Project Temporality is a third person Action/puzzle game developed around the concept of single player cooperation. By manipulating time you create multiple versions of yourself, called time clones, that are working together to solve the puzzles.
After almost 2 years of being developed only for the Xbox 360 we are now happy to be able to show you the first footage captured from the PC version. No more avatars or big heads, just the gameplay. This does not mean that the development of an Xbox version has been abandoned but as a company we have to realign us with the current market and the opportunity that steam greenlight presents.
Coming from an AAA background the current indie market is a marvelous opportunity instead of being a cog in a great machine everyone is an integral part of it.
But making the transition can also sometimes be hard. After our early placing as a Semi-Finalist in Dream Build Play 2011 we decided to scale the game up to quickly resulting in our build for 2012 becoming unstable during the final hours blowing your chance there.
After this we have turned to the PC which actually seems to be the best and most indie friendly market to be in right now. While tablets are interesting control issues makes a port of Project Temporality impossible.
About Project Temporality
Project Temporality is set in a dystopian future where mankind has used theories by Martyn J. Fogg to ignite Jupiter and create new habitable planets out of its moons. You are #87, an involuntary test subject at a mobile research base residing at the outskirts of Jupiter’s territory.
As you progress through the game you will be learning more about your backstory and your abilities. But most of all, you learn to think about time in a nonlinear way, which is necessary to solve the later puzzles.
Project Temporality is really all about trying to change the ways the player thinks about time. Instead of considering it a single arrow going forward as in physics, we are treating it more like a branching tree that can double back on itself and sprout new branches at your command.
· Time manipulation
At any time you can reverse the current time to any earlier point in time, while in Time Manipulation Mode you can move time back and forward freely to find that perfect moment for you. So no more need for frustrating replays where you are trying to perform the same jump sequence over and over again. You simply rewind time for the last jump and then redo it. Thanks to this ability anyone can play project temporality without getting frustrated.
· Single Player Cooperation
This is the key part of the gameplay because you can exist in many parallel timelines using what we call time clones. It means that every time you need a friend's help in the game, you can be that friend. Creating multiple versions of yourself you can solve puzzles that would have been impossible for a single person. An important part is that you can spawn a new timeline with a new time clone at any time in the game. You are not forced to use specific positions that work for a limited time. Once you create a new timeline it’s there forever.
· Multiple true timelines
These time clones will continue to perform the actions you recorded. They are, however, still a part of the game world, and if you change the game world the end result will also change. For example, if you jumped on a platform and for some reason that platform is moved by another timeline, your character will jump and fall, not stand on an invisible platform as in other games featuring recorded actions.
· Temporality fielded objects
A temporality fielded object is an object that won’t be affected by your time manipulations, because it is inside a field that cancels out all timelines except the original one. It is the same kind of field that contains earth in the game's story, making all time travel there impossible. It is also used at the end of each puzzle in the research facility to ensure that the test subject can’t use time-based powers to get away.
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About Defrost Games
Defrost Games was founded in 2010 by a former Software development manager of Massive Entertainment, with a track record as Lead Software Engineer for World in Conflict and Ground Control 2.
Our mission is to bring fun, polished and thought provoking games to everyone. If you think you have seen it before it’s not something we are interested in pursuing. Of course game development is an incremental process so some familiarity is also important.
We aim to produce games mostly for the downloadable market so that we can always afford to experiment and try out new stuff. We are not interested in picking a fight with AAA development companies. While AAA is wonderful and there are a lot of lessons from our time there that we can apply, we are here because we want to do something different.