
A deep party-based RPG. Crawl dungeons. Battle monsters with your weapons, spells, abilities. Utilize the 'time flows as you move' system to make decisions. Loot, level up, craft, develop your town. Unlock new classes and races, spells, items - to make a party able survive the hardest challenges.
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 18 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
As the name implies, this game stands on the shoulders of the Titans of the Past: games like Wizardry, Might and Magic VI-VIII, The Bard's Tale, Eye of the Beholder, and Legend of Grimrock.
Another meaning of the game's name is hidden inside the game's lore for you to uncover. But we know for sure our players are clever and already have some good guesses.
We're a Ukrainian team making a game for an old-school, hardcore audience - just like us. We are creating a game we love and want to play, and we hope you will enjoy it as well.

Delve into the carefully handcrafted dungeons in first-person view, but command a party of characters. Develop their skills; find, choose, and tune their equipment; learn and use spells and abilities that any 90s gamer feels familiar with.
Customize your Adventurers with the ability to add custom Portraits, Voices, and Personalities.
Beware, the game is hard, tough as nails.

The game world moves only when you move - so it's a mix of real-time action and thoughtfulness of a 'pause when you wish' approach.

There are lots of mechanics and nuances in the game's RPG system to think of and develop your characters with. Look at what we have to offer!
Character classes govern what skill a character can develop, and to what extent;
Skills have 4 levels of Mastery, each with its own bonuses;
Classes have Class Abilities so warriors don't just swing their swords, and have buttons to press;
Races provide stat bonuses and also govern which classes are available for characters;
Lots of stats - from basic ones such as HP and Energy to Crit Chance, Crit Multi, a whole bunch of D&D-inspired attributes. Also there are cooldown modifiers, true hit and true miss chances, blocking, regeneration, resistances, attack and defense and so on;
Items come with suffixes and prefixes so you can judge yourself if the item is BIS or trash;
You can craft on items you find or buy!
Spells come in 4 varieties - for each Mastery level. A Grandmaster Fireball is so hot it's actually plasma. A Master Heal becomes AOE. Each spell has something interesting to offer.

Create any type of a fantasy hero you want!
We love games that allow us to put at least hundreds of hours into theorycrafting our builds. For those who love it as well - we've made a Class Constructor. This is where multiclassing also comes in. Considering the amount of Classes and Skills to pick from, there are many wild possibilities.

Embark on procedurally generated Adventures and choose your path between nodes like Dungeons, Campfires, Shops, Unexpected Events, etc. Make your decisions carefully, considering different Dungeon Modifiers that can hinder or ease your way and bring more loot, XP, resources - or peril.

Dungeons are hand-crafted to provide the best experience, and we also care about replayability. Monsters spawn, secrets, and gameplay-affecting mutators are randomized.

You'll have a good place to put the resources you bring from your adventures - your town! Like you do it in Heroes of Might and Magic, construct buildings and upgrade them. That unlocks new options for character creation - races and classes; new items to buy; new skills and spells to learn; new crafting opportunities; and so on.

The itemization in the game is procedural and quite complex. Expect something similar to Diablo and other ARPGs: prefixes, suffixes, tiers, rerolling until you are satisfied, and a bit of farming for BIS items.

35 classes
15 races
30 monsters
35 skills with 4 mastery levels each
200+ spells (also with 4 mastery levels)
200+ items
100+ item affixes
30 mutators, boons, and perks
…
All that brings you Infinite adventures!

