. But it’s the story that stands out, adding definition and reason to a world that would otherwise seem soulless. It’s good enough, in fact, that sometimes I wished that I could enjoy it without all the broken bones, fuel ruptures, and suffocation. The unpredictability can feel punitive.

Likewise, some of the random, wear-and-tear problems your ship experiences feel mean-spirited. Mechanical failures are common, and they’re expensive to fix. There are also occasions where it feels like a solution should come quicker than it does. I foolishly accepted a gift from a suspiciously-friendly race of infectious plant monsters, because I didn’t want to seem rude—even in space, it’s important to remain civil—and I had to watch as my crew slowly became infested, aware of the issue but unable to fix it. Each playthrough is defined by the things that go wrong, which makes the game striking and memorable, but too often the resources needed to fix problems are too precious or too rare, and the game piles misery upon misery. 

Despite this, I like the game enough to keep coming back, and I’m ready to start my fifth (certainly doomed) attempt to get home. Each journey is a learning experience, and the vague promise of success is enough to keep me interested, even if half the missions end up with me screaming at my lander as it blows around like a duckling on a windy day. If nothing else, I won’t rest until I find out what that bloody plant does.

Disclosure: PC Gamer contributor Richard Cobbett worked on The Long Journey Home.

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The Long Journey Home

the long journey home best crew

Originally posted by RocketGrrl : How do you do any of that stuff?
Originally posted by RocketGrrl : And if you tell me to go trading with other aliens, selling resources gets me next-to-nothing. Resource gathering is just too damned difficult because there is almost nothing to gather that's worth anything.

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Project Daedalus: The Long Journey Home - Review

Never tell me the odds..

The Long Journey Home Review - Project Daedalus: The Long Journey Home

According to one of my playthroughs of the roguelike The Long Journey Home, humanity's first meeting with an alien species took place between the crew of our first interstellar vessel and a squat little glukkt trader named Mendarch. Here it was: the chance of enlightenment and the promise of advances in science beyond our wildest dreams. There was a whole unspoken history in his calling our place the galaxy the "prohibited sector." And what were the fruits of that first mission? He offered to loan me 600 galactic credits and only told me that he expected 200 credits in interest after we finished the transaction. Aliens will be human, I guess.

That's the fun part of The Long Journey Home, and the glukkt are but one of a long list of races who approach your ship with intentions both malevolent and magnanimous. Unfortunately, I had to fight to enjoy these moments. There's a great premise at the heart of this adventure, but it gets smothered under the weight of frustrating and tedious minigames which require ridiculous feats of precision and patience and wear out their welcome long before you ever reach Earth – if indeed you do. I never quite made it all the way back home (though I came close a few times), because this is, after all, a game designed to be a tough and often unfair adventure through the stars, giving you stories to tell of your brave crew’s sacrifices. It does that, but the story was always more about just scraping by until the end, with few climactic triumphs to keep the mood from getting too dire.

The odds are stacked against you as highly as a Corellian freighter navigating an asteroid field.

The Long Journey Home never lets you forget the odds of making it back to Earth after a malfunction sends you to the other side of the galaxy are stacked against you as highly as a Corellian freighter navigating an asteroid field. Even if you were to perform the aforementioned minigames to perfection (and I'd love to have your autograph if you do), you still have to contend with ship components that randomly break with resources that never seem to be more than stingy. You can alter your chances somewhat by carefully choosing which of 10 available crew members (with distinct personalities and professions ranging from astronaut to archaeologist) you want to fill the ship's four seats, but it'll always be rough going considering that the far reaches of the galaxy aren't exactly stocked with components for human technology.

On the bright side, it's crammed with folks like our glukkt usurer. It's a good thing, too, as our adventurers would be up the Milky Way without a paddle without them, to say nothing of the Mass Effect-style relays that shuttle between star systems help as well (usually for a price). Other races include the reeves, who once offered to buy one of my crew members as a slave in exchange for some galactic credits, or the seemingly super-chummy plant-like mizzurani, whose gift of "free" fuel for my jump drive ended up "infesting" my astronaut after I had her install it from my cargo inventory.

