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Continuing upon the genre pioneered by Portal, Project Temporality is a third person puzzle/action adventure that defies the laws of time.
As Number 87, you have been chosen to explore the limits and possibilities of the TP-205 brain-stem implant. This grants you the ability to manipulate time, quite literally making it the fourth dimensions just as available for you to traverse and modify as the other three.
Going through a story of secret time traveling experiments near Sedna you will be tested numerous times. During the journey you will have to learn to shift your mental model of the world, so that you start seeing it in a different light, to find the solutions.
What really differentiates Project Temporality from other games about time manipulation is the freedom you have in your manipulations, we don’t restrict it to only working at fixed positions or certain time lengths.
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The core element of PT is its time-line concept. A time-line is a separate copy of you active during a time interval, performing its own actions and interacting with the world at the same time as you. This is not a canned recording of static positions, it is a true recording of your actions. Which means that if you jumped onto a platform in the recording and that platform had been moved before that by another time line then the recording will jump and fall, not land in the air on an invisible platform.
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So what is happening is true simultaneous actions from all the time lines and together they create the world you are seeing, so in a very real way you are cooperating with yourself. However, there are limits. Due to time paradoxes you can’t spawn a new time-line further back in time than your most recent one without deleting all the time-lines spawned after it. Because if you could then a time-line that no longer existed would spawn new time-lines and that paradox would destroy the universe as we know it
Using these abilities you will uncover and solve numerous puzzles in a military testing facility located near Sedna. Playing through the story you will learn what is going on and why these tests are performed. And most importantly, what happened to Number 1 to 86.
0 comments by DefrostGames on May 25th, 2013
So we are just back from the Nordic Game Conference we had a ton of interesting meeting and we feel that the future is really looking up for us at the moment. It has also been exhausting, even more than usually because we had such a busy schedule.
Except for all the meetings we also had a talk about Feeding a physically based lighting model which relates to what we have learnt working with a physically based lighting during the last years. We are talking a bit about common mistakes and pitfalls that can hit you when making the transition. And finally we talk about what kind of information and tools you can give to your artists to help them make the transition more easily.
We are going to go through most of that information here to in coming posts where we will also have time to go more in depth on the subject that you can in a short talk. However I did add some annotations to the talk about things I think might have been confusing to people without the proper technical background. If physically based lightning seems interesting to you can get a quick overview in my talk from last year about it here and if you want to go more in-depth I always recommend Naty Hoffmans excellent papers from siggraph 2010 as a starting point. There are a ton of more links inside my talk for those interested of going more in-depth.
About Project Temporality we are progressing quite well we did plan to have a nice demo for press people running around now and actually it did, it’s just that the difficulty level between level 5 to 6 and 6 to 7 were insane. So we have to add 3 new maps to make a smoother difficulty curve that will keep the game challenging but not frustrating. We are basically just in a big polishing phase which we expects to stay in for around 3-4 months and then we will finally be ready to release the game for everyone to play. If you are a member of the press and are interested in the press demo please contact us and we will set something up for you.
For now this is all but we will do more detailed updates later on when we have recovered.
Latest tweets from @defrostgames
So we are just back from the nordic games conference and did a short post about what we did there and the current... T.co
May 25 2013, 6:55am
As promised here is a direct link to our talk about feeding a physically based shading model T.co #nordicgame
May 25 2013, 6:44am
New compilation video… « PixelProspector – the indie goldmine T.co
May 18 2013, 8:22am
So finally an update :) The competitions is already known here but the rest should be new :) T.co
May 13 2013, 5:28pm
Help me win tickets to E3 vote for my nomination! #IndiesCrashE3 T.co
May 13 2013, 4:01am
So we are entering a competition to gain tickets to E3 please help us and go and vote for us :)... T.co
May 13 2013, 3:31am
"It's obscene how I've let this happen to me. The situation has deteriorated along completely predictable lines.... T.co
Apr 15 2013, 7:23am
So here we are with another update showing of the work of our artists. T.co
Feb 22 2013, 4:28pm
So we have an update with our new puzzles trailer, and talking about what we have been doing lately.... T.co
Feb 8 2013, 4:12pm
waz up! looks interesting!!
Thanks we are finally getting ready to start making some more noise :)
I can't help notice that you really don't have many views/comments. Are you on Steam or do you have your own website so you have more exposure?
In fact if you have any ideas on how to attract more exposure it would be welcome :) I think we have a good looking game with an interesting concept, and everyone who ha splayed it so far agrees so it's kind of tough.
Well we do have a steam greenlight account and our own webpage, but everything we post is pushed booth to our own webpage and here. But we haven't mad to much noise of us to be honest. Probabely to little but then again its hard to get noticed out here on the net.
I'd recommend:
Making a few posts on reddit (choose a popular post and tease people with a link to a trailer or something like that),
Making a few threads on some forums (e.g. a popular sci-fi forum);
Setting up Facebook and Twitter pages;
and recruiting some people (mostly via forums) who will make your web designs more eye-catching.
That's all I can think of really.
Having a teaser trailer that's really powerful with some awesome theme music and an exciting title will help a lot too (I know you've got a trailer, but I think you could make a more exciting one).
We have been doing a lot of these, we even hired in a Director for the trailer to make it more interesting, but it's tough reddit seems like a bad place to go to unless you are a regular because it seems newbie posts just die. But we are actively looking at all options.
At the moment we do belive a playable build is our best bet and are aiming in that direction.
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For example in the first puzzle in the trailer the only place you can originate clones from to make it succeed is that specific space between the force fields. Just finding this out is a big deal. Also unlocking us from any specific time limitations also changes the game a lot. We go way deeper into the puzze aspect and mix it up much much more than they did. So it's two very different games. But we understand your confusion and we will later launch a gameplay trailer that will make it much easier for you guys to get into the core of Project Temporality. I can write a lot of text about this but I'm not sure if I can explain it better than i have done at our indiedb page or the aforementioned interview. But don't worry just ask and we will try to explain to the best of our ability. And hopefully the next video will clear up a lot of the misconceptions people have. Till then just ask away.
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