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Pre-release Update
As Tower of Time is nearing its final release date we have published a major update that makes the game Feature Complete. The only thing missing now are the final four levels of the tower and completion of the story which is in the final polishing state. What comes in the Pre-release build:
We have further refined combat system and we have perhaps the most complex tactical system ever done in RPGs. We added Pause. You can change between slow time and pause anytime, even during combat.
There are several new effects in game, for example freeze – if your champion is frozen you can either wait until it thaws (relatively long) or break the ice, sending other champions to attack it. Enemies also have few nasty surprises, some elite enemies can sense the weakness of one of your champions and order all other enemies to focus on him/her, much as any player would do. New combat mode: Defense Towers can show up in certain encounters. Towers attack your champions in range and thus limit your movement options. You can either avoid them or destroy them, the choice is yours. Finally, we expanded Battle Report screen significantly, so you can check in details how your champions performed. This is very critical for the Ultimate Tactical Experience (Epic difficulty).
At certain moments in game, your party will face an important choice. Your champions’ personalities are different and they have (perhaps) their own hidden agendas. As you progress deeper, your champions will diverge. In such critical moments you can let your champions decide for themselves or impose your will by the power of the crystal throne. Careful though, no one likes to feel like a puppet. These choices are not only dialogue options – party alignment will have an impact on combat as well. If your champions support you, they will support each other in combat too, granting powerful buffs. If not, then they will reduce everyone’s combat effectiveness.
Skill tree and individual skills are adjusted, based on intense balancing efforts. There are too many changes to list here, but we followed this idea in principal – each of your champion is unique and his skillset has to be unique as well. Each skill has two different enhancement paths, one which strengthens the effect of the skill and second which might change its nature. We added few new skill mechanics, e.g. damage reflection. If you miss this and don’t adjust your tactics, your champions can literally kill themselves now. Similarly, apply this enchant on your champions and see enemies’ health goes down. Finally, we still have only one fireball in the entire skill tree. Mission accomplished.
We further expanded on our itemization and added new statistics. When we did the counting, we now have over one million possible combinations of weapons, base statistics and additional statistics. Very important addition is Item Forge. It allows you to selectively upgrade an item and its certain statistics – as long as the item has unused upgrade counters. The cost increases with each upgrade – so if you want to create an item worthy of a song, it will cost you dearly.
Physical range classes got two new weapon types – 1-handed crossbows and 1-handed pistols. Yeah!
Map markers and better quest tracking – a feature that was in the top 3 requests from the players. We added that, so you can find NPCs and important locations easier now. We improved quest descriptions and also added information where the quest did originate, so if you take a break for few days, you should have no problem getting back.
We have added new enemies, new bosses and lots of unique items. As per request – we added more ”unique” unique that have both positive and negative effects. Encase Kane in nigh-impenetrable Titan Armor but it is so heavy that he moves very slowly -- so have dash on short cooldown or bring the fight to him. Or use powerful Staff of Winds that will drain your mana per each attack.
We did optimize the game heavily, going area by area and we will continue to do so until the full release. Game runs quicker overall and there should be no more areas that would tax your CPU and GPU over the usual performance. Also, we implemented a system of loading part of the scenes into memory. When you enter the new location first time - the loading time will be as before, but then every time you save/load or move between the tower, combat maps and the city – the loading time should be very short.
We have added new music tracks and hundreds of new sound effects.
We will balance the game until the very end. At the moment Epic difficulty is midly challenging on level 1 but then from level 2 you really need to think outside the box and find the best synergies between champions' abilities be good at tactical-side of the combat (team positioning, threat management, effective tanking, learning your enemies and what they can do, understanding their weaknesses, etc..). If you would like to help us, please join our discord channel: https://discord.gg/8hpkCgD We hope you will enjoy Tower of Time in its final state. Cheers, Event Horizon team
[ 2018-03-15 13:11:12 CET ] [ Original post ]
Version 0.9.1.1759
Final release 12 April 2018
As Tower of Time is nearing its final release date we have published a major update that makes the game Feature Complete. The only thing missing now are the final four levels of the tower and completion of the story which is in the final polishing state. What comes in the Pre-release build:
Combat state and Pause added
We have further refined combat system and we have perhaps the most complex tactical system ever done in RPGs. We added Pause. You can change between slow time and pause anytime, even during combat.
