
Prevent Doomsday AFTER it happened! Designed by the co-creator of Sang-Froid - Tales of Werewolves and featuring both a single-player and co-op campaign, TimeMelters is a strategy hero defense where you go back in time and fight alongside your past selves.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Italian, Spanish - Spain
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 installed this game a week ago and running on Linux in this game runs great. Almost feels like it runs natively. I used cachyos and and used cachyos proton and it runs great. The combat is awesome, The story is great and the graphics are awesome.
Super, gameplay original, ça fait du bien.
Not quite for me but i'm still glad unique indie games like this exist. This is a tower defense game with a time loop mechanic where you create loops of yourself called an "echo" that will repeat your previous actions. So rather than having the typical TD gameplay loop of "build weak towers in first waves, upgrade to better ones in later waves", it's better to treat this game more like a puzzler that uses Tower defense as the mechanic. Your attacks are slow and you don't cleave through massive amounts of enemies with your "towers". that's not what this game is. It's slow and methodical, you need to literally plan ahead for your final timeline and set up a winning path on each mission. Obviously with my in-game time I didn't finish the game. Most of my reasons why are preferential, not critical. I'm writing this review to encourage people to try this and support indie that are willing to give us unique and interesting mechanics rather than dopamine/grind slop. This may be your thing, and it goes on sale quite often too.
不錯, 能夠分享給朋友跟朋友一起闖關, 玩法很有趣, 可以一起動腦.
time travel schenanigans, don't ya love em? 8/10, would recommend playing with a good pal, or sibling, or blah blah blah
Timemelters is an inventive action–strategy hybrid that confidently builds its entire identity around the manipulation of time, offering an experience that feels both mechanically fresh and mentally demanding. Developed and published by Autoexec Games, the title blends real-time combat, tactical planning, and puzzle-like problem solving into a single cohesive loop, anchored by a narrative that gives emotional context to its systems rather than treating them as abstract mechanics. From the opening moments, the game establishes a world on the brink of collapse and positions the player as an unlikely hero whose greatest weapon is not raw power, but the ability to learn from failure and literally rewind it. The story follows Teagan, a young woman accused of witchcraft and saved from execution by a mysterious temporal force. What begins as a personal escape quickly escalates into a high-stakes struggle to prevent an apocalyptic future. The narrative is delivered through a mix of dialogue, environmental storytelling, and optional lore, allowing players to engage as deeply as they choose without overwhelming the pacing. This flexible approach to storytelling complements the gameplay well, ensuring that narrative moments enhance rather than interrupt the constant cycle of experimentation and strategy. At the heart of Timemelters lies its defining mechanic: time rewinding that creates echoes of your past actions. Instead of simply undoing mistakes, rewinding time spawns deterministic versions of Teagan that repeat exactly what you previously did. These echoes fight alongside your present self, effectively allowing you to coordinate with your own past decisions. This system transforms combat encounters into layered tactical challenges, where success often depends on planning several timelines ahead rather than reacting in the moment. It is a mechanic that feels immediately novel but grows increasingly deep as the game introduces more complex scenarios and enemy behaviors. Combat itself strikes a careful balance between urgency and fragility. Teagan is extremely vulnerable, often falling in a single hit, which creates constant tension and discourages reckless play. To compensate, she has access to a variety of magical abilities, environmental tools, and summoned allies that can be deployed strategically across timelines. Every encounter becomes a puzzle of positioning, timing, and foresight, where knowing when to rewind is just as important as knowing when to advance. When a plan finally comes together—past echoes drawing enemy fire while the present Teagan executes the final move—the sense of payoff is substantial. Level design plays a crucial role in reinforcing this loop. Missions vary in structure, ranging from defensive stand-offs and escort objectives to boss encounters that demand precise coordination across multiple timelines. The inclusion of a tactical pause and overhead planning view allows players to reassess the battlefield and adjust their approach, which is essential given how quickly situations can spiral out of control. While some scenarios lean toward trial-and-error, these moments rarely feel unfair; instead, they encourage experimentation and reinforce the game’s core philosophy of learning through repetition. Visually, Timemelters presents a stylized fantasy world that prioritizes clarity over spectacle. Character models and environments may not rival larger-budget productions, but they serve the gameplay effectively, keeping enemy movements and spell effects readable even during chaotic encounters. The audio design supports the atmosphere with restrained but effective music and sound cues that heighten tension without becoming distracting. Together, these elements create a presentation that feels purposeful, even if it occasionally shows its indie roots. One of the game’s most welcome features is its cooperative mode, which