Book of Travels – PC Impressions

Book of Travels - PC Impressions

Have you ever grown weary of the relentless grind and time-consuming demands of traditional MMORPGs? The Book of Travels, developed by Might and Delight, invites us to a world where the journey is yours to define. Set in the mysterious and enchanting Braided Shore, this “tiny-MMO” reimagines the genre by prioritizing exploration, creativity, and immersive roleplay over rigid objectives and endless grinding. Here, we are not just other players chasing the same goals as everyone else—we are the authors of our own story.

The Book of Travels was designed to offer a truly personalized experience, one where players are free to set their own pace and forge their own path without external pressure. Whether they prefer to wander solo, soaking in the serene beauty and subtle mysteries of the world, or team up with friends to uncover the secrets hidden within the depths of Braided Shore, the game adapts to their playstyle. Every decision, every interaction, and every moment contributes to a unique fairy tale written by the player.

From the moment the login screen loads, the game greets players with an enigmatic visual style characterized by watercolor textures and soft pastel hues. Solid shapes are scarce in the design; nearly every element is composed of abstract forms, crafting a reality unlike any other. The character creation window invites players to select their in-game avatar from dozens of options, each imbued with its own unique story and lore.

After selecting one of the preset origins or crafting their own unique lore for the character profile, players are given the opportunity to further personalize their in-game avatar through a set of customization options. These adjustments primarily focus on altering the model’s size and hairstyle, allowing players to tweak these features to better reflect their vision of their character. However, other cosmetic options, such as eye color, hold little practical value due to the scale at which characters are rendered in the game world.

The character creation process is reminiscent of filling out the D’n’D or other role-playing game character sheet, yet it focuses more on the lore and identity than on stats or skills. There is no traditional class system or familiar battle skills. First and foremost, the game offers the choice of traits and peculiarities that are supposed to influence the game process; however, it comes to life with the first disappointment that is hard to ignore. About half of the given traits are marked as not implemented into the game process, as they simply won’t work, while players still can choose them.

As soon as the adventure begins, it becomes clear that there will be no hand-holding—the only available tutorials presented as short cards featuring text and illustrations. The first game experience is akin to waking up in an unfamiliar place with no memory of the world, leaving players to rely solely on their instincts and logic. Wherever the player chooses to go and what they decide to interact with is entirely up to them, all while adhering to the rules established by the developers.

Book of Travels

Although keyboard controls are available, the leisurely pace of the game encourages minimal interaction, allowing for a simple point-and-click playstyle. The early stages inevitably involve aimless wandering and collecting random items, all set against a backdrop of soothing lo-fi music and stunning hand-painted diorama-like backgrounds. From serene seashores and lush forests to sprawling fields and vibrant cities, the environments to explore are vast and varied, much like the NPCs scattered throughout the world.

The inhabitants of the world are mostly friendly, eagerly sharing their personal stories and local lore with players. These interactions reward experience points, gradually increasing the character’s level. This is a key distinction from traditional MMORPGs, where experience is typically earned through repetitive grinding or predefined story quests. Despite its unique approach, the game retains many familiar features, such as gathering resources, trading items, and receiving bonuses or penalties based on player actions or changing environments.

However, the trading and exchange system contains an element of challenge, as it isn’t always clear what NPCs want to receive. Much like a lost child exploring unfamiliar territory, players must experiment and interact extensively to understand the nuances of survival in this picturesque realm. Little by little, new abilities and features become available as the level of the character grows, opening different experiences. Sadly, I didn’t manage to meet any enemies to experience the battle system, but it’s said that in defeat we would learn more than in victory, which sounds very intriguing if this truly works in the game.

This world is rich with knowledge and brimming with stories waiting to be uncovered—both through interactions with NPCs and by exploring the environment itself. However, despite this wealth of content, the experience often feels hollow. While certain activities encourage cooperation among players, without other players around it might be hard to see the true appeal of this game.

The communication system, designed around the use of emotes and visual cues, offers a unique and engaging way to interact. The reliance on symbols instead of words adds a layer of mystery and creativity to interactions when they do occur. Each gesture or symbol can carry a weight, inviting players to interpret meaning through subtlety rather than direct communication. In this way, even brief encounters with strangers feel meaningful. For some, this minimalist approach to interaction may enhance the sense of wonder, transforming fleeting moments into memorable ones.

However, in its current state, encountering other players organically within the game world is exceedingly rare. Unless you actively invite friends to join, the sense of isolation persists, undermining the potential vibrancy of the social experience. Though, for people who seek the serene solo wandering, the lack of other players around can become a game’s advantage. The absence of crowds allows players to fully absorb the intricate details of the landscape, from the soft rustle of leaves in the forest to the distant hum of city lights. This solitude can foster a deeper connection with the game’s atmosphere, helping players to engage more deeply with the lore hidden within every corner of the world.

For a game that has been in early access for nearly four years, its current technical state and available content fall short of expectations. Although the game’s description promises players the freedom to choose their playstyle and path, this claim is not entirely accurate. Beneath the allure of its charming world and captivating first impression lies a sobering reality: while the story unfolding in the player’s mind and the game world may feel unique, the actual mechanics and locations are disappointingly limited.

It’s true that no game can be truly endless or boundless, but it’s only natural to expect more from a title that began with such promise several years ago. Despite its initial appeal, the disparity between the ambitious vision and the executed content becomes increasingly evident as players delve deeper into the experience. The exploration is limited to the chain of locations, depending on the starting point. The narrative is simple and can become boring relatively fast, especially for those who want more engaging or thrilling stories.

One of the game’s most significant issues is its optimization. Despite the listed system requirements appearing relatively modest, in practice, Book of Travels consumes an unexpectedly high amount of processing power, often pushing modern CPUs to their limits. Given that the game lacks extensive effects, a fully open world, or advanced 3D graphics and lighting, this level of resource consumption feels particularly excessive. The exact cause—whether it’s post-processing, real-time rendering, or another background process—remains unclear. However, the result can lead to noticeable stuttering and freezes on lower-end systems.

Considering the game’s age, it seems unlikely that the developers are unaware of these performance issues. Yet, either they don’t view it as a priority or haven’t addressed it . Hopefully, future updates will tackle this problem, as resolving it could significantly enhance the gaming experience for many players.

Book of Travels is the game that invites you to slow down, breathe, and lose yourself in a fairy tale where every choice—and every moment—is yours to shape. Despite its flaws and unfinished state, it still can provide a unique experience, leaving behind tranquility and peace. If you’ve been longing for a game that values freedom and immersion over efficiency, The Book of Travels might just be what you’ve been waiting for. Yet it’s important to remember that early access can last forever.

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