A literary action-RPG franchise, in two volumes
The Art of War
You blinded a god. Every power in the galaxy hunts you. The only way home is through. And what happens after the journey - twenty years on - is a story still being written.
The Witness · The headline product · In production
The Art of War: The Witness
A third-person action RPG in the Ulysses Universe. Twenty years after the trilogy. You're a mercenary in Olympus Concourse when a fragment of the goddess Athena lodges in your neural mesh. The Pantheon wants you ended. Athena wants you alive. You have months to choose what to do with what's in your head.
Witcher / Cyberpunk template, adapted to Greek mythology cyberpunk. Unreal Engine 5. Vertical slice 4-9 months out. Kickstarter when ready. Launch 2030+.
⚔ Read the Witness premiseLong Way Home · The warm-up · Demo live now
The Art of War: The Long Way Home
A turn-based roguelike strategy game. Thirteen sectors, each one a Sun Tzu principle. Crew die. Resources don't come back. If FTL met Slay the Spire in a Greek-mythology space opera.
Phase 3 build. 6 of 13 chapters production-complete. Steam launch late 2026 / early 2027. Chapters 1-3 playable in your browser right now. Long Way Home funds The Witness.
▶ Play The Long Way Home nowWhat it is
A turn-based roguelike strategy game in a Greek-mythology space opera. Each of the thirteen sectors tests one of Sun Tzu's thirteen principles. Each god is a different strategic adversary. There is no perfect run.
Comparable to FTL: Faster Than Light, Slay the Spire, Into the Breach. Plays in a browser. Single-player. Premium. No microtransactions.
The game stands alone. No prior reading required.
Core pillars
Strategy over reflex
Turn-based. Active pause. No twitch combat. Mobile-friendly.
Imperfect information
The fog of war is the central conflict, not a setting.
Permanent consequence
Crew die. Decisions stick. No save-scumming the bad ones.
Narrative first
Every encounter is a story beat. Filler is the enemy.
Get launch news
One email when it matters. Plus the Substack, where the roadmap, devlogs, and lore drops live.
Same crew. Different channels. No spam either way.
Build roadmap
Honest, public progress. Updated weekly.
- Phase 0 Repo, content pipeline, Godot scaffold, landing page, CI ✓ Done
- Phase 1 Vertical slice: one sector playable end-to-end In progress
- Phase 2 All 13 chapter shells. JSON-driven event system Pending
- Phase 3 Crew, ship, save/load, meta-progression Pending
- Phase 4 Turn-based combat. Ship + squad-tactical Pending
- Phase 5 Polish. Audio. VFX. Balancing Pending
- Phase 6 Soft launch: itch.io + web demo Pending
- Phase 7 Hard launch: Steam + iOS + Android Pending
Weekly progress posted to the Substack.