These close encounters deliver The Long Journey Home's best moments, and the excellent writing involved helps lend it a storytelling strength seldom found in roguelikes. Often even the bad encounters left me smirking, such as when Dark Mistress Zacherraza of the Reeves responded to my refusal to sell a crewmate with a petulant "Fine, be that way." End transmission. These stories and the character art that accompanies them are more personal than the majority of what you’d find in the thematically similar FTL: Faster Than Light .

Unfortunately, those interactions turn out to be a fairly small part of The Long Journey Home. The vast majority of a playthrough involves either easing the ship into a planet's orbit or sending the lander down to a planet's surface to scrounge for gases and metals needed to refuel or repair the craft, or to pick up the "exotic" matter needed to power the jump drive when I wanted to port to a neighboring star. Both minigames are 2D and factor in a given planet's gravity, which appeals to the science nerd inside me in a simplified Kerbal Space Program sort of way. Both require a careful dance of the left and right mouse buttons; in space you use the left button to fire off lightweight "thrusts" for precision maneuvering and the right for "boosts" that guzzle fuel and propel you from a big planet's orbit. When you visit a planet with the lander, you use the left mouse button to thrust upward and the right to thrust downward.

It feels like an interplanetary hole in one.

The orbiting is the easiest to adapt to, as it requires carefully adjusting your speed and direction on a top-down map of a solar system in order to slip into a planet's orbit, with the help of a guide that projects your current trajectory. I still find myself crashing into planets after hours of practice, but these are understandable failures with a basis in my impatience. When I find that patience, I also find that The Long Journey Home presents few greater pleasures than coasting straight into a planet's orbit from the other side of a solar system without overshooting it or colliding with it. It feels like an interplanetary hole in one.

I had much more trouble mastering the annoying 2D lander minigame, in which it feels almost impossible to avoid damage to the craft on anything besides a planet with low gravity. For that matter, you almost always have to factor in elements in addition to gravity, whether it's winds, heat, or earthquakes. And then you're expected to land on a ridiculously precise section of a planet for drilling to extract resources, and drilling itself guzzles as much fuel as a boost on the ship.

Charmers, those glukkt.

The bumps and bruises you get from botched attempts aren't mere "aw, shucks" moments. They're life-threatening, damaging not only your craft but often breaking the bones of your crewmembers in the process. Upgrades you can pick up from quests of vendor help, yes, but it's always challenging. (And using a controller is far worse as far as I'm concerned, though I've also heard people say the opposite.)

We've already seen how The Long Journey Home attempts to make life painful at almost every turn, but the unkindest cut of all is the way these frequent planetary expeditions yield so few resources. Even when I managed to fill my lander's entire cargo space with fuel, for instance, I cringed when I returned to the ship and discovered that all my efforts barely filled a fourth of my almost-empty tank. I’d been desperate for fuel, and now my lander was damaged and my pilot was injured.

Hull damage is far more harrowing, as it seems as though you'll never get enough supplies from the multiple different resources available to patch it up like new. Maybe the virtually unavoidable damage wouldn't be so annoying if you could avoid high-risk or high-gravity planets save in dire emergencies, but The Long Journey Home's stinginess means you'll want – or need – to mine almost every chance you get.

And then, if you've somehow managed to survive multiple landings, you'll still have to battle with scrappy alien ships in top-down battles that bear a passing resemblance to Star Control 2. You're only allowed to fire off broadside attacks, which would be manageable if there were a targeting reticule to show your line of fire. But having to eyeball the aim while you steer using the same glacial thrusts and boosts used for planetary orbits, and while the enemy craft spits out nimble fighter ships that pelt you relentlessly while you're still trying to turn around seems like a bit much. Like so much of The Long Journey Home, these fights are good in concept but maddening in practice.

The Verdict

When The Long Journey Home focuses on interactions with a diverse and entertaining cast of aliens across its procedurally generated star systems, it's possible to find a degree of wonder and personality that many roguelike seldom achieve. Unfortunately, such interactions take a back seat to a barrage of frustrating minigames with rewards that rarely match the risks. The experience as a whole suffers for it.

the long journey home best crew

Project Daedalus: The Long Journey Home

The long journey home review.

