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* CanineCompanion: Thunder the stray dog can tag along with you during your trip, and playing with him removes a Fatigue card. His love also makes it easy for you to talk to him because his cards will always match with yours except for Fatigue cards.



** If you fail to keep your mother's store well-stocked, [[spoiler:it shuts down, and the Caravan cuts ties with Bartow and removes it from its route. Samuel considers moving out to greener pastures, and you and Elias do the same. Ten years later, you open a new store reminiscent of your mother's in Aldhurst, [[BittersweetEnding but this time, it becomes a hit with the customers.]]]]

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** If you fail to keep your mother's store well-stocked, [[spoiler:it shuts down, and the Caravan cuts ties with Bartow and removes it from its route. Samuel considers moving out to greener pastures, and you and Elias do the same.same if you've maintained your friendship with him. Ten years later, you open a new store reminiscent of your mother's in Aldhurst, [[BittersweetEnding but this time, it becomes a hit with the customers.]]]]



* TraumaInn: Bartow serves as your resting area to remove any Fatigue cards, which build up as you travel and don't match with any symbol, effectively ending your conversation on a bad note if you're not careful with them. Some random events such as relaxing in your caravan and playing with Thunder the stray dog can also remove them.

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* TraumaInn: Bartow serves as your resting area to remove any Fatigue cards, which build up as you travel and don't match with any symbol, effectively ending your conversation on a bad note if you're not careful with them. Some random events such as relaxing in your caravan and playing with Thunder the stray dog can also remove them.them.
* VideoGameCaringPotential: You can befriend the townsfolk by listening to their perspective and literally playing your cards right...
* VideoGameCrueltyPotential: ...Or you can become enemies with them by intentionally mismatching with their cards. While it's hard to do this to Thunder since his cards always match with yours, you can still create bad conversations with him by intentionally playing Fatigue cards (which never match) or making mismatches with yourself by pairing the wrong card after a [[ExtraTurn Chatter card.]]
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** If you fail to keep your mother's store well-stocked, [[spoiler:it shuts down, and the Caravan cuts ties with Bartow and removes it from its route. Samuel considers moving out to greener pastures, and you and Elias do the same. Ten years later, you open a new store reminiscent of your mother's in Aldhurst, [[BittersweetEnding but this time, it becomes a hit with the customers.]]]]
%%** (insert good ending here)
* PlayableEpilogue: After completing five trips, you speak with Elias one last time ten years later, reflecting on the journeys you had.
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* EndingMemorialService: [[spoiler:Miriam]] dies on your fifth and final trip, and you can attend her funeral, which is headed by Matilde.

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* DoingItForTheArt: InUniverse. The Circle is an artist's organization that aims to enrich the world with their art instead of becoming rich through art.



* EarthquakesCauseFissures: [[spoiler:After a few years with the caravan, an earthquake hits the area, damaging infrastructure and severing some routes to the largest city on the map.]]

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* EarthquakesCauseFissures: [[spoiler:After a few years with the caravan, an earthquake hits the area, area before the 4th trip, damaging infrastructure and severing some routes to the largest city on the map.]]

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* ExtraTurn: The Chatter card lets you immediately play another card.

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* ExtraTurn: The Chatter card lets you immediately play another card.card, while the Listen card ends your turn and lets ''the other player'' play two cards on theirs.



* GhostTown: Hara, where the protagonist's mother founded the Circle, used to be a thriving town, but the Rilkers [[spoiler:stripped it off its precious metals after striking a deal with the Circle]] and its water dried up, forcing its people to move elsewhere. Nameless is the only resident left.



* PosthumousCharacter: After your mother's death, you learn more about her as you travel and converse with the people you meet, who remember her legacy in running the family business.

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* PosthumousCharacter: After your mother's death, you learn more about her as you travel and converse with the people you meet, who fondly remember her legacy in running the family business.business and founding the Circle.


