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Items18

1

FTL: Faster Than Light (2012)

by game_tinkerer  • 
FTL: Faster Than Light
Game
8.4/10on IGDB
Released
Plan jumps around fuel, repair opportunities and the pursuing fleet, rather than simply choosing the next fight. A promising detour can leave too little time to reach the exit, while an early shop is useful only if you saved something to spend. Pause freely while learning the ship systems and begin on Easy. Losing the ship ends that voyage; unlocked ships and your understanding survive. It is the clearest starting point for a journey where the condition of the crew and vessel changes what the next destination means.
More about FTL: Faster Than Light
2

Curious Expedition 2 (2021)

by game_tinkerer  • 
Curious Expedition 2
Game
7.0/10on IGDB
Released
Choose supplies and companions before crossing an island whose terrain, discoveries and sanity costs make the return route matter. Carrying more treasure competes with keeping the expedition stable, while relationships and illnesses turn a party into more than equipment slots. Individual expeditions fit shorter sessions inside a larger campaign. Set the death consequences deliberately: the game can restart an expedition, a year or the whole campaign. Traveller difficulty is a sensible beginning for someone who wants to read the journey before accepting its harshest losses.
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3

Nowhere Prophet (2019)

by game_tinkerer  • 
Nowhere Prophet
Game
7.8/10on IGDB
Released
Your deck is also a convoy of people, so a difficult battle can damage the group you still need to feed and lead across the next stretch of wasteland. Choose a route with enough supplies and a safe chance to recover, rather than collecting every encounter. Followers who accumulate too many wounds are lost permanently, and the prophet's failed journey means a new run. Unlocks provide later options, but they do not return those people. It is a strong choice when card battles should have consequences beyond the combat screen.
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4

Overland (2019)

by game_tinkerer  • 
Overland
Game
6.0/10on IGDB
Released
A roadside stop becomes a compact turn-based rescue problem: take fuel, save a stranger, find a useful item, then get everyone back into the car. Noise attracts more danger, so emptying every location is usually a poor travel policy. The changing road map gives each trip a different succession of practical shortages. Losing the travelling party ends the journey; you are not maintaining one permanent settlement between attempts. Use the difficulty and modifier options while learning. The small boards are demanding precisely because leaving something behind is often the right decision.
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5

The Flame in the Flood (2016)

by game_tinkerer  • 
The Flame in the Flood
Game
7.6/10on IGDB
Released
Scout and her dog follow a procedural river, stopping at places that can solve one need while worsening another. Raft condition, warmth, food and illness turn a promising landing into a decision about whether it is worth the time and danger. Start with Campaign on Traveler for a directed journey and occasional checkpoints. Survivalist and Endless offer harsher permanent-loss structures, while the dog-inventory carryover is an option rather than an unconditional promise. Steering and crafting take practice; the river itself is an obstacle, not a menu connecting fights.
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6

Death Road to Canada (2016)

by game_tinkerer  • 
Death Road to Canada
Game
6.5/10on IGDB
Released
The road trip advances through supply stops, text decisions and frantic zombie scavenging, with the party's personalities changing how a problem plays out. Food, petrol, morale and a failing car can matter more than another weapon. This is a sequence of daily travel decisions rather than freely steering across a large map. A wiped-out group means another attempt, although unlockable traits and perks offer more possibilities later. Choose it for messy stories about the people who almost reached Canada, with real-time crowd survival between the quieter decisions.
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7

Organ Trail: Director's Cut (2012)

by game_tinkerer  • 
Organ Trail: Director's Cut
Game
7.3/10on IGDB
Released
A structured westward route gives food, ammunition, petrol, spare parts and medicine competing claims on the same limited stockpile. Towns let you trade, take work and repair the station wagon, so arriving in poor condition changes what you can afford to do next. Party illness can become as serious as the undead. Treat the trip as a survival run whose people can die and whose collapse requires starting over. Its route is less free-form than FTL's, but the accumulating vehicle and supply problems make each stop consequential.
More about Organ Trail: Director's Cut
8

Convoy (2015)

by game_tinkerer  • 
Convoy
Game
4.6/10on IGDB
Released
Search an open wasteland for the parts needed to repair a crashed spaceship, balancing fuel and repair money against another signal worth investigating. Returning to a shop is a route decision, while mobile battles ask you to keep the convoy intact around terrain hazards. It permits more wandering than FTL's steadily advancing pursuit, so the pressure is chiefly maintaining a viable expedition. Destruction ends the run rather than restoring a persistent party. Start cautiously and learn what a repair stop costs before making an ambitious circuit across the map.
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9

Darkest Dungeon II (2023)

by game_tinkerer  • 
Darkest Dungeon II
Game
8.5/10on IGDB
Released
Select Confessions for the stagecoach road-trip structure; Kingdoms is a separate campaign format. At forks, weigh a hospital, an encounter, supplies and the party's competing wishes, then use the next inn to recover and improve relationships. A poor choice can leave a promising team unable to survive the road ahead. Expeditions can take hours, and failure ends that attempt while Altar of Hope progression remains. Ending safely at an inn also matters for preserving eligible heroes' memories. It suits someone willing to learn substantial combat rules alongside the travel logistics.
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10

