
Temporal Titans is a Tower-Defense game with Time Travel. Send mechs back to previous waves to prevent your defeat, and protect your salvage team from the monstrous Grell as you scavenge the ruins of a lost earth. Rewind, rethink, and reclaim the future!
Modeled estimate, not a reported figure. How we estimate →
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About
Aboard the great airships reside the last of humanity, survivors of the Grell war that still rages across the earth. Deploy to the surface with Time-Walker mechs, capable of manipulating time in combat, to defend your salvage teams. Gather equipment, supplies, and survivors from the ruined surface. Upgrade, improve, and maybe one day, find the key to revert the apocalypse.
Send mechs back in time, creating duplicate defenders
Unique mid-combat mech actions (movement and combat abilities)
Mech upgrades and customization
Unique mech pilots
Upgradable turrets
Support turrets, drones, and more
Destructible environments
Dynamic battlefields with elevation, multiple paths, and more
When facing overwhelming swarms, send your mechs back in time to even the odds.
When sending a mech to the past, you have the chance to play the wave again, but this time you will have a duplicate mech.
If you need more help, send another mech back to that same point.
Defend your salvage team from the Krell as you scavenge the ruins of a lost earth.
Deploy turrets and position your mechs to hold back the swarms.
When space is limited, upgrade your defenses to pack a harder punch.
Reposition mechs in the middle of combat for strategic advantage
Melee-focused mechs can defend roadways and slow enemies they engage.
Mechs with jump-jets can quickly traverse the battlefield and jump to elevated areas that increase their line of sight.
A mech’s loadout grants it passive and active combat abilities.
Demolish a structure with a gravity hammer to make more room for your defenses.
Construct a platform, then use a mech’s jump-jets to give him the high ground.
Use the autocannon’s “Bulletstorm” ability to unleash a hail of rounds in a pinch.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Russian, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
很有潜力的塔防游戏。但是炮塔有时会损坏无法参战这点很让人困扰。出售炮塔返还的金钱太少了,导致我要是布置错了位置只能选择回溯时间。我希望游戏内会有一个百科介绍各种元素的效果与敌人的种类。 This tower defense game has a lot of potential. However, it’s frustrating when turrets get damaged and can’t participate in battles. The refund from selling turrets is so low that if I place them in the wrong spot, my only option is to rewind time. I hope the game will include an encyclopedia explaining the effects of various elements and the types of enemies.
Fun, unique, not too easy, what great promise, and then the nono word, but it's early access. I had fun, but limited content, early access, small studio, slow updates...buyer know what you're buying. There's maybe 10 hours of gameplay here if you really really like it. I think this is the last time I buy one of these games that's basically a demo + because there have been too many bad actor game designers.
1) На русском играть сложно, перевод слишком плох. 2) Хорошие зачатки взаимодействия с окружением и мехами. Но мне кажется, что следует добавить больше действий по клавишам, чтобы не жать по 50 раз на меху. 3) Есть уникальные приколы, которых я в принципе не встречал в ТД. Например, есть возможность, при очевидном поражении, прыгнуть во времени назад один раз, второй раз другим мехой (сколько мех, столько и прыгаете). Вуаля! У вас 6 мех, но на ограниченное время. 4) Озвучка расширится, надеюсь. Полторы фразы на персонажа - очень мало. 5) Есть челики, которые собирают что-то и мы должны их защищать. Иногда можно сломать дом и выбегут гражданские, им надо добежать до бункера (иначе будет печалик). В общем бесконечный монитор по карте, прикольно. И так. У игры огромный потенциал, но она в раннем доступе. Будет ли разработчик с котиком и дальше её развивать? Надеюсь да, я бы с удовольствием поиграл в эту игру, но попозже, если её доделают.