We're a no-budget team working on a game we love, driven by passion. We have human resources we have, and this doesn't cover everything.
So to make a complete game we use mostly purchased and some free assets from various marketplaces.
We also use Synty assets - they are amazing and allow us to keep the artistic style coherent. In an ideal world we've used our own assets but that's impossible for us at the moment. We modified the enemies' 3D models to look somewhat more distinctive, and use many other asset packs and assets of our own creation.
AI image generation was used for Character Portraits and Spells/Ability icons.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great idea. I love the way turns are managed; it makes movement & ability activation / attacks feel very tactical. All choices matter, as does your timing. It reminds me of Dark & Darker PVE sometimes: you have to learn the attack patterns of mobs and use visual & audio cues to know when to push, when to dodge, etc. This just adds the element of turns: stop moving and time stops, giving you a moment to think. Cycle thru the party members, look at cooldown timers, look around for cover or flanking enemies, then make your next move. I would like to hope these devs continue adding map/dungeon content, as that seems to be the primary shortcoming at the moment. I've played a few hours and have seen the same handful of maps again and again. I'd love to see a user-accessible map editor / Workshop accessibility in the future. Being able to download user-created maps & dungeons might be a big help for content variety. Unfortunately, I'm getting the sense that this game may have already been abandoned due to poor sales. The Steam discussion boards have a fair bit of back and forth on this topic. I'll keep my eye on this one, and if it turns out the Devs are actively upkeeping their game, then I may change my review. For now, I recommend you either hold on to your money or do your due diligence first; read the discussion boards and make your own informed decision.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Ukrainian, Japanese, French
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun Game Well written Well Done but just not for me. 1. PAUSING... I have tried numerous ways to get rid of the game auto pausing. I want to be able to pause when I want. I put it on toggle but game still pauses after spells some battles etc.... It seems so random when it pause This gets frustrating. 2. RATS 95% of my missions failures are due to rats. Rats have ranged attacks with all different types of damage. They are so small they go get behind you and surround your party If there are 4 or more rats my level some one in party ends up dead. They tend to disappear of screen at my feet and only reason I no I am being hit is I hear the sound. I just had another battle all i saw was 4 opponents I start fight then out of no where I hear that familiar sound... I look down and 4 rats have appeared by then its too late another party member down 3. CHEST DISARM Another failure 1-3 more party members dead... I would really like this game more if pausing issues was fixed... The rats I think are way overpowered and disarm just does not seem to work correctly, maybe I don't understand how skill works My party is level 3 Adventure was level 2 HEY LOOK RATS GOT MY FIGHTER AGAIN Because of rats I honestly don't wanna play game anymore
The combat is really, really fun and I'm enjoying the aesthetic. The maps are well designed and interesting. I wish there were a lot more of them, because you quickly end up doing the same ones over and over. However my biggest complaint is that I have to use windows magnifier to read any tooltips because the text is so tiny!
Great idea, the chrono part about this is super fun.
Edit: Good game except the arena nodes. These are always MUCH MUCH harder and tend to end my runs in defeat. There are some rewards for failure, but they quickly become so pitiful as to be almost nothing. The enemies and dungeons scale pretty harshly as it is, and the arena's just kill it for me. Maybe you're thinking "git gud." Sure, but the formation has to include some squishier units protected in the back row... but in arenas, enemies spawn in all around. It's impossible not to have enemies behind, where they have a big chance to target the glass cannon mage. I even leave the enemy rangers unless there aren't any other enemies to attack, as they rangers are less dangerous than AOE or melee... but it still often ends in defeat. Unless I turn the challenge rating down so low that the rewards for success also are pretty pitiful. Forget this. TL;DR Good game! Try the demo, but keep reading for some things that weren't obvious (at least to me). First, the game is ridiculously dark in some dungeons, as in, can't find the door in the cave dark. Increase the gamma. Brightness maxed and shadows min help, but wow, gamma. And anyone who can learn light magic can eventually learn a torch spell. (Maybe this is not a common issue,) Second, the game organizes things well. For example, skills are grouped by their skill training buildings (temple skills include light and body magic, thieves