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Timemelters News

Upcoming Patch#7 and (very) possible Friend's Pass!

Hey all! Thank you very much for your patience, we know we've been a bit quiet over the last few weeks, but patch 6 was pretty huge and patch 7 is going to be even bigger! We've been working none stop the last little while to get it out to you.
So what can you expect!?

We've completely overhauled the UI in game, for combat, loading screens, menu options, the grimoire. Everything! It gives even more user feedback (like a little flag near the teleport ability so you will know at a glance if it's active or not), and makes getting information (and remembering this information exists) in the grimoire much easier. It also allowed us a better way to introduce/integrate some of the challenges into the campaign.

We're adding a new playable language: German! And we're also looking at adding more languages as time goes on.

This update will "most probably" make the Friend Pass a reality. We are still not 100% sure about this, and there are still some challenges ahead, but if we have enough time, players might soon be able to have a friend download the Friend's Pass so they can play the entire co-op campaign!

Lastly, along with general bug fixes, we have worked on an absolute crazy amount of optimizations. There should be a jump in performance on most levels for a lot of systems out there!

We're incredibly excited about this new update, and while we're still testing things out before we officially launch update #7, we're hoping to launch it before this year's Steam Summer Sale.

Thank you as always for your continued support!

The Autoexec Team

TimeMelters is 25% off during the Steam Spring Sale!

Hey everyone!
We are still working very hard on the next patch which will have a whole new, revamp UI, along with some new challenges!

In the meantime, we just wanted to let you know that TimeMelters will be 25% off during the Steam Spring Sale!

Thanks again to all for your incredible support!

Cheers!

Autoexec Team

A Major update (patch #6) is now LIVE... and so is the Soundtrack!

Hey everyone!
First, today marks the release of the TimeMelters' Soundtrack! So why not give a listen to some amazing tracks composed by our friend Michel F. April while reading this post ;) And, of course, feel free to share these links on your social media!

https://open.spotify.com/album/6VUEsNV3S7xcSekGcO1bEg

https://music.apple.com/us/album/timemelters-original-game-soundtrack/1672185767

And now... the latest update for TimeMelters is LIVE (and it's a big one)! As we said with the previous posts, we've adjusted a lot of the first user experience in this update, so if you have been waiting to try out TimeMelters, now might be the time to jump in! Lots of changes, with many features added and fixes. So without further ado, here are the patch notes:

-Revamped Lancestorm to teach spells/abilities and tutorials that are learned in Duskamble.
-Swapped around NewRisen and Duskamble in the mission order.
-Revamped Duskamble to include time rewind.
-Storyline adjustments to reflect the changes in the first 4 missions.
-Switched around a few spots for when spells perks are given out.
-Reworked teleport ability controls. PRESSING T always sets a new teleport spot, HOLDING T will always teleport the player. Changed for consistency in controls, before it was flip flopping and confusing.
-Updated spells and abilities in the grimoire text to reflect control changes.
-Added pause on death feature to give the player more strategic options instead of auto rewind (toggle on and off in the options menu).
-Fixed a network issue in coop that some people in different regions around the world were having, which caused issues staying connected to each other.
-Fixed a network issue where people were unable to reconnect if one of the player's internet started to struggle.
-Fixed game objective issues and rebalanced some challenges in challenge mode.
-Fixed deterministic issues arising in a few levels.
-Fixed mission objectives in Brooden cliffs that were not behaving as expected.
-Miscellaneous bug fixed and optimizations.

There you have it! A few structural changes to the start of the game to help with the first user experience. Lancestorm is a lot more engaging now with the new spells and we get to play with the Time Rewind feature a bit sooner. In turn this makes Duskamble a lot more fun too because you get to play with time rewind also.

The control changes for the Teleport ability were to erase a bit of confusion we were seeing. These changes should make the ability a bit easier to use for new comers, but anyone that's played the game before may take a little getting used to.

Pausing on death is an amazing feature, because now you can got into strategic view to get a better lay of the land before you decide to go back in time, or you can even teleport away to save the rewind if you choose (and have a teleport spot active).

We are incredibly happy with this update. It was a large undertaking but we really feel like this improves the experience so much. Please, give it a shot and let us know what you think in the Discord!

What we will be working over the next weeks:
1-Completely new UI (based on the feedback we've received these past few months).
2-Better "Challenges" and "Grimoire" integration in the flow of the game.
3-More optimizations/polish/balancing.
4-First attempts on porting the game to Xbox (fingers crossed)!
5-(and maybe... just maybe) A Friend's Pass, allowing someone who owns the game to play the Coop campaign with a friend.

Until then, have fun, and thanks everyone you all once again for all your amazing support!

The AutoExec team
Discord

Big changes in the first 4 missions with patch 6 coming soon!

Hey everyone, we have another patch coming soon and we wanted to give you all a heads up about its contents:

First off, based on some of your comments, analytics we have in game and our own internal testing, we've decided to adjust most of act 1 to help improve the first user experience. We've adjusted the tutorials and made a somewhat less interesting mission more fun to play as a result of shifting act 1 around and redesigning some levels. So, if you haven't played TimeMelters yet or have just starting a campaign, for the best experience, we recommend you either finish the first 4 missions before the patch next week, or wait for the patch and start a fresh game. The order of the maps do change and the story is adjusted to match these changes as well. It could lead to some confusion if you don't reset or pass it before the update.

We've also added a new feature when enemies are about to kill you (or Ammanan is about to die) and you still have some echoes remaining. As a player, you're now able to go into strategic view to see what's happening around the map before deciding if you want to go back in time right away. You can also place a teleport spot at your current location, or USE a teleport spot you already had placed to save yourself. For any players who don't like this new feature, you can disable it in the options menu.

Lastly, we have also fixed some bugs, like Echoes dying early through no fault of the player, added improved optimizations and also fixed a network issue that was causing some people in different servers around the world from enjoy the game in coop.

What's coming next:

In the next few months, here's what we would like to improve and add to the game.

1 - A Friend's Pass, which would allow people that bought the game to play with a friend through the multiplayer campaign, and all the friend would have to do is download the free demo/friend-pass. PLEASE, if you have any comments about this, good or bad, let use know what you think about this feature in the Discord server!

2- We're also looking at adjusting the demo. Not only would it act as a Friend's Pass, but instead of being it's own tutorial and story, it will become our new act one (improved tutorial and first user experience). We would make the demo the start of the game to give the real experience to potential new players and allow anyone who purchased the game to continue their save from the demo.

3- We are in the process of trying to port TimeMelters to Xbox (and maybe PS5 after that, depending on the result). If all goes well, we would like to support cross platform multiplayer too!

4 - We are revamping all the UI based on comments we've received. Improved grimoire, and status screens to give better user feedback as well.

5 - New skill tree! We've found that some skills are just never picked in a playthrough, so we want to condense some skills making them stronger, on top of maybe adding new ones and really give the player tougher/more interesting choices to make when upgrading. Please if you could, tell use about some of your favourite skills and your least used ones in the Discord server, that would be a huge help!

See you soon!

The AutoExec team

Small Live Stream for the Indie Cup Festival!

Hi all, come check out our live stream for the IndieCup!