cancel
Showing results for 
Search instead for 
Did you mean: 

Time Rifters - First Person Shooter - Released on Steam

Proton
Honored Guest
Twitter

Ever wanted to play a game where you control all of your teammates? Now you can in this single player co-op shooter!




Time Rifters is a single player co-op shooter where 'time rifts' allow you to be your own teammates. In each arena you will have 4 chances to defeat as many enemies as possible, but you won't be alone because with each new life you'll be joined by replays of your previous lives. Strategically plan your attack with yourself in the past and future.



Time Rifters was built from the ground up for the Oclus Rift and was a finalist in the Oculus/IndieCade 2013 VR Jam. We think VR games will be a big hit once the consumer Oculus Rift is released. Until then we are making sure that the game works great without a Rift too (but it's way more awesome in VR).



  • Single Player Co-op

  • Let's Replay system (asynchronous multi-player mode)

  • Developed for standard monitors & the Oculus Rift Virtual Reality headset

  • 6 Upgradable Weapons

  • 3 Episodes, with 5 arenas each

  • High Score Boards

  • Custom-made soundtrack
167 REPLIES 167

Proton
Honored Guest
"lossofmercy" wrote:
The hardest thing for me to get used to is that the place I am aiming at is not the center of the screen. It's very hard to play this way, was it always implemented like this? Because I keep turning myself around very easily (I am on a swivel chair) and suddenly even when I am looking forward I seem to be aiming at the fringe of my vision. Then I am craning my neck and I don't know what I am doing wrong because in reality, I have turned my body 90 degree to the right lol.

We've seen this bug twice, but haven't been able to reproduce it. I'm guessing you are using gamepad. One thing you could try is turn 'Vertical Scale' & 'Horizontal Scale' to 1 in the Oculus settings. I'm not sure if this affects it somehow.

lossofmercy
Honored Guest
Yeah, I play with a wireless xbox 360 controller. I will mess around with it tonight.

Kenzie
Honored Guest
@lossofmercy

We're trying to narrow down what's causing the cursor issues. Would you be able to provide us a bit more info:
- Are you using the Regular Game application or did you opt into the 'dk2 - Oculus 0.4.3 SDK' beta?
- Windows or Mac
- Have you updated to the 0.4.3 Runtime?
- Are you having problems with the cursor everything you load the game?
- Did changing the Vertical and/or Horizontal scales to 1 resolve the issue?

Kenzie
Honored Guest
Daily Challenge Concept

Feedback and reviews have been great! The top 2 requests are for more arenas and a level editor. After a lot of brainstorming, we've created a concept that combines those 2 requests into a Daily Challenge.

Each day a new randomly generated maze of user created rooms will be available. Once again you'll team-up with yourself to get a highscore, but this time that's done by collecting the most gold.

If there's enough support for this game mode, we'll continue development, and it'll be released as a free Time Rifters update.

We made a short video to give you more details and a closer look at our prototype arena:




We want to know what you think of the new concept. Please leave your comments/feedback here or in our Daily Challenge Steam Discussion thread.

lossofmercy
Honored Guest
Fixed, by changing the 1.3 horizontal and vertical (that's what it was defaulted to) turning to 1.0. But if it helps:

4.2, Windows, 360 controller, It used to be everytime.

This game is much more enjoyable game when I am not craning my neck or having to look all the way to the side of my vision to see what I am shooting at. And I get less motion sickness too!

One of the better looking games on the Rift for sure.

Kenzie
Honored Guest
Ready for a new challenge?

Time Rifters 'Challenge Update' is coming soon!

Team-up with yourself & get a highscore by navigating the Daily Challenge; a maze of user created rooms. Feeling a bit more creative? Create your own rooms and custom arenas using the new editors.

We're just working on implementing some last minute features, so stay tuned.



~ Jackie

marcosource
Honored Guest
Okay, I did try out the demo of this game back when I had the DK1 last year.
I bought it on steam because of this and I have since then not been able to to run the game properly even once.
To explain what happens when I try, I need to explain how things are set up here.

