Timespinner cover
Timespinner screenshot
Linux PC Mac Vita PS4 XONE Switch Steam Gog
Genre: Platform, Role-playing (RPG), Adventure, Indie

Timespinner

Small Update: Version 1.023

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 :)

1.023



  • Fixed an issue where you could lock the Demon Boss out of its first usage of its critical attack.
  • Fixed a bug where opening a Max HP/Aura/Sand chest could reset your HP/Aura/Sand to a previous state.
  • Changed the START button to now completely exit from menus.
  • Added the option to change the console display style of button glyphs.
  • Added a new item to the Merchant Crow shop under certain circumstances.
  • Added new items that increase Familiar experience and experience gain.
  • Lowered Familiar level up exp requirements.

Small Update: Version 1.022

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.

My next task will be to work on a large functionality update for controls, like I've mentioned before.

Enjoy!

Timespinner Version 1.022



  • Fixed a bug where Junk Crushers would be invisible if unseen before frozen.
  • Fixed a bug where Reinforcing an Orb would reset your HP/MP to the values you had the last time you Paused.
  • Fixed a bug where level 1 clears weren't being saved properly.
  • Buffed a few named healing items.
  • Added a cutscene to remind players to use the Timespinner.
  • Refactored code to improve performance.
  • Adjusted text in a collectible letter.

Small Update: Version 1.021

Tiny update today, mainly to fix a crash!


  • Fixed a crash caused the Mushroom Towers being hit by friendly fire.
  • Fixed an issue where switching out a specific Orb mid-attack left behind a damage area briefly.
  • Added a Yellow Dot to the Map in a specific room.
  • Added color fade oscillation for Map Markers in the Map Screen (helps with Markers covering map)
  • Optimized Conveyor Belt objects to be more efficient (improves frame-rate on some processors)
  • Lowered experience gained from a specific enemy.

Update! Version 1.02

Hey everyone! I've just uploaded version 1.02 of Timespinner!

(Version 1.01 was the "initial release" of the game on 9/25, whereas Version 1.00 was released to Kickstarter backers 2 weeks before that!)

I've listened to your feedback and have made several small changes to the game:


  • Fixed a crash caused by raising Orb Level too high. It is now capped at 999.
  • Entering a NG+ game no longer clears the "Game Cleared" flag- allowing for infinite NG+ resets.
  • Adjusted the Fire Passive to be capable of killing enemies (it would not reduce them past 1 HP before).
  • Added an additional costume for Lunais.
  • Reduced the power of several healing items.
  • Adjusted stats on a few enemies.
  • Adjusted a certain Keycard door to appear to be broken.
  • Adjusted the location of a certain skeleton.
  • Added glowing floor prompts to two story interactable objects.
  • Fixed a parralax bug in a penthouse room in the city
  • Fixed a floating tile bug in a save room in the forest
  • Added a "Dropped Item" to a ledge in Lake Serene
  • Adjusted a "Map Download" to add 1 additional room to Lake Desolation
  • Fixed a visual bug in the Orb Shop where the "Better Arrow" would overlap the Orb level
  • Adjusted the Orb Shop's Reinforce display stats to always show improvement, even if numbers did not visibly change.


My next updates will focus on keyboard/controller quality of life, display fixes, and performance fixes.

Enjoy!

*Edited on 10/2/18 to specify that this is "Patch Notes"

Super Special Announcements!

Surprise! Hey everyone, I know it's not a solstice or equinox, but I have great news for you all!

Timespinner is coming out on 9/25!





You read that right! The game is coming out on PC, Mac, Linux, PS4, and PS Vita in just two short weeks! How exciting is that? I'm dying from anxiety, it's fine, everything will be fine!

Here's the game's page on Sony's website! :D

https://www.playstation.com/en-us/games/timespinner-ps4/

Chucklefish Joins the Team!


Yep, you also read that right! I've partnered up with the Chucklefish, who has been helping for the last few months with the final steps of releasing the game. As such, Chucklefish is the official "Publisher" of Timespinner and I am the "Developer".



Now, this may seem very strange- especially considering that development has been mostly done- why get a Publisher this late in the game? Well, it boils down to what I'm good at and what I'm not!

