What’s next for The Time I Have Left
Hey everyone! Yite here, it's been a while since I wrote a blog post.
The Time I Have Left is back! Not that it really left, but things have been in a difficult spot for us these past few months.
But here we are at it again. Today I’ll briefly discuss how things are now and also clarify how we will move forward, so let’s cut to the chase!
[h2]New Trailer and gameplay reveal[/h2]
Did you know we debuted a new trailer during the IndieQuest Showcase? If not, you can check it out right now:
[previewyoutube][/previewyoutube]
Did you catch all the new stuff? Since quite a few people have tried the demo already, this time I wanted to share something that gave more information about what’s to come for people already familiar with it. Most of the new footage focuses on the second chapter of the game: the urban area of Platform 57.
We will be presenting some of these features over the following weeks, but feel free to discuss and speculate about them in the comments ;)

[h2]Demo Update[/h2]
Keep in mind that everything shown in the trailer is real footage already playable in the current build.
We did a small patch to the demo a few days ago to ensure that everything was as up-to-date as possible for new players. We would love to keep adding more things to the current demo, but for now, we're focusing on creating new content!. That doesn’t mean there won’t be changes or improvements made on Chapter 1, only that you’ll need to wait for the final release to see them.
[h2]The Team[/h2]
So…who’s making this now? Didn’t the studio close forever?
We went from solo dev to a two-man indie team, to an indie studio…it’s been a crazy ride. We made our plans, reached out to almost a hundred publishers, traveled to events, and even tried a Kickstarter. It didn’t work out, and after tedious paperwork, Ground Game Atelier does not exist anymore.
We are back to being just an indie team, continuing the work that was done under that umbrella. We take back our original name (just “Ground”) and will keep domains, handles, and everything else the same, so you don’t have to worry about it too much!
The critical staff of the original team is still contributing to the game, but now that we are not a company anymore most of them are working on it in their spare time, at least for now. I am the only one still working on it regularly (and tirelessly) at the moment but even I will have to find a job sooner than later to support its development.
Because, you know, at the time of this writing we have a total budget of zero. This is of course less than optimal, but the game has been slowly progressing without a budget for a while now. Thanks to the work done over the years things are going pretty well and we are still looking for ways to be able to dedicate more time and resources to it, so it can only get better from here on!
Despite MANY setbacks over the years, the game is still in development and in better shape than it ever was!
[h2]Consoles and localization[/h2]
We have received lots of messages from people asking for console versions and localizations to different languages. Those of you who followed our Kickstarter know that we really want to do both, but both things require extra time and money that at this point is impossible for us to manage.
Here is our promise to you though: if the final game is released on PC, it will also be released on consoles sooner or later. Also, once we have the finish line in sight we will make sure to expand the languages available for the game.
Either if you want the game to be ported to your favorite platform or localized into your preferred language (or both), make sure to wishlist the game and support it in any way you can, that will greatly increase our chances to do it!
[h2]A sincere thank you[/h2]
You’ve heard passionate indie speeches a million times, and you’ve seen a thousand cool projects die for one reason or another. This is the beginning of a second chance for us to complete this game, and as long as someone out there is looking forward to playing it I won’t let all the team’s efforts and support you’ve shown go to waste.
We will keep working on it until it is complete, so please keep supporting us so we can find the means to do it.
Thank you to everyone who has supported us at any time, from the game’s reveal until now. We will keep working to release the final game as soon as possible and give you a game worth playing.
Sincerely,
Yite
The Time I Have Left is back! Not that it really left, but things have been in a difficult spot for us these past few months.
But here we are at it again. Today I’ll briefly discuss how things are now and also clarify how we will move forward, so let’s cut to the chase!
Short Version
- New trailer at Indie Quest!
- We closed our studio but the core team members are back as an indie team.
- We have no budget… but the game is progressing nicely!
- We want to release the game on consoles and in many languages but we’ll need your support.
Long Version
[h2]New Trailer and gameplay reveal[/h2]
Did you know we debuted a new trailer during the IndieQuest Showcase? If not, you can check it out right now:
[previewyoutube][/previewyoutube]
Did you catch all the new stuff? Since quite a few people have tried the demo already, this time I wanted to share something that gave more information about what’s to come for people already familiar with it. Most of the new footage focuses on the second chapter of the game: the urban area of Platform 57.
We will be presenting some of these features over the following weeks, but feel free to discuss and speculate about them in the comments ;)

[h2]Demo Update[/h2]
Keep in mind that everything shown in the trailer is real footage already playable in the current build.
We did a small patch to the demo a few days ago to ensure that everything was as up-to-date as possible for new players. We would love to keep adding more things to the current demo, but for now, we're focusing on creating new content!. That doesn’t mean there won’t be changes or improvements made on Chapter 1, only that you’ll need to wait for the final release to see them.
[h2]The Team[/h2]
So…who’s making this now? Didn’t the studio close forever?
We went from solo dev to a two-man indie team, to an indie studio…it’s been a crazy ride. We made our plans, reached out to almost a hundred publishers, traveled to events, and even tried a Kickstarter. It didn’t work out, and after tedious paperwork, Ground Game Atelier does not exist anymore.
We are back to being just an indie team, continuing the work that was done under that umbrella. We take back our original name (just “Ground”) and will keep domains, handles, and everything else the same, so you don’t have to worry about it too much!
The critical staff of the original team is still contributing to the game, but now that we are not a company anymore most of them are working on it in their spare time, at least for now. I am the only one still working on it regularly (and tirelessly) at the moment but even I will have to find a job sooner than later to support its development.
Because, you know, at the time of this writing we have a total budget of zero. This is of course less than optimal, but the game has been slowly progressing without a budget for a while now. Thanks to the work done over the years things are going pretty well and we are still looking for ways to be able to dedicate more time and resources to it, so it can only get better from here on!
Despite MANY setbacks over the years, the game is still in development and in better shape than it ever was!
[h2]Consoles and localization[/h2]
We have received lots of messages from people asking for console versions and localizations to different languages. Those of you who followed our Kickstarter know that we really want to do both, but both things require extra time and money that at this point is impossible for us to manage.
Here is our promise to you though: if the final game is released on PC, it will also be released on consoles sooner or later. Also, once we have the finish line in sight we will make sure to expand the languages available for the game.
Either if you want the game to be ported to your favorite platform or localized into your preferred language (or both), make sure to wishlist the game and support it in any way you can, that will greatly increase our chances to do it!
[h2]A sincere thank you[/h2]
You’ve heard passionate indie speeches a million times, and you’ve seen a thousand cool projects die for one reason or another. This is the beginning of a second chance for us to complete this game, and as long as someone out there is looking forward to playing it I won’t let all the team’s efforts and support you’ve shown go to waste.
We will keep working on it until it is complete, so please keep supporting us so we can find the means to do it.
Thank you to everyone who has supported us at any time, from the game’s reveal until now. We will keep working to release the final game as soon as possible and give you a game worth playing.
Sincerely,
Yite