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Project Temporality is a third person puzzle/action game where you control time, making the fourth dimension as available to you as the other three. By creating multiple timelines you can cooperate with youself to solve puzzles that would have been impossible alone.

Report RSS Project Temporality picks up some STEAM,33% discount on Steam during launch week

We are extremely happy to announce our Steam launch today, except for steam we are also moving into 70+ digital stores worldwide. After 4 years journey it feels amazing to finally let the fans get their hands on the game.

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So STEAM, at last. It feels like forever but we didn’t want to make a quick launch just to cash in. We wanted to make a true Steam version with achievements, leaderbords, Trading cards etc and we believe the little extra time we took for this will be worth it to all of you.

ProjectTemporalityScreen_01

But first out, during the launch week we will have a 33% discount on Project Temporality so if you were on the fence this is your chance to get it cheap. Or if you have followed us for a while, this is your reward for being an early adapter.We celebrate this by releasing our special Out Now trailer which we will show below together with our steam launch trailer.

4 years working on a game is a long long time, especially if it consists mostly of evenings and weekends. So we really hope you all will be enjoying out hard work and long nights and just play the hell out of it.

In case you missed the link buy it at Store.steampowered.com

During this games development we have been forced to do a lot of stuff that people would consider crazy. Like developing our custom engine instead of using unreal or unity. But the truth is if the game required it we went and did it, and you just cant move time seamlessly back and forward in those games. And for us that is a requirement for a well working single player cooperation game.

ProjectTemporalityScreen_03

We would gladly answer any questions you have about Temporality and our Development.

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thejamesanderson
thejamesanderson - - 212 comments

Congrats guys well done. Love the concept of using time to love the puzzles.

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Chriz_86
Chriz_86 - - 67 comments

Congratulations on the release on STEAM! I do have some questions about the development.

- Why was a custom (and impressive) engine necessary?

- What is the story behind the planned XBOX version?

Thanks in advance

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DefrostGames Author
DefrostGames - - 44 comments

Custom was necessary, as we want to be able to to VCR style time maniupulation, Unreal Engine and Unity are highly optimized for normal rendering which means none of their systems can really go backward, not to mention that havoc or physx would be absolutely impossible.So animation blending,Particles system, physichs amongst other things are highly optimized in a normal engine to go forwards and therefore can't really go backwards in any easy way just getting our particle system to go backwards properly while being 100% on the gpu was a hassle :)

We started developing the game for XBLIG so the game has always run on the 360 nowdays however our business contacts tell us its not worth the time to make a XBLA verison as sales there are dead. So we are thinking of realeing it in episodes on XBLIG just to support the community that helped us in the beginning. And show off that you could do good stuff with XNA ;)

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Chriz_86
Chriz_86 - - 67 comments

Thank you for clearing that up.

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