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LudoNarraCon returns to Steam on April 24-27. The Digital games festival reveals games and panels!

Expanded LudoNarraCon 2020 Exhibitor Lineup and Panels Revealed

Pioneering digital games festival returns to Steam on April 24-27 with more games added due to physical con cancellations

MELBOURNE, Australia – April 14, 2020: Indie games label Fellow Travellertoday announced the full lineup of over 40 exhibiting games for LudoNarraCon 2020, the global digital festival held on Steam celebrating narrative video games. LudoNarraCon 2020 will run from April 24-27 and is available for free to everyone via Steam. More than 850,000 people attended the 2019 event and the organizers are aiming to achieve more than double this number in 2020.



LudoNarraCon 2020 has been months in the making, and despite the current pandemic of COVID-19 sweeping the world, Fellow Traveller is proud to be able to offer this unique opportunity for indie developers to have their moment to shine. Following the cancellation of GDC and other gaming conventions, Fellow Traveller reopened applications for the event, doubling the size to over 40 exhibiting games. Along with the exhibitor lineup, the initial list of panels has been revealed, with more panels to be confirmed before the event begins.


“With a COVID-19 vaccine 12-18 months away, we need to accept as an industry that it will be a very long time before we get back to large physical conventions and it’s almost unimaginable that any will happen this year,” said Chris Wright, Managing Director at Fellow Traveller. “With LudoNarraCon we hope to bring a convention experience to your home, wherever you are and provide an opportunity for indie developers to shine. We’re also keen to help others create similar festivals in the coming months and happy to share what we’ve learned. ”

Organized by Fellow Traveller, an independent games label focused on innovative narrative games, the first LudoNarraCon debuted in 2019 as a pioneering event, replicating many of the aspects of conventions like PAX or Eurogamer Expo but through a digital format and hosted on the Steam platform.

  •  Developers exhibit by streaming behind the scenes content to their Steam store pages and many will provide a demo, downloadable only for the duration of the event.
  • A series of panel discussions will be streamed on the central “theatre” stream.
  • More than 50 narrative games will be on sale in a special LudoNarraCon sale
  • Media are able to apply for a press pass, get early access to media-only demos, press assets and contacts for each participating exhibitor.
  • The entire event is tied together on a special LudoNarraCon page on Steam and will also use Steam’s new events functionality.
  • It’s free to attend and free to exhibit with Fellow Traveller picking up the costs of organizing the event.


Those interested in attending LudoNarraCon 2020 should sign up for updates at or follow Fellow Traveller on Twitter for updates.



We are proud to announce these additions to the LudoNarraCon 2020 exhibitor lineup:

  • An Airport for Aliens Currently Run by Dogs – Strange Scaffold
  • Backbone – Eggnut / Raw Fury
  • Beholder 2 – Alawar
  • Best Friend Forever – Starcolt
  • Beyond the Veil – Sun’s Shadow Studios
  • Coda – GoodbyeWorld Games
  • Coffee Talk – Toge Productions
  • Curious Expeditions 2 – Maschinen-Mensch
  • Do Not Feed the Monkeys – Alawar
  • Frog Detective 2 – Grace Bruxner, Thomas Bowker
  • Garden Story – Picogram / Rose City Games
  • Lost Words: Beyond the Page – Sketchbook Games
  • N1RV Ann-A – Yrsbd / Sukeban Games
  • Nowhere Prophet – Sharkbomb Studios / No More Robots
  • Over the Alps – Stace Studios
  • Ring of Fire – Far Few Giants
  • Roki – Polygon Treehouse
  • Still There – Iceberg Interactive
  • Sunless Skies – Failbetter Games
  • The Flower Collectors – Mipumi Games
  • Wide Ocean Big Jacket – Turnfellow

These games will join the previously announced exhibiting games participating in this year’s event:

  • Boyfriend Dungeon – Kitfox Games
  • Chinatown Detective Agency – General Interactive Co.
  • Eliza – Zachtronics
  • Genesis Noir – Feral Cat Den / Fellow Traveller
  • Heaven’s Vault – inkle
  • Hypnospace Outlaw – Tendershoot / No More Robots
  • In Other Waters – Jump Over The Age / Fellow Traveller
  • Mutazione – Die Gute Fabrik / Akapura Games
  • Neo Cab – Chance Agency / Fellow Traveller
  • Not Tonight – Panic Barn / No More Robots
  • Paradise Killer – Kaizen Game Works / Fellow Traveller
  • She Dreams Elsewhere – Studio Zevere
  • Solace State – Vivid Foundry
  • Sometimes Always Monsters – Vagabond Dog / Devolver
  • Suzerain – Torpor Games / Fellow Traveller
  • Tangle Tower – SFB Games
  • Telling Lies – Drowning a Mermaid Productions / Annapurna Interactive
  • The Church in the Darkness – Paranoid Productions / Fellow Traveller
  • Wayward Strand – Ghost Pattern
  • Welcome to Elk – Triple Topping
  • Yes, Your Grace – Brave At Night / No More Robots


Below is a list of confirmed panels and participants with more panels still to be confirmed. Please check the LudoNarraCon website and/or follow Fellow Traveller on Twitter for updates.