I have 2 graphics cards, a old GT 520 1GB and a GTX 750 TI OC 2GB as the main card that has the rift connected to it on the HDMI interface and a small 1360x768 19" widescreen display (yes, that's 1360 and not 1366 :S).
On the GT 520 there is a 19" (4:3) 1280x1024 lcd screen alone.
So when the rift is active, the layout is, from left to right: the 1280x1024 19" 4:3 on the GT 520, then the 1360x768 19" 16:9 on the VGA port of the GTX 750 TI and last, the rift in extended desktop mode (and correct orientation at 1920x1080@75Hz)
System is Win7 Build 7601 with OVR runtime 0.4.3.
Almost all games run properly, but somewhat laggy/jittery if the GT 520 is active if the games don't show up on the rift pr default like they are supposed to.
A few games start in full-screen on the GT 520's 19" 4:3 display (nothing but the desktop background on the rift's display) and the game still reacts to the rifts orientation.
The same is said for Time Rifters.
The game starts up on the 19" 4:3 display (all the way on the left).
I can "alt+enter" the game and more or less move it over to the rift (I use a program so I can move and re-size all windows with "AltDrag"), but when I try to re-size it to the right resolution/size to fill the rift's screen, it crashes (the same happens to all games that pr default start on the left display).
So, I also tried direct mode where it then does show up on the rift, but also duplicates a large window that spans over both the LCD screens and has a FPS of probably around 1 to 0.5 fps (not kidding, but some games run "OK" if I manage to move the game window so it only encompasses the LCD screen on the GTX 750, but still lagging).

I have also tried deactivating the GT 520's display so it's only the 19" 16:9 display and the rift running, but the results are the same on the games that don't behave correctly.

Any suggestions ?

Proton
Honored Guest
"marcosource" wrote:
So, I also tried direct mode where it then does show up on the rift, but also duplicates a large window that spans over both the LCD screens and has a FPS of probably around 1 to 0.5 fps (not kidding, but some games run "OK" if I manage to move the game window so it only encompasses the LCD screen on the GTX 750, but still lagging).

We just released an update to the latest 0.4.3.1 Oculus SDK, so you could restart steam to get the latest update and try again. Direct mode should work the best though, especially with multiple monitors. Does the Unity Tuscany demo run okay in direct mode?

You can also check out some troubleshooting info on this thread:
http://steamcommunity.com/app/270010/discussions/0/620695877230643650/

Kenzie
Honored Guest
Challenge Update is now live!



The Challenge Update is now live! Compete for a highscore in the Daily Challenge, or if you're feeling more creative, design, build & share your own rooms & arenas.

This is a free update for all Time Rifters owners.

Check out our new Time Rifters: Challenge Update trailer for a preview of the new features, or just exit & restart Steam to check them out yourself.

Join us on our Steam forums and let us know what you think.



Release Notes:

Gameplay Changes:

  • New 'Daily Challenge'. Team up with yourself in randomly created arenas of user created rooms.
  • New 'Custom Arenas'. Play arenas created by other players via Steam Workshop.
  • New 'Room Editor'. Create enemy configurations, platforms, buildings, forcefields, jump pads, triggers & wires. Your room may appear in a Daily Challenge.
  • New 'Arena Editor'. Point and click to create a configuration of rooms, then share that arena on the Steam Workshop.
  • Added 6 new Steam Achievements (Room Creator, Arena Creator, Arena Player, Daily Challenge x3)
  • Added 'Show/Hide Body' toggle.


Virtual Reality Changes:

  • Updated Oculus SDK to 0.4.3.1 Beta
  • Added ability to toggle Vignette


Performance Changes:

  • Reduced overdraw on explosions
  • Gold now uses simpler physics
  • Each enemy is 1 draw call instead of 2
  • All red/white/yellow blocks draw call batch together now
  • Better batching of bullet holes and weapon effects
  • Occlusion culling for Daily Challenge
  • Optimized performance of blocks on acid

marcosource
Honored Guest
Eeeeeee, I finally got to playyy, played for one hour!!
Only effect I got from it is how yarring it is to take of the rift afterwards to come back to reality 😄 😄