Book of Travels

Book of Travels

released on Oct 11, 2021

Book of Travels

released on Oct 11, 2021

Join The Book of Travels and become a part of a unique social roleplaying experience that doesn’t hold your hand. Inspired by genre classics, this is a serene adventure that sets you adrift in a fairytale world... but it’s also an invitation to roleplay without the restraints of linear missions and plotlines. Feel at liberty to travel the free wilds and vivid cities of the Braided Shore peninsula. Wander deep into the layers of this hand-drawn world, stumble upon its hidden places or unravel one of its many mysteries. There is no overarching goal, no real beginning or end, but for mortal characters the stakes can be high.


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The best way I can describe this game is that i have 10 friends on my friend list who own this with less then an hour in this game, and 1 friend on my friend list who owns this with over 600 hours in this game. It's a true pervert mmo. Most people will bounce off of it, and then a few people will find that it's the only game they've ever wanted.

I have almost 200 hours spent on this and I'm looking forward to spent some more.
great game, very slow paced. you have to leave the anxiety behind if you want to enjoy it, no use in rushing it. sometimes I just log in, make a campfire and sit listening to the ambient sounds.
I'm pretty excited to see where this will be going for the next couple years.

early access so ofc not everything is done but this is bordline not playable ( last time i played was in august may have changed)

As it's early access, I don't think it fair to give it a star rating. My feedback on my short playthrough is that this could be the exact sort of game I'm looking for, except it just doesn't quite get there for me personally.

The one thing that really hits is the exploration and the feeling that you're in the world. The emergent gameplay of creating your own path is delightful. I started somewhere, a river or shore I think, and headed north to the tea house by the tree as recommended by a random. I talked to the manager there who said that I must be heading to a certain place. I didn't take a note of the place, but figured I'd find it and recalled rough directions. It seemed to me like my emergent story was to head to that place; that was my role-playing element; that's what my character would do. I couldn't find the place, alas, and kept hitting roadblocks. I'd spoken to the tea shop manager to try and get him to repeat what he said, but it didn't work.

So I was at a bit of a dead-end as to where my story would take me, at which point I lost the immersion and started to think whether the feel/vibe of the game was enough for me to spend another 20 mins or so walking back to the tea house. I opted not to continue. I wasn't interested in side-quests at this point, I don't like the art style and certainly don't like the character design, the music was not drawing me either, and the landscape felt more magic realism than fantasy (which is fine, just not what I wanted). So I reluctantly called it quits and refunded.

It is interesting, to me at least, that it captured the exploration elements better than something like Skyrim (not to criticise it, but journey moments in Skyrim were more retrospective than active). The fast travel between sections of the map were annoying as were the limitations on where you could go in a particular scene, but the journey was ever-present and palpable.

cool concept

case of the "i know the people who made this are good at art but the code is lacking so it's buggy"