
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 →
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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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Ukrainian, Japanese, French
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
おすすめYESかNOしかないためオススメにしておきますがなんとも微妙。 独自ビルドを組めてハクスラ要素ありと聞くと非常に面白そうだが、各種アンロックを解放するまではキャラを自由に作成できない。 街をアップグレードする素材がダンジョン内で見にくい。 探索はローグライトぽく特殊効果があるマップを選択して進む形だが普通のローグライト要素はなくあえてこの方式にした意味が感じられなかった。マップ構成などはほぼ面白みはなく作業感が強い。 セールで半額くらいなら買いだと思うが..。
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... ;)
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.
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.
Titans of the Past is a fantastic RPG dungeon crawler that decided everything other than those three words is secondary. The love put into the character creator can be felt, especially at later levels where each class feels unique and amazingly powerful in their own way. The caveat to this is you will only really have access to these classes and all that late-game goodness, after one to two dozen hours playing. If you want a dungeon crawler RPG with a lot of mechanical depth that you can get dozens of hours out of. This game is amazing. If you want a deliberately designed campaign and something on the shorter side, refer this to a friend instead.
It is very, VERY deep with how character cuztomization and skillset goes. Everything around it is tedious and repetitive, yet enjoyable. I give it a 8/10.
Very tasty blend of M&M6-8 and Superhot.
Pause and movement gameplay mechanic is amazing. The character creation and gameplay seems deep and interesting so far. Looking forward to playing more!
Titans of the Past is a roguelite combination of Superhot's "they move when you move" and Might and Magic 6's "free roam blobber" gameplay, with strong race and class variety. That's it, that's the pitch. If you're like me, that's more than enough and 35 hours of your life will just disappear. Otherwise, there's probably not much here for you. You're going to be looking at Synty assets with AI (or self-provided) portraits. There aren't nearly enough map types, so you'll be seeing the same handful of arenas repeatedly. There's no story to speak of. There's not even an endgame currently -- the most challenging content is fairly casual once you have a decent team going. The interface is cludgey and inventory management is a nightmare. While there's a nice variety to the classes and races, balance is a bit suspect and far too few of the options are available from the beginning. Enemies are largely melee threats and moving to engage in melee means time is passing and you're not attacking, so I found ranged and magic heavy teams to be more practical. That said, you can slap enemies really hard in melee when they do get in range. Do note that the devs seem to be quite responsive to player feedback, so hopefully these issues will improve over time. I just didn't really mind all of the issues so much because coming up with new parties tickled my brain just right and the Superhot + Might Magic 6 combination is extraordinarily fun. I really hope the team sticks with the game and increases the variety, fixes the balance, and adds a more challenging endgame, because what's here is already so darn fun. I'd definitely pay for DLC to help fund continued support.
yes
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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