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the long journey home best crew

the long journey home best crew

The Long Journey Home

the long journey home best crew

Game length provided by HowLongToBeat

  • Endless Space - Explore a living, procedurally generated universe inspired by both classic and modern Science Fiction. Meet different aliens. Find different stories. Take different risks. Learn the secrets of the universe and with them, new possibilities.
  • Hidden stories - Raid alien tombs full of traps and treasure. Compete in the galaxy’s greatest combat tournament. Find and research strange artifacts, and use your crew’s skills to find out whether that old skull is just a piece of bone, or the Holy Grail of an aggressive new species.
  • A crew worth leading - Choose four out of ten experts, all with personality as well as specialties. Far from just stats, you’ll come to know them as they share their feelings, their fears, their excitement and their concerns on the trip and your decisions. Learn how best to use their skills to help the others… and who might be willing to sacrifice themselves to get the others back Home.

© Copyright 2016 Daedalic Entertainment Studio West GmbH and Daedalic Entertainment GmbH. The Long Journey Home is a trademark of Daedalic Entertainment Studio West GmbH. Daedalic and the Daedalic logo are trademarks of Daedalic Entertainment GmbH. All rights reserved.


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Buy The Long Journey Home

Buy ultimate roguelike bundle bundle ().

Includes 6 items: Iratus: Lord of the Dead , Insurmountable , The Long Journey Home , Skyhill , Rogue Lords , Roguebook

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“The way it moves between moments of wonder, humour and tragedy makes The Long Journey Home a rare pleasure among science fiction games.” Kotaku “Interacting with different alien races makes the universe in the game feel vivid and alive – that’s something The Long Journey Home does way better than other games in the past.” 90% – Gamereactor “The game can’t teach you everything in tutorial after tutorial. Thank goodness. You’d never start your doomed mission. But you’ll have to be patient with yourself. You know so little going into this.” 80% – GamingNexus

About This Game

System requirements.

  • OS *: Win 7, 8, 10, 64-bit
  • Processor: 3 GHz Dual Core CPU
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce 650 Ti / AMD Radeon HD 7790
  • DirectX: Version 11
  • Storage: 16 GB available space
  • Sound Card: DirectX 11 compatible sound card with latest drivers
  • Processor: 3GHz Quad Core CPU
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce 970 / AMD Radeon R9 380
  • Processor: i5 3GHz
  • Graphics: AMD R9 M380X
  • Storage: 15 GB available space
  • Additional Notes: SSD and Controller recommended
  • Graphics: AMD Radeon Pro 560

© Copyright 2017 Daedalic Entertainment Studio West GmbH and Daedalic Entertainment GmbH. The Long Journey Home is a trademark of Daedalic Entertainment Studio West GmbH. Daedalic and the Daedalic logo are trademarks of Daedalic Entertainment GmbH. All rights reserved.

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Valve Software

The Long Journey Home

  • VisualEditor
  • View history

From the bridge of your ship, you see a million points of light. Only one of them matters. Home.

It was only supposed to be a short trip. But when your jump drive malfunctions, you and a mismatched crew of specialists along for the ride find yourselves trapped and alone on the wrong side of the galaxy. The only way back is through. Forge alliances with strange Alien Races . Explore distant Planets for the Ruins , Artifacts and Resources they hide. Harness your crew’s Skills , from archeology to diplomacy. Make deals and moral decisions that change the universe. Do whatever it takes to survive.

Enter a new galaxy every game. Will you find yourself welcomed by Traders and noble warrior knights... or surrounded by Pirates , psychopaths, and an unspeakable cosmic horror that threatens to snuff out the stars themselves. One destination. Endless adventures. Where will your Journey take you?

Game Features [ | ]

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10 Best Star Trek: Voyager Episodes, Ranked

Star Trek: Voyager may have been a controversial series on its debut, but it's now a certified classic as these top-ranked episodes prove.

  • Voyager took risks post-TNG but is now a classic, with Seven of Nine adding depth.
  • Episodes like 'Distant Origin' and 'Dark Frontier' highlight Voyager's social commentary.
  • 'Year of Hell' and 'Timeless' showcase Voyager's unique storytelling and character depth.

