01
Lineage
Control one family across centuries. Death transfers play to the next eligible member of the family line.
Many Riches presents
A multi-generational science-fiction lineage game.
Survive the collapse of Earth. Raise families aboard a damaged colony ship. Found the first settlement on a new world. Shape a civilisation that will outlive you.
Transmission
Continuity record
Earth is failing long before anyone accepts that it has been lost. Water queues, rationing, blackouts and civic systems shape the first generation. The ordinary choices made inside one household become the values and fears inherited by the child who survives it.
That family line passes through the Defence of Earth Complex, Lunar Base and the Ark; a city-sized generation ship carrying fragments of human civilisation towards New Earth.
Parents die. Children become guardians, workers and leaders. Relationships become obligations. Records become power. When the Ark finally reaches its destination, the state of the ship and the society inside it determine how humanity falls onto the new world.
“Every generation inherits decisions it did not make.”
Historical sequence
The form of play changes as the family moves from survival, through transit, into settlement and civilisation.
Household decisions establish personality, values and family memory while public systems fail.
Separation and evacuation shape fear, trust and behaviour under pressure.
The surviving child chooses a guardian, joins a working cohort and begins to understand the machinery of continuity.
Three generations form relationships, raise children, inherit duties and keep a damaged ship alive.
The Ark breaks during descent. Critical decisions determine who reaches land and what survives with them.
Explore, recover supplies, establish infrastructure and decide what the first community will become.
Institutions, factions, contracts and inherited histories grow beyond the control of any single life.
Visual records
The interface changes as the family moves from household survival to planetary settlement.
Game systems
Long Shadow combines authored narrative with persistent simulation. The game records more than success or failure; it records who was present, what was promised and what later generations believe happened.
01
Control one family across centuries. Death transfers play to the next eligible member of the family line.
02
Build trust, partnership, rivalry and obligation with people whose descendants may remain important long after they die.
03
Every meaningful action costs time. Work, travel and recovery compete with family, health and public duty.
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Private memories, institutional records and public histories may preserve different versions of the same event.
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Ship condition, inventories, skills and social cohesion pass forward into the landing and settlement phases.
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A household habit can become a family value. A temporary rule can become law. An old favour can decide who survives.
Blind-first design
Accessibility is part of the game structure rather than a later compatibility layer. Every core action, status and consequence is designed to work without visual interpretation.
MR-LS-ACCESS-001
Development record
Long Shadow is currently in active development. The present work focuses on the opening family sequence, the evacuation through Lunar Base and the three-generation Ark journey before Beachfall.
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