There are several new effects in game, for example freeze – if your champion is frozen you can either wait until it thaws (relatively long) or break the ice, sending other champions to attack it. Enemies also have few nasty surprises, some elite enemies can sense the weakness of one of your champions and order all other enemies to focus on him/her, much as any player would do. New combat mode: Defense Towers can show up in certain encounters. Towers attack your champions in range and thus limit your movement options. You can either avoid them or destroy them, the choice is yours. Finally, we expanded Battle Report screen significantly, so you can check in details how your champions performed. This is very critical for the Ultimate Tactical Experience (Epic difficulty).
Party Alignment
At certain moments in game, your party will face an important choice. Your champions’ personalities are different and they have (perhaps) their own hidden agendas. As you progress deeper, your champions will diverge. In such critical moments you can let your champions decide for themselves or impose your will by the power of the crystal throne. Careful though, no one likes to feel like a puppet. These choices are not only dialogue options – party alignment will have an impact on combat as well. If your champions support you, they will support each other in combat too, granting powerful buffs. If not, then they will reduce everyone’s combat effectiveness.
Skills and Skill Tree
Skill tree and individual skills are adjusted, based on intense balancing efforts. There are too many changes to list here, but we followed this idea in principal – each of your champion is unique and his skillset has to be unique as well. Each skill has two different enhancement paths, one which strengthens the effect of the skill and second which might change its nature. We added few new skill mechanics, e.g. damage reflection. If you miss this and don’t adjust your tactics, your champions can literally kill themselves now. Similarly, apply this enchant on your champions and see enemies’ health goes down. Finally, we still have only one fireball in the entire skill tree. Mission accomplished.
Itemization and Item Forge
We further expanded on our itemization and added new statistics. When we did the counting, we now have over one million possible combinations of weapons, base statistics and additional statistics. Very important addition is Item Forge. It allows you to selectively upgrade an item and its certain statistics – as long as the item has unused upgrade counters. The cost increases with each upgrade – so if you want to create an item worthy of a song, it will cost you dearly.
Guns and 1-handed crossbows
Physical range classes got two new weapon types – 1-handed crossbows and 1-handed pistols. Yeah!
Map Markers and Quests
Map markers and better quest tracking – a feature that was in the top 3 requests from the players. We added that, so you can find NPCs and important locations easier now. We improved quest descriptions and also added information where the quest did originate, so if you take a break for few days, you should have no problem getting back.
New Enemies, New Bosses, New Unique Items
We have added new enemies, new bosses and lots of unique items. As per request – we added more ”unique” unique that have both positive and negative effects. Encase Kane in nigh-impenetrable Titan Armor but it is so heavy that he moves very slowly -- so have dash on short cooldown or bring the fight to him. Or use powerful Staff of Winds that will drain your mana per each attack.
Optimization and Loading Times
We did optimize the game heavily, going area by area and we will continue to do so until the full release. Game runs quicker overall and there should be no more areas that would tax your CPU and GPU over the usual performance. Also, we implemented a system of loading part of the scenes into memory. When you enter the new location first time - the loading time will be as before, but then every time you save/load or move between the tower, combat maps and the city – the loading time should be very short.
Music and SFX
We have added new music tracks and hundreds of new sound effects.
Balancing
We will balance the game until the very end. At the moment Epic difficulty is midly challenging on level 1 but then from level 2 you really need to think outside the box and find the best synergies between champions' abilities be good at tactical-side of the combat (team positioning, threat management, effective tanking, learning your enemies and what they can do, understanding their weaknesses, etc..). If you would like to help us, please join our discord channel: https://discord.gg/8hpkCgD We hope you will enjoy Tower of Time in its final state. Cheers, Event Horizon team
[ 2018-03-15 13:11:12 CET ] [ Original post ]
Tower of Time
Event Horizon
Developer
Event Horizon
Publisher
2018-04-12
Release
Game News Posts:
82
🎹🖱️Keyboard + Mouse
Very Positive
(1960 reviews)
The Game includes VR Support
Public Linux Depots:
- Tower of Time Linux [12.34 G]
Available DLCs:
- Tower of Time Book One Music Tracks
Tower of Time is a new take on classic RPGs. It has hand-crafted levels filled with various enemies, challenging puzzles, and engaging story-lines. Its dynamic real-time combat with slow mode requires tactical awareness and careful preparation of the party.
