Time Survivor

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completed
132 ratings
Posted May 13, 2025. Updated May 28, 2025. Played 3167 times for a total of 3087 hours.
description
Time Survivor is an action arena incremental game where the objective is to survive as long as possible fighting against Time itself.
You play in an arena where your life energy increasingly decays over time, and you must stay alive by dodging and killing enemies, collecting resources that restore your energy.
Every time you die in the arena, you have the opportunity to use the resources you collected to upgrade your stats and unlock new skills in an upgrade tree, making you stronger for the next trial.
The upgrade tree has four main branches:
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ECONOMY: Upgrades that enhance the farming aspect of the game, such as increasing the value of resources you collect or the number of drops from enemies.
But be careful—these upgrades also buff the enemies! Don't be too greedy. -
MOVEMENT: Upgrades that increase your speed and improve your movement around the map, fundamental for dodging enemies and reaching resources faster.
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ENERGY: Upgrades that increase your life energy, give you armor, enhance the energy recovered from energy orbs, and so on.
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COMBAT: Upgrades that expand your offensive arsenal, giving you the option to fight back and effectively become a predator instead of prey.
The longer you survive during a trial, the more the difficulty increases.
Will you be able to beat the game faster than everyone else?
latest update
PATCH NOTES 0.1d May 28, 2025
Gameplay
- Decreased the Dash damage area radius (from 60 to 55, it was 50 in v0.1b),
- Removed the pause button during arena (we believe it's not necessary and could have been exploited to change direction instantly with point and click mouse mode),
- Enemy and resource spawn algorithm is now deterministic,
Performance:
- Time Keeper trail shouldn't cause huge FPS drops anymore,
- Resource animations when buying upgrades now limit the number of resources created,
QoL
- Added category tabs to the settings panel,
- Reduced the hold time to close the panel to 0.45s (it was way to long before),
- Increased size of upgrade cost labels in the tooltip,
- Big resource numbers are now formatted (1000 -> 1k, 1000000 -> 1M, etc.),
Visuals
- Hexagonal arena background (let us know what you think in feedback-and-suggestions ),
- Improved Time Keeper trail particle effect,
- Improved the settings panel (not definitive but better than the stock one),
Bug Fixes
- Time Keeper trail now starts from its back,
- Run timer is now stopped during the portal scene,
- Upgrade tree interaction is now disabled during dialogs,
- Fixed aim pointer desynchronization with real pointer in some rare scenarios,
- Fixed some bugs caused by the reset run/save setting
newest comments
Undertale fangames simulator (trust :3)
developer response: We took reference for the death effect, masterpiece
Absolutely love this so far, and I've already put it in my steam wishlist! I personally don't mind the aiming system for dashing, so I wonder if there could be options once a new system is added in? I'm very curious to see more content, especially different boss sections and the attacks they will have. I'd love to see some different enemies as well to help add some variation to runs. I think my only complaint might be that the beams from the normal enemies and the boss being such similar colors can make it a bit overwhelming/hard to tell where you can travel without an insta-death (especially when the boss one is fading). Really cool overall so far, though!! :)
developer response: Thank you so much for the feedback and congrats on beating the game!
I suggest you to join our Discord server, to be constantly updated on new content and news in general!
New content is actively being worked on right now, but it is too early to give you an ETA.
As for the trail, we totally agree, we have to find better visuals for dasher aim and trail, so that they are descriptive without being confusing
still huge fps drops. dashing also misses constantly at low frames maybe because it checks frame by frame collision. maybe switch it to beam detection like for cod. also if each individual dasher is checking collision maybe having the player model check general dasher collision instead. although i dont see why it would be done the other way anyways. the game is very minimalist so i dont see why it should run worse than minecraft with 5 gb of mods loaded on ram. its probably one thing being overlooked.
developer response: Thank you for your feedback!
Unfortunately there is not much we can do as Godot is not optimized for web builds.
We highly suggest you to download the game for a better experience.
The dash collisions not being detected is because of the frame drop, the collision is happenind between 2 frames and not being detected at low fps unfortunately
93 run counts to beat the game, and about 70 of those were against the final boss.
developer response: Congrats!!
Yeah the final boss requires a lot of tries, either to farm resources during it, or just to beat it once the required upgrades are unlocked :)
I win. very good lol
developer response: Congrats!!!
Join our Discord Server and share your final Time with the rest of the community!
We have an internal Speedrun competition eheheh
top comments
Nice, but using the dash with the mouse is not practical.
developer response: Thank you! We are currently working on it, going to release a patch very soon
Overall interesting game, the dash aiming is abhorrent and horrendous. It was so frustrating I couldn't keep going. My personal suggestion would be at least to allow the cursor to be visible and just aim toward the cursor. If its intended to be difficult, then maybe limit the cursor to a small bubble around you or something. Even so, the thing definitely is interesting and different than most of what I've seen on here. Good luck to you.
developer response: Thank you!
We are aware of the aiming system problem, we are actively working on it, probably today we push an update with the option of using the mouse just like a normal top-down shooter
I second that the aim system can be improved, but the concept is great, looking forward to it.
developer response: Thank you so much! We are improving the aim system right now, going to release a patch very soon
boss's beam trail makes huge frame drop.
developer response: Thank you for the feedback!
Unfortunately the code behind the trail is pretty inefficient, that's probably the reason of the frame drop, we are currently undergoing a period to refactor and hopefully the performance will improve
The dash really needs improvement now that ive gotten to the point where I need to aim at a moving target
developer response: Thank you for the feedback, we are releasing a patch very soon