Cover image for Long Gone

Long Gone

Introduction: The Sound of Silence

For the past two decades, the zombie genre has been defined by volume. It is a genre built on the roar of high-caliber gunfire, the revving of chainsaws, and the guttural shrieks of the infected. Games like Left 4 Dead, Dying Light, and Resident Evil have conditioned players to view the apocalypse as a high-octane warzone—a playground for ballistics and adrenaline. Long Gone, released in late 2025 by Hillfort Games, offers a rebuttal in absolute silence. Backed by Innersloth (creators of Among Us) via their Outersloth fund, this title addresses the fatigue of the genre by fundamentally shifting the question. It does not ask, "How do you kill the dead?" It asks, "When humanity is extinguished, who remains to curate their stories?" It is not a war simulator, nor is it a power fantasy. It is an interactive thesis on the archeology of the mundane, a game that argues that the tragedy of the apocalypse isn't the violence, but the quiet forgetting that comes after.
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About the Game: The Voyeur at the End of the World

The narrative setup is intentionally sparse, relying on environmental context rather than exposition dumps. The protagonist is a nameless scavenger navigating a world that ended twenty years prior. The era of panic, fire, and military intervention has long since passed. What remains is a world reclaimed by entropy: overgrowth strangling the suburbs, rust eating through the steel of abandoned cars, and the "Gone"—undead entities that have lost their aggression and now simply shuffle aimlessly through the streets like leaves in the wind. Unlike traditional protagonists who are equipped with military-grade arsenals, the player character is armed only with a backpack, a wind-up flashlight, and a crushing sense of curiosity. The game employs a brilliant, dynamic camera shift to dictate the emotional pacing of the experience. When the player is navigating the streets or the wilderness, the game functions as a 2.5D side-scroller. In this perspective, the world feels vast and hostile; the camera pulls back, emphasizing the character's smallness against the backdrop of ruined skylines. This is where the tension lives—hiding in tall grass, climbing drainpipes, and avoiding the gaze of the Gone. However, the moment the player crosses a threshold into a home, the camera swoops in, shifting the perspective to a detailed first-person view. The game instantly transforms from a survival platformer into a "point-and-click" adventure. This shift is jarringly intimate. The player becomes a voyeur, a ghost haunting the homes of the dead. The gameplay slows down, encouraging the player to open drawers, read diary entries, check the expiration dates on milk cartons, and piece together the final days of the families who lived there. It effectively merges the non-linear investigative storytelling of Her Story with the survivalist grimness of This War of Mine, creating a sense of intrusion that is difficult to shake.
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Gameplay Mechanics: The Weight of Survival

Long Gone eschews complex skill trees and combat systems for mechanics that carry heavy emotional weight. The core system revolves around Inventory Management, but it is framed as a moral dilemma rather than a logistical puzzle. The backpack has a severely limited number of slots (grid-based, akin to Inventory Tetris). The world is filled with items, but they fall into two distinct categories: Survival Items (food, water, batteries, tools) and Memory Items (photo albums, wedding rings, children's drawings, letters). The conflict arises when the backpack is full. The player will inevitably find a can of peaches—essential for maintaining the hunger meter and stamina—alongside a polaroid of a father and son that grants no gameplay benefit whatsoever. The game forces the player to make a choice: discard the memory to survive, or carry the memory and risk starvation. Discarding a "Memory Item" triggers a subtle audio cue—a heavy sigh or a discordant note—designed to make the action feel like a moral failing. It forces the player to consider what is more important: extending their own life, or preserving the proof that someone else existed. Combat is entirely non-existent. This is a disempowerment fantasy. If a zombie spots the scavenger, the only options are flight or death. There are no knives to craft, no guns to find. The player can use items for distraction—throwing a bottle to create noise or setting off a car alarm to draw a herd away—but the undead cannot be killed. They are treated as a force of nature, inevitable and permanent, like a storm or a mudslide. The puzzle design further reinforces this grounded reality. It eschews "video game logic" (finding colored keycards for colored doors) in favor of "organic logic." If a door is locked, the player must find a way to remove the hinges with a screwdriver, smash the window with a brick (creating noise that attracts danger), or find a vent that can be pried open. The solutions feel tactile and desperate, requiring the player to observe the environment and use common sense rather than abstract puzzle-solving skills.
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Atmosphere & Themes: The Second Death

Visually, Long Gone utilizes a "lo-fi 3D pixel" aesthetic, evoking the PlayStation 1 era. The developers have leaned into the jittery vertices and affine texture mapping of the late 90s, not just for nostalgia, but to create an atmosphere of unreality. The low fidelity forces the player's imagination to fill in the gaps. The textures are crunchy and rusted, the lighting is moody and stark, and the shadows seem to stretch and move on their own. It creates a dreamlike, hazy quality, as if the world itself is a fading memory. The sound design is delightfully sparse. There is almost no persistent musical score. The soundscape is dominated by the wind whistling through broken windows, the creaking of settling wood, and the wet, shuffling footsteps of the Gone. This silence makes the moments of sound incredibly impactful. When the player discovers a "Memory Item" that completes a specific narrative thread (e.g., finding the toy a child mentioned in a diary note), a fleeting, gentle acoustic guitar melody plays. It lasts only a few seconds, but in the oppressive silence, it hits with the force of a symphonic crescendo. Thematically, the game explores the concept of the Second Death. There is an ancient idea that a person dies three times: first when their body ceases to function, second when they are buried, and third when their name is spoken for the last time. Long Gone is a game about fighting that third death. The zombies are not the villains; they are merely empty vessels. The true enemy is time and oblivion. By scavenging these homes, reading these letters, and carrying these useless photos, the protagonist is an archeologist of the soul, keeping the memory of these strangers alive for just a moment longer. It suggests that in the face of total annihilation, the act of remembering is the ultimate act of defiance.
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Conclusion: A Sacred Ritual

Long Gone is a heavy, demanding experience. It eschews the dopamine loops of looting and leveling for a deep, melancholic compulsion. It turns the act of looting—often a mindless, mechanical interaction in other games—into a sacred ritual of respect. It appeals to fans of Gone Home and Silent Hill, standing as a haunting indie masterpiece that demands to be played in the dark, with headphones on, and a willingness to sit with the silence.
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