Everything about Star Trek: Voyager was a risk when the series debuted following the end of Star Trek: The Next Generation , an incredibly popular series. The flagship show of the nascent United Paramount Network, Captain Kathryn Janeway and her crew faced familiar struggles from fans. Their story, however, took the Star Trek universe to a new part of the galaxy. The Delta Quadrant hosted never-before-seen alien species and was the backyard of the Borg.

Through syndication and wide streaming access, Star Trek: Voyager is now regarded as a classic of this universe's second wave. Voyager finished its journey strong, and the addition of Seven of Nine -- a human drone rescued from the Borg collective -- changed the series for the better. Now in the third wave of the franchise, Seven of Nine is the captain of the USS Enterprise-G, and Janeway is now a Vice Admiral leading the young cadets of Star Trek: Prodigy . Below are the episodes that best showcase why Voyager is among Star Trek's most beloved series

10 'Distant Origin' Is the Kind of Social Allegory Star Trek Does Best

Voyager is caught up in a tale about scientific truth, immigration and acceptance, how did star trek: voyager become a tv series.

The only episode on this list before Seven of Nine joined the crew, "Distant Origin" is representative of what Star Trek does best . It's a high-concept story about scientific exploration and the ways entrenched powers oppress the truth and those who seem "lesser" than them . The Voth are a superior race of intelligent beings that evolved tens of millions of years in Earth's past and took the stars.

The titular theory threatens the social order of the Voth, and the idea that they have a right to oppress others because they are "the first race" in their sector of space. Ironically, the episode spends much of its time away from the USS Voyager. It's not really their story, but rather the story of the Voth scientist facing punishment for violating "doctrine."

9 'Dark Frontier' Reveals Seven of Nine's Human Past and Importance to the Borg

This episode ties voyager to first contact and the next generation.

A feature-length two-part episode, "Dark Frontier" brings the Borg Queen to television for the first time since the character was created for Star Trek: First Contact . It also reveals how Annika Hansen and her parents came to be assimilated by the Borg. Part-heist story and part "mythology episode," which gives viewers a courtside view to how the Borg assimilate a species.

The USS Voyager plans to steal some Borg technology to help them get to Earth more quickly, but it's trap to recapture Seven of Nine. The Borg Queen reveals that Seven of Nine was "allowed" to leave the collective, and her recapture is meant to make her the human face of the Borg invasion of Earth, just as Locutus (Jean-Luc Picard) and Vox (Jack Crusher) were meant to be. In rescuing Seven of Nine, Captain Kathryn Janeway proves herself to be the Borg's biggest threat .

8 'Drone' Is a Perfect Blend of Star Trek Weirdness and Character Study

A high-concept voyager episode with a deeply emotional ending.

In "Drone," the holographic Doctor and Seven of Nine have a baby, of sorts. Originally bound to sickbay and the holodecks, the Doctor was given a 29th Century mobile emitter by Henry Starling. A transporter accident blends Borg "nanoprobes" with this technology creating a 29th Century Borg drone, just without a collective. He names himself "One," becoming something like a son to Seven of Nine.

One accidentally signals the Borg collective, which shows up to assimilate him and the USS Voyager. One is curious about his people, yet he's fully an individual . First, he helps the crew fight the Borg cube, but even his 29th Century know-how can't match the cube's raw firepower. He sacrifices himself in truly epic fashion, saving the ship but breaking Seven of Nine's heart .

7 'Endgame' Is the Epic Series Finale for Voyager and the Borg

Janeway brings the crew home and defeats star trek's worst enemy, star trek: voyager actor weighs in on controversial tuvix debate.

While everyone from fans to some of the cast lament the series finale of Star Trek: Voyager didn't show the ship actually arriving on Earth, it's still a fantastic finale. It begins many years after the previous episode, when the USS Voyager does arrive on Earth. Now a Vice Admiral, Janeway travels back in time with a plan to bring the ship and immobilize the Borg. All it will cost her is her life.

