- Release Year: 2018
- Platforms: Macintosh, Nintendo Switch, PlayStation 4, PlayStation 5, Windows, Xbox One, Xbox Series
- Publisher: Bura, Serenity Forge LLC
- Developer: Bura
- Genre: Role-playing (RPG)
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Japanese-style RPG (JRPG), Turn-based
- Setting: Futuristic, Sci-fi
- Average Score: 55/100

Description
Long Gone Days is a turn-based JRPG set in a near-future sci-fi world ravaged by war. The game follows Rourke, a soldier raised in an isolated subterranean bunker, who begins to question his mission after being deployed to the surface. The narrative explores the harsh realities of conflict, focusing on themes of communication, morality, and the human cost of war through its anime/manga-inspired art style and character-driven story.
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Reviews & Reception
gaymingmag.com : Long Gone Days isn’t afraid to hold the player’s feet to the fire to convey just how bleak war — and the mindset behind it — truly is.
culturedvultures.com (55/100): Long Gone Days is an ‘anti-war’ visual novel/RPG that’s so aloof to the horrors of war that it entirely fails to conjure the same effect.
rpgamer.com : There’s too much that’s wrapped up in a neat little bow to let the heavy moments really sink in before moving along.
Long Gone Days: A Poignant Examination of War’s Human Cost
In the vast and often fantastical landscape of role-playing games, few dare to ground their narrative in the stark, unsettling reality of modern conflict. Long Gone Days, the passion project of Chilean studio This I Dreamt, is one such brave exception. Developed over nearly two decades and finally seeing its full release in 2023, this modern-day military RPG is less a power fantasy and more a somber, character-driven exploration of disillusionment, desertion, and the fragile humanity that persists amidst the machinery of war. It is a game that demands to be felt, even when its gameplay ambitions occasionally stumble under the weight of its profound thematic goals.
Development History & Context
A Two-Decade Labor of Love
The genesis of Long Gone Days is a story in itself, one of remarkable persistence. The game was originally conceived by creator Camila Gormaz around 2003 as a project in RPG Maker 2000. For over a decade, it existed as a personal concept, with its characters and world slowly taking shape. It wasn’t until 2015, after Gormaz had gained experience in the games industry, that active development on a demo began. The project was announced in January 2016 on forums like TIGSource, and a prototype demo was released that May.
A successful Indiegogo crowdfunding campaign in the summer of 2016, raising $21,300 from 567 backers, proved there was an audience for this unique vision. This funding allowed Gormaz to expand the team, bringing on Pablo Videla as a co-writer and game designer and Camilo Valderrama as lead programmer, transitioning the project from RPG Maker to the more robust Unity engine.
The game entered Steam Early Access in March 2018, presenting the first few chapters to players. For the next five years, the team at This I Dreamt meticulously refined the experience, incorporating player feedback and expanding the narrative. In 2022, U.S. publisher Serenity Forge—known for supporting narrative-rich indie games—partnered with the studio to bring the completed vision to a wider audience. The full game, alongside ports for Nintendo Switch, PlayStation, and Xbox, was finally released on October 10, 2023.
This extended development cycle, born from a solo passion project and nurtured by a small, dedicated team, places Long Gone Days in a unique context. It is not a product of fleeting trends but a meticulously crafted world that evolved alongside its creator’s own maturity.
Narrative & Thematic Deep Dive
The Weight of a Pulled Trigger
Long Gone Days follows Rourke, a sniper raised from birth in “The Core,” a clandestine, militaristic nation hidden underground. Citizens of The Core are conditioned for a single purpose; Rourke’s is to shoot. His first mission, a deployment to Kaliningrad posing as Polish forces, is meant to be a triumphant debut. Instead, it becomes a horrifying awakening: the targets are civilians. The operation is a false flag, designed to incite an international war for The Core’s profit and power.
Appalled, Rourke makes the fateful decision to desert, joined by the squad’s medic, Adair. Branded traitors and hunted by their former allies, they flee into a surface world they know nothing about. Their journey becomes a desperate race to expose The Core’s conspiracy and prevent a global catastrophe, all while grappling with the guilt of their actions and the trauma of being utterly alone.
Thematic Resonance: Morality, Language, and Solidarity
The game’s narrative is its undeniable core strength. It unflinchingly explores heavy, relevant themes:
* The Human Cost of War: The game consistently shifts focus from the grandiose “war” to its impact on individuals—the displaced, the grieving, the desperate civilians caught in the crossfire. Rourke’s journey is one of deprogramming, of learning empathy beyond the sterile doctrine of The Core.
* Language and Communication: This is one of the game’s most innovative mechanics. NPCs in Russia, Germany, and Poland speak in their native languages. Rourke cannot understand them, nor can he shop or complete quests without recruiting interpreters like Ivan (Russian) or Atiye (Turkish-German). This isn’t a gimmick; it’s a profound commentary on cultural barriers and the essential role of translation and human connection in overcoming isolation.
* Morale as a Narrative Device: Replacing traditional MP or mana is a Morale system. Dialogue choices and story events can raise or lower each party member’s morale, directly affecting their combat performance. A character with low morale may refuse to fight or become ineffective. This brilliantly ties the emotional state of the characters to the gameplay, making the player’s narrative choices tangibly consequential.
Character Portraits in a War Zone
The party members are the heart of the experience. Each is beautifully realized with distinct personalities and motivations:
* Rourke is the perfect vessel for the player’s own disillusionment. His naivety and shock mirror our own as the horror unfolds.
* Adair, the pragmatic medic, provides a counterpoint, his loyalty shifting from blind duty to a chosen camaraderie.
