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Offline Asid

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Tower of Time
« on: August 12, 2017, 03:28:47 AM »
Tower of Time

Tower of Time is new take on classic RPG - trying to bring something fresh to this genre. It has a rich story and a novel real-time combat - a blend of RPG and RTS -

Official Site: Here
Official forum: Here
YouTube Channel:Here
Steam: Here


Early Access  trailer

About This Game

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…
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.

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.


•   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.

Tower of Time Combat Trailer

Tower of Time Player Experience

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Offline Asid

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Re: Tower of Time
« Reply #1 on: August 12, 2017, 03:30:50 AM »

“This is a huge, deeply developed, beautifully crafted RPG, novel in all the right ways, and it’s not even finished.”
Rock Paper Shotgun

“A title that could redefine the CRPG genre”
Game Skinny

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Offline Asid

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Re: Tower of Time
« Reply #2 on: August 30, 2017, 12:05:44 AM »
Patch Notes Build:

We are happy to release our third and the biggest patch yet - even if the list seems quite short.

This time it was less about bug-fixing and more about adding various "quality of life" features. There is also a major change to the end-game area.

The detailed patch notes follow:

•   Keybinding - ability to remap keys to your preference.
•   Advanced Graphical settings.
•   New videoplayer - cutscenes should no longer freeze occasionally.
•   21:9 ratio support.
•   'Save' with double-click option.

•   New end game area (Void sector) - completely redone, with new epic chain quest and with upgraded end game Boss.
•   Crystal transmute option - located somewhere on level 3.
•   Added cleave to all 2H Melee weapons as default.
•   Modified range of distance weapons and their stats, to further differentiate them - moving towards clear risk/reward ratio and support vs pure dps categories.
•   Changed some of the melee enemies, so they cannot be ignored so easily now.
•   Rakhem / Runelord - few changes to his skills and stats to improve his role as melee tank/dps or hybrid melee/mage class.
•   Upgrade cost for Artificer Hall is reduced, to take into account that at the moment it is a home to only one class.
•   Rakhem and Boron join the party at level 2, Whisper at level 3.
•   Some various graphical fixes.
•   Small balancing changes to various skills - this time really minor changes.


We also managed to finally build a working Linux version, please see a separate announcement, if you are using Linux OS.

Thanks to all who contributed with the feedback to this patch. Also, big thanks to our growing discord community, always ready to throw new ideas at us and that helped us to get Linux build into a good shape.

If you encounter any issues, please send us an email to tot@evehor.com.
We are here for you 24/7.

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Offline Asid

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Re: Tower of Time
« Reply #3 on: August 30, 2017, 12:07:22 AM »
Linux is Released

After countless days and nights, we finally managed to release a stable Linux build.

Big thanks to all who helped us with testing it on various Linux distributions! We did not expect that it would be so time consuming, so Your help was invaluable.

Before you buy

Please see some disclaimers below:
•   Build was tested on Ubuntu 17.04, Mint 18.2 and Debian 9 - those are the versions officially supported as of now. On clean installations of those systems the game is working as intended.
•   We recommend to use NVIDIA 375 drivers, as newer drivers strangely can create occasional stuttering on some systems.
•   In case you have problems playing cinematics - you need to install VLC package. However, on most systems it should not be required.
•   Unity (our game engine) has some problems with full screen support on Linux sometimes. If that happens on some systems - you need to start the game with a command:
-screen-fullscreen 0
This issue will be resolved shortly.

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Offline Asid

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Re: Tower of Time
« Reply #4 on: September 07, 2017, 01:10:47 AM »
Future Development Plans

Hello All,

We just want to share with you our development plans for the next six weeks, as there is a lot of new things planned. In addition to working on Book Two, we will focus on the following things:

Combat Modes

This will be a major area for our development. We plan to implement new combat modes, few examples include:
•   True Ambush - where one or more of your champions are trapped in a destructible trap. Decide - take the time to free your champion or focus on the incoming enemies.
•   Split - where your party will be positioned on the opposing sides of the combat map. Decide - join the forces quickly or slowly move your party, dealing with threats on the way, so they come together and can strengthen each other.
•   Defend the Object - Enemies will target the object, focusing mostly on it. Defend it as best as you can, since if it will be destroyed, enemies will get a major buff to stats.
•   Seek and destroy - reverse of the combat mechanics. Here, you do not defend your party, your goal is to seek the enemies and destroy their spawning points, else they overwhelm you later. Decide - go as a team to each place one by one, or split your forces and harass the enemy.
•   Dark Events - deal with a variety of global effects, such as low or no mana regeneration or enemies regenerating health.