The beginning of the finale shows a version of the crew's future, though not everyone made it to Earth. The Elder Janeway's plan is ambitious and takes the ship right into the heart of the Borg society. While her younger counterpart gets her ship home, the elder Janeway has a final showdown with the Borg Queen. "Endgame" is full of spectacle appropriate for a series finale, while not sacrificing attention on the characters fans loved .

6 'Year of Hell' Is an Epic Two-Part Struggle for Survival

A year-long episode of star trek: voyager was almost a whole season.

The "Year of Hell" is a two-part episode that, according to Star Trek Voyager: A Celebration , could've lasted for an entire season. The episode centers on a new species called the Kremin, who developed a "timeship" that could erase entire civilizations from history. The captain and lead scientist, Annorax , continues these temporal incursions and sets his sights on the USS Voyager.

The two-part episode takes place over an entire year, with the USS Voyager and the Krenim engaging in a running war. The ship is damaged, the crew is battered and demoralized. The resolution resets the series' status quo. Had the fallout from this taken a full season, the show might have gotten too dark. This two-part epic is just enough "hell" to make this episode a classic instead of "the one where the season started to go downhill." The Krenim and the idea of the "Year of Hell" was mentioned in Season 3's "Before and After," when Kes visited a possible future.

5 'Timeless' Is About the Death and Resurrection of the USS Voyager

The survivors of the uss voyager break the prime directive to rewrite history.

Time travel is a Star Trek staple , and Voyager featured a lot of it. In "Timeless," select members of the crew survive after the USS Voyager is destroyed. The episode was directed by LeVar Burton who also appeared as Captain Geordi La Forge from the alternate future. As the surviving crew tries to change the past, La Forge has to stop them from violating the "Temporal Prime Directive."

Along with being a dark look at the future, the episode is emotionally heavy, especially for Chakotay and Harry Kim. The latter blames himself for the accident that destroyed the ship. He is determined to fix that mistake. Even though he's successful, the episode ends on a down note as the elder Kim sends a message to his younger self.

4 'Message In a Bottle' Brings Voyager One Step Closer to Home

The emergency medical holograms prove their mettle as starfleet officers, star trek: prodigy is the last hope for janeway and chakotay shippers.

The Romulans appear in "Message In a Bottle," one of the rare times a classic Star Trek alien species appears in Voyager other than the crew. The ship discovers a massive sensor array, and Seven of Nine sends the Doctor to another Starfleet vessel on the edge of Federation space. The array is the bottle, and he is the message. However, the ship is experimental and has been overtaken by Romulans.

The Doctor meets the Mark II version of the Emergency Medical Hologram used by Starfleet, and the irascible pair have to take on the Romulans. Along with being a thrilling episode in its own right, "Message In a Bottle" was important to the overall story. It's the first time the USS Voyager is able to make contact with Starfleet, letting them know the ship was not destroyed .

3 'Living Witness' Is Unlike Any Other Star Trek Episode

The closest the uss voyager ever got to the 'mirror universe'.

Another Doctor-heavy episode, "Living Witness" is a truly unique premise, not just for Voyager but Star Trek itself. Much of the episode is set far in the future from the 24th Century, in a society where the USS Voyager, Starfleet and Captain Janeway have become myth. A copy of the Doctor's program is discovered, and a researcher at the museum reactivates him.

The holographic recreations of the USS Voyager are like Mirror Universe versions of the characters fans know. As the Doctor tries to set the record straight, it causes social upheaval in the society. Ultimately, he urges the researcher to deactivate him and maintain peace on his planet, at the cost of the truth . Though, an even further future ending scene shows the truth eventually came out.

2 'Scorpion' Represents an Ending and a Beginning for Voyager

These episodes introdce the borg and seven of nine, star trek: prodigy's connection to voyager, explained.

The end of Star Trek: Voyager Season 3 and start of Season 4 began the ship's frequent conflicts with the Borg. The second part of the two-part episode also introduces Seven of Nine, as Captain Janeway makes an alliance with the Borg . They encounter a new alien, species 8472 from a dimension of "fluidic space" with no other lifeforms. They are immune to assimilation.