Unexplored 2: The Wayfarer's Legacy (2021)

by game_tinkerer  • 
Unexplored 2: The Wayfarer's Legacy
Game
Released
A world map of settlements, wild regions and journeys asks you to prepare for weather, fatigue and the resources needed to reach a particular objective. Explore for information and achievable quests instead of assuming every encounter needs a fight. An ordinary wayfarer's death leaves the wider world for a successor, with consequences; failure on the final mission can lose that world entirely. This is a slower, sprawling adventure rather than a short dungeon run. The pleasure is making a route feel like a considered expedition through a place with history.
More about Unexplored 2: The Wayfarer's Legacy
11

For the King II (2023)

by game_tinkerer  • 
For the King II
Game
4.4/10on IGDB
Released
Overland movement, town services, equipment and healing resources make the route to a quest part of the tactical problem. Spreading a party across the map can cover more ground while leaving someone poorly supported when danger arrives. Choose its linked campaign adventures for this recommendation, rather than the floor-based Dark Carnival mode. A failed adventure must be attempted again, with persistent unlocks providing future starting options. Chapters are substantial enough to plan across sessions, and dice can punish a reasonable choice; keep some recovery capacity instead of spending every advantage immediately.
More about For the King II
12

Void Bastards (2019)

by game_tinkerer  • 
Void Bastards
Game
7.3/10on IGDB
Released
Read the nebula map for ships that can supply food, fuel or a particular crafting component, then decide whether their hazards justify boarding. A short, selective raid can serve the journey better than clearing a whole derelict. Losing one prisoner brings in another within the same larger campaign, and crafting progress is retained, so this is a roguelite logistics journey rather than a complete reset after every death. First-person shooting still matters once you commit to a stop. Plan around the current prisoner's limits before plotting an ambitious shopping route.
More about Void Bastards
13

Sunless Skies: Sovereign Edition (2021)

by game_tinkerer  • 
Sunless Skies: Sovereign Edition
Game
Released
Carry a steam locomotive between strange ports, using trade opportunities and stories to decide how far its supplies and condition can safely stretch. The Sovereign Edition includes a full-steam option for longer journeys, but a faster crossing still needs sensible preparation. Legacy mode lets a dead captain pass the locomotive, map and other assets to a successor; Merciful mode instead permits returning to the last port. These are long narrative voyages, not brief runs. Choose it for generous reading, unusual destinations and the gradual satisfaction of understanding a region's routes.
More about Sunless Skies: Sovereign Edition
14

Sunless Sea (2015)

by game_tinkerer  • 
Sunless Sea
Game
7.6/10on IGDB
Released
Fuel, supplies and mounting terror make sailing to one more unfamiliar island a serious commitment. A port's story or trade can justify the risk, but you still need a plausible way back to civilisation. Unforgiving play gives a captain one life with selected legacies for a successor, while Merciful allows saving and reloading. Expect long, text-heavy careers and repeated crossings while learning useful routes. This is the harsher maritime companion to Sunless Skies, particularly satisfying when a newly understood destination changes how you prepare the next voyage.
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15

Approaching Infinity (2025)

by game_tinkerer  • 
Approaching Infinity
Game
Released
Choose your own purpose across a procedural galaxy: follow a faction's quest, investigate the human colony or fund exploration through trade and salvage. Stations, planets and wrecks are different kinds of destination, and an away team's oxygen turns the return to its craft into a practical limit. It is a turn-based sandbox with a substantial learning curve and potentially long campaigns. Permadeath can be disabled while you learn; enabling it puts the expedition's captain and accumulated progress at risk. Set a modest first objective instead of trying to exhaust an effectively endless frontier.
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16

Duskers (2016)

by game_tinkerer  • 
Duskers
Game
6.3/10on IGDB
Released
The next derelict must justify the fuel and equipment risk of reaching and exploring it. Salvaged parts keep drones working, but a failing camera or broken sensor can change which stop is safe enough to attempt. Type commands to the drones rather than directly controlling an action character, and leave before a small success becomes a total loss. Death wipes the expedition's resources and equipment; practical knowledge is the valuable inheritance. Choose it for a tense, solitary salvage itinerary whose destinations are uncertain workplaces rather than interchangeable arenas.
More about Duskers
17

Heading Out (2024)

by game_tinkerer  • 
Heading Out
Game
Released
Plot a course across a stylised America while fuel, car condition, focus and the approaching pressure of fear compete with the next race or roadside decision. Stopping to rest solves one problem while spending time you may not have. Its roguelike journeys support a finite story across several acts, rather than an inexhaustible supply of events, so expect repetitions on further attempts. Driving skill matters alongside route planning. Start on Narrative difficulty if the travel decisions appeal more than winning every chase; a failed attempt means trying that journey again.
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18

The Long Journey Home (2017)

by game_tinkerer  • 
The Long Journey Home
Game
5.8/10on IGDB
Released
A damaged experimental ship must cross unfamiliar space to reach Earth, making alien ports, planetary resources and diplomatic opportunities part of one survival calculation. Your chosen crew brings different skills to the encounters, while landing and orbital control add an unusually physical learning curve. Begin in Story mode for gentler conditions and the chance to rewind costly mistakes. Rogue mode removes that safety net, making a lost expedition a fresh start. Choose it for demanding, sometimes awkward space travel whose discoveries feel earned through maintaining a vulnerable ship.
More about The Long Journey Home

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