The main objective is to introduce the variety to combat and offer different tactical challenges.

Combat A.I.

Dumb A.I. is the major bane of most RPGs, in our honest opinion. For a long time now, we have been developing our own system to counter that. There are some basic behavior algorithms already implemented - the core of the system - but it is nothing spectacular yet. We plan to continuously expand this system with new algorithms and algorithm trees, that will increase tactical difficulty of combat encounters. It is a long process, for this system to work as intended - needs to be quite complicated, but we are committed to that. We will share some more details on the way towards a final release.

New Skills / New skill tree:

Here we plan to revamp the skills and make them more distinct for each champion. Some examples of the planned changes:
•   Increase number of skills for each champion to 8.
•   Introduce a real skill-tree, where leveling skills will also be dependent on champion level.
•   Introduce "movement" skills - especially for melee champions, such as Dash, Jump, Teleport.
•   Split the skills into Magic-based, Attribute-based and Item-based. Today, Mastery is the only attribute influencing skill power. We plan to diversify it, e.g. give Maeve some skills where damage/effect will depend on Weapon Damage or tying some of Kane's skills to his Armor.
•   Introduce new skills with different mechanics.


Some other plans include:
•   Redoing Character UI and Inventory - combining them together in a new, cleaner and more useful way.
•   Changing "party selection" - where you will be able to select party leader as well as assign characters to different slots (1-4).
•   Item Constructor - a new option in Blacksmith, where you will be able to "construct" an item by upgrading it multiple times and in multiple ways, for an increasing crystal cost. If you don't really like random loot only, here will be the choice of building an item of your choice for your favorite character.
•   Unique boss encounters.


If you have a good idea for a new skill (for a particular champion) or perhaps for a different and unique combat mode. If you would like to help us with development in more active way - or perhaps just chat with other players and developers - please stop by on our discord channel.


Thanks for playing Tower of Time


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Offline Asid

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Re: Tower of Time
« Reply #5 on: September 28, 2017, 01:40:28 PM »
Teaser screenshots from Book Two and Upcoming Patch

Hello Everyone,

Book Two

We continue to work on Book Two content. Here are the first preview screenshots from the new locations. The look will be completely different, we will learn how advanced the Ancients' technology was.

Since our champions know very little of that, even something as simple as electric light can be a wondrous experience for them. Not to mention machines the size of a skyscraper.

Upcoming Patch

We are also planning to release a major patch - as of now the scheduled date is 9.10.

The patch will include, among other things:

•   Major upgrade of graphics
•   Few new combat modes
•   New Inventory/Character Screen

Here are some screenshots what will change in the existing content.

We hope you will enjoy all those changes.


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Offline Asid

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Re: Tower of Time
« Reply #6 on: October 12, 2017, 09:13:47 PM »
Patch Notes Build:
Tower of Time - Event Horizon

Tower of Time is now different look and feel.

Finally, we are happy to release a major patch with a complete overhaul of graphics, among other things. The game is more atmospheric and realistic right now. The update is quite large: 1.2 GB

We also made several changes to UI, introduced new character stats (as critical damage and movement speed), added lots of new new SFX and added new graphics options in setting (required for our new look & feel)

Story wise - we also made significant changes to intro levels (for now) - all characters got their own biographies and we are in the process of re-writing the dialogues so it fits them. This will prepare a ground for new big thing we are working on - Party Alignment.

When you play for the first time - please adjust your graphic settings such as brightness, saturation and contrast - so the game looks good on your monitor. Our new post-processing method requires a one-time individual adjustment (for the best experience).

