
Time Break Chronicles is a fusion of classic JRPGs and modern Roguelites, with a cast of 100 playable classes to find and unlock. Build your team, customize their abilities, and venture into a procedurally generated adventure through space-time and beyond!
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Time Break Chronicles is a fusion of classic JRPGs and modern Roguelites, with a cast of 100 playable classes to find and unlock. Build your team, customize their abilities, and venture into a procedurally generated adventure through space-time and beyond!
A core element of any JRPG style game is turn-based combat. Time Break Chronicles features strategic turn-based battles, using our custom built engine, against a variety of foes, each requiring different approaches, skills, and maybe an item or two to bail you out. Take care; these enemies are no pushovers. Even the average foes will test your thinking and require a strong team to defeat!
Your adventure will not only consist of battles. You will also have to contend with a variety of traps, barriers, secrets, and other encounters as you explore the procedurally generated map. Customize your characters, their abilities, and choose the correct items to help you overcome obstacles.
Customize your heroes' abilities with a wide variety of equippable relics, that can do anything from modifying attributes to granting new skills. Craft additional relics to round out your strategy.

Even heroes need someplace to rest after a difficult journey. Build up a town over time with multiple buildings and varied upgrades to support your favorite strategies.
100 Playable Character Classes - Heroes from all throughout history and even the future. Find and unlock them all!
6 Unique Stages (by end of EA) - Each stage contains unique enemies, items, encounters, and heroes to unlock.
Roguelite Gameplay - Every stage playthrough is different, with random effects to give each run a unique feel and strategy.
Customize Your Heroes - Equip relics and train skills to customize your hero's abilities and refine your strategy.
Two Ways to Play - Build up your forces and town over time in Chronicle mode, or dive into the roguelike Singularity mode to challenge increasing difficulties.
Endless Mode - Play any stage in an endless mode for increased difficulty and rewards, and to test your skills.
Classic JRPG Styling - As fans of classic SNES-era JRPGs, we have tried to recreate the feel and fun of these classic games.
Controller Support - Play with the mouse or keyboard, or use a controller for that classic feel! Also runs great on Steam Deck!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
I want to like this game, but the enemies have too much health and damage reduction. Even regular encounters take forever to defeat. I love the variety of units to use, but what difference does it make if they all do little damage to these tanky enemies? The Twins boss battle is the perfect example of a battle that makes the enemies too tanky.
Great game. Lot of content. Fun to play. So why not recommend it ? Well, this game have been in EA for way too long and seem to have been abandoned unfortunately without communication. So I cannot encourage such behavior. It's a shame really.
Time Break Chronicles is a gem of a game. When I first saw it on Steam, I had my doubts: The game is marketed as “a fusion of classic JRPGs and modern Roguelites, with a cast of 100 playable classes to find and unlock. Build your team, customize their abilities, and venture into a procedurally generated adventure through space-time and beyond!” Does it really have 100 playable classes? Can you really customize their abilities? Is there adventure to experience, through spacetime and beyond? The answer to these questions are “yes, sort of.” I will explain: Each character that you unlock is a “class” in and of itself. You could categorize characters into a macro-class (Damage Dealer, Tank, Support, Healer), then beyond that is their actual class/job (Wrestler, Chef, Clown, so on and so forth). What does their “actual job” mean? Well, each character is thematic on what a person of that profession would do. For example, the Clown has abilities such as throwing pies, giving allies balloons, and healing allies (representative of making them laugh). The Chef has the ability to prepare food on one turn, then serve it to an ally, boosting their maximum HP and MP. While these examples seem brief and simplistic, the game really comes together in complexity when factoring in the Relic system and managing six characters per team; more than the traditional four. Relics are items you give to characters to change their stats, grant them new abilities, and new passives. Each character can hold four Relics, allowing them to specialize further into a niche; or, completely change their gameplay. Each character has two signature relics, and you can use signature relics on other characters besides themselves, creating an initial repertoire of 200 relic options, plus relics associated with bosses and other sources. To summarize, the game has 100 playable classes in the sense that each character is its own class/niche. It’s not the same as Final Fantasy where there’s job advancement, but the character and relic systems feel novel and unique. In Time Break Chronicles, there are two game modes: Chronicle Mode and Singularity Mode. Chronicle Mode is, unsurprisingly, the main story mode of the game. Singularity Mode is a roguelite mode with minimal metaprogression. Chronicle Mode has a procedurally generated adventure: The story is divided into, at the time of posting, five Acts with their own plot painting a larger story. The main character, Claire, navigates spacetime by warping from node to node. Each node is a battle or encounter, not unlike Slay the Spire’s nodes, battles, and encounters. Combat nodes fully heal your party between fights, where as Encounter nodes have the possibility of combat, adding temporary buffs/debuffs, opening chests, crossing bridges, being ambushed, or buying items from a mysterious trader in a vending machine. Overall, the story okay and makes sense, but it’s nothing award-winning. The encounter nodes are novel at first, but that novelty wears off when you’ve experienced all of them; or, realize you can simply skip/avoid them. Chronicle Mode also has its own metaprogression: Improving town buildings by spending a metacurrency called Particles. This system adds a lot of quality of life to the game to make runs easier and it’s worth investing into. In my opinion, the appeal of Chronicle Mode, and Time Break Chronicles overall, is the endgame combat. The teambuilding with fully leveled skills and Relics unlocked is fantastic. The game is punishing enough that you need