The first episode cold open is short but powerful. A pair of Borg cubes descend on the unseen species 8472 and are destroyed. "Scorpion" is as consequential to Voyager as the classic Season 3 to 4 " Best of Both Worlds " was to The Next Generation . Unlike the USS Enterprise, which only had to deal with a single Borg cube, the USS Voyager was in the heart of Borg space.

1 'Blink of an Eye' Is a Classic Star Trek Episode with a Unique Concept

The top-rated star trek: voyager episode encompasses everything the franchise does best.

The USS Voyager finds itself stuck in the orbit of a planet that has a strange time variance, due to a heavy concentration of "chronaton particles." While the ship spends less than a week in this predicament, the time differential means the ship is viewed in the sky by the planet's indigenous population for a millennia. The "skyship" is the subject of myth, religion, pop culture and serves as an impetus for scientific advancement.

Because of the Prime Directive , the crew avoids making contact with the population, even though the presence of the ship causes frequent planetwide earthquakes. However, as the society advances, explorers from the planet come to the ship. It's a classic Star Trek episode despite being so unique. Just like "Distant Origin," it deals with the idea of scientific exploration, respect for other cultures or societies, and the propensity for any species to turn to violence when faced with the unknown .

Star Trek: Voyager is available to own on Blu-ray, DVD, digital and streams on Paramount+ and Pluto TV.

Star Trek Voyager

Pulled to the far side of the galaxy, where the Federation is seventy-five years away at maximum warp speed, a Starfleet ship must cooperate with Maquis rebels to find a way home.


  1. Crew

    the long journey home best crew

  2. The Long Journey Home #1 ~ Crew And Ship Ready!

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  3. The Long Journey Home

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  4. Space Exploration RPG The Long Journey Home to Launch May 30

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  5. The Long Journey Home on Steam

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  6. The Long Journey Home Gameplay (PC HD)

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  1. The Long Journey Home (part two)

  2. Long Journey Home (Live)

  3. The Long Journey Home (2nd run

  4. CBS promo The Long Journey Home 1987

  5. Long Journey Home

  6. Критикуем The Long Journey Home


  1. which crew to take and why :: The Long Journey Home General Discussions

    The Long Journey Home. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews ... Siobhan Hartigan: Well she is the archaeologist, best crew member to explore ruins, and also to examine stuff you found there. She is also necessary for a lot of achievements, so pretty useful.

  2. Crew

    The Crew of the Daedalus-7 consists of four out of ten possible characters. Your crew is responsible for maintaining the ship and piloting the lander. Getting your crew home in one piece is the main goal of the game. Your crew might die during quests or because of injuries Alessandra Iacovelli - Engineer Ash Malhotra - Botanist Benoit Verdier - Theoretical Physicist Kirsten Barrasso ...

  3. How To Play Guide For The Long Journey Home

    Quick Start: This skips the whole beginning and starts you off after you already stranded and right after you picked up the keystone. If you play for the first time, regardless if you know the controls pick normal start to get the full story experience. Otherwise pick quick start even if you are still a beginner.

  4. The best crew? & lander character choice? :: The Long Journey Home

    The Long Journey Home > General Discussions > Topic Details. theBigCheese. Jun 3, 2017 @ 1:03am The best crew? & lander character choice? I know everyone adds their value. But I have yet to encounter actual use for some of the characters. ALSO does it matter who you take on the lander? Will that change the interactions you have on the plant?

  5. The Long Journey Home Wiki

    Harness your crew's Skills, from archeology to diplomacy. Make deals and moral decisions that change the universe. ... The Long Journey Home was released 30 May, 2017 for PC (14 November, ... their excitement and their concerns on the trip and your decisions. Learn how best to use their skills to help the others... and who might be willing to ...

  6. The Long Journey Home Review

    The Long Journey Home begins with players selecting the crew, spaceship, and universe seed for a mission to test a new faster-than-light drive. There are ten potential members to fill out the four available crew slots, each with their own item and skill set, as well as three spaceship and lander options providing different attributes in terms ...

  7. The Long Journey Home

    You begin The Long Journey Home are you are shot across the universe by accident, now you have to get you crew home. Make friend or enemies on the way but wi...

