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Announcing Titans of the Past x Trophy Hunt Collab

Hey,

Alex 13 here.

We're happy to announce that we're doing a collab with another Ukrainian team, amazing guys at Trophy Hunt.

Giveaway
  • We're giving away Clair Obscur: Expedition 33.
  • Winner picks a platform!
  • Wishlist Titans of the Past and join the Trophy Hunt waitlist to get a chance to win this gorgeous game!


Winner will be announced on June 9 using a raffle🍀



What is Trophy Hunt?

At TrophyHunt, we believe your gaming story deserves more than just a username. It’s about the time you’ve put in, the achievements you’ve earned, and the games you’ve conquered. That’s why we built a platform that brings all of it together—across PlayStation, Xbox, and Steam.

Whether you’re a completionist, an achievement hunter, or someone who just enjoys playing through new worlds, TrophyHunt keeps track of everything you’ve done. It gives you a complete gaming profile that reflects who you are as a player—not just what you play, but how you play it.

Why It Matters?

Traditional social platforms don’t capture your gaming identity. You can post clips or screenshots, but they don’t tell the full story—how many games you’ve finished, the rare trophies you’ve earned, or how far you’ve come.

TrophyHunt changes that. It’s a home for your progress, a place where your gaming life is front and center. All your stats, all your achievements, all in one profile you control and can share.
So instead of just saying you're a gamer, you can actually show it.



What to expect?

🎯 One Profile for All Your Games
Connect your PlayStation, Xbox, and Steam accounts and keep all your progress in one place.
đź§  Your In-Game Co-Pilot
Stuck on a boss fight or chasing 100% completion? TrophyHunt helps you figure out what’s next and how to get there—no digging through forums.
📊 Leaderboards That Count
See where you stand in global rankings or within your favorite titles. Compete with friends or climb solo.
🚀 Level Up and Unlock Style
Earn XP for everything you do and unlock avatars, profile frames, and rewards to personalize your space.
👥 Bring Everyone Together
Find players for co-op sessions, join game discussions, and connect with your community—even if they’re on different platforms.
🎮 Discover Games Through Progress
Explore what others are playing and completing. Let real achievement data guide your next pick.



Why gamers love it?

Because it makes everything you’ve done in games feel meaningful. You don’t just scroll—you track progress, earn rewards, and share moments that actually matter to you.

TrophyHunt removes the friction of bouncing between platforms and gives you a space to connect with people who play the way you do. Whether you’re grinding for rare trophies or casually exploring new releases, it’s built to support your journey from start to finish.

Who it’s for?

TrophyHunt is for anyone who plays games. You might be into 100% completions, casual weekend sessions, co-op with friends, or just looking for something new to play. It’s a space to track your progress, find like-minded players, and be part of a gaming community that actually gets you.

Demo update

Hey,

Alex 13 here. We've updated the Demo build. Most changes are thanks to YOUR feedback!

The game was received well - not a super hit but something that genre players enjoy. That was exactly our goal. We're satisfied. Thank you for all the feedback and support! You rock. Yes, yes, you!

Important note: items that were already broken in your save will remain broken, new ones with the fixed affixes will work properly. No need to clear saves!

Demo 0.0.2 changelog

[h2]Gameplay[/h2]
  • Max player level 15 → 12;
  • Reworked adventure nodes generation logic. Shouldn’t have broken nodes anymore. If you saw a node but didn't chose it it will NOT appear in same configuration again later.
  • Character buttons and Tavern will now indicate that there are unclaimed quest rewards with big “!“;
  • Added option to rebind movement inputs and reset any input to default;
  • Melee and Ranged weapons balancing;
  • Enemies damage balancing;
  • All Embassies can be built to level 2;

[h2]UI[/h2]
  • Added damage direction indicator;
  • Stores: added comparison with currently equipped items;
  • Reworked logic for displaying “Too Far“ for melee attacks, now displays before the attack and much more accurate with distance;
  • Updated floating damage numbers or both enemies and player characters;
  • Added mastery level requirements to skill descriptions;
  • Improved item description tooltip;
  • Improved item tooltips positions so they doesn't interfere with horizontal mouse movements so much;
  • Made real time clock less opaque;

[h2]Misc[/h2]
  • Added info about Recovery penalty to Armor and Shield skills;
  • Clarified display of equipment main attributes modifiers;