allows the entire campaign to be played with another player. In co-op, the already complex time mechanics gain an additional layer of depth, as coordination between two players must now account for multiple timelines and overlapping strategies. Communication becomes essential, and successful execution feels even more rewarding when achieved through teamwork rather than solo planning. This mode significantly enhances replayability and offers a different perspective on challenges that may feel overwhelming alone. Beyond the main campaign, Timemelters includes additional modes such as challenges and speedrun-focused content, extending its longevity for players who wish to fully master its systems. These modes emphasize efficiency, precision, and creative use of time manipulation, reinforcing the game’s strengths and rewarding deep understanding of its mechanics. Ultimately, Timemelters stands out as a thoughtfully designed title that dares to demand patience, planning, and persistence from its players. While its learning curve and occasional difficulty spikes may not appeal to everyone, those willing to engage with its systems will find a uniquely satisfying experience that turns failure into progress and time itself into a tactical resource. It is a game that proves originality does not require excess, only a clear vision and the confidence to fully commit to it. Rating: 8/10
Solid concept, was a fun co-op experience
В игре необычный геймплей и отличный сюжет, очень понравилась. Весь сюжет здесь передается через диалоги и простенькие кат-сцены, но несмотря на это, прохождение вызывало приятное чувство, как от просмотра фильма или прочтения книги. Мир показался мне хорошо проработанным, а история интересной. Отлично передана атмосфера хаоса, где могущественный враг захватывает мир, а мы, имея лишь слабую надежду, с трудом пробираемся к цели, встречая на пути разных персонажей, без помощи которых не обойтись. Развитие персонажа происходит как в классических героических фэнтези: от обычного человека, казалось бы, случайно замешанного в события, до сильного героя, постепенно осознающего свою мощь. В игре нет открытого мира, и прогресс идет через сюжетные миссии, цель которых в основном – это защитить союзников и уничтожить врагов. Особенность в том, что большинство миссий вы проходите вместе со своими копиями. Сначала играете за одну, потом возвращаетесь во времени к началу уровня и играете за вторую, пока первая повторяет ваши прошлые действия, и так далее. В итоге, вы побеждаете только благодаря действиям всех своих копий одновременно. По жанру это больше все-таки головоломка, тк в начале уровня всегда нужно очень хорошо спланировать свои действия, а затем еще и реализовать задуманное. Сложность в том, что наш герой - не супергерой и умирает с одного удара, маны хватает всего на нескольких врагов, после чего они быстро до тебя добираются, а ресурсы, за которые активируешь заклинания и ловушки, ограничены. Враги вообще здесь сильные и перемещаются по карте с немаленькой скоростью, довольно быстро добираясь до тебя и союзников, что приводит к откату времени и созданию вашей новой копии, которая в свою очередь тоже должна успеть сделать что-то полезное, поэтому действовать всегда нужно быстро и правильно, тк количество копий ограничено. Бывают также миссии, где нет возвращения во времени и нужно пройти все в одиночку, и тут тоже без хорошего планирования не обойтись, из-за всех перечисленных выше слабостей героя. Хотя цель миссий практически не меняется, играть не надоедает, потому что герою постепенно открываются новые возможности, а враги становятся сильнее и их количество растет, что поддерживает интерес до конца игры. Также помимо основной кампании, есть дополнительные миссии-челленджи, которые тоже было интересно проходить. В общем, рекомендую.
This game is so cool!
was sent it by a subscriber as a suggestion and I'm so glad they did (although I never ask any of my subs to do anything but watch and enjoy my content). I love everything about this game, the puzzle, the combat, even the graphics. After finishing the main story and other than the odd typo (sorry can't remember where exactly) I could not fault this at all. However with that being said I do have 3 questions / hopes / requests? 1) I really hope they working on Tome 2 and that is not how they are ending the story. 2) Any chance of a New game + (Start at the beginning but keeping all the powers and upgrades you had at the end but every level has more enemies or is night instead of day)? 3) Could you add an endless mode? Unlocks after completing the main story and you get to pick any of the level maps or a few special designed maps you can pick day, night, or time passing (e.g 120 seconds day then 120 sec night alternating) You get 1 extra timeline than the final mission and the goal is to survive as long as possible. Trees / Graves / Blockades all reset 1 in game day after you activate them. I will admit I have no idea how easy or hard the 2nd and 3rd questions would be to implement as I while I love gaming I have no idea how they are coded I just think these would give the game more replay ability. On Fri, 14 Nov 2025 at 10:15, diabolodev <diabolodev@gmail.com> wrote: Hey Sankey, I'm making a roguelite deckbuilder that battles automatically as you play solitaire and I thought you'd be interested in playing the demo. It's going to release early next year after February Next Fest, but I just did a big update to the demo and wanted to reach out to you about it now. Here's a link to the Steam demo if you want to check it out Presskit Thanks for reading,diabolodev
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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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