![Temporality Logo]()
"It's just great atmosphere, I like the design of the environments.It's very plesant, it's a fun world to be in. And the dialogue is fantastic."
- Tony Mo, Pixabyte
"I'm really liking it, even though I'm not much for puzzle games"
"It's a very clever use of the time stream manipulation, though it does sertainly take a little bit to get your brain wrapped around it. And there's more complex mechanics involved in it later on that gets really kinda of mind melting."
- FedoraG4mer
"I love co-op games, but I have just one problem with them: I hate literally every other human being on the planet. Each morning, I wake up, stare mournfully into the mirror, and ask my reflection why everybody else can’t also just be me. But now, thanks to Project Temporality, my distressingly narcissistic problems are solved! The answer is time clones. Duh. Why didn’t I think of it before?"
- Nathan Grayson, Rock Paper Shotgun
![what is project temporality what is project temporality]()
Project Temporality is the game we at Defrost Games have been working on for the last three years. What started as a simple idea of taking time as a concept and play around with it quickly evolved into what we call timelines.
The timeline concept is central to our gameplay. It means that you can have multiple parallel existences virtually without limits. If you can figure out how to do it, you can create new existences at almost any point in time, and you can also travel to any point in time to see what happened. We have come to call this “single player cooperation”, but in reality we have just made the fourth dimension, time, as easily traversable as the other three.
Because total freedom made it hard to make interesting puzzle designs, we had to add in some limitations. The biggest one is that there can only be one timeline that you control at the moment, and that's the newest one. And only the timeline you control can spawn other timelines. This is because we wanted to focus on puzzle solving and not juggling a huge number of parallel timelines.
In fact, in actual gameplay even most of the complex puzzles stay within 3-4 timelines because we want the important part of a puzzle to be figuring out how to solve it and not fighting with the game to actually perform it. So once you solved one it should be easy to do it again.
The project started really small with just me and my wife working on it, but as people who tested the game loved it, we decided to grow and evolve it to a more polished version. This has taken a lot of time and a lot of late nights, but we feel we are getting close now, and are buckling down for the final stretch.
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![Why Indiegogo]()
It's a great game and we're proud of it, but there is some final polish required, and it's the kind of polish that requires money. We can't just do voice acting by ourselves, and we don't have the resources to create the final pieces of art we need and to finish the game while still paying rent on our office.
That's why we need your help! Also, the clientele on indiegogo seems to have a higher ratio of creative people than other crowdfunding sources, and that suit us as we want your help, not just your money.
We want Temporality to be your project too. We want you to feel that you are able to contribute to it and look back and say "I was a part of that. I made that."
To facilitate this we have a number of perks that allow you to either just participate in the game by, for example, giving in-game characters your name, or even create parts of the game, like in the flower perk, where you design a flower and we build it and put it into the game and give you credits under the Artist section.
![Gameplay]()
![The Tech]()
During the development of this game we have been forced to develop our own technology. Not because we wanted to, but because making everything go backwards seamlessly, like particles/effects/animation blending and so on, in a system that is designed for normal rendering, would mean rewriting a lot of that system and still be fighting it every step of the way. We made our own engine so we could make the game we wanted.
While doing so, we have made sure to tick of most checkpoints for a modern engine. All lightning is real time. We don’t use any precalculated light maps, which is the reason our lighting looks so crisp.
We use a physically based lighting model, not because more physically based is better but because it saves a lot of artist time, and working on a small team saving time is of the essence. It’s also the reason why our lighting is real-time, except for the spherical harmonics irradiance volumes that is used for ambient light, which is calculated in advance to allow the game to run on lower end pc’s too. Anyway, we have gone much more into detail about this on our webpage.
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So you have been working on it for a long time, what do you need money for ?
Working on fumes and extra time can only carry you so far. Sometimes you need to take in external competence and contractors are always expensive. This is where your money come in. It would go to covering those fees.
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Voice Acting
- We want you to be able to experience our story not just click through it
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Extra story models
- Cryotube,CryoDoor,Scientist door,Robotic mannequins a ton of small things that we just can't build at the same time as we makes the levels that will make the world come alive
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Cutscenes
- We need models for the ship and the debree and space around it to make a nice intro and outrofor the game.
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Animations
- You have seen them, we have seen them but we don't have the competence in-house to fix them and contractors needs money.
Sub Goals
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