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<> Unity Engine
<> Map sizes from 1v1 to epic, on a greate variaty of Battlegrounds including volcanos, space stations and ships, underground caves, mega cities, alien worlds, submarine bases and even other dimensions
<> Real-Time-Strategy mixed with Action-Roll-Play-Game
<> A great variety of game modes
<> Managable unit count
<> No unit limit
<> Ground-, Naval- and Space-Combat systems
<> Space ships of every size
<> Dynamic battlefield
<> Lively game world
<> Dynamic and Challenging AI
<> Three powerful factions, each with 5 - 7 playable Commander and their unique powers
<> Classic base building
<> Convenient User-Interface
<> Third-Person-Control of your Commander
<> Easy to learn, hard to master
<> Powerful teamplay tools
<> Apocalyptic player powers

Timeless War is a Real-TIme-Strategy game which aims to include Action Role-Play elements and as much freedom as possible, depending on the game-modes. Different game-modes are designed to fit the gameplay style of your favor. Send your characters in 1 on 1 battles in Arena fights, fight along with your friends for domination, explore epic sized maps for various items to use in battle, quest and other opportunities. The future has no limits.


You will find detailed information about THE PLOT and GAMEPLAY by clicking on the buttons down below or visiting our Forum here on IndieDB. ;)


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Hey guys,

Some new and awesome stuff is coming for the next Pre-Alpha build, like a new unit class, a new AI to give players an optional assistance and what you overall information. Enjoy. ;)


<< AIA >>

Do you know about the EVA system of Command & Conquer games? The, in most cases anyway, female voice that informs you about newly produced units, attacked buildings ect? AIA is the short for Artificial Intelligence Assistance and an advanced idea of that concept. Sure you already noticed the female voice in Timeless War doing the exact same thing, do you? However, AIA will play a much more active role than the EVA in C&C games.

AIA is an optional AI system which you can activate or deactivate any time while ingame. You are a RTS noob and need some help? Or do you simply don't care about your base, but you don't want to discard the advantages a base comes with while playing solely with your Commander? Just activate your AIA and let the AI assist you. Technically the AI will acts like a medium leveled AI player, but whenever the actions of AIA would conflict with the players action, the player has priority over the AI.

The idea behind the system is to provide RTS beginners or Action-RPG players a system that assists their asset management while the player can focus on gameplay mechanics that suit their liking. Of course with AIA you are no match to professional players or AI opponents of the Godlike level, but you have a fair and confortable point to learned how the game is played or found your personal play-style.


<< Support units >>

A big chunk of the games mechanics is still not implemented, such as Support Units. As the class suggests, these units support your Army either with generated shields, cloaking and hiding spots or simply repairing damaged units in battle.

The Kubus is back and a vital asset if you play the Pandora Forces.


<< Interface >>

In Pre-Alpha 1.1.0 the game throws you directly into the battle and you can do before the action begins is closing the pause menu. This will change in the next build: the startup system will be improved and the main menu will be in a state where you can enter the Options, Single-Player and your Profile window as well as setting up and starting a skirmish game.


<< Cloaking-System >>

You may have noticed that there was no fog of war or shroud covering the map. I decided to drop fog of war because it doesn't fit well in the game. Instead there will be a cloaking system, that still allows the player and AI to sneak across the map and launch suprise attacks. I will try my best to finish create the system for the next update, but even though its an important part of the gameplay mechanics, its priority is minor compared to the other goals I have listed here. Nevertheless if it won't make it into this upcoming version of the game, the following build will have it for sure. After all, you can already unlock the cloaking attribute in the perk store, if you follow the tooltipis. :P


<< Preperation for Multiplayer >>

Multiplayer was a big subject during the 1 1/2 years the game was in development. I announced multiplayer a few times, but due to the lack of coding experience I wasn't able to properly implement a working multiplayer. After reading dozens of articles, I decided to change the system from a non-deterministic approach which would end up in heavily unsynchronized game states to a deterministic system - also know as Lockstep which is common among many games like RTS games. This might improve the performance in the process, but overall it will be a big peace of work to change the games logic.


All these changes need time. So please don't be disappointed if you won't hear from us for a while. I expect the next build until the last of May, but a delay is possible. You can also expect more specific information on the next update as well as a detailed change-log and much more.


Thank you guys for your patience. Stay tuned!


Links:
Timeless War on Facebook
Timeless War on Steam
Pre-Alpha Version 1.1.0 Download
Pre-Alpha now Available!

Pre-Alpha now Available!

News 0 comments

Finally I can give you access to the first playable build of Timeless War! Even thou it is far from being a complete game, it represents a fraction of...

Dev-Blog #7 - Pre-Alpha and much more

Dev-Blog #7 - Pre-Alpha and much more

News 0 comments

It is finally time to release the first playable build of Timeless War. I also talk about a few changes I made during the holidays and what awaits you...

Dev-Blog #6 - Skynets Little Brother

Dev-Blog #6 - Skynets Little Brother

News 2 comments

Okay, the AI in Timeless War will not be as smart as Skynet you know from the Terminator movies, but this article explains the current development of...

Dev-Blog #5 - Resources, Meteor Crashes and more

Dev-Blog #5 - Resources, Meteor Crashes and more

News 0 comments

For the last update of 2015 and to thank you for all your support during the "Indie of the Year 2015"'s Top-100 election I wanted to go into details of...

Pre-Alpha Build 1.1.0

Pre-Alpha Build 1.1.0

Demo 6 comments

Updated: 2016-04-17 This is the Pre-Alpha of Timeless War. Please read the points in the description. System Requirements: * CPU: 2.2 Ghz * RAM: 2 GB...

Comments  (0 - 10 of 38)
Doci
Doci

That game could be the Earth 2170 iv been looking for :D

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Doci
Doci

So i tested it a bit this morning :D Its a lot of fun :) Could you make a little tutorial about the game ? It was a bit confusing in the beginning ^^ Keep up the great work man !

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Medusa_Zenovka Creator
Medusa_Zenovka

Yes, definitively! But first the gameplay mechanics must be in place otherwise the Tuto would be quite pointless. :P BTW: Thanks for the review. :)

Reply Good karma+2 votes
Doci
Doci

Well that is right :D
np ;) The game deserves a good review !

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Doci
Doci

Looks really cool i´ll check out the demo when i get back from University :)

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Medusa_Zenovka Creator
Medusa_Zenovka

Pre-Alpha 1.1.0 now available. Check out the latest video for more info. ;)

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Oznat
Oznat

close to done ?

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Oznat
Oznat

when is next build done ?

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Medusa_Zenovka Creator
Medusa_Zenovka

When its done. I hate deadlines, so plan vague for a day and when I can publish my work on that day then "hurray!" otherwise "Ok, one or two days later... And then hurray!"

And to actually answer your question: Around the weekend, I hope. It shouldnt take long to make a tooltip system and fix the harvester issue, but as much as I know myself there will be millions of minor improvements or additional features. I will make a list of all changes afterwards. I will replace the current download then, if possible.

Reply Good karma+2 votes
Oznat
Oznat

ok good btw do a small video on this game with you using your voice as commentary

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Timeless War
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Zenovka Games
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