to think about the characters you choose wisely. You will not be able to steamroll the entire game in one sitting. It’s challenging, it’s knows what it is, and is not designed to cater to the zeitgeist. It’s intended for a niche audience. I haven’t played a lot of Singularity Mode, so I don’t feel informed enough to have an opinion on it. To summarize the pros of this game: Characters feel unique from one another; and, with 100 characters to choose from, you will find characters you enjoy playing over and over. The Relic system allows you to customize those characters further, and you have the option to save up to 4 different Relic loadouts. The game is very cerebral in that your choices matter and wrong decisions are punished. The main character of Chronicle Mode is likable and very powerful; but, if you don’t want to use her, you can remove her from the party altogether. You can spend over hundreds of hours, like I have, and still learn something new about characters you’ve written off (join the Discord!). For the cons, there are a few, but not bad enough that I wouldn’t recommend this game: 1. The tutorial feels very slow. If you’re already familiar with roguelites and JRPGs, it’s going to feel like a slog. 2. The damage output early game is low. Fights are going to feel like they take forever. In the lategame, combat can take anywhere between 1-4 turns with fully built, optimized teams. You are going to be introduced to a mechanic called Time Break Techs early, and you will need them. 3. Leveling characters’ skills can take a very long time. This is offset by their quests, which award 2 skill points each (and infinite uses of their signature relic), but the grind is still long. It’s a JRPG, so I understand that grind exists, sometimes; however, this has been a recurring turn off for several people in the Discord. 4. Once you level a skill, you can’t take points out. This sounds like common sense, as all skills are supposed to be maxed; however, some characters have strange interactions with Relics that make it “optimal” to leave their skills at level 1 or 2. 5. This isn’t really a con, but it can feel pretty bad leveling a whole new team just to get absolutely stomped anyway. Again, this game is intended to be hard. You might spend a lot of time in trial and error mode just to fail a lot. That’s okay! Some people really can’t stand it though. Overall, I’d give this game an 8/10. Really cool and a gem for what it is, especially in Early Access. Looking forward to Act 6 and hoping it’s the endgame content Act I’m looking for.
Insanely good. Across 100 classes I found only a few of them weak/gimmickly and maybe that's on me rather than devs. Viable party composition variety gets close to Unicorn Overlord, which is a very high bar. And I felt the same vibes discovering synergies and playing with ideas for party building. On top of that there are 250+relics to tune your builds and break the characters totally. Towards late game the game presents a real challenge for party building. Which on one side felt awesome to solve but somewhat limiting on the other. Nonetheless I played this for 50 hours and enjoyed every single minute.
Tldr; Fantastic game. Huge amounts of customization and unique ways to build your party. On top of the hundred or so unique characters (all with a unique skill set), each one has four relic slots and every character you unlock adds two new relics to choose from. Relics can do anything from adding more damage, getting a chance to have a free turn, or even adding new skills (and so much more). Endless possibilities for customizing your party! The most brilliant part of the whole thing is meta progress being tied to earning skill points with any of the characters. Gives the player a reason to at least try each of them. Even if you're not impressed after reading over the skill descriptions of a particular toon, you'll end up discovering synergies and surprises within your team. The result being the most engaging game of this type I've ever played. The only downside is the meta progress tied to leveling up each character (town levels) ends after roughly one third of all possible skill points are earned. There's already a difficulty scaling system in place which gives a reason to do a dozen or so randomized runs through each act, plenty of opportunity to test and level new characters. If the devs could come up with an infinite town level system, or at least enough that you have an incentive to level up and earn skill points on every character, I think this could be a genre defining title.
Derivative, but better than most at what it's trying to do. Heavy recommend for buildcraft autists
This game is phenomenal, a masterpiece in and of itself. tons of content to see even in my limited playtime it is one of the best games I've had the pleasure of enjoying. I will be recommending all my friends to purchase this themselves.
Good Ideas, Fundamentally broken combat. Difficulty is fine, but some skills, and mechanics which are geared for Player vs AI usage work vice versa because the designers thought it was a good idea to have some AI opponents have the same toolkits as players. We're talking about all your characters can end up being taunted in one turn, and you're left in a death spiral without you having any agency in it. This game has so much BS crammed into it, it could make fear and hunger blush. Unlike fear and hunger though, the BS is outside of your control (yes, even considering the coinflip mechanic), this means the game is unfun, and unfair. Since it seems the game is abandoned, It likely will stay unfun, and unfair.
This game has a lot more depth than you realize upon first glance, but that depth is mostly optional depending on how much you want minmax. Battles are fun, equipment system is really neat, progression mechanics are abound and cater to a wide variety of playstyles, and the music doesn't get tiresome after multiple loops. It's also easy to jump back in after long breaks, as I frequently do. This is a very important aspect of the roguelite genre to me, as they're perfect for quick gaming sessions when you don't want to invest lots of time into something more story heavy. Story is actually decent compared to the expectations I had. I hope this game gets lots of attention because it deserves it. Shoutout devs
Really unique concept that scratches the character and team customization itches without drawn-out (generally poorly written) stories. Perfect for someone who wants short bursts of high synergy/customization JRPGs who value game mechanics and creativity over story.
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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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