A temporal warrior standing across three possible times.

The Multiverse awaits

In development. Not released yet. Public release probably 2027.

Heroes of Time

A strategy game where time is your terrain.

Strategy without click-race, adventure in hero-local time. Move a hero, scout roads, collect relics, build towns, and fight when it matters. If no rival can contest your path, you keep playing.

When two possible futures reach the same road, relic, town, hero, or site, the game opens a local claim. Challenge it, ignore it as an observer, start the fight if a bridge opens, or take another legal map action while the claim releases or expires by rule.

Why it exists

The game starts from a refusal.

We did not want a strategy game where the fastest fingers win. We also did not want multiplayer Heroes-style turns where one player explores, recruits, builds, and everyone else waits.

Heroes of Time asks a different question: if you and I cannot possibly collide for several in-game days, why should either of us stop playing yet?

Not an APM race The important skill is reading routes, pressure, value, and timing, not clicking faster.
Not a frozen lobby Most actions stay local. Only real causal overlap should create friction.
A moving frontier The game shows when futures are still legal, disputed, or settled.

The multiverse awaits

Classic adventure strategy, fractured by time.

Inspired by the feel of classic Heroes-style exploration: a hero on the map, a town to grow, relics to claim, guarded roads to break, and a