Time Survivor

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completed
58 ratings
Posted May 13, 2025. Updated May 15, 2025. Played 959 times for a total of 817 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 NOTE VERSION 0.1.C May 15, 2025
New Features
- Reworked Aiming System (let us know which setting you prefer! feedback-and-suggestions )
New Content
- Changed Combat Upgrade: Dash Lifesteal+ -> Dash Vampirism
Balance Changes
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Economy: minor changes, lowered cost of resource amplifier and dasher loot
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Combat:
- Dash Killrush: -1.5s (from -1s)
- Dash Killrush+ | 1/1 (from 1/2): -1.5sCD (from -1s)
- Dash Damage++: now requires Resource Amplifier Max
Bug Fixes
- Saves and Runs after the first should now hopefully work correctly
- Improved performance on web version (improved collisions)
- Fixed a Bug that caused Invincibility granted from Shield and Dash to conflict, causing unintended deaths especially during the Boss fight
newest comments
Once you have have 200 damage upgrade, farming resources is pretty fun. Unfortunately, there are no further upgrades past that point and the hitboxes make the boss fight still fairly frustrating to play. Would like to see additional upgrades that make the boss fight easier (e.g. additional invincibility (especially after dashing), faster dash cd, slightly higher damage, a way to not get completely one-shot by boss attacks, etc.)
Also, switching fullscreen mode sometimes causes the initial knockback explosion from the bossfight to be mispositioned, so the player spawns on top of the boss.
I like this game. But here's what you need to do to fix the controls:
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1. Enable cursor. Right now I have no idea where I'm aiming in "dash towards the cursor" mode. It will also help to see if the cursor is moving away from the window in the "relative to ship" mode.
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2. I'm assuming your "relative to ship" mode operates by adding a child object to the player object and translating cursor movements to it. What you want to do, is take the relative position of the child object to the player object and normalize that vector (divide by it's own length so that it's length becomes 1 while preserving the direction). You might also want to multiply that resulting vector by some constant (and better yet add an option in the settings for what that constant would be for players to control). And then position the child object at that position relative to the ship. This will result in the cursor always staying at a set distance away from the player object, which will make controlling of the direction you dash towards much more intuitive.
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3. This is not about the controls, but it is about the dash. You want to keep the invulnerability going for a bit longer after the dash finishes. You'll have to play with the actual timing, but right now it sometimes feel like you dash into the enemy and still get hit when you feel like you shouldn't.
ok now that im farther into the game
these hitboxes are absolutely HORRENDOUS
also when i stun the big guy, the "line" in back of him KEEPS EXPANDING, meaning i ALWAYS run into the damn thing after dashing into him
ALSO, the lines that are so faded out that you can barely see them STILL deal 999 damage
1 thing
make the dash hitbox BIGGER
the square is INSIDE the triangle and the dash doesnt even hit, also, the dash invincibility doesnt even do anything, as they somehow usually HIT you after you dash into them, when the square is 3 pixels away from it, it doesnt hit it makes no sense, please, fix your hitboxes
Update: Haha, yeah, the whole tutorial breaks if you do a second run before buying any upgrades, and you buy the max energy upgrade first. Now that I've restarted from scratch, and grabbed the 1 energy upgrade first, the tutorial's continuing and energy orbs are spawning again.
developer response: Again I am not quite sure what happened, you mean you completed the game and tried to do a second run and tried to get max energy as the first upgrade?
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
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
Ok, so the Dash should aim towards where the mouse is and not have its rotation based on the mouse movement, its a really confusing way of implimenting a dash
Other than that its fun
developer response: Thank you so much! It was because we wanted to make an hybrid system that could work for both joypad and mouse, but since for now we don't fully have joypad support ready, we will abandon this idea for now and implement a regulat point and click system