Name | Timespinner | ||
Developer | Lunar Ray Games | ||
Publisher | Lunar Ray Games | ||
Tags | |||
Release | 2018-09-25 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  10  | ||
Steam Rating | n/a | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  20,000 .. 50,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 0 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 0 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | Timespinner Linux [61.43 M] Timespinner Content [347.65 M] |
Hello everyone! |
Hello! I've been busy working on Timespinner 2, but took some time to push this small update.
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Hey everyone! It's been awhile since the last update! I hope you've all been doing well.
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Hi everyone! I am thrilled to announce that Timespinner is releasing on Nintendo Switch, PlayStation 4 and PlayStation Vita in Japan on June 4th! If you're eager to pre-order the game on Switch you can order your digital copy through the eShop on May 28. |
Hey everyone!
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Hey everyone!
Enjoy! :D |
Today's update brings a small bug fix and two new Passwords for two new Speedrun Modes!
The two Speedrun modes are:
In order to activate a Speed Run, do the following:
WARNING!!! Please note that activating any Speedrun mode will disable all future Feats/Achievements for that Save File!! PS: Sorry to the DRM free crowd! I promise that if this build is stable I'll push this build to Humble/GOG! XD |
Keyboard players rejoice! Today's update is for you! I've added ways to customize how you control menus and added options to display keyboard keys instead of gamepad buttons.
Please note that this build will be coming to DRM-Free websites (Humble, GOG) when I'm confident that it's stable. Thanks! |
Hey everyone! Today's update is quite small and is more of a small brick in a larger project: Improving quality of life for Keyboard users.
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Here's some minor changes to address the difficulty in leveling familiars, the awkwardness of the START button not exiting to gameplay, and a way to customize how button glyphs are displayed. More patches to come soon :)
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Hey everyone! I've been busing patching up the game for PS4+Vita. Here's a small update that includes the things I've fixed since the last Steam update.
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Tiny update today, mainly to fix a crash!
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Hey everyone! I've just uploaded version 1.02 of Timespinner!
My next updates will focus on keyboard/controller quality of life, display fixes, and performance fixes. Enjoy! |
Surprise! Hey everyone, I know it's not a solstice or equinox, but I have great news for you all! |
Happy Summer everyone! Well, for me, it's felt like it's been summer for a month already, as the weather has been unseasonably warm. Nothing wrong with a little extra, sun, eh? I hope you've all been doing well, too! :D
A video of Beta gameplay! The Kickstarter Backer Beta build was particularly scary for me to release, as it meant that over 1100 people could play the game! On the bright side, taking that big step meant that I was able to find some particularly bad game breaking bugs (like the game not working at all in Europe! Oooops...) With everyone's help, I've been able to make the game much more stable and more enjoyable. Thanks Alpha and Beta backers! (If you are a Beta Backer, but have not received your key, please go to this page and enter your Kickstarter Email address! https://www.humblebundle.com/resender) What's Next While the game is nearly done, there's a few things that need to happen before the game can be released. First, the game needs to be rated to be digitally released on consoles in Europe and America. Thankfully, I've already gotten the game rated for America via the ESRB: the game is rated T for Teen! Unfortunately, the ratings process for Europe is a little more time consuming: I've submitted the game to be rated for PEGI (for most of Europe) as well as the Classification Board (for Australia). Unfortunately, these ratings can take up to a month to finish! After I've received all ratings, I can then submit the game to Sony for Certification. The certification process is rumored to take anywhere from 3 weeks to 3 months! It's also possible to fail it, which can delay the game's release even longer! Because of these variable delays that are out of my control, I'm still unable to give a solid release date. If all goes well, we may be able to have a late Summer or early Fall release. We shall see what happens! In the meantime, I'm working hard on polishing the game more, and so are Jeff Ball and Power Up Audio! The game is going to be so sparkly! In Conclusion The next few months will be exciting! I'll be breaking from the regular update schedule (four times a year) and instead will be updating you all to important information when it becomes available! I also have some other exciting news that I can't share quite yet. Expect to hear from me soon! ;D In the meantime, feel free to stop by and chat with me during my weekly livestreams on Twitch (every Tuesday from 1-4pm PST at https://www.twitch.tv/lunarraygames). Take care, everyone! |
Hey y'all, happy vernal equinox! Well, late equinox, since I just learned that equinoxes are not always on the 21st, so I'm technically a day late on this update, haha. The more you know! |
Hey y'all, happy vernal equinox! Well, late equinox, since I just learned that equinoxes are not always on the 21st, so I'm technically a day late on this update, haha. The more you know! |
Hey everyone, welcome to Fall Season! The wonderful time of falling leaves, cool weather, and warm pumpkin spice lattes!
