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.

Long Way Home (strategy) · 2026-27  ·  The Witness (action RPG) · 2030+

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 premise

Long 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 now

What 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.

Weekly progress posted to the Substack.