
A catastrophe is about to happen and you have only a limited time to prevent it. Use your time stopping powers to make the most out of what little time you have!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Хотите чего-то необычного? Хотите почувствовать себя сверх-сильным героем? Значит вам стоит попробовать "Time to stop time".
Actually pretty fun, and a lot better than I expected. Took me about 5 hours to beat, and that's playing at a very leisurely pace, and dying a decent amount in the beginning. The game is actually very easy once you figure out all the mechanics, and you are essentially an unstoppable god by the end if you upgrade the right stats. There is a really good amount of content, with a large amount of levels, quite a few different weapons and even a good amount of enemy diversity. I will say that the game does drag on a bit in its later levels, and the gameplay can get a little stale by the end, but I still had fun for the most part. On the whole the game is pretty good, it's not perfect, but it's good.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Spanish - Spain, Portuguese - Portugal*languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Тихий ужас... рефанд
insgesamt in ordnung für zwischendurch. der preiß dieses spiels ist im angebot für -90% sehr gut.
Good idea but bad execution 4,5/10.
It's fun, for the first ~30 minutes, then ok-ish for the next 15, then just boring. Time to stop time has a nice hook, you stop time, and in the stopped time you kill enemies and save civilians. The problem is the execution, it never actually builds on it, and from what I have read from other reviews, it actually gets worse.
Game doesn't even start up, i just have a black screen :/
Time To Stop Time begins with a simple premise that instantly sparks curiosity: you are someone who can freeze time, step into frozen chaos, and reshape disasters in the split second before they unfold. Rather than presenting itself as a typical shooter or action game, it leans hard into the fantasy of manipulating moments. Bullets hang in the air, explosions stall mid-detonation, debris drifts like weightless dust, and enemies remain trapped in the instant before violence erupts. This foundation turns every mission into a playground of possibility, letting you approach familiar action tropes from an entirely different angle. The game’s tone sits somewhere between comic-book spectacle and physics-based experimentation, encouraging the player to think not in terms of combat efficiency but in terms of creativity. Each scenario is structured as a self-contained crisis: a packed nightclub about to be torn apart by gunfire, a hostage situation seconds away from tragedy, a collapsing environment where time has nearly run out. The objective remains consistent — assess the frozen scene, decide how to interact with its elements, and execute a solution when time resumes. You can redirect bullets mid-flight, fling objects with exaggerated force, reposition enemies into the paths of incoming projectiles, or improvise traps using whatever debris is at hand. Sometimes the goal is to eliminate armed threats; sometimes it’s to prevent civilians from being harmed. The power fantasy is undeniable: you are less a soldier and more an architect of outcomes, bending physics to create the most effective or theatrical results. The game’s structure thrives on this blend of action and puzzle-solving. The 40-plus levels present a variety of spaces and themes, ranging from small interior rooms to chaotic street battles and elaborate set pieces. Because you’re effectively designing the aftermath, every encounter feels like a puzzle without a single correct answer. One run might see you ricocheting bullets between enemies like a billiard trick shot; another might involve stacking explosive barrels in a domino formation to maximize chaos. These micro-sandboxes encourage experimentation over perfection. Even when the physics behave unpredictably — and they often do — the outcomes can be surprisingly satisfying, reinforcing the idea that improvisation is the heart of the experience. Time To Stop Time’s visuals lean toward functional rather than cinematic. Character models and environments are simplistic, and the art direction focuses more on readability during frozen sequences than realism. Yet despite lacking high-end polish, the game’s presentation suits its concept. The frozen moments carry a dynamic tension: gun flashes halted mid-burst, shrapnel suspended around you, and enemies captured in unfortunate poses. When time resumes, the abrupt release of violence, noise, and motion becomes a spectacle of its own. The engine’s physics aren’t always consistent, but those rough edges enhance the game’s charm, giving it a chaotic, almost toy-like feel when scenes unravel in strange ways. Still, the game’s ambition sometimes exceeds its execution. The tone swings between dramatic stakes and playful absurdity, occasionally making the story feel less impactful than intended. Some missions lack clarity in layout or objectives, causing confusion during initial attempts. Historical or themed environments can feel uneven or filled with anachronistic elements, breaking immersion. The voice acting, limited in range, sometimes undercuts the tension rather than elevating it. These inconsistencies don’t ruin the experience, but they reveal the game’s indie roots and its focus on moment-to-moment creativity over narrative cohesion or production value. What Time To Stop Time does exceptionally well is offer replayability through freedom rather than progression systems. You aren’t grinding for upgrades or unlocking new abilities — the appeal lies in replaying missions to discover new solutions or simply to enjoy the physics from different angles. Levels can be speedrun, solved with elegance, or approached with maximum chaos. The satisfaction comes from crafting your own brand of improvised action rather than chasing rewards, making the game ideal for players who enjoy experimenting with systems and seeing how far they can push a game’s mechanics. In the end, Time To Stop Time stands out as a distinctive sandbox of frozen action. It’s a game where creativity matters more than precision, where physics-driven outcomes outweigh traditional combat, and where even imperfections can feel like part of the charm. It doesn’t deliver the polish of a blockbuster or the depth of a long-form campaign, but it offers a refreshing and memorable twist on action gameplay. For players who love experimenting, bending rules, and watching chaos unfold at the exact moment time unfreezes, it provides a uniquely entertaining experience that lingers long after the final scenario ends. Rating: 7/10
I expected the world to be at normal time and you would spend energy stopping time when needed, however the game is always paused like a puzzle, I also expected the stages to be a little longer, at the end of the game you just need to gather all the enemies and send meteors nonstop . but overall it's a good game with interesting mechanics
Yeah, I can't recommend this. At first its pretty fun. Then the game self-destructs by throwing enemies at you that are (1) ridiculous damage sponges and (2) can freely move in stopped time. Which turns it from a fun, gimmicky puzzle FPS (akin to a rougher version of Superhot) into a really crappy, mediocre FPS.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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