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Dear Journey... header art

Dear Journey...

Run a cosy little travel agency, one letter at a time. Travellers write in and tell you what they are hoping for. Plan the journey that gives it to them, card by card, and watch it unfold. Satisfy them, and they may write back...

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About the Game

Dear Journey... I hope this finds you well. It’s been quiet here lately, and I’ve been dreaming of somewhere new...

The travel agency is in your hands now

Director Diana and Derek have gone travelling, and they are in no hurry to come back. Every morning the post lands on your desk: travellers writing in with their moods, their hopes, and a clear idea of what would make their perfect journey. Read their letters, learn what they need, then build them the journey of a lifetime. Diana still writes, of course. Mostly advice, occasionally a postcard, always from somewhere with better weather.

Plan trips with cards

Each day you draw activities, destinations and helpful extras, then pair them into travel plans: a beach bonfire for the lonely elder who misses company, a floating market at dawn for the photographer chasing better light. Every journey has a number to clear, and the needs they wrote to you about are how you clear it. A card that answers one counts double, and the right destination multiplies it again. Answer them all and the trip is perfect. Draw a hand you cannot work with? Ask for fresh cards and think nothing of it. And nothing is hidden: when the journey plays out across the map, every match, bonus and multiplier is shown in the order it happened, so you always know why a trip landed the way it did.

Grow a little agency with a big heart

Travellers and milestones leave you keepsakes, and where you meld one changes what it does: a lucky coin on an activity finds a need the card was missing, the same coin on a destination makes its multiplier land whatever the region. Pin agency upgrades to the board, keep your best cards pocketed so they are never left to the daily draw, and tidy the rest away. Your reputation grows, new regions unlock, and your humble desk slowly becomes the kind of agency people write to twice. Because they do come back... Grant what they hoped for and travellers become regulars, signing their letters by name, each with a turn of phrase that is theirs alone, and sometimes arriving with a gift you are perfectly free to hand back.

Cosy on purpose

There are no timers, no disasters and no fail states. A trip that falls short costs you the day and a little of the reward; the traveller’s request stays on your desk and you can try again tomorrow. The morning post is yours to choose from, and a journey you have taken on but cannot finish can be called off with an apology, which no regular will ever hold against you. You can step away whenever life needs you and the ledger keeps itself, remembering the exact moment you left, mid-letter if need be. A warm desk, a lo-fi soundtrack, a fresh pile of post, and someone out there who has told you exactly what they need and trusts you to arrange it.

Key Features

  • Fifteen kinds of traveller, fourteen moods, and letters that say plainly what they are hoping for

  • Wishes worth granting: a place they have always wanted to see, an ending in the right region, a journey that never leaves one valley. Grant one and they may come back for good

  • Seven hand-drawn regions, from polar research stations to floating markets and highland monasteries

  • Eight starting profiles across three difficulty seasons

  • Learn the game through thoughtful letters

  • Grow from junior clerk to the name on the door, and see the agency through to a warm farewell