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Aussie Fallout RPG Broken Roads delayed at last minute to playtest “thousands of permutations"“Content complete” release is longer than expected, so more polishing needed

“Content complete” release is longer than expected, so more polishing needed

A woman crouches over the body of a man on the ground in Broken Roads. A dialogue panel is open at the bottom of the screen.

“While the game is now content complete, it is also coming in longer than we originally anticipated at [around] 30 hours of gameplay and nearly 400,000 words of dialogue,” the statement continues. “As you can imagine, it’s extremely time-consuming to properly test all of these.

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I had Broken Roads pigeon-holed as a visual novel for some reason - I guess I’m confusing it withRoad 96or one of the many visual novels that are also roadtrips, like Wheels of Aurelia. Now that I actually look at it, I’m thrilled to discover that it’s AussieFalloutwith an intriguing Moral Compass system, which dispenses with the usual Good or Evil questions in favour of a piechart’s worth of more elaborate, competing philosophies, from Machiavellian to Nihilist, each of which gives you special options in dialogue. It reminds me ofDisco Elysium’s personified character stats.

Ollie is also keen on the Moral Compass system, writinga Supporter post specifically about itin January. “I can see a dozen different ways in which this Moral Compass may end up being a bad idea in practice,” he commented. “But I don’t care. I adore it. And I’m going to play Broken Roads solely so I can see the consequences of my actions in satisfying radial form.”

Frivolous skit to end on: I would quite like to play a “modern RPG for the classic age”. “Not physically possible”, you say? That’s defeatist thinking! Somebody do a gamejam about it, please.