You won’t want to stop until you’ve seen everything it has to offer. Every world event and city tells a different story, and many stories span multiple nodes, which makes 80 Days feel reactive and alive. You can even just zig-zag back and forth, not making any progress but soaking up the atmosphere. You can plot any route you want around the world, which means every run reveals new details, and venturing even slightly off a particular path can wildly change what you see. Each of the 150 cities you can visit exude character, and are brought to life by evocative descriptions that give you a sense of place and history, all with a few sentences and an accompanying image. On one level, it’s a resource management game: you have to plot Fogg’s route while making sure his finances and health remain intact. You play Passepartout, valet to Phileas Fogg, guiding your employer around the world against the clock. Inkle’s mobile masterpiece feels as relevant and rich today as it did when it came out five years ago.