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* SomebodyNamedNobody: Nameless, one of the co-founders of the Circle, removed his name after he and the protagonist's mother [[spoiler:failed to save Hara from being exploited by the Rilkers.]]
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* InvincibilityPowerUp: Matching four symbols in a row will make you gain Accord, which protects you from a combo breaker that results in a negative reaction once. Maintaining the chain extends the range of Accord, while your cards can be equipped with a single-use version of it that disappears when placed.

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* InvincibilityPowerUp: Matching four symbols in a row will make you gain Accord, which protects you from a combo breaker that mismatch, which results in a negative reaction reaction, once. Maintaining the chain extends the range of Accord, while your cards can be equipped with a single-use version of it that disappears when placed.
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* InvincibilityPowerUp: Matching four symbols in a row will make you gain Accord, which protects you from a combo breaker that results in a negative conversation once.

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* InvincibilityPowerUp: Matching four symbols in a row will make you gain Accord, which protects you from a combo breaker that results in a negative conversation once.reaction once. Maintaining the chain extends the range of Accord, while your cards can be equipped with a single-use version of it that disappears when placed.
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* MercyInvincibility: Matching four symbols in a row will make you gain Accord, which protects you from a combo breaker that results in a negative conversation once.

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* MercyInvincibility: InvincibilityPowerUp: Matching four symbols in a row will make you gain Accord, which protects you from a combo breaker that results in a negative conversation once.
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* TragicKeepsake: Elias gives the protagonist the latter's mother's locket when they return from their first trip, and they hold onto it dearly during their journey.
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Bukam Boro is one of the towns


* DyingTown: Bartow, where the protagonist lives and their mother's shop (Bukam Boro) is, has been losing business ever since the railroad broke down.

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* DyingTown: Bartow, where the protagonist lives and their mother's shop (Bukam Boro) is, has been losing business ever since the railroad broke down.
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* TraumaInn: Bartow serves as your resting area to remove any Fatigue cards, which build up as you travel and don't match with any symbol, effectively ending your conversation on a bad note if you're not careful with them. Some random events such as relaxing in your caravan can also remove them.

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* TraumaInn: Bartow serves as your resting area to remove any Fatigue cards, which build up as you travel and don't match with any symbol, effectively ending your conversation on a bad note if you're not careful with them. Some random events such as relaxing in your caravan and playing with Thunder the stray dog can also remove them.
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None

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* ExtraTurn: The Chatter card lets you immediately play another card.
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* AMinorKidroduction: The prologue shows the protagonist and their brother Elias arguing over their mother's locket, with her stepping in to teach them how to make good conversations with each other, effectively serving as the game's tutorial. The story proper then begins 15 years later, after their mother's funeral.

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* AMinorKidroduction: The prologue shows the protagonist and their brother ChildhoodFriend Elias arguing over their the former's mother's locket, with her stepping in to teach them how to make good conversations with each other, effectively serving as the game's tutorial. The story proper then begins 15 years later, after their mother's her funeral.

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* IntrepidMerchant: You join a caravan that constantly travels between cities, in order to exchange goods with other people and keep the family business running.

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* IntrepidMerchant: You join a caravan that constantly travels between cities, in order to exchange goods with other people and keep the family business FamilyBusiness running.


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* PosthumousCharacter: After your mother's death, you learn more about her as you travel and converse with the people you meet, who remember her legacy in running the family business.
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* TraumaInn: Bartow serves as your resting area to remove any Fatigue cards, which build up as you travel and don't match with any symbol, giving you at most two negative reactions. Some random events such as relaxing in your caravan can also remove them.

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* TraumaInn: Bartow serves as your resting area to remove any Fatigue cards, which build up as you travel and don't match with any symbol, giving you at most two negative reactions.effectively ending your conversation on a bad note if you're not careful with them. Some random events such as relaxing in your caravan can also remove them.
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None


* TraumaInn: Bartow serves as your resting area to remove any Fatigue cards, which build up as you travel don't match with any symbol, giving you at most two negative reactions. Some random events such as relaxing in your caravan can also remove them.

to:

* TraumaInn: Bartow serves as your resting area to remove any Fatigue cards, which build up as you travel and don't match with any symbol, giving you at most two negative reactions. Some random events such as relaxing in your caravan can also remove them.