At the moment the content is for approximately 15 hours of game-play time on normal or lower difficulty, excluding optional battle challenges.
On Hard difficulty the game is meant to be hard, requiring your undivided attention throughout the entire combat encounter.
On Epic difficulty - there is only one party/skill/item composition for each enemy/boss type that we know of - one mistake will likely wipe your party. You must be in full control of the battle every second. Experimentation and thinking outside-of-the-box will ensure your success here.
As a young boy, you came upon the base of an immense Tower, uncovered by yet another violent earthquake. Deep below sleeps an ancient power. Since that day, you have been drawn inexorably to this place. Your task is to lead a group of champions and reach whatever resides in the depths of the Tower. There you will face the ultimate choice…
At the moment the content is for approximately 15 hours of game-play time on normal or lower difficulty, excluding optional battle challenges.
Before you buy:
If you are looking for a game that is trying to bring something new to RPG genre - Tower of Time is an attempt at just that. If you are not sure if you like the combat we implemented - before you buy - please check some YT clips or visit our YT channel, where we uploaded the combat gameplay recorded and commented by an actual player. This is not a turn-based combat, rather a combination of RPG and RTS on a small scale, where you have the ability to slow time at will.On Hard difficulty the game is meant to be hard, requiring your undivided attention throughout the entire combat encounter.
On Epic difficulty - there is only one party/skill/item composition for each enemy/boss type that we know of - one mistake will likely wipe your party. You must be in full control of the battle every second. Experimentation and thinking outside-of-the-box will ensure your success here.
Features:
- Engaging story – set in a world where technology met magic with devastating consequences. Hundreds of lore books and scattered pieces of information slowly reveal the history of Artara as the protagonist approaches his fate.
- Novel combat system – unique real-time action with a slow-time feature, where each match is played on one of many separate tactical maps. Plan ahead and position your party accordingly. Use slow-time to react to new threats or negate enemy skills. No two encounters are ever the same.
- Five difficulty levels: You can choose whether you want only to enjoy the story or test your tactical thinking and skills.
- Build your party around typical tank/dps/support composition or try something entirely new.
- Different combat scenarios - e.g. Swarm or Only Elite - will ensure that combat is not repetitive.
- Find secret locations, cleverly hidden in the environment. Travel through hand-crafted levels where every single place is carefully designed.
- Seven classes to choose from, and your party can be adjusted at will and anytime, depending on the challenges you face. Each champion has unique skills that can be upgraded and re-trained at will. (In Early Access six champions are available, as the seventh joins your party at lower levels).
- New character progression system: there is no experience to gain. Instead, discover ancient knowledge to unlock new skills and carefully design your characters. Each character could be turned into a powerful and durable attacker or a skill-based champion.
- Defeat powerful elite enemies (bosses) wielding diverse skills and spells. Assess their strengths and weaknesses carefully to succeed.
- Complete combat challenges for item rewards and unique enchanting recipes, or just to test your new party setup.
- Random loot system. Craft item of your choice and power, using crafting crystals of various types. Discover ancient enchanting recipes that can change the nature of the combat, granting regeneration aura or immunity to special effects.
- Upgrade your city as the main training/equipment hub and repository of all the lore you find.
Story:
For long ages past, Artara was a place of great peace and beauty. Then, a mysterious event took place. Within a few generations, the land was broken and the skies darkened. More than a thousand years of decline has passed since then.As a young boy, you came upon the base of an immense Tower, uncovered by yet another violent earthquake. Deep below sleeps an ancient power. Since that day, you have been drawn inexorably to this place. Your task is to lead a group of champions and reach whatever resides in the depths of the Tower. There you will face the ultimate choice…
MINIMAL SETUP
- OS: Ubuntu 17.04. Mint 18.2 and Debian 9
- Processor: Intel Core i3 or equivalentMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GT 700M series or equivalent
- Storage: 12 GB available spaceAdditional Notes: VLC package might be required to play cinematics
- OS: Ubuntu 17.04. Mint 18.2 and Debian 9
- Processor: Intel Core i5 2400 or higherMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVIDIA GeForce GT 700M series or equivalent
- Storage: 12 GB available spaceAdditional Notes: VLC package might be required to play cinematics
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