
1872, with a steampunk twist. Phileas Fogg has wagered he can circumnavigate the world in just 80 days. Travel by airship, submarine, mechanical camel, steam-train and more. Race other players and a clock that never stops in TIME Magazine's Game of 2014.
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About

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
乐趣无穷的环球旅游冒险,内容非常丰富,目前玩了两周目,基本上没有经历重复的内容。有一百多个城市和数不清的交通路线可以探索,各地的风物人情刻画得非常细腻,路上的遭遇更是千奇百怪,从调查谋杀案到偷渡革命者应有尽有,喜欢读旅游杂志的人应该会非常喜欢这个游戏。 由于有八十天的时限(虽然超过时限也不会结束游戏,福格先生还会在结局时非常豪迈地表示要再来一次),还要随时留意交通时刻表,一周目我很难沉下心来旅游观光。二周目学会规划路线和旅费预算后发现时间压力其实不是很大,本作并不是发生在现实世界,而是一个有海量蒸汽朋克黑科技(他们的火车甚至能潜水)的平行世界,旅行速度比小说里要快得多,就算环球的时候绕个路去追求蒙古公主,时间也是绰绰有余。玩的时候放松心态,享受各地风光就好。(反正就算没有按时到达,最后受伤的也只有福格先生:-P)。
the idea is interesting and I wanted to get involved with the stories they were trying to weave together... but it was just so convoluted. you start the game with an unskipable, giant text, the bosses credit scroll. very self important. then you're constantly given a couple of choices, most utter nonsense, and it somehow advances your journey. some of the basics are great like having to explore the area to find the next leg of the journey, but at the same time it's all so random. you can't just go ok I want to go to Cairo and find out how to get there. you have to keep exploring and hoping you find a way to Cairo... until something completely stupid ruins all the plans and now your only choice is to go to Russia. I was constantly going "what? no. why is this? ugh." so no I can't recommend.
I’ve only played it once and didn’t finish in time, but I’m planning a replay. The dialogue is solid and the events are engaging. I also really like the slightly steampunk setting, but the visuals just didn’t grab me at all. It lacks animation, warmth, and that certain 'soul' in the art style and there is not enough of illustrations. As a video game illustrator, there isn't a game I’ve wanted to redraw from scratch more than this one, just to give it some charm.
80 Days is many things; a CYOA, travelogue and adventure, but it is foremost based on the novel by Jules Verne. Mind you, player has full freedom in how you go about things since the game is open ended rather than some 1:1 recreation of Around the World in Eighty Days. Phileas Fogg has made a wager that he can travel around the world, as in start from and make it back to London, in 80 days. With half his fortune at stake, both Fogg and his trusted valet Jean Passepartout embark on a journey of a lifetime. It's up to you whether they make it. Amusingly enough, I found the success of the journey to be the least relevant motivator. It's the narrative of various places and self-contained arcs that happen on actual journeys that steal the show. World itself is also something worth bringing up since we're not looking at the real world. For example, there's the Artificer's Guild who are making mechanical automata, airships are flying about as means of transportation and political situation is tense for variety of reasons. Our duo gets caught up in these events by default and some can have dire consequences. Traveling from location to location, action you would in most games treat as entirely perfunctory to get you to "the good stuff", is where the bulk of that time will end up spent at. Which is where my big annoyance with 80 Days comes up - you need to discover routes between cities before you can travel. Either by exploring in a city, talking to people while en route to somewhere or through special means like buying items that reveal these routes to you. Unless you go into the game with a specifically laid out plan for the entire journey, availability of known routes becomes a factor. Buying implies inventory which does, in fact, exist. Number of bags determines how many items you can carry and this begins to matter as luggage affects your travel expenses. So you're constantly balancing three things: days left, available funds and inventory Tetris for tangible benefits or for what can be sold at some point. There's also Fogg's health which didn't play a notable role for me. Just talk to the man, for god's sake. And DON'T let him talk you into boxing the current champion. Another element you'll fight constantly is UI clearly not designed for PC. I lost count how many times I wanted to quickly cross-reference my inventory to see if that katana I bought in Yokohama will sell for a lot of dough in New Orleans. Basically, 80 Days only wants you to engage with the interface when it feels like it. Which means events. Most of your actions happen in cities where you're relegated to market, bank, exploration/hotel and departure. Pretty self-explanatory. I was surprised by how many elements synergize and how many I didn't even see in play because there are many routes you can take. Aspect of CYOA where you get to determine how events play out, backed by strong narrative, are probably the highlight of the game and you end up dealing with mechanics to realize them. Loop you're looking at is: exploration to unlock a route to the next city, sleep at the hotel and do some shopping until you depart, something happens while you're traveling before you ultimately get to the next location, rinse and repeat. And yet... it works. Simple stylized visuals do their job, be it with backgrounds or characters, but I think the soundtrack ended up surprising me the most. Theme especially with how adventurous and setting-apropriate it comes across as. 80 Days may be one of those titles that require multiple intentionally different playthroughs to get the most out of.
It's a cute game with many different variables and things to manage. It's not terribly difficult at all once you give it a go. I've played through the scenario three times in seven+ hours, each very different from the others, and I still have some very different decisions and routes to try. Got it on sale and am very pleased with it.
Light, charming, easy-breezy--except actually not. You will believe that trimming a gentleman's moustache is a tense gameplay moment. Plays quick; you can "win" or "lose" in a matter of hours.
The first time I finished the Android version of this game, some 10 years ago, I couldn't stop smiling for the rest of the day. I felt I'd been on a true adventure! I wish this game could still evoke that feeling. Enter a city, explore it in a choice-based narrative vignette, find connections forward and plan your route. The concept sounds so elegant, but the fragmented structure combined with heavy non-linearity means there's no coherent storyline to follow, only detached text snippets that soon blur all together. I don't want to harp on the writer, I realize what a struggle it must have been to come up with 750 000 (!) words about disembarking trains, getting on other trains, gossiping on an airship, a steamboat, a mechanical camel, and alluding to steampunk contraptions and fictional geopolitics without ever really getting into it because you're always on the move, but that doesn't change the fact that at every location you only get to experience the first half page of a novella rather than the whole thing. The lack of true choice within the narrative doesn't help things either. Most of the time you only get the option of either being a world-embracing cosmopolitan adventurer or a stuck-up racist who'd rather stay in his hotel room ironing his master's shirts and wishing he was back in Paris. Again, I get it, they didn't have the time to get all fancy with different personality traits you could express, but more often than not there's only one sensible choice, and deviating from that just ends the storylet early without giving you any rewards.
It's a great game I've played it on Android but it does not work on steam deck without a mouse. Please stop ♥♥♥♥♥♥♥ saying games are verified when you get get 90 seconds in without being frustrated. Don't ♥♥♥♥♥♥♥♥ me just say it doesn't work without a connected mouse
A cleverly crafted choose-your-own-adventure game with some arbitrary randomness and arbitrary pre-determined elements too. Far too much trial-and-error gameplay for my tastes, but I can't deny that they created a quality game.
Yes to this game. Easy game play with a huge number of variations. Very gripping and a lot of fun. Highly recommended.
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