* Ivan defies the “intimidating Russian” stereotype; he is a sensitive, kind novelist who abhors violence and acts as the party’s moral compass and support.
* Lynn is a mysterious, defected Core soldier with a tragic past, offering both combat prowess and a deeper look into the antagonist’s organization.
* Atiye, a journalist, represents the power of media and truth.
* Pascal, a former mafia member, adds a layer of gritty street-level realism to the conflict.
Their interactions feel genuine, and the optional “roommate” scenes at a German hostel—where you choose one character to share a deeply personal conversation with—are standout moments of character development.
Gameplay Mechanics & Systems
A Fusion of Genres with Uneven Results
Long Gone Days blends traditional JRPG mechanics with visual novel storytelling and first-person sniper sequences.
Turn-Based Combat with a Twist: The core combat is turn-based with a body-targeting system. Players can aim for an enemy’s head (high damage, low accuracy), arms (may disable attacks), or legs (may impair agility). This adds a layer of tactical choice, encouraging players to debuff powerful foes. However, as noted by critics, the system can feel repetitive. Party roles are fixed (DPS, healer, buffer), and strategies often devolve into using the same optimal moves in each encounter. The balance was a noted issue during Early Access; the full release decoupled Morale from skill usage (now using a separate SP pool) to make combat less punishing, but it can still lack strategic depth in the later stages.
Sniper Sections: These first-person segments are a highlight. They are tense, atmospheric, and mechanically simple—spot targets through a scope and take the shot with limited ammunition. They perfectly capture the anxiety and gravity of Rourke’s role.
Exploration and Questing: The world is explored from a top-down perspective. The side quests are almost universally excellent, pulling the focus away from the main conspiracy and onto the small, human stories of those affected by the war. Rescuing animals, delivering medicine, and helping find lost family members are poignant activities that reinforce the game’s core themes. The much-praised language barrier means these quests are often locked until you have the right interpreter, making their acquisition feel meaningful.
The Morale System: This remains the most innovative and successful system. Choosing a compassionate dialogue option might boost Ivan’s morale but lower Lynn’s, who values pragmatism. It forces the player to consider each character’s personality, making the party feel less like a collection of stats and more like a group of individuals with conflicting perspectives.
World-Building, Art & Sound
A Grounded and Somber Atmosphere
Long Gone Days excels in its presentation, creating a cohesive and immersive mood.
Art Direction: The pixel art environments are incredibly detailed, depicting war-torn cities, dense forests, and sterile military bases with a palpable sense of place. The anime/manga-inspired character portraits are expressive and beautifully drawn, though some critics noted a slight tonal dissonance between the cute art style and the grim subject matter. This contrast, however, often works in the game’s favor, making the characters feel more vulnerable and human.
Sound Design and Music: The soundtrack, composed by Sebastián Marín, is a masterclass in setting tone. It’s often minimalist, using ominous ambient tracks to build tension, and knows when to swell with emotion during key story beats. The sound design is equally effective, from the crisp report of a sniper rifle to the unsettling silence of a abandoned street.
World-Building: The setting feels frighteningly plausible. By using real-world locations like Kaliningrad and touching on themes of misinformation, corporate fascism, and media manipulation, the game’s world holds up a dark mirror to our own. The Core is a suitably sinister antagonist—a nihilistic entity that values utility over humanity.
Reception & Legacy
Critical Acclaim for Heart, Critique for Pacing
Upon its full release, Long Gone Days received a generally favorable reception, holding a critic score around 78% on MobyGames and 77 on Metacritic for the Switch version.
Critics universally praised its narrative ambition, unique themes, heart, and art direction. RPGFan (91%) called it a “genuinely haunting, emotional game,” while outlets like Noisy Pixel (80%) highlighted its powerful messaging and character work. The morale system and the focus on language barriers were frequently cited as standout innovative features.
The most common criticisms focused on pacing and combat depth. Some reviewers felt the story’s brisk pace sometimes rushed through its weighty themes. Others found the turn-based combat to become repetitive over the game’s 15-20 hour runtime, lacking the strategic variety of its peers. A minor point of contention was the price point, with some questioning its value against shorter, cheaper narrative games.
Legacy and Influence
While not a blockbuster hit, Long Gone Days has carved out a significant niche. Its legacy is that of a courageous, arthouse RPG. It proves the genre can tackle contemporary, realistic themes with sensitivity and intelligence. It stands alongside games like This War of Mine and Valiant Hearts as a title more concerned with the victims of war than its soldiers. Its development story—a woman-led project sustained by passion over nearly 20 years—is an inspiration within the indie scene. Its influence may not be seen in widespread mechanics cloning, but in encouraging developers to pursue personal, poignant stories that defy genre conventions.
Conclusion
Long Gone Days is an imperfect masterpiece. Its combat can be simplistic, its pacing occasionally uneven, and its tone sometimes challenging to parse. Yet, these flaws are overwhelmingly overshadowed by its profound narrative ambition, its richly drawn characters, and its unwavering commitment to exploring the darkest facets of modern conflict with empathy and grace.
It is a game that prioritizes emotional resonance over mechanical polish. It asks difficult questions about duty, morality, and what it means to be human in an inhumane system. For players seeking a traditional, combat-heavy RPG, it may disappoint. But for those who value storytelling, atmosphere, and innovative ideas in games, Long Gone Days is an essential, haunting experience. It is a powerful testament to the vision of its creators and a poignant reminder that in the long gone days of war, it is the small acts of connection and defiance that truly matter. It is, without a doubt, a unique and important entry in the canon of role-playing games.