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* DiscardAndDraw: After every conversation, regardless of how it went, the player is forced to replace one of their ten cards with one the other person was using.

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* DiscardAndDraw: DiscardAndDraw:
**
After every conversation, regardless of how it went, the player is forced to replace one of their ten cards with one the other person was using.using.
** The Reconsider card discards your entire hand to draw new cards.
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* TraumaInn: Bartow serves as your resting area to remove any Fatigue cards, which don't match with any symbol and guarantee you two negative reactions. These cards build up over time as you travel, so you have to return to Bartow to recover from them.

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* TraumaInn: Bartow serves as your resting area to remove any Fatigue cards, which build up as you travel don't match with any symbol and guarantee symbol, giving you at most two negative reactions. These cards build up over time Some random events such as you travel, so you have to return to Bartow to recover from relaxing in your caravan can also remove them.
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* TraumaInn: Bartow serves as your resting area to remove any Fatigue cards, which don't match with any symbol and end the conversation on a bad note. These cards build up over time as you travel, so you have to return to Bartow to recover from them.

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* TraumaInn: Bartow serves as your resting area to remove any Fatigue cards, which don't match with any symbol and end the conversation on a bad note.guarantee you two negative reactions. These cards build up over time as you travel, so you have to return to Bartow to recover from them.
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None


* TimedMission: The player has five in-game months to travel with the caravan, explore, and/or keep the family store running.

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* TimedMission: The player has five in-game months to travel with the caravan, explore, and/or keep the family store running.running.
* TraumaInn: Bartow serves as your resting area to remove any Fatigue cards, which don't match with any symbol and end the conversation on a bad note. These cards build up over time as you travel, so you have to return to Bartow to recover from them.

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* {{Combos}}: Matching four symbols in a row will make you gain Accord, which protects you from a combo breaker that results in a negative conversation once.


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* MercyInvincibility: Matching four symbols in a row will make you gain Accord, which protects you from a combo breaker that results in a negative conversation once.
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* {{Combos}}: Matching four symbols in a row will make you gain Accord, which protects you from a combo breaker that results in a negative conversation once.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AMinorKidroduction: The prologue shows the protagonist and their brother Elias arguing over their mother's locket, with her stepping in to teach them how to make good conversations with each other, effectively serving as the game's tutorial. The story proper then begins 15 years later, after their mother's funeral.
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None


* FacelessProtagonist: Your character is always seen from behind, and wears an animal-eared hoodie that covers the back of their head.

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* FacelessProtagonist: FeaturelessProtagonist: Your character is always seen from behind, and wears an animal-eared hoodie that covers the back of their head.
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''Signs of the Sojourner'' is a DeckBuildingGame by Echodog Games, released in May 2020. During 2021, it will be released for UsefulNotes/PlayStation4 on March 17, UsefulNotes/NintendoSwitch on March 18, and UsefulNotes/XboxOne on March 19.

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''Signs of the Sojourner'' is a DeckBuildingGame by Echodog Games, released in on PC via UsefulNotes/{{Steam}} May 2020. During 2021, it will be released for UsefulNotes/PlayStation4 2020, and on March 17, UsefulNotes/NintendoSwitch on March 18, UsefulNotes/PlayStation4, UsefulNotes/NintendoSwitch, and UsefulNotes/XboxOne on March 19.
2021.
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''Signs of the Sojourner'' is a DeckBuildingGame by Echodog Games, released in May 2020. It will be released for UsefulNotes/PlayStation4 on March 17, UsefulNotes/NintendoSwitch on March 18, and UsefulNotes/XboxOne on March 19.

to:

''Signs of the Sojourner'' is a DeckBuildingGame by Echodog Games, released in May 2020. It During 2021, it will be released for UsefulNotes/PlayStation4 on March 17, UsefulNotes/NintendoSwitch on March 18, and UsefulNotes/XboxOne on March 19.


