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Dev log #6 and about the delayed release



It's 2025, and I'm belatedly wishing you a happy new year.

Originally, I planned to release Time To Live at the end of 2024, but I wanted to explain why delaying the release and explain the new system working on.

[h2]1. Why was the release delayed?[/h2]
At the end of 2024, I participated in a few indie game events, and I've been revising the game based on the feedback I got there.

The biggest feedback was that people didn't know what the goal of the game was and that there was nothing to do, so I needed to create more content to do and improve the help.

Also, I had to test and debug the game. During this process, I caught several bugs and made endless adjustments.

[h2]2. How Complete is the Game?[/h2]

The game itself is already complete. What remains now are test plays, bug fixes, and the implementation of new systems.

Here are some examples of the new systems:


[h3]Help Menu[/h3]

The help menu has been greatly improved. It now shows players exactly what they need to do, explains the meaning of the numbers and graphs on the screen, and details the effects of certain items.
I recommend taking a look before you start playing.


[h3]Quests[/h3]

Unless you're on a specific route, you can take on quests every Monday, Wednesday, and Friday. Completing a quest grants a bonus, while failing results in a penalty.


Upon Completing a Quest


Upon Failing a Quest

Rewards and penalties for quests vary depending on the quest itself.


[h3]Leaderboard[/h3]

After clearing the game, your score will be calculated, and you'll be ranked on the leaderboard.
Since it's a single-player game, the leaderboard doesn't hold much significance, but you might as well aim for a high score, right?
(By the way, I put a lot of effort into getting the Steam leaderboard to work through Ren'Py, but unfortunately, I failed. Sorry about that. Calling the Steam API from Ren'Py causes the game to crash.)

Additionally, the build is still undergoing review, so it may take a little more time. But in any case, the game will be released this January! Please look forward to it.

Thank you.

Dev log #5



Hardcore mode is for those who want to play a more difficult game.
You can select it after watching the ending of the game, and the changes are explained in the screenshots.



In hardcore mode, manual saves are not possible, and your game will automatically save every morning.



In addition, saving and autosaving are disabled in Hardcore mode.
The Hardcore-only save slot is located in the far right corner.



In hardcore mode, you'll see an icon in the upper right corner of the screen to let you know you're in hardcore mode.

Reached 1000+ Wishlists!



Thanks to a lot of support during Steam Next Fest, my game's wishlist has reached 1000.

Thank you to everyone who added to our wishlist! I'll make a great game for you!

Have a great day!

EGA LULZ!!! 16-COLOR LIVE DRAWING SHOW!



For Steam Next Fest, I am hosting a live show on June 16, 2024 from 12:00AM to 03:00AM KST(June 15, 2024 from 08:00AM to 11:00AM PST) where we'll be drawing using only 16 colors.

What I'll be drawing is a source that will actually be used in the game.Stay tuned for the full release to see where this will be used! EGA saves the world!!!



[h2]P.S.[/h2]

I apologize. Because of connection to the Steam streaming server was unstable, I was disconnected about an hour and a half into the broadcast. I finished the drawing in the remaining 30 minutes, and this is the result. Thanks to everyone who watched the stream.

Steam Next Fest is here!



Starting June 10th (PST), Steam Next Fest is here. Time To Live will be participating in Steam Next Fest! Check out our gameplay videos, download the trial, and have fun!

If you have any questions, suggestions, or bug reports about the game, please leave them in the discussions and I'll read and answer. Please note that I'll be sleeping while you're awake(because of the time difference), so I won't be able to answer questions in real time. Thank you.