Say the Names

Say the Names

by Kevin Petersen

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Free

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  • Released
  • Updated
  • August 3, 2026
  • August 4, 2026

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About

Ten journeys. Ten different games. Each is about leaving a place that is finished for one you have never seen. Say the Names is a survival journey game about provisioning a party, choosing badly under pressure, and writing down what it cost. Every road is hard in a way none of the others are. This is not a game you are meant to win the first time — losing well is part of it. THE TEN ROADS 1215 — The Caravan. Silk and jade west out of Chang'an, on camels that carry what they carry. 1841 — The Island. Wrecked. Keep the signal fire lit, and keep everyone believing a ship will come. 1846 — The Voyage. A whaler months from home, and a crew whose patience runs out like any other supply. 1851 — The Crossing. Five weeks in steerage with four hundred people and one hatch. 1886 — The Drive. Two thousand miles north out of Fort Worth. Attrition. 1912 — The Ice. Man-hauling toward a turn-back point, where your authority is thinner than the food. 2029 — The Evacuation. A Category 5 has a landfall time. Beat it inland. 2060 — The Exodus. Five seats. Eight people. 2140 — The Convoy. A dying machine and less than you needed, between the station and the colony. 2200 — The Ship. Sixteen generations. Two hundred years. Will they still open the door? WHAT YOU DO Name the people who go with you. Each has a trait, and someone they are close to. Outfit them at a shop that will not let you leave unready — and will not let you carry more than you can. Set the pace and the rations, then live with it. Push hard and they wear down. Rest and the season closes. Answer what the road puts in front of you. Hundreds of events, and very few with an obviously right answer. Take the wheel yourself at the moments that matter — hunting, fording rivers, reading a bluff, holding a machine together. WHEN IT GOES WRONG People fall ill, take conditions, and sometimes die. When they do, you write what goes on the stone. Rest and medicine can turn a sickness before it turns fatal. And when a roll goes against you, spending Grit lets you face it again with a genuinely new outcome. Grit is precious. Bank it for the moments that matter. THE RECORDS Nothing is wasted on a run that ends badly. The graveyard keeps every name, date and epitaph you wrote. A career board tracks who arrived, who was lost, and how far you got on each road. There are 128 feats to earn — some for arriving whole, some for losing well — and harder tiers to unlock once a road has been walked. A DAILY ROAD Every day, everyone plays the same road from the same seed. The same weather, the same rivers, the same bad luck. All that differs is what you do about it. NO ADS. NO PURCHASES. NO ACCOUNT. The whole game, start to finish. It runs entirely on your device, works with no connection at all, and does not collect anything about you. Your journeys, your graves and your records stay where you made them.
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What's New in Say the Names

1.0

August 4, 2026

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