
SkyTime is a 3D platformer in which you slow time, dodge bullets, destroy turrets and overcome obstacles! If you ever played Superhot or Cluster Truck, this game combines them both!
Modeled estimate, not a reported figure. How we estimate →
About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
chinese can u do it? 更新中文可好?米中文先差评。202211上,t a o宝,本平台,本平台充值折扣掉卡,indie gala,fanatical,humble,它处自定义包入的本体约2元。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。爱人如己,目前就这,看以后追评。
This game suffer from lack of polish and some technical issue (for reference i use native SteamOS/Linux version). Here's non-complete list, - Bad voice acting. I'm not even sure whether it's just bad text-to-speech or it was recorded with poor mic. - You can get stuck on wall or edge of certain object. - When i choose 2560x1440 resolution on windowed mode, game only show very small window/GUI. And when i switch to fullscreen mode, the game shows extreme flickering. I doubt it's my system since it doesn't happen to other game i played recently. - Button "To Menu" and "Quit To Desktop" doesn't work at all. - When you pause the game with "Esc" button, game time is still running. - Clunky control, which makes quest such as "Escort the vehicle" become really tedious. I feel SkyTime is one ambiguous project, but the developer lack skill, experience and funding to achieve their goal. And i don't expect those problem will be fixed (since i write this review 7 years after this game released), so just skip this game and look for different game.
За 40р, может, и глупо придираться. Но игра забагованная и не особо интересная
нет
SkyTime, developed by Alexey Khazov, Cristian Ionescu, Lars van Dorenvanck, Brandon van Doorn, Joran Vergoessen, and Admir Leka and published by Sometimes You, is a compact but energetic indie project built around the exhilaration of speed, momentum, and split-second decision-making. It wastes no time establishing its identity: floating platforms suspended in an endless sky, robotic enemies guarding your path, and a timer constantly reminding you that efficiency matters. The game does not attempt to frame its action within a detailed narrative or lore-heavy premise. Instead, it adopts the spirit of a focused arcade challenge, inviting the player to discover its rhythm through repeated attempts. What initially feels like a straightforward first-person shooter-platformer quickly reveals itself to be a test of fluidity and mastery, rewarding experimentation more than cautious play. The central mechanic—the ability to slow down time—defines the entire experience. Rather than functioning as a cinematic gimmick, it becomes a practical tool for traversal, aim correction, and route optimization. Players leap across scattered platforms, dodge incoming bullets, and eliminate airborne threats, all while juggling momentum and spatial awareness. Each level acts as a miniature puzzle, asking the player not just to reach the finish but to reach it well. The game’s short, focused stages allow for rapid restarts, making failure feel like part of the intended learning process rather than a punishment. Its design encourages players to replay levels, fine-tune movement paths, and discover how to shave fractions of seconds from their time—an approach that strongly caters to the speedrunning mentality. Visually, SkyTime embraces minimalism, favoring clarity and high visibility over environmental storytelling or world-building. The stark contrast between the clean sky backdrop and the geometric platforms makes navigational judgment intuitive, allowing players to focus on execution. While the simplicity may initially seem like a limitation, it gives the game an almost virtual training-simulation aesthetic that complements its mechanical focus. Sound design follows a similar philosophy—electronic beats and crisp effects reinforce the pace without overwhelming the action. The audiovisual presentation may not linger in memory, but it supports gameplay with admirable efficiency. However, the game’s strengths and weaknesses are closely linked. Its mechanical simplicity and short runtime mean that some players may exhaust its content within an hour, especially if they are not interested in improving records or replaying stages. Combat, while serviceable, lacks depth and variety, and certain jumps or physics moments can feel slightly unpredictable. The game does not offer upgrades, narrative incentives, or long-term progression systems that would traditionally extend engagement. It is the kind of experience that knows exactly what it wants to deliver and does so without unnecessary padding, but players expecting a broader adventure may find it too slight. What ultimately makes SkyTime noteworthy is its sincerity and purity of design. It feels like a collaborative student project polished just enough to become a commercial release—creative, enthusiastic, and unconcerned with meeting mainstream expectations. Sometimes You’s publishing model often brings unconventional or experimental titles to a wider audience, and SkyTime fits neatly within that philosophy, offering a short but memorable burst of kinetic challenge. For players who enjoy time manipulation mechanics, precision platforming, replay-driven improvement, or compact indie curiosities that value gameplay above all else, it provides a satisfying, adrenaline-charged diversion. It may not redefine the genre or offer long-term depth, but within its limited scope, it delivers exactly what it promises: fast, focused, sky-high action driven by the thrill of perfect execution. Rating: 6/10
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This game was a waste of my time and I wish I would’ve read a book instead.
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This game is fun, but like, only for the first hour or two. It's kinda short and has not too much different stuff.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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