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Despite my best attempts to fix it, SGRuri (Blake) managed to find an unintended solution in T42 in 3 different versions of the game. Sometimes admitting defeat is the best option. See the full exchange on our Discord.
No more
'Jump' and 'Cast spell / slide' are now on 2 different hotkeys.
- The default hotkey for 'Cast spell / slide' is now Left Alt on they Keyboard and 'X' on Xbox Controller (or its equivalent on other controllers). For the mouse, it's still right click.
- If you have hotkeys already assigned to either of these slots, your key bindings will get reset to default.
- If you plan to change the default keyboard hotkey for 'Cast spell / slide', please be mindful of Keyboard Rollover, especially if you're using an 'Up moves North' scheme. It's recommended to keep it on a control key (Alt, Ctrl or Shift).
- In case I missed a corner case and you're encountering strange hotkey assignment behavior, "Reset to Defaults" should resolve any issues.
- It's no longer possible to put 'Jump' and 'Cast spell / slide' on the same hotkey.
UX Improvements:
- Zeno's movement speed penalty from being next to a Fireball or a Frostball has been reduced by 50%. Context: the current penalty was meant to improve players' aiming precision, but with the hotkeys separated this is no longer a concern.
- The voice line that Zeno says when starting a trial and after finishing the story will now play a maximum of 2 times once every 10 minutes instead of an unlimited number of times once every 10 minutes. Context: ~10% of players are attempting to earn 3 starts in all levels, which is 10 times more than my predicted 1%. I'm starting to pay more attention to the post-story experience, so if you have suggestions feel free to leave them in the #feedback channel on on Discord or in the Steam discussion board.
Eliminating unintended solutions:
- Adjustments to prevent an unintended solution in T42 (do your best, Blake :P)
- Adjusted bridge sizes in T27 to prevent an unintended jump.
- Adjusted the height of one of the platforms on the west side in T32 to prevent an unintended jump.
Input:
- The input system has been updated. More controller types are now supported (eg: PS5) and some controllers should now work more consistently.
Known issues:
- I'm still investigating issues regarding xbox controllers not working in certain circumstances.
- I'm investigating an issue on Linux where the controller button for navigating the menu is 'X' instead of 'A' on an Xbox controller.
Made some adjustments to prevent unintended solutions: - Extended the bridge lengths leading to fragments / pink crystals in T07 and T42. - Increased the platform size in T25. - Adjusted the teleporter platform height and the fragment platform location in T37. - Increase the gap size between the middle and the lower platform in T43. - Replaced some of the floor panels with pink barriers on the east side of T47. If you've already solved / aced these trials using an unintended solution, your record will not be affected. If you enjoy solving trials merely for the challenge, you may want to give the ones above another try. UX improvements: - Changed the structure of the ledge that enabled jumping on the ice block in T20 to reduce friction and make the jump height more consistent. - Reduced the frequency of Zeno's idle lines after spending more than 10 minutes in the trial from once every minute to once every 3 minutes. The current frequency seems to have caused a player to want to punch Zeno. Known issues: - Some players expressed a preference of having the option to have different hotkeys for "Jump" and "Launch Projectile". This is under way. - Some players reported issues getting certain types of controllers to work or at least work consistently. I'm still investigating.
The time has come for the official release of Time Master! Were grateful for all of the support weve received so far and cant wait to welcome more time masters to the community. To celebrate the games launch, were currently offering 40% off the base game and 42% off the game and soundtrack bundle. In case you need some help along the way in solving the trials for Zeno, weve put together a spoiler-free strategy guide that you can find here: https://store.steampowered.com/news/app/1486080/view/3149705520822228660 We would love your thoughts on what comes next for Time Master. We have ideas for a new game mode that gives Zeno new abilities enabling him to solve the trials in entirely new ways, having Sophia as playable character with her own abilities as well as adding a level editor. If you have suggestions wed love for you to share your thoughts in our Discord.
Since launch in imminent, I thought I'd put together a spoiler free guide that can help with progressing through the game, as well as compile some key observations I've seen during play testing.
We have a date: Time Master will release January 18th!
[previewyoutube=qMCUSXjNNGw;full][/previewyoutube]
To pass time till the game's January 18 release date (see what we did there?), we thought it was worth putting together a new demo.
The previous version of the demo was designed to be a ~1 hour experience. The intention was to have players explore the nuances of 2 different puzzle mechanics in a few levels (~45 minutes), then have them put the 2 mechanics together in 1 level in a clever way (~15 minutes). There was a small problem: only 1% of players who tried the demo finished it! The rest never got to the punchline. I spoke to other game developers who ran demos, and their findings were similar: players tend to give demos a quick 10-15 minute go. Even in my own Steam library, all demos I tried and enjoyed had less than 20 minutes of play time.
So, I decided to create a shorter demo focused on 1 puzzle mechanic. Players can finish the game and enjoy a complete experience within 15 minutes. This is good news for everyone: for folks who have tried the old demo, there is a new set of puzzles to try in the current demo. For folks who didnt: I hear you, you only want to give it a quick try. You can now do that and still get a complete experience!
You can download the demo from the store page, or update it from your Steam library if you have downloaded it previously.
I'm keeping the demo up for now, so you can still try it if you haven't had a chance to do so during Steam Next Fest. Check out what people had to say in #demo-feedback over in our discord and leave your own feedback; it would be greatly appreciated.
Here are some awesome pieces from our concept artists that we'll be working on incorporating into the game over the coming few weeks.
Here are concepts from an earlier iteration. Specifically, the two that were combined to create the style above:
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