The Train Journey

The Train Journey is a developing casual mobile game project, born from my personal love for train rides. There’s something special about watching the world go by, reading, or simply doing nothing, all while moving towards a distinct destination. This game aims to replicate that serene experience for players, especially those who feel their lives are stuck in a repetitive loop. I want to give them a destination—a train ticket, a train journey.


Game Concept

The game’s protagonist is determined by the player. The journey begins with the player napping on a real-world train and then mysteriously waking up in a fantasy realm reminiscent of Hokkaido. In this enchanting world, players explore an extensive railway network, unraveling the mystery of their journey and discovering a deeper appreciation for their real-life experiences.

Game Loop

At its core, The Train Journey involves traveling to various stations, collecting unique souvenir stamps, and unlocking new train lines. Players encounter and befriend mystical beings in this imagined realm. The game operates in real-time, requiring players to strategically plan their in-game movements and check in regularly to hop on and off trains. There are also rendezvous missions, adding an element of challenge and a sense of a believable game world, where you must be at a certain place within a specific timeframe.

My Role

As a personal project, I’ve poured my heart and soul into every aspect of this game. The journey began with the GDD, meticulously crafted from a pool of ideas. I then moved into worldbuilding, transforming Hokkaido into a realm where spirits and monsters coexist with humans. A detailed narrative bible was developed, encompassing everything from train designs to the lore of this fantasy world, and including the critpath that features 6 quests, an opening, and an ending.

Each character in the game is intricately designed, possessing unique traits and perspectives on the world’s social order. They’re not just characters; they’re my close companions on this creative journey.

The game’s quests are narrative-driven, each with a distinct story arc and character development. The open-world nature adds complexity, as players are free to explore any unlocked station, requiring careful arrangement of the narrative flow.

Cinematics are minimal but impactful, including a 15-second opening that sets the tone for the adventure ahead.

In addition to narrative and design, I’ve been hands-on with UI design, collaborating with artists, prototyping in Unity, and organizing playtests.

A screenshot from The Train Journey, showing the narrative elements
The UI of The Train Journey (WIP)
Sketch of the glove spirit Glovey, a yōkai (or mystical being).
Papa the paper spirit. The spirit is a pile of paper, and the girl’s head can move from page to page.

Tools Used

Endnote

While The Train Journey is still in development, I’m open about its progress, as it mirrors my own game design/narrative design journey. It’s more than just a game project; it’s a labor of love and a testament to my belief in the power of interactive storytelling.

The smartphone monster S7. There is a whole bunch of them with different models in the game.
A screenshot of the narrative bible in Confluence.

Back to Project page

2024 G Tinshui Yeung. All rights reserved.

G Yeung, Writer