''Signs of the Sojourner'' is a DeckBuildingGame by Echodog Games, released in May 2020.

to:

''Signs of the Sojourner'' is a DeckBuildingGame by Echodog Games, released in May 2020.
2020. It will be released for UsefulNotes/PlayStation4 on March 17, UsefulNotes/NintendoSwitch on March 18, and UsefulNotes/XboxOne on March 19.
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* DoWellButNotPerfect: "Winning" a conversation isn't necessarily the best option. While you ''usually'' want to succeed so that you can acquire goods for your shop, learn new routes, and gather information about your mother, sometimes it's best to stonewall or ignore someone who doesn't have your best interests at heart - which means deliberately failing the conversation.

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* EarthquakesCauseFissures: [[spoiler:After a few years with the caravan, an earthquake hits the area, damaging infrastructure and severing some routes to the largest city on the map.]]



* TimedMission: The player has five in-game months to travel with the caravan, explore, and/or keep the family store running.
* YouCantGoHomeAgain: The player starts the game with cards perfect for conversations with the other residents of Bartow. But as you explore and cards with different affinities replace the old, it becomes harder to talk with your kinsmen.

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* TimedMission: The player has five in-game months to travel with the caravan, explore, and/or keep the family store running.
* YouCantGoHomeAgain:
StrangerInAFamiliarLand: The player starts the game with cards perfect for conversations with the other residents of Bartow. But as you explore and cards with different affinities replace the old, it becomes harder to talk with your kinsmen.kinsmen.
* TimedMission: The player has five in-game months to travel with the caravan, explore, and/or keep the family store running.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/signs_of_the_sojourner_header.png]]
[[caption-width-right:350:The player and Elias having a conversation]]

''Signs of the Sojourner'' is a DeckBuildingGame by Echodog Games, released in May 2020.

In this narrative card game about relationships and communication, navigate conversations in a colorful world reminiscent of our own. Learn and grow through the cards you choose to play. Who will you become? What will you leave behind?

!!Tropes:
* ChoiceAndConsequenceSystem: The story changes not just depending on your conversations succeeding or failing, but also the routes you take; for example, taking a detour for a friend might annoy the rest of the caravan, and cut a trip short.
* DiscardAndDraw: After every conversation, regardless of how it went, the player is forced to replace one of their ten cards with one the other person was using.
* DyingTown: Bartow, where the protagonist lives and their mother's shop (Bukam Boro) is, has been losing business ever since the railroad broke down.
* FacelessProtagonist: Your character is always seen from behind, and wears an animal-eared hoodie that covers the back of their head.
* IntrepidMerchant: You join a caravan that constantly travels between cities, in order to exchange goods with other people and keep the family business running.
* InUniverseGameClock: Of the "Event-Induced Time Advancement" sort; travelling to different towns takes in-game days, and you need to return home and restock the family store at the end of every month. There are also events on specific dates, like the reopening of a notable bridge, which is tracked on an in-game calendar and can be attended if you're in-town on the appropriate date.
* MissingMom: The protagonist's mother has passed away, leaving them to take their place in a travelling caravan to restock the family store and keep it running.
* MultipleEndings: Present, and mostly dependent on the state of the family business.
* RandomEvent: Every run of the game is different due to some people, and their associated sidequests, not appearing at the same points all the time.
* TimedMission: The player has five in-game months to travel with the caravan, explore, and/or keep the family store running.
* YouCantGoHomeAgain: The player starts the game with cards perfect for conversations with the other residents of Bartow. But as you explore and cards with different affinities replace the old, it becomes harder to talk with your kinsmen.

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