Das könnte eine echte Perle werden. Benötigt noch ein wenig Liebe
[h2]TLDR:[/h2] [b]This game oozes with style and has an interesting idea behind it. There are some major issues, notably the QOL and amount of content. But I chalk it up more to it being early access more than anything else. I would 100% recommend it to TD fans.[/b] I have 2 sets of suggestions, one that don’t really alter the major design of the game, and some extra that are more out there at the end. Here's the basic suggestions: The biggest issue for me is the QOL, specifically the lack of information the game provides. I have no idea what the enemies are, what they do, their stats or where they are coming from. The game conveys hints to their features visually which i like but im not 100% on the information. I think a way to see the HP, DPS, and resistances in real time would be great. Another key piece of info on the enemies is where they are going to come from. Take the popular TD [i]“kingdom rush” [/i] as a reference. It shows before the wave what's coming, and shows visual hints on what the future waves will look like. I appreciate that the time travel mechanic does compensate for this somewhat. A better tell of what enemies will be in the level before the starting the level would also be great. An ingame wiki of all the enemies, damage types ect would also be amazing. Another QOL issue is the menu in general. Not being able to alter the settings or restart a level hurts.And i'm not a massive fan of the menu layout outside the levels in general too. Now the more out there suggestions: I understand the dev wants to make the game highly repayable, i think adding roguelike elements is the best way to do that. Might be hard to do though. Making the levels procedurally generated. I'm no game dev, I don't know how hard it would be to implement. But I did notice there are a lot of re-used assets, nothing wrong with that at all, but I think to improve the replayability of the game by making the levels procedurally generated. I understand you are looking to implement interesting features for specific levels to make them unique, like the current crane level. I think a combination of the 2 would be great. Adding more turret upgrades beyond level 2 turrets and adding turret upgrades outside the level would be a nice increase of depth. I understand that might mess with the balance of the levels with the limited turret slots. Potential Roguelike upgrade system: The best way to increase replayability is to add a bunch of equipable upgrades that are completely random. The more creative the better. Being able to equip varied upgrades or sidegrades to turrets and mechs would be a great increase of depth. Finally adding some sort of way to “invest” into future waves by taking risks would be an interesting addition. One way could be sending a mech into the future for a wave, or adding some sort of economy tower, like the banana farm from [i]“Bloons TD” [/i]. Some of these may be hard to balance and to that i say: who cares. Some stuff should be OP. Adding a "ascension mode” like [i]“slay the spire” [/i] could be a great way to gradually increase difficulty. Overall I like the game,I really hope the dev sticks with this game. It looks great so far.
Мне очень понравилась игра. Эта лучшая игра в которую я играл за этот год. Товер дефенс с очень интересной механикой(возврат во времени) +В игре есть интересные мехи с разными способками и вооружением(жаль только 4 штуки) +Игра постоянно удивляет тебя разными механиками +В игре интересный сюжет который был интересно изучать. Жаль что игра очень маленькая но у игры явно ГИГАНТСКИМ потенциал. Также "мелкость" игры в + так как она не пытаеться приесться и дает интересный геймплей в меру и после прохождения игры лишь хорошие эмоции. Конечно есть минусы, например нет смысла использовать никакие пушки кроме зениток изза чего вариативности мало. Если у игры будет ДЛС/2 часть я буду рад сыграть в неё. Вкратце игра прекрасна с небольшими минусами но она прекрасна.
Played couple of missions but game mechanics are well taught and there are a lot of toys to build strategy.
Super fun tower def game that incorporates customizable mechs
难度4,5开始就会很卡。 更新内容前我觉得应该先集中精力优化性能,不然太影响游戏体验了。
还算可以,就是地图固定三张太少了。然后就是有几个bug,一个是有时候剩最后一个大怪我自己所有单位全部停火不会攻击,鼠标左键点击了一下支援技能才好。然后如果把机甲布控在出怪点附近,波次刚开始时如果其他防御塔没有距离不开火即使出怪口在机甲的火力范围内机甲也不会开火。还有中间那张图右下角出怪口旁边有个建筑可以用炸建筑的支援技能选中轰炸实际上没有效果根本炸不掉。
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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