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The Long Farewell

A narrative game that begins at a desk: pick up a diary, leaf through photos, study a map, then follow the memories into an old teahouse at night. The first demo chapter starts with a father, for everyone waiting for a child to come home.

Author: ABLAZE
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Description

The Long Farewell is a narrative game that tells stories of memory through exploration and interaction. It begins at a desk: pick up a diary, leaf through photos, study picture frames and a map, and search among the objects left on the desk for stories from the past. Every touch feels like opening a memory that was carefully put away.

Open the diary to its first entry, and the story stretches from the desk to a teahouse at night. You step into a place where people once lived and gathered, and keep exploring by following the light, the sounds and the words people kept in their hearts. Its ordinary-looking corners may hold a moment someone has remembered for years, and the words they could not say at the time.

The whole game is a gift to the past and to memory. The team hopes that as players explore, they will think of the people they cherish, a place they know well, and the times they thought they had forgotten but have carried with them all along. The first chapter, finished as a demo, begins with a father. It is a gift for fathers and for everyone waiting for a child to come home: the child may have gone far away, but in someone's memory, the light at home is still on and a seat at the table is still kept.

The teahouse in the game is modeled on an old teahouse in Shen'ao Ancient Village. The team visited it, took photos and recorded the details of its structure, furniture and objects, then used Tripo to generate the main 3D models and refined the models, materials, lighting and interactions in Tuanjie Engine, rebuilding the real space as a scene you can walk into.

How Tripo was used

Tripo is the core modeling tool that took the team from field observation to a playable scene.

  • From site to model: using an old teahouse in Shen'ao Ancient Village as the prototype, the team visited and photographed it, recorded its structure, furniture and objects, and used Tripo to turn those references into game-ready 3D models.
  • Rebuilt in the engine: the team then adjusted models, materials, lighting and interactions in Tuanjie Engine, rebuilding the real space as a teahouse players can enter, explore and search for memories in.
  • Time for the story: Tripo let the team put more of its energy into narrative and experience design.

Trailer