Creating Emotional Touchstones in Emergent Narratives

Matthew Farber, Sande Chen, Kimberly Unger, Juliana Loh

  • Games have a unique ability to establish empathy between a player and a world and characters, but game players don’t always follow the path the narrative lays out for them. This panel discusses how designers and storytellers can build in empathic elements that can be found and engaged with even when the larger narrative gets delivered out of order.


Cultural Dissonance: Avoiding Bugs in Cultural Understanding

Mohammad Fahmi, Oli Clarke Smith, Fernando Damas 

  • Three developers from three different parts of the world discuss their experience and lesson in making a narrative heavy game set in The United States with a heavy influence from Japanese media.


Emergent Narrative VS Traditional Narrative

Panelists: Daniele Giardini, Glen Pawley, Pietro Polsinelli 

  • Daniele Giardini (aka Demigiant) is both a comic and game writer/artist—and a coder, game designer, UI/UX lover, tools developer: yes, sometimes he feels a little overwhelmed. He wrote Still There (for which he also developed the writing tools), drew Football Drama, made DOTween, Goscurry etc. He likes deranged perspectives, he doesn’t have a cat anymore.
  • Glen Pawley is the developer of Star Dynasties, a sci-fi empire management strategy game with a procedurally generated narrative of human drama and feudal politics. Trained as a software engineer, he has a long history of building complex systems and is putting that to use in designing an emergent narrative engine of the life stories of the nobility in a decaying human civilization.
  • Pietro Polsinelli is a game writer, designer and developer. Created Football Drama, now working on Roller Drama, both sports games blending narrative and management. He also works on applied games and is a researcher on “games for health” at Milan Bicocca University.


Evolution of Game Narrative

Panelists: Brenda Romero, Steve Meretzky, Brian Moriarty, Clara Fernandez-Vara, Richard Rouse III

  • This panel brings together some well traveled game writers and narrative designers to talk about how game stories have changed over the years and how they’re likely to evolve in the future. With decades of experience from text adventures (The Hitchhiker’s Guide to the Galaxy) to graphical adventures (Loom) to horror shooters (The Suffering) to strategy games (Jagged Alliance and the upcoming Empire of Sin) our lineup of panelists have worked in many different genres that embraced narrative in many unique ways. Join us for this panel and hear us explore where game narrative will go next!


Holistic Storytelling

Panelists: Alex Kanaris-Sotiriou, Thomas Jones

  • The creators of upcoming indie game Röki (Polygon Treehouse) discuss their approach to interactive narrative, namely ‘holistic storytelling’. Video games are an interactive medium and a script is just one of the tools we have at our disposal to craft stories. Tom and Alex will step through:
  • Gameplay mechanics/situation and as a narrative device
  • Archaeological storytelling, “narrative soup”, and world-build via exploration
  • The player as an active agent
  • Story gaps and narrative “breathing space”
  • Do not underestimate the power of audio
  • Cinematography is not just for cutscenes


Let’s Do The Time Warp Again: How To Keep The Narrative Interesting In A Game Built On Repetition

Panelists: Nick Pearce, Luis Antonio, Katie Chironis

  • Nick Pearce – Developer of The Forgotten City, a murder mystery investigation in an ancient Roman city caught in a time loop.
  • Luis Antonio, Developer of Twelve Minutes, an interactive thriller about a man trapped in a time loop.
  • Katie Chironis, Senior Game Designer at Riot and writer of Elsinore, a time-looping adventure game set in the world of Shakespeare’s Hamlet.


Localization and Writing: Evolving the Worlds

Panelists: Vladimir Konoplitsky, Natalia Nesterova, Anthony Jauneaud, Fabio “”Kenobit”” Bortolotti

  • Game writers and localizers will tell dramatic stories how cultural and language specifics challenged their work. How game worlds are transformed on the way from original language to localization. We will see what translation and writing have in common, and how narrative games evolve real life cultures through localization.


Narrative Design: The Secret Sauce of Game Storytelling

Panelists: Jim Rossignol, Chella Ramanan, Tori Schafer, Sarah Longthorne, Antony de Fault 

  • Ever considered that writer and narrative designer are separate disciplines? What makes them unique? Join us in exploring this topic with the brains behind beloved videogame stories!


