The Long Journey Home

The Long Journey Home

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Why only one save slot?
Why does this game have only one save slot? Even if you want to make a rougelike, with only one overwriting save per campaign, why not allow multiple campaigns to be saved?

Why dictate to players that we are only allowed to save one playthrough at a time...as if we are greedy, naughty children for wanting have multiple playthroughs saved?

Can anyone articulate the logic behind this design choice?
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Showing 1-8 of 8 comments
warhawk_rider 2 Jun, 2017 @ 9:44am 
Honestly, what is the purpose of only one save? Do they feel PC players are too ignorent to save and load separate games?
Sire Reap-A-Lot 2 Jun, 2017 @ 10:04am 
Have you – in a game like this – ever played multiple runs at the same time?
Which btw. is possible in a number of ways.

I suppose in development it didn't seem like a high priority, just because of that.
Last edited by Sire Reap-A-Lot; 2 Jun, 2017 @ 10:04am
sic 2 Jun, 2017 @ 10:10am 
I think it's because of the popular culture of roguelike. Maybe they think frustration is part of the game experience.

There're 2 saves actually, the normal one and the one when you're dead (rewind). I've killed my ship countless time to rewind.

Just fight anything (or that godlike Mizzurani ships), or orbit the sun until the ship exploded.

Talking about rewind, now I'm stuck in bad rewind and totally ruin my roleplay because I entered the system too close to those mizzurani goons.

No other choice than start over for the.. I dont know, I lost count how many times I've restarted. This stupid roguelike saves system and RNG really burnt me out.
Last edited by sic; 2 Jun, 2017 @ 10:11am
warhawk_rider 2 Jun, 2017 @ 10:13am 
I actually don't mind one overwriting save per campaign, it makes your choices matter.

But, I play multiple parallel runs all the time. For example, I often play for awhile, then have to stop for quite some time. When I come back to it, I'll often start a new game to relearn the controls, etc., then go back to my original game.

Also, my son or wife often want to play. Usually, they each can have a separate campaign to play, but not here.

Moreover, I often like to show new cool games off to my friends. I generally start a new game and let them play, learning from the tutorial in an easy environment (i.e., the beginning). But again, not in this game.

Multiple saves, especially only one overwriting save per campaign, is very easy to implement.

Making a player copy files is crazy.
Hans Yolo 2 Jun, 2017 @ 10:15am 
Sire Reap-A-Lot is right in that it wasn't very high priority during development, because we never really felt the need or saw the necessity to have more than one save. However, now that a few people have asked about it, we are discussing it again. I will let you know as soon as we have made a decision. Unfortunately I can't give a timeline though.

Edit: While the save games themselves MIGHT be easy to implement (there still can be some complications), there is always some implicite work to do, like for example having to adapt the UI in this case.
Last edited by Hans Yolo; 2 Jun, 2017 @ 10:19am
warhawk_rider 2 Jun, 2017 @ 10:16am 
Wow, cool!
sic 2 Jun, 2017 @ 10:28am 
Having multipe saves for major story branch is a plus for me. After all I'd like to see all the stories if possible. After all, I just have a very little play time.

Rather than restarting the campaign using the same seed and dealing with god-knows-what-RNG just to get to that point of story just to try different choice is just too much.

And the campaign is very long, it's nowhere roguelike FTL short.

/rant
Last edited by sic; 2 Jun, 2017 @ 10:29am
GrumpySarge 25 Sep, 2020 @ 8:46am 
Originally posted by Hans Yolo:
Sire Reap-A-Lot is right in that it wasn't very high priority during development, because we never really felt the need or saw the necessity to have more than one save. However, now that a few people have asked about it, we are discussing it again. I will let you know as soon as we have made a decision. Unfortunately I can't give a timeline though.

Edit: While the save games themselves MIGHT be easy to implement (there still can be some complications), there is always some implicite work to do, like for example having to adapt the UI in this case.
My... You mean be able to save, like it's a computer game? That we bought? That we might want to play like we want?
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