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Hi Gamers! Small patch to fix some issues in the game and adjusts the quality presets. Changes: - The default quality setting is high instead of Ultra since it is suitable for most configs. - Removed fps limited to 60 (Can go as high as what your computer can handle). - Medium setting no longer enables V-Sync. Bugfix: - Fixed animation glitch on high refresh rate screens with the quality set to Ultra. - Fixed some hot controller unplug problems (Mostly in the main menu and in the editor). - Fixed Z key triggering the attack unless you clicked on the AZERTY button. Enjoy!
If you want to see some game-play of Shadows of Time Pomelyne, the wonderful artist and streamer who made the awesome illustration of Cassiopeia is streaming the game Right now. https://www.twitch.tv/pomelyne
Hi,
Overall feedback about the game is positive! That being said there were a couple of things that needed to be addressed. Especially the camera movement was a bit unpleasant for some. I also noticed a couple of players had a hard time finding the exit on the first level.
Major changes:
- The camera is fixed on the player.
- Added an arrow tutorial on the first 2 maps to make it easier to find the exit.
- Moved some props on the first level so the path would be more obvious.
Minor changes:
- Steam machines are visually paused when freezing time.
- Fire is now visually paused when freezing time.
Enjoy :)
Today is the release of Shadows of time on Steam. It's the result of a year of work and we can't believe it's finally happening! I hope you will enjoy playing it as much as we enjoyed doing it!
Making a game with a lot of real time rendering effects is very hard and requires a lot of resources. This is why we had to put a lot of work into optimizing Shadows of Time.
Optimization is about making the best and most effective use of a resource. In video games it means saving as much resources as you can without the player noticing it. The best way to achieve this is to put as much resources as you can on what the player can see and removing everything that's outside of the field of view.
Want to know how we managed to save as much performances as possible to save power on the rendering without affecting the game-play and the frame-rate? Go check our indieDB article.
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