80 Days

80 Days

game

2014, Point-and-click, Role-playing (RPG)

WISE
85%

WISE Score

75%

IGDB

Jules Verne meets steampunk in this gorgeous, text-heavy choose-your-own-adventure where every playthrough reveals new wonders and consequences.

Screenwise Verdict

This is interactive fiction done right—gorgeous, literary, and genuinely replayable. It's not a game for kids looking to button-mash; it's for teens and adults who want to get lost in a richly-branching steampunk world where choices actually matter.

The mature content is real but contextual: you're playing in 1872, and the game doesn't shy away from the ugly parts of that era (colonialism, ethnic prejudices, opium dens). But it's handled with literary intelligence, not exploitation. Think of it as a young adult novel where you control the plot.

The learning is sneaky-good: geography, resource management, strategic planning, and historical context all woven into compelling storytelling. Each playthrough reveals different routes, cities, and consequences—you could play this a dozen times and still discover new narrative threads.

If your teen enjoys reading and strategy games, this is a gem. If they need constant action and visuals, they'll bounce off it hard.

Age Fit

Best for ages 13+ who enjoy reading and strategic thinking. The text-heavy format and complex decision-making make it challenging for younger kids, while the mature historical themes (colonialism, period-appropriate prejudices, adult situations) require teenage maturity to contextualize properly.

WISE Breakdown
Wholesome
72

Steampunk adventure built around cooperation between Fogg and his valet Passepartout. Themes reflect historical 1870s travel (kidnapping, harems, ethnic slurs, smoking, drinking, drug references) but are context-appropriate to the era and choices-matter storytelling. Not sanitized, but not gratuitous—treats mature themes with literary nuance rather than exploitation.

Imaginative
91

Exceptional creativity: thousands of branching narrative routes through a steampunk reimagining of Jules Verne's world, featuring airships, hover-cars, gyrocopters alongside traditional transport. Every playthrough reveals different stories, cities, and consequences. The inklewriter technology enables genuine exploratory storytelling where player choices reshape the entire journey.

Safe
78

ESRB rated T for Teen (Mild Language, Mild Violence, Use of Alcohol). No in-game purchases, no loot boxes, no online chat. Content warnings include period-appropriate themes like piracy, theft, illicit drugs, and ethnic slurs—all contextual to 1870s historical setting rather than modern toxicity. The mature elements are literary and consequence-driven, not exploitative. Single-player experience with no predatory mechanics.

Enriching
88

Remarkably educational without being preachy: geography, resource management, cultural contexts of 1870s colonialism, tactical planning, and consequences of choices. The narrative explores themes of class, imperialism, and global interconnection through Passepartout's eyes. Players learn strategic thinking (timing, budgeting, route optimization) while experiencing richly-researched historical fiction. Meg Jayanth's writing is literary-quality, not game-filler.

Parent Info

Why It Might Be Great

  • Thousands of branching narratives mean genuine replayability—you'll discover entirely different stories, cities, and outcomes each time
  • Teaches geography, resource management, and strategic planning through engaging gameplay rather than lectures
  • Literary-quality writing from Meg Jayanth that treats historical themes with nuance and complexity
  • Beautiful art style and no predatory monetization—just pure storytelling
  • Explores colonialism, class dynamics, and global interconnection through Passepartout's perspective as Fogg's valet

What to Watch For

  • Requires strong reading skills and patience—this is interactive fiction, not an action game
  • Period-appropriate mature content includes references to harems, opium, ethnic slurs, drinking, and colonial violence
  • Complex tactical choices about routes, timing, and money management may frustrate younger players looking for simpler gameplay
  • Some storylines can get dark depending on choices—kidnapping, piracy, theft are all possible narrative threads

Conversation Starters

  • "What route are you taking this time? How did you decide between the faster but riskier option versus the safer one?"
  • "The game shows how people talked about different cultures in the 1870s—what do you notice about how that's changed today?"
  • "If you were Passepartout, how would you feel about Fogg's wager? Is it fair that your job depends on his bet?"
  • "Which city or mode of transport surprised you most? What made it interesting?"

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