$12.9980 Days Race the world, rewrite the route
You are Passepartout, valet to Phileas Fogg, trying to circle a steampunk 1872 in 80 days. Every city and journey is told in branching text where your choices decide routes, money, health, and time. Read closely, plan loosely, and go again: no two trips read the same.
Is 80 Days worth it?
80 Days is worth it if…
- you like visual novels where reading and choices carry the whole trip
- you like planning routes, money, and luggage around a ticking clock
- you want huge replay value with new cities and endings each run
Screenshots
Reading that decides everything
This is a story you steer sentence by sentence. You pick routes on a 3D globe across 170 cities, then talk, trade, bribe, explore, and choose how Passepartout acts in each stop and crossing. Murder, romance, rebellion, and intrigue turn up along the way, and small decisions can save days or cost them.
You read a departure board, haggle for an early airship berth, then talk your way out of trouble on board. Fogg trusts paperwork; you handle everything else.
A valet's budget of time and money
Winning the wager means balancing three things at once: Fogg's health, your funds, and the minutes ticking past. Faster trains, steamers, balloons, camels, and submarines cost more, and rough travel wears Fogg down unless you carry the right equipment. Too much luggage slows you and raises fares.
So you buy low, sell high, pack light, and sometimes sleep rough after an expensive shortcut. Careful planning matters, and reading carefully matters just as much, since the right question in the right city can reveal a faster connection.
A different world every trip
The 1872 here runs on techno-fantasy: airships overhead, submarines under the Indian Ocean, mechanical camels, diving trains, and shifting tensions between invented nations. Climb Burmese mountains, trek through the Zulu Federation, sail up the Amazon, and pick a new way home each time.
With thousands of choices and bespoke stories per city, repeat runs stay fresh. One trip chases speed through Europe and Asia; the next wanders Africa, Australia, and South America looking for people and trouble. Missing the deadline stings less than missing a good story.
Good to know before you pack?
Do you have to finish in 80 days?
No. The clock never stops, departures leave minute by minute, and being late loses the wager. The trip still continues, and many runs are worth finishing anyway for the stories, shortcuts, and equipment lessons you carry into the next attempt.
How much reading is there really?
A lot, and skipping hurts. Routes only open up through exploring cities, talking to people en route, and reading timetables and offers closely. The English can be literary, so visual novel readers who enjoy dense prose will feel at home.
What do you actually manage between stories?
Time, money, health, and luggage. You choose departures, trade goods for profit, buy gear for harsh conditions, and decide when to bribe for an early start or rest Fogg. Cheap and fast rarely travel together.
Does it play like a classic visual novel?
Partly. You read narration and dialogue and branch the plot with choices, including romance and mystery threads. There are no character sprites and dating routes here; route-planning, schedules, and resource choices shape the story instead.

