On Essay Games: The Diary, The Documentary, and The Satire

Panelists: David Cribb, Nathalie Lawhead, and Angela Washko. Moderated by Nicholas O’Brien.

As video games communities continue to mature and nurture pockets of avant-garde exploration, this panel investigates emergent practices of game development/design called “essay games.” Similar to the essay film and video genres of avant-garde cinema, essay games explore how the medium can tell critical, research-based narratives about political, cultural, or interpersonal themes. This discussion will outline three primary narrative design strategies that distinguish essay games from traditional independent games: the diary, the documentary, and the satire.


Personal Storytelling in Games

Panelists: Tanya Kan, Miriam Verburg, Gabby DaRienzo, Paloma Dawkins 

Indie games can have the flexibility and innovation to embed many personal tales from their lead creators. These game writers and creators discuss how their lived experiences lead them to write and direct games that are unflinchingly about their passions, perspectives, and questions in life. Join us on a panel discussion about how indie game creators have combined art, interaction, and storytelling to create resonant and unique journeys. From tales of belonging, to finding art in unusual places, these stories are sure to inspire.


For Media

If you’d like to learn more about LudoNarraCon, the Fellow Traveller team can facilitate interviews with founder and managing director Chris Wright and participating exhibitors. Contact [email protected].

Media can also sign up for a press pass to LudoNarraCon right now at this link. Attending media will get early access to the playable demos, press assets and contact details for the exhibitors. It’s the best way to report on a convention: no airports; no noisy environment making it hard to record interviews; play the demos without people watching you—actually no other people to deal with at all; watch all the content at your convenience; no con-flu, no con-food, no pants.



About LudoNarraCon 2020

LudoNarraCon is a digital games festival celebrating narrative games and the people that make them. Organised by indie games label, Fellow Traveller, it all takes place on Steam and replicates many of the aspects of physical game conventions such as PAX or Eurogamer Expo.

Here’s how it works:

  • A curated selection of developers “exhibit” on their Steam store pages, using Steam’s streaming features to provide behind the scenes looks at their games. Some also provide downloadable demos, available only for the duration of the event but playable at the player’s convenience.
  • A “theatre” stream features panels on topics related to narrative games and panelists including narrative game developers, writers, and journalists.
  • All of the live streaming content is looped for the rest of the event, making it easy to access the content when it suits the attendee.
  • A sale featuring more than 50 narrative games runs for the duration of the event.
  • Media can register for a press pass, giving them early access to demo builds, press assets and facilitating contact with participating developers to organise interviews.
  • Attendees can connect with each other via stream chat, Steam forums or the Fellow Traveller Discord.

Steam brings the whole event together in a special event page on the store making it easy to find all the content. Steam also puts the event in front of millions of Steam users via promotion and exposure on the store.

About LudoNarraCon 2019

The inaugural LudoNarraCon was held over four days in May 2019. Twenty-three games exhibited with developers participating from locations in Australia, Canada, France, Germany, Italy, Russia, Spain, Sweden, the UK, and the US. There were six panel discussions on topics such as Romance in Games and Procedural Storytelling with one panelist even taking part from a bus. The content was streamed live and then looped and the panels and some of the exhibitor streams can still be viewed via the LudoNarraCon website.

In total, more than 850,000 unique visitors came to the LudoNarraCon event page whilst exhibitors saw an average of 35,000 visitors to their “booths” (store pages). The unreleased games that exhibited saw typical wishlist increases of 4,000-5,000 with one game reporting close to 10,000 wishlists during the event.

Participating developers reported spending a fraction of the time they would normally put into preparing for and exhibiting at a major convention and of having almost no expenses for LudoNarraCon compared to thousands of dollars for a typical expo. Fellow Traveller revealed that the costs of running the event came in at two-thirds of the amount they would usually spend exhibiting at a major convention but the extra revenue generated from its games in the LudoNarraCon sale more than covered these costs.

About Fellow Traveller

Fellow Traveller is an indie games label exploring what narrative games can be. Passionate about the vast and untapped potential of games as a story-telling medium, its mission is to seek out pioneering game developers working on unusual games with narrative at their core, help these developers bring their creations to the world and to connect them with players looking for something different.

You may know them for the cyberpunk taxicab confessional (Neo Cab), the hacking game using real Unix commands (Hacknet), the surveillance thriller series that puts you in the shoes of Big Brother (Orwell) or the upcoming noir adventure set before during and after the Big Bang (Genesis Noir).

Fellow Traveller’s sister company, The Treasure Hunters Fanclub, brings together a group of experienced members of the games industry (the fans), scouting for interesting projects from independent developers (the treasure hunters) and puts together a deal that includes indie-friendly funding from its members and a publishing deal with Fellow Traveller. Money, marketing and mentorship in support of independent creative vision.


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