Throughout the development of the game I've tried to juggle a lot of roles at once- art, programming, design, marketing, writing, etc. I've found that there's just certain aspects of gamedev that I simply don't enjoy and am not particularly good at anyway! Whenever I've hired talented individuals to take care of these roles, I've had great success- I mean, the writing, music, sound design, and character art in Timespinner is so much better because I worked with other people! Chucklefish has been no exception. They've been expertly helping to craft the marketing plan for the game, work seamlessly with Sony, guided me through the Ratings process, made a beautiful new website, and more! I'm so glad I've joined up with Chucklefish to help show Timespinner to the world <3

And don't worry, I still have complete control of my IP ;)

Timespinner Released to Alpha/Beta Backers


Another big announcement! As of now, all Alpha/Beta backers of Timespinner have access to a full build of the game on Steam! Wow!



Now, some things to note: As these backers are sharing a private full-version of the game with the Press, we ask that you follow the same embargo that they are:

Please do not Stream or upload videos of the game until the 21st!

You may however, talk about the game on social media, but please avoid talking about plot and spoilers! <3

If you find any bugs or have feedback, you can leave it on the official Discord in the "bugs-n-feedback" channel, or on the new forums at https://community.playstarbound.com/forums/timespinner-support/

Please note: currently the Steam build for Mac and Linux doesn't support Steam integration (Achievements, Trading Cards, CloudSave), whereas Windows does. I'll try to get this working before full release!

As for "Early Access" Backers ($25 tier), I still need to sort out the distribution of your keys- this may take a few days, but expect a HumbleBundle email soon!

In Conclusion


That's about it for now- short and sweet! Talk to you all soon! Excitiiiiiing!

Summer Update

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

Let's talk about the state of Timespinner!

Recap of Spring


The Spring season went by so quickly, it's scary to think that it's already the end of June! Here's what happened since the last update:

  • OSX and Linux ports were finished!
  • PS4 and PS Vita ports were finished!
  • The last Alpha Build and a new Beta build were released!

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!

Spring Update

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!

I hope you've all been doing well! We've been steadily working on the game, marching on towards the end- and let me tell you, the end is in sight!

Game Progress


The game is going great! Since the last update, I've finished the major in-game tasks that I told you about before (bosses, backer content, and cutscenes). Now the only tasks on my end are polish and porting.

Since porting involves lots of time spent coding boring stuff, I've been spending the weekly stream days working on fun visual-type stuff. Here's a great example of that sort of polish: A brand new title screen! :D


Shiny new title screen!

I'm not the only one working hard to finish the game- Power Up Audio has been expertly crafting the game's SFX and Jeff Ball has been doing stellar work on finishing the game's soundtrack! Here's a sample: the area theme for the "Caves of Banishment":

Caves of Banishment Theme

Isn't it wonderful? It reminds me of my favorite PlayStation 1 games, while still being unique and beautiful. Wow :O

Even though the game is getting close to being finished, I still don't have a good idea of when the final release date will be. This is because it's hard to predict how long console ports and certification will take. When I have a final date, I will definitely let you all know!

Alpha and Beta Builds


Sooo, remember last update I talked about releasing a new Alpha build and soon after a new Beta build...well, time sure flies, doesn't it? Hehe...*sweats nervously*

I've been so focused on finishing up the game that I let that task fall behind. I'm sorry about that! So, I've just uploaded a new Alpha build on Steam! This build contains the same 2 areas from previous builds and also contains the new prologue area.

After a week or two, I'll be sending out Beta keys (via email) to all of the backers who backed at that tier ($40 or higher). The first Beta build will be similar to the current Alpha build (limited areas). As we get closer to the release date, the build's scope will include new areas!

Conclusion


Alright, that's it for today! Please send me a message on Kickstarter or stop by the weekly development livestreams (Twitch.tv/LunarRayGames (Tuesdays at 1-4pm PDT)) if you have any questions!

Until next time, take care y'all! :D

Autumn Update

Hey everyone, welcome to Fall Season! The wonderful time of falling leaves, cool weather, and warm pumpkin spice lattes!

I hope you all had a great few months. I had a pretty good summer, although it seemed to have gone by much too fast! It's hard to believe that it's almost the end of September. How time flies when you're making a game. Or maybe it just gets faster the older I get...haha!

Time to get cozy and finish making Timespinner!

Game Progress



The game has been coming along smoothly since the last update and I'm finishing up the 'main path' content of the game.

Prologue

This last week I've been focusing on completing the game's prologue, which features the most cutscene action in the game. The prologue also has a small tutorial section to introduce the player to the game's battle mechanics. After I finish the prologue in the next week or so, I'll be sending out the final Alpha build to backers at that tier. Then, as I finish more stuff in the coming months, I'll send out the first Beta build. Exciting!


A cutscene from the prologue of the game.

Off the Beaten Path
With the main content of the game being wrapped up, all I need to do is to finish up extra 'optional' content. While most games have a main path to win, it's that extra stuff on the side that can really make a game shine!

The stuff that I'm talking about in particular is side story quests, cutscenes, extra areas, and battles for those areas!


The chamber of a Kickstarter-Designer Boss.

Kickstarter In-Game Content Progress

Over the summer I spent some time working on content made for the Kickstarter Campaign (rewards and in-game stretch goals).Here's the status of that stuff:


  • Finished: Alternate Meyef Familiar Skin
  • Finished: Alternate Merchant Crow Familiar Skin
  • Finished: Umbra Orb (Melee, Spell, and Passive ability)
  • Finished: Pixel Portraits and Busts (In-game and sent to backers!)
  • In Progress 80%: KS Designer Enemies
  • In Progress 65%: KS Designer Orbs
  • In Progress 50%: KS Designer Bosses
  • Finished: Stretch Goal - Local Co-Op
  • Finished: Stretch Goal - New Game+ and Alternate Lunais Costume
  • Finished: Stretch Goal - Challenge Dungeon



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!

Summer 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

Development on Timespinner has been going well, although it really feels like a "Slow and steady wins the race" sort of thing. It's not really possible to rush this sort of project, so it's just a matter of putting in the time everyday to make the game better and better!

Development Progress



Last update I mentioned that the next two big tasks to complete were: putting over 100 pages of text into the game and finishing up the Kickstarter Backer content. Here's how those two things are shaping up.

Cutscenes, Dialogue, and Lore

Since the last update, we've finished putting all of the text into the game and making it accessible through playing the game naturally. One can now play through the game from start to finish, trigger all of the cutscenes, complete quests, and collect every readable lore item!


An enthusiastic librarian welcomes Lunais to Lachiem!

The only content in this department that needs to be finished is character animations during cutscenes. It's no good when a character slides on screen without a walking animation, right?!

Kickstarter Designer Backers

I've also been working steadily on putting all of the Kickstarter Backer Designer content into the game. This includes new enemies, bosses, and orbs. I've nearly finished all of the Backer enemies and orbs, and just started on the 3 new bosses yesterday!


A Backer-Designer's Passive barrier ability and a new enemy!

After I finish this new content, all that's left is to polish the game! Hurray!

New Music!



I'm not the only one who has been busy making stuff for Timespinner. Jeff Ball, the game's composer, has also been hard at work creating the soundtrack. The past few months we've been focusing on finding a unique musical style that fits the game and is also super awesome. I believe we've found that style! Here's a song for the "village" of the game.

Timespinner - Sanctuary

An abandoned temple in the past. Lunais finds allies here who are seeking refuge from war.

Isn't this song absolutely wonderful? Go Jeff, go! :D

In Conclusion



Thanks for taking the time to read the update! If you'd like to ask any questions, please send me a PM on here, or better yet, stop by during the Weekly Development Livestreams on Twitch (Every Tuesday from 1-4pm PST) to say hi!

Alright, take care everyone! Catch you later at the Autumnal Equinox!

Kickstarter Spring Update

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

I've been hard at work finishing up Timespinner. Like always, this takes longer than I expected, but that doesn't mean that I'm not making great progress on the game! I'm very happy with how everything is finally coming together. It is so satisfying to slip in a puzzle piece that completes a section of the game.

There are 3 major pieces of the game left to be completed: Cutscenes, Kickstarter Content, and random polish!

Cutscenes and Dialogue



"What is a man? A miserable little pile of secrets. But enough talk, have at you!"

Most Metroidvania games take a 'lightweight' approach to story and lore.This is intrinsically tied to the gameplay flow of the genre, making it better to stick to fast-paced exploration than to bog down the player with slow exposition.


This prologue cutscene is much prettier than it was during the Kickstarter!

This has presented an issue for Timespinner, as it has a lot going on in the story, as the plot involves multiples planets, cultures, and characters. In order to tackle this challenge, we have split the game story and lore into multiple formats. These formats fall into the following categories:

  • Skippable cutscenes
  • Optional character quests
  • Collectible lore items that can be read at your leisure

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!