How it plays
Three things make Timefather: classes you combine, spells you forge, and dungeons you run with friends. Here is each one, a bit closer.
Two classes, one character.
A new character starts with no class. You unlock classes through quests and spend your class points on them. In the playtests every class is open from the start.
Any two classes you have points in make a combination with its own passive. Split your points evenly and you are equally both. Put more into one and it leads. You can move your points around outside combat.
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Melee damageWarrior
Blades or hammers, up close.
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Spell damageMage
Spells at range: bolts, novas, beams.
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Ranged damageRanger
Shots, traps, and the strongest slows and snares.
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TankPaladin
Shields, walls, and the taunt.
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HealerPriest
The only class that heals.
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Support damageWarlock
Rot that ramps on one target and opens it to magic.
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Support damageDruid
Steady damage from its own grove, and the party's weapons hit harder.
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Support damageTracker
Traps and backstabs that open enemies to weapons.
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Support damageSummoner
Spirits that make the party's magic stronger.
One spell, many versions.
Pick a spell and bind elements to it. One element is your everyday cast. Two add an effect: a burn, a slow, a hit that goes through to a second enemy. Three make it your big one, expensive and slow to come back.
Every spell has fourteen versions: four with one element, six with two, four with three.
A plain bolt of damage. Cheap and quick.
Your basic bolt.
Try it: pick a spell, then click up to three elements.
Bring four friends.
Dungeons are made for five. One tank, one healer and three damage is the usual shape, but it is only a guideline. Two players who each tank a bit make a tank, and two half-healers make a healer.
Healing comes from Priest points. Tanking comes from Paladin points, and any class can switch on Threat Stance to pull enemies onto itself.
Every different class in the party speeds up everyone's recovery, so a mixed group has an edge.
Five city-states.
Five city-states rose together and have drifted apart since. They still trade. Open war is rare; espionage is not. All of them want a crystal none of them should have.
Read the story →- Lotheria The city of fire. Forges that never cool.
- Arkanos The city of water. Healers and tide cartographers.
- Valyndor The endless forest. A city built in the canopy.
- Galdoria The city under the mountain. Dwarven engineers and earth mages.
- Xylos Islands on a bright sea. Druids and diplomats.
Try it yourself.
The playtest is free on Windows. Invitations to bigger test sessions go out through the newsletter.