The alternate-Meyef skin Reward for KS Backers. Music Now that all game areas have been drawn and designed, Jeff has been expertly writing music to fit the mood for each one. Here’s a taste of one of those tracks: the Greenwood Forest theme! I'm really excited about the game's soundtrack so far- I bet you all will love it too! Greenwood Forest Theme The peaceful Greenwood Forest area in the past. Soooo good! :D Release Date As we enter the final lap of 2017, I should talk about the game's release date. For awhile now I've said that I hope to release in 2017 and it's looking like that's less likely to happen. Above I talked about how the main part of the game is nearing completion, which is true, but the extra stuff on the side is taking much longer than I had anticipated. That, combined with the fact that I still need to finish porting the game to PS4 + Vita, and go through certification for those platforms, means the likelihood of me finishing this year is slim. I'll continue working hard on the game and will definitely let you all know when a final release date is set. Thank you all for being so incredibly patient with me and giving me the time to make Timespinner the game it deserves to be :D Conclusion Alright, back to development for me! Thanks again for all of your support! If you have questions or would like to chat, send me a message on KS or even stop by my weekly Development Livestreams on Twitch every Tuesday from 1-4pm PDT! Take care, everyone! See you next update! |
Hello, everyone, welcome to summer! I hope you all had a wonderful spring season and are ready for the changing weather. We had a fairly mild spring here in Seattle. Let's hope the summer is mild, too! :D |
Hey everyone, happy Vernal Equinox! Or, in other words, happy first day of Spring! Here in Seattle our Spring weather is a little slow to arrive, but I'm looking forward to more sunny days and lots of flowers blooming :D
The general idea of these exposition formats is to allow players to choose whether they want to just explore and kill things, or immerse themselves in the lore of the game as much as they'd like. A letter found hidden in the world. Now that the writers have finished nearly 100 pages of text, my current task is importing this literary gold into the game! :D Backer Content As the core of the game is done, I've begun putting Kickstarter Backer content into the game. I've begun reaching out to Designers on an individual basis to get input on designs for Orbs, Bosses, and Enemies. So far this has worked out really well! An Orb Designer's Spell + Passive in action! If you're a Designer Backer and have not yet heard from me, please feel free to send me a message on Kickstarter so that we can start putting your ideas in the game! (But also, maybe check your Junk Folder in your email Inbox, lol!) Nintendo Switch I've heard from several Backers and fans asking about whether or not we are bringing Timespinner to the Nintendo Switch. Here is our official response: We are not currently planning on bringing Timespinner to the Nintendo Switch. Our current goal is to bring Timespinner to all of the platforms promised by the Kickstarter Campaign (PC, Mac, Linux, PS4, PS Vita, and Nintendo 3DS). After we finish fulfilling these promises, we will then look into the possibility of porting to more platforms! Release Date Currently we do not have an update on the release date for the game. We are still on track for a 2017 release date, though! In Conclusion Thanks for reading, everyone! If you have any questions or concerns, please reach out to me on here (via a Message), or hop into the Weekly Development Livestreams on Twitch (Every Tuesday from 1-4pm PST!) to ask me in person! Take care everyone! See you at the Summer Equinox! |
Season's greetings, everyone! I hope this update finds you in good health and happiness. I've been doing well (thankfully!) and have been making great progress on Timespinner. |
Hello everyone! I hope you all have been enjoying your June so far! In Seattle, we're sporting the classic gray-rainy weather, but I'm sure July will bring more sun!
While all of these tasks aren't too daunting on their own, they take up lots of time when added together! No need to fear though, the game is coming along wonderfully :D Looking Back On How Far We've Come In development, it's easy to "lose the forest for the trees" so to speak, as you can spend lots of time making the game better and then forget how everything comes together and grows. Let's take a moment to remember how far we've come! It's been quite a journey so far and it feels great to have made so much progress throughout the years. Rethinking Steam Early Access One of the rewards of the $25 tier for the Kickstarter was access to the game during its time in Steam Early Access™. As it was described in the campaign: "Early access to the game before it is officially released, through Steam's Early Access™ program". Early Access™ is a way to release an unfinished game to the public so that they can purchase and play it. After much thought, research, and talking with other indie developers who used Steam Early Access, I have decided that this is not a good fit for Timespinner. Instead, Backers at the $25 tier will get 'early access' to the game 1-2 weeks before the final game comes out. You may ask "why isn't Early Access™ good for Timespinner?". Well, it's because Early Access™ is great for games that have a unique play experience each time you play. Usually this is achieved through multiplayer features or random procedurally generated worlds. For example, Crypt of the Necrodancer, Darkest Dungeon, Don't Starve, and Duelyst are all perfect examples of titles that make great fits for Early Access™. Timespinner, on the other hand, is a relatively linear game, with almost no randomized content. As such, players would have less incentive to keep playing the game over and over as it grows. Because we're no longer doing Early Access™, I will be removing Timespinner's Steam Early Access™ release date of July 2016, and replacing it with a temporary full release date of March 2017. This date is based on the current production schedule, and shouldn't be taken too seriously. The game is progressing wonderfully, but it's very difficult to determine how long the rest of development will take! Alpha Build 2 Released! I've now released the second Alpha build on Steam to Backers who pledged at the $150 tier and higher. This build contains 2 areas: Lake Desolation and the Varndagray Metropolis. Keep in mind that there are some missing audio files, including a SFX for Leveling Up as well as an area theme song for the Metropolis. The gate to the Metropolis! As it has been over a year since the first Alpha build, the game is much shinier than it was before! Enjoy! NOTE to Alpha Backers: Feel free stream or record yourself playing this build of the Alpha. This policy may change for future builds! In Conclusion Alright, back to work! As always, feel free to stop by during the weekly Development Livestreams, which happen every Tuesday from 1-4pm PDT at http://www.twitch.tv/lunarraygames! Take care everyone! |