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Long Gone Days

2D modern-day character-driven military JRPG for Windows & Mac that combines elements from visual novels and dystopian fiction.

Long Gone Days
Yes 94% No 6%

Genre: JRPG, RPG

Developer: BURA

PC Mac


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Platforms: PC Mac

Long Gone Days is 2D modern-day character-driven JRPG that combines elements from visual novels and dystopian fiction.

Platform: Windows/Mac (Linux TBA)

Demo Released on: May 13th, 2016 (links at the bottom)



The game casts the player as Rourke, a soldier from the Core, a highly isolated place below the surface of the Earth. After finding out the awful truth about the operation he’s part of in Kaliningrad, he takes the decision to abandon his post, not really knowing the overall consequences of deserting.

In order to prevent the imminent war, the player must join forces with people from different parts of the world, who will assist you with battle tactics, language barriers, and overall teamwork.


Besides classical JRPG elements, Long Gone Days borrows mechanics from other genres, like visual novels, puzzles and shooters.

While the game does have enemy encounters, grinding will never be required as the characters do not level up, but learn stronger skills and upgrade their weapons as the story progresses. When planning your team formation for upcoming battles, you don’t have to worry about having under leveled team members.

Every character comes with their own set of skills, some which will make your life easier outside of battles, like the Interpreter class, which allows you to communicate with non-English speaking NPCs. You’ll also be able to craft and upgrade weapons and armor using the items you have collected.

Instead of magic, Long Gone Days uses "Morale". This stat affects the characters performance in battle. High Morale means better chance of critical attacks and higher evasion, while Low Morale will drop their accuracy and defense. If their Morale reaches zero, the character will lose their will to fight. To keep their Morale high, you must get to know your party members in order to understand how to motivate them during dialogues. A pessimistic character will not be motivated by mindless encouragement.


● Multiplatform Support: Windows & Mac. Porting to Linux and other platforms is being considered.

● Two battle systems: Front-view turn-based combats and a Sniper Mode, which consists of Seek and Find mechanics.

● No random encounters or grinding: The battles are directly related to the plot. Instead of leveling up, your party members will learn new skills, upgrade their weapons and craft new items.

● Keep the team’s morale high: Choosing certain dialogue options will affect your team members' Morale, altering their performance in battle. While doing so, keep in mind every character has different personality traits and motivations.

● Immersion: As you continue your journey through real world locations, some NPCs will speak in their native tongue. This means you’ll need specific party members (interpreters) to help you out to buy at shops and complete quests.

● Non-Fantasy: There are no magical or supernatural elements, only science and technology.

● Battle Strategies: Plan your party lineup accordingly to exploit your enemy’s weaknesses.

● Take care of your team members: Taking quests from your own party or engaging in conversations with them will improve their morale and thus their performance in battle.

● Keyboard and controller support.


 These are the first four party members you get use:


Rourke is 22 years old hot-blooded sniper from the Core. Up until the beginning of the story, he had never been deployed, being shadowed by the other snipers. Rourke is usually self-absorbed and nothing seems to interest him, unless he can benefit from it. His only motivation is being deployed to escape his monotonous life.


Adair is a 21 years old combat medic from the Core. While he might come as a rude person because of his serious personality and lack of humour, he’s actually an honest guy who cares about others.


Lynn is a 23 years old strategist living in Kaliningrad. She arrived to the shelters a couple of months before the start of the story. Besides planning defense strategies, she's an expert at bomb crafting.


Ivan Cherevatenko is a 29 years old English-Russian interpreter from Kaliningrad. He works at the shelters and lives with Lynn. While he refuses to fight, he helps the party by being their translator and teaching them about the world.


Besides the colorful pixel art sprites, the game features numerous illustrated cutscenes:




A demo containing the first 45 minutes of the story, the two battle systems and other mechanics, has been released. On its first month, it was downloaded by over 10,000 people and it currently has a 4.7/5 score on Game Jolt!

Download from: GameJolt |

The full game will be available on Steam too, since it was recently greenlit by Steam users, reaching Greenlight's 9th place before it got approved! 


 The demo of Long Gone Days was developed, illustrated and written by Camila "Bura" Gormaz, while Pablo Videla handled a big part of the research, game design mechanics and also graphic design. We have given everything we got into developing Long Gone Days, but there's only so much we can do with our current funds.

By supporting us, we'll be able to improve the gameplay by teaming up with a programmer, and it will also allow us to have a completely original soundtrack. With enough support, we will consider porting the game on more platforms and adding support for more languages.

Releasing this game has been our dream for over a decade, so please help us by supporting us on Square Enix Collective and our crowdfunding campaign in the future.


You can help by answering the following questions below in the comments:

 Which of the current features is the one that interests you the most?

 What kind of features would you like to see included in the game?

 As well as sharing, liking, commenting, and telling your friends about Long Gone Days!


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  • Camila Gormaz
    Camila Gormaz has been working as an illustrator for more than 5 years, attending over a dozen artist alleys in her country, while also participating in several game jams and commercial projects. She's also worked as a character designer for a couple of games, including the cast of the visual novel "Invisible Apartment" in 2014. Upon discovering about game engines in 2004, the 4 main characters of Long Gone Days were born. Since that day, releasing the full game has been her life goal. She's always been fascinated by languages and cultural differences, which have been huge inspirations for the story.
  • Pablo Videla
    Pablo Videla has been passionate about video games since an early age, and they have been an inspiration for his work as a designer. With more than 5 years experience in the tech industry, and working on indie games, game jams and personal projects, Pablo has been a part of the Long Gone Days team since the beginning, collaborating in the development of the story, game mechanics and the battle system. Both Pablo and Camila have worked together in plenty of Game Jams and personal projects during the last 7 years.