$12.9980 Days Race the world, rewrite the route
Plan Fogg's journey around the globe, one choice at a time, and see how differently each trip can end.
Is 80 Days worth it?
80 Days is worth it if…
- you like stories where your choices genuinely change the route and the ending
- you enjoy planning a route on a map and outsmarting a timetable
- you want a game you can finish in an evening and immediately play differently
- you have fond memories of Jules Verne, or you like witty, well-written text
- you prefer to unwind rather than twitch: the pressure comes from the clock, not your reflexes
Screenshots
Plan the route, beat the clock
The wager gives you eighty days and the clock never stops. Trains, steamers, balloons and camels leave and arrive minute by minute, so every leg of the journey is a decision: take the fast connection that costs a fortune, or the cheap one that costs three days. You bribe your way onto early departures, check timetables, and hunt for the short cuts that shave days off the trip. Fall too far behind and the bet is lost. It is a race, but a gentle one: nothing here punishes you for thinking, and dawdling too long in a bazaar might just mean missing the boat.
An 1872 that never was
This is a steampunk retelling of Jules Verne, and the world is the best part. A 3D globe holds 170 bespoke cities, each richly described: climb the Burmese mountains, trek the Zulu Federation, sail up the Amazon, or disappear under the Indian Ocean by submarine. Airships cross the skies, mechanical camels cross the Sahara, and politics, invention and rebellion simmer everywhere. The hand-drawn art by Jaume Illustration gives each stop the feel of an illustrated storybook, and the soundtrack carries you from one end of the world to the other.
Money, luggage and a master's health
As Passepartout, you juggle three things at once. The budget: buy low in one port, sell high in the next, but go bankrupt and you will be sleeping rough and begging for aid. The luggage: pack the equipment for the conditions ahead, but too many suitcases slow you down, so every item earns its place. And Fogg himself: keep your master healthy and earn his trust, or the journey sours long before London. None of it is complicated, but together it turns a trip around the world into a string of small, satisfying decisions.
A story you steer, one choice at a time
If you are here for the reading, this is reading that answers back. Every city and every leg of the journey unfolds as interactive fiction where you control each action, and the writing is the kind people quote at each other: witty, wry and full of nods to Verne. Choices branch the story into murder mysteries aboard airships, romances, rebellions and escapes, with multiple endings depending on the road you take. You play as Passepartout, and who he becomes, cautious, bold, romantic, is up to you. Bring a fondness for words; the journey happens mostly in your imagination.
Can you play it more than once?
How long does one journey take?
A full trip around the world takes roughly an hour or two, which makes it easy to finish a run and immediately start another. And you will want to: one journey only touches a couple dozen of the 170 cities, the world's events change between runs, and the most interesting stories tend to sit slightly out of your way.
Do you play against other people?
There is a live multiplayer feed that shows other players' journeys as they happen, so you can race real people in real time while the clock runs. You can also share your own route with friends. It stays a singleplayer story throughout; the race is a nudge, not a lobby.
Can you undo a bad choice?
No. There is a single automatic save and no undo button, so a choice sticks until the next run. It fits the theme of a race you cannot pause, and since a journey is short, a ruined trip is really just a reason to see a different part of the world next time.



