  8. The Long Journey home review

    The Long Journey Home gets easier in 'Story Mode'. Giveaway: 2,000 The Long Journey Home beta keys. The Long Journey Home is a wonderful space odyssey. Adam Smith : Adam wrote for Rock Paper Shotgun between 2011-2018, rising through the ranks to become its Deputy Editor. He now works at Larian Studios on Baldur's Gate 3.

  9. The Long Journey Home Review

    It's going to be a long journey home. To do so, I've got to harness my crew's disparate talents, planet hop across star systems, lunar land my way onto planetary surfaces to collect resources, repair, refuel, and then make the next jump. There are well-established aliens wherever we go. Some of their advice helps. Some hinders.

  10. The Long Journey Home Review

    Verdict. When The Long Journey Home focuses on interactions with a diverse and entertaining cast of aliens across its procedurally generated star systems, it's possible to find a degree of wonder ...

  11. The Long Journey Home Review (Switch eShop)

    In practice, The Long Journey Home plays like a cross between FTL: Faster Than Light and Out There: Ω The Alliance with a sprinkling of The Outer Wilds.As the crew of a ship whose test of ...

  12. The Long Journey Home review

    The journey is different each time, and their are loads of combinations of crew and craft, so there's no 'right' way to play it. (Although I discovered multiple times there's definitely a ...

  13. The Long Journey Home #1 ~ Crew And Ship Ready!

    We head out to space to test a new part for the space ship when it sends us across the universe... Now we have to get back, and it is a WAYS to get back. We ...

  14. PERFECT MISSION achievement in The Long Journey Home

    How to unlock the PERFECT MISSION achievement. Here is a guide I created after finally being able to bring the whole crew back home, it will give you several achievements all in one go - getting ...

  15. The Long Journey Home PC review

    The Long Journey Home PC review. I'm lost in space: totally stranded, low on resources, and on the lam from a gelatinous loan shark. Two of my four crew members are critically injured, meaning ...

  16. System Repairs and Crew Healing :: The Long Journey Home General

    1) Spaceship has no Medical center. Find it annoying that you can only use the Medpack once. There should still be the possibility to heal his crew somehow in the team quarters. Then you'll just be missing out for missions until it heals. The minimum would be that you have at least 4 medpacks and you can buy them on space stations (was never ...

  17. The Long Journey Home Review

    According to one of my playthroughs of the roguelike The Long Journey Home, humanity's first meeting with an alien species took place between the crew of our first interstellar vessel and a squat ...

  18. The Long Journey Home on GOG.com

    Description. There are a million worlds in the galaxy. Only one of them is Home. It was supposed to be a short test run - a quick flight to Alpha Centauri and back. But when mankind's first experimental jump drive goes wrong, a misfit crew finds itself trapped on the wrong side of the universe - alone, injured, falling apart.

  19. The Long Journey Home on Steam

    Your most important goal: Bring your crew back home to their families and friends. The Long Journey Home combines an open world full of galaxies, planets and anomalies with quests and mechanics of a rogue-like RPG. You have to make decisions - and choose to live with the consequences. One destination. Endless adventures.

  20. The Long Journey Home

    Forge alliances with powerful alien races. Harness your crew's skills, from research to archaeology to space combat. Do whatever it takes to get Home. ... The Long Journey Home is a roguelike sci-fi survival simulator fueled on hope and hopelessness. Bring them home, commander. ... We reveal the past year's best and worst video game ...

  21. The Long Journey Home

    It was only supposed to be a short trip. But when your jump drive malfunctions, you and a mismatched crew of specialists along for the ride find yourselves trapped and alone on the wrong side of the galaxy. The only way back is through. Forge alliances with strange Alien Races. Explore distant Planets for the Ruins, Artifacts and Resources they ...

  22. The Long Journey Home

    Carter Wells. Ray Baker. Grey Harrison. In Theaters At Home TV Shows. Advertise With Us. An heiress (Meredith Baxter Birney) goes underground with her husband (David Birney), mysteriously back ...

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    MotorTrend's 2023 Nissan Frontier SV LWB 4x4. Cargo box looks like it will stand up to abuse; bed rails and cleats proving to be very useful; comfortable driver's seat. Wide turning circle. We ...