Patch details
•   New graphic look & feel
•   New UI for Character Screen and Inventory
•   New stats for characters and items
•   Gold treasures are now visible as separate objects
•   Added 1H or 2H indicator to weapons
•   Important items are visibly marked with light or effect
•   Added lots of new SFX or fixed existing ones
•   Fixed some enchantments
•   Introduction levels - updates to the story

We posted few screenshots below, showing some of the changes.

Thank you for playing Tower of Time. We appreciate your feedback and reviews.



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Offline Asid

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Re: Tower of Time
« Reply #7 on: December 20, 2017, 02:33:53 PM »
Book Two Released
Tower of Time - Event Horizon

We have released additional content for Tower of Time, together with major improvements to every aspect of the game. The full list would be too long, so here is a short summary.

Book Two

There are three new levels in the game. Journey deeper into the tower, discover technological marvels of the ancients, meet new enemies, follow the story, meet a mysterious hero, that will join your party as the seventh companion.

New levels should take about 10 hours to complete - or longer, depending on chosen difficulty level and the amount of side content and combat challenges.


We made few changes to the story and generally accelerated it. We have improved personality of all characters and added choices, that will have an increasing impact later on. This change also impacts previous levels. We heartily recommend to replay the game, if you already reached end of level four (it will not be a disappointing time)


We added new combat modes, such as Defend Mana Orbs, It’s a Trap, Portals. All of them require completely different tactical approach. For example - in Portals - you do not defend yourself against the enemy, you need to take the fight to them and destroy three or more portals through which they arrive, else you will be overrun when they finally advance on your position.

We added new skills - for example movement skills and gravity skills. Use dash, jump, teleport to move around the battlefield in a blink of an eye. Use skills that distort gravity to pull or push enemies away.

Each champion now have 8 skills at his/her disposal.

We also added a skill tree where each skill has a main effect and one of the two optional enhancements, often changing the nature of the skill.

Finally, we created Elite Enemies, a new category that is like a mini-boss and brings a lot of flavor to combat. They can have multiple skills, that often can be quite surprising.

We improved combat mechanics for melee classes, they now can hold enemies with their presence (body). We also added unit avoidance, so the fight is more natural now. You can hold narrow passage and no enemy will pass through as long as your tanking champion is alive (unless they jump over him to reach high-damage dealing marksman in the back).

Save Games - conversion

Due to so many changes, the previous save games are no longer compatible. We recommend to start a new playthrough, however, if you wish to continue from your current place, your save games will be automatically converted (as close as possible to your previous location).

We sincerely apologize for this. We did our best to keep the saves compatible, but the game became so complex, that it just became impossible.

Other improvements

-   New cinematics
-   Enhancements to various UI elements
-   New music and lots of new SFX added
-   New unique items added
-   New enemies and bosses
-   New character models
-   New challenges
- Combat summary for your champions

We hope you enjoy playing Tower of Time. As always, please send us the feedback and suggestions. We are now gearing up for the last mile here - Book Three and conclusion to the story.

KM and EH Team

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Offline Asid

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Re: Tower of Time
« Reply #8 on: December 28, 2017, 09:36:03 PM »
Update, Hotfix and Difficulty (
Tower of Time - Event Horizon

We just released a small update and hotfix to Book Two. Here is a short summary:

•   Added description to Battle Challenges.
•   Added relative "power" of Battle Challenges, giving the idea about difficulty of each challenge.
•   Titan - added autoattacks, as was always intended.
•   Few Melee bosses - they complained that Players were kiting them too much. They received an upgrade in a form of various "I catch you" skills.

Skill changes
•   Kane, Dash - Enhancement 2 decreases mana and cooldown, making it a useful utility skill.
•   Rakhem, Fire Power - Enhancement 1 - adds armor and resistances, making him a durable tank.

•   Fixed a bug with some interactive elements not being "active" - that could case game freezes.
•   Fixed few places where crash could occur.