[h2]Fixes[/h2]
  • Fixed rare items only having one affix in their name;
  • Fixed Wizards lvl 10 adventure tavern reward;
  • Fixed UI displaying ability as off CD when it is still on very low
  • Fixed missing + on skills that have equal amount of points needed for upgrade;
  • Fixed Learn Ability button border image;
  • Fixed double description on abilities in create character;
  • Fixed exit door perception points and trigger volumes on some maps;
  • Fixed Berserk spell mana cost;
  • Fixed Bull Strength spell CD;
  • Fixed Deathly Curse boon not doing anything;
  • Fixed some skills giving 100 times more spell damage than intended;
  • Fixed Savage prefix giving 100 times more Crit DMG than intended;
  • Fixed Archmage prefix doubling energy cost instead of decreasing it;
  • Fixed cooldown reduction prefixes description in Enchanter’s Lair;
  • Fixed Reflective Retribution boon working for enemies;
  • Fixed Gold Rush boon description;
  • Fixed Eirc starting equipment.

Demo Live Now

Hello,

Alex 13 here.

We've released the Demo, you can play it now.

Two weeks ago we've started a closed test with content creators, and this was a good experience. Based on their feedback, we were able to fix a lot of bugs, polish the UX, improve the UI, and make the balance much more engaging and playable.

Thank you people who helped to shape the Demo! A shoutout to the following content creators:


If I post a full changelog, it will look like a small novel, so I won't.
So here's the TLDR one:
  • Replaced the whole HUD artwork;
  • Made the balance more enjoyable - please note that the game is intendedly hard;
  • Added ambient sounds;
  • Added UI sounds;
  • Added gameplay sounds;
  • Added Ukrainian localization (we're from Ukraine);
  • Increased player resource income;
  • Buffed Assassin and Berserker classes;
  • Improved lighting on all Demo maps;
  • Nerfed the traps damage;
  • Removed Cleave ability from enemies for now, that was too much;
  • Added resource pickables to all Demo maps;
  • Tweaked the speedrun timers and rewards.




Play the Demo, leave your feedback, check out our pets, 'enjoy' the rats.

Also, join our Discord.

Thank you,
Alex 13, the DDG team, and our animal companions.

P.S. I thank the team - making games is hard, being an Ukrainian is hard (I'm proud we are), mixing this is an elite difficulty mode. I'm honored to work with you guys, you're outstanding, all of you.

Closed Streamers Access started

We've sent the Demo to content creators in preparation for launching the Demo publicly on May 16th.

For it we've updated the build. Here's the changelog.
Pre-demo build changelog
  • Increased the overall difficulty a bit;
  • Added a button to reset graphics settings to defailts;
  • Nerfed resistances of caster mobs;
  • Fixed a few graphical glitches;
  • Made it clear that when Abandoning an Adventure you lose all loot and almost all resources gathered during this Adventure;
  • Highlighted the objectives of the final area of Town Streets map;
  • Added more sounds - footsteps, UI interactions, doors, some spell sounds, etc.;
  • Fixed Town Streets map not playing music;
  • Rebalanced the Bonus Vaporrite timings on all Demo maps - more viable to get the bonuses now;
  • Added more starting Gold and Resources;
  • Updated the Ukrainian localization - still not finished tho;
  • Widened spellcasters' spell repertoire significantly - they are less predictable now;
  • Added Resource Pickables to all Demo maps;
  • Various UI improvements;
  • Enemy Knights can - and will! - use Cleave now. Beware!
  • Improved navigation on all Demo maps;
  • Can hold '+' buttons instead of clicking multiple times;
  • Demo level cap increased from 12 to 15 so you have more options to play with your characters;
  • Mobs now regen Energy;
  • Harter now has a more powerful default weapon;
  • Fixed the lift on Great Wall;
  • C, V, B keys open CharSheet, Skills, and Spellbook correspondingly;
  • Added keys rebinding;
  • Assassin can use gunpowder weapons;
  • Cursor Mode Toggle is now on Middle Mouse Button along with Left Alt;
  • Display available skill- and attribute points in the Manage Party screen;
  • Fixes displaying erroneous values for some affixes.


Thanks,
Alex 13 and DDG team (and our pets!)




Demo Release Date Announcement

Hey,

Alex 13 here.

The Demo will be live on May 16th, possibly a few days earlier.

We have two blocks of work to finalize before we submit the build - UI and Class Abilities for the Classes available in the Demo. Here are a few screenshots of the new UI: