Time bandit game12/31/2023 ![]() And as with most things that stare you right in the face, it took me much longer than you might expect to figure out how to explain exactly what you *do* in the game in the most basic terms.īut this is it: Time Bandit is a resource management game in which you try to sneak out time crystals in order to sell them for money, which you need to buy more fuel in order to solve more puzzles to collect more time crystals. But at the same time, it's leading with the parts that are the most complicated to explain, and it’s just not possible for me to convince people with something like that that there's also a rather traditional game loop to come. And certainly, these things can make up part of its appeal. The first prologue has different goals entirely than the game that follows, namely, to introduce a story and set up the idea that this game will give you an unusual experience of time. These first moments of the game aren't at all representative of the game as a whole. Unfortunately, it was terrible for marketing. I was happy with it artistically it begins at the beginning, and I had no problem releasing something like that early on as a teaser to the game. I really like how, in the real-time spirit of things, even the main mechanics are introduced slowly in a tutorial that's spread out over a couple of real-life days. The first prologue was more or less an intro to the story, and that was it. This is a big, experimental game with a lot of different parts, and for a long time I found it very hard to explain exactly what you *do* in the game or convey how it is, in fact, fun to play. Truthfully it’s because the game needs a big marketing push. Yes, Time Bandit is receiving a second prologue chapter! Thank you for your support and your help in finding bugs! In the meantime, if the game punishes you unfairly for quitting without saving due to a softlock, there’s a tip in the FAQ on the Steam forums for how to skip the punishment. I am working on Time Bandit entirely on my own, so please be patient, but I will give priority to fixing anything that causes softlocks or hinders progress (while keeping in mind that Time Bandit includes certain deliberate design choices where progress may intentionally be slowed). For the most part, these should be small bugs, and I don’t anticipate many players encountering significant issues, but if you do, I will try my best to fix them as soon as possible. The game was thoroughly tested before launch, but as an adventure game with many complex interlocking systems, there are bound to be things I’ve missed. The best place to report bugs is in the #bugs channel on Time Bandit’s Discord server because I can respond to you most quickly on there, but feel free to use the bug report thread on the Steam forums as well. With Time Bandit now released, I wanted to let you know that I will be available for receiving bug reports in the days after launch. If you haven't checked out Time Bandit Part 1, get it while it's 20% off, and be sure to try out the new furniture for your home! I may add an official changelog in the Steam forums when I get the chance, just in case anyone is curious about what exactly was fixed! In addition, I quietly made numerous bugfix updates in the weeks following the launch (we were up to v1.0.13 before this v1.1.0 update!). Otherwise, it's a great way to play an idle adventure game like this! The main limitation is that you need to bring up the keyboard to enter information into a couple of textboxes at the start of the game, which you can do simply by pressing the steam button + X. This is in line with what I expected from players who said that the game was working well for them on the Deck. ![]() Incidentally, just as I was preparing to publish this update, Valve reviewed Time Bandit Part 1 for Steam Deck compatibility, and it received playable status. The price was too expensive for just one. Minor changes to glitch bomb item When you pick up the glitch bomb in the world or buy it from the shop, you will now receive 3 glitch bombs.
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