That said, we have found two other small isues, which are not game-breaking.
•   Flickering cursor over some rotate-able element (but they do work).
•   Small delay when moving between inventory and skill tree.
We will address them in a next hotfix coming soon:

Difficulty Levels

The best RPG is the one that keeps the player engaged until the very last. Party advancement, item progression and challenging combat is essential in that. Once you build a party than can handle anything with ease, the game looses charm for some. We are putting a lot of effort to avoid that - that's the reason why we spend a lot of time balancing combat and thinking about new tactical challenges.

We have 5 difficulty levels in game. When you start New Game you can select one of them. You can also change difficulty at any point later on.

What is our aim behind them:

Story - for those who came just for the story. Set your champions to Move & Attack and go get coffee (almost).

Easy - very light challenge, you will have to use skills occasionally but no-one should die.

Normal - a challenge. You will need to use the skills a lot and perhaps go to slow time 2-3 times per combat. Boss encounters will require even more attention.

Hard- very hard challenge. Your performance in combat might not be enough. Clever champion builds, skill and skill enhancement, using enchantments will also be required. You will probably use slow time a lot, especially for boss fights and more challenging encounters

Epic - for those who enjoy nightmarish challenge. Here you need to think outside of the box and really experiment a lot - e.g. try building Kane as a caster tank. You will spend a lot of time in slow time, you will need to be smart about crowd control and use the map to your advantage - e.g. "gather" enemies in tight spots for maximum aoe damage or use walls to break line of sight for channel skills. You might die even in the first fight.

Difficulty level is not only about increasing damage and health of the enemies. The combat system in Tower of Time is quite complex and it changes depending on the combat mode, but unless you play and experiment, it is not easy to explain.


When you get to Tower proper (past intro) - we recommend that you play game on normal for the first 2-3 fights and then decide how to adjust the difficulty.

Alternatively - start a game on Epic, assign attributes and skill points and see if you can win the first combat. (Yes, it is do-able :)

That being said, the game is still in EA - we are doing what we can to balance it well, but it just requires time and feedback, a lot of feedback. If you are willing to share it with us, we will be very grateful. If you find some enemies too easy, then it means that probably you are geared up for higher level or you are a very good tactician. Tower of Time is not about button-mashing, slow time gives everyone an equal chance.


Challenges are optional fights you unlock during the progress of the game. They are meant to test yourself against different, sometimes crazy setups - for a reward. For example - you fought four elemental lords in different battles. Well, can you handle ALL four of them in the same battle?

Also, each enemy group consists of 6 challenges. Challenges 1-4 are defined to be beatable immediately after you unlock them. However, challenges 5-6 are much different and sometimes require more champions, higher levels or stronger items.

In the coming small update, we will add proper description of each challenge as well as an "indication" of the challenge power (difficulty). Here is the example for challenges 1 and 6 from Risen.

As you can see, Challenge 6 is much (much) more difficult than Challenge 1.

So don't be discouraged if you cannot beat the last two challenges. They are not meant to be beatable immediately. Come back to them later.

Thanks for playing Tower of Time. Please let us know if you encounter anything new.
We also appreciate Your feedback, especially on the improved combat.


(Our Titan is also very happy that he got those autoattacks...)

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Offline Asid

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Re: Tower of Time
« Reply #9 on: December 28, 2017, 09:37:04 PM »
Tower of Time - Event Horizon

We just released a small hotfix - addressing random crashes and fixing few other small issues:

•   Added support for 64bit systems - it should eliminate most crashes in recent build, that were caused by memory limitations
•   Fixed cursor flickering for some rotatable objects
•   Shade quest / Level 4 -- Water Essence can now be interacted with / picked-up
•   Arachnya - Primal Boss / Level 3 - now she can be attacked by melee units
•   Six Sons quest / Level 4 -- all beacons now display being lit as they should
•   Other minor fixes.

Thanks for your support and for sending your logs to us. They helped us to identify the source and fix it quickly.


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Offline Asid

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Re: Tower of Time
« Reply #10 on: January 13, 2018, 10:57:38 PM »
Hand-crafted levels of immense size.

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