guild includes perception and disarm traps, etc.) A person in a given class (like ranger) can learn some skills (go to the training buildings for low price), but not others. The little diamonds are showing how many levels of mastery that character can eventually get: basic, expert, master, and grandmaster. Great quality of life and lots of info in one space here. Adventures are divided into map sections and themed rooms. There are several different sections possible. (So far I've seen forest, swamp, cave, and stronghold). But a section like the stronghold appears to always have the exact same stronghold layout. That isn't terrible; I can learn where the treasure chests are and that past that door is the boss. Maybe higher levels have variations... I sometimes run into evil shrine rooms instead of good shrines where I can buy building materials (yes please). I don't think I'll get bored, but it's fair to note. Third, faces and voices. There are lots of custom portraits for creating characters. Free changes to appearance and free skill respec. And it's possible to add your own custom portraits and even voice files (haven't tried either). Voice acting is just short bits from characters getting walloped or single lines from enemies. The portraits and customization are very cool! The voice acting is more in the good attempt category. Fourth, art. I also really appreciate that it isn't stupid retro pixel ugly graphics. Finest you can imagine? Nope, but the first dungeon in the demo doesn't show off the range. Fifth, it's also fair to note that if you stop an adventure partway through, it's going to reset the dungeon. Sometimes real life intrudes, and I didn't want to lose ANY hard won progress. But even dead characters return back in town, and even failing an adventure still gets a % of the rewards. Last, I'm playing on Linux Mint through Proton. It just works! Anyway, the demo will show most everything else. At the modest normal price, I highly recommend buying the game.
Two issues. Can't equip two knucle dusters as a monk and the lack of knucle dusters in the game as my character picture I made is of me in a goldish robe with the fuzzies around the neck with a gold cross and two spiked gold knuckle dusters. I feel like a monk should have the option in unarmed to equip two considering monks train their fists and with a pole. And my next and last issues is with the frame drops that happen HEAVY around any map with lots of moving parts. Specifically trees and foliage. If there could be an option to just turn off all movement on static objects like trees and so on that would be game changing and cause my system to probably stop heating up so much and dropping MASSIVE frames on those specific maps. Other than that this game is like perfection in every way. I played the demo. Thought it was good. So I bought it. And I don't regret the purchase. That demo sold it to me instantly. It gives you just enough to let you KNOW that you want it. Okay that's all for this review. Genuine relay on information I've learned from the game and the fixes I know it needs. Runs smoothly overall depending on the level, but because the levels are random and in too set of an order it causes issues on some maps that feature any trees or foliage or moving things. Make the fire static. Make the trees static. The grass and bushes. Have an option for it I mean and I think my game will run pretty smooth. Thank you if you read this and if not. I probably shouldn't expect anything and that's okay. I'll still try and play it how it is, but I know I'd enjoy it more with more frames. Also on AMD it black screens my entire screen if I play at anything above 1080p. And I have a 2k res monitor. Just a little side note I thought I'd add. Okay bye now. Buy the game. Peace.
Well, I am liking this a lot. Love the pause-action system, town management, and especially the character creation and amount of unlocks. It checks a lot of boxes. It would be great if there was an open-world mode with quests. That would be amazing! Hint hint... ;)
good
Absolutely loving thios game. What a great new gamestyle with a mixture of real time combat and turn based. The battles are thought provoking and exciting. Its an absolute crime this game hasnt gotten more traction. Highly reccomended for purcahse at full price if you like D&D style RPGs (battles / not story driven). Spread the word too!
Dobra gra z potencjałem. Titan of the Past to typowy dungeon crawler. Na poczatku mamy podstawowa druzyne ale z czasem budujemy usprawnienia budynkow w miescie przez co zwiekszmy dostepność ras i klas postaci oraz mozliwosci ich rozwoju. Troche trzeba pofarmic aby zbudowac dream team. Jednak warto. Sama rozgrywka jest unikalnym systemem gdzie dopóki sie ruszasz to czas plynie dla wszystkich jednak gdy stajesz włacza sie pauza. Ogromna mnogosc kombinacji rozwoju druzyny i losowy system generowania przedmiotów. Najlepiej mi się gra gdy druzyna liczaca 4 osoby z niezłą synergią skili i stylu walki. Bardzo polecam.
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Players by region
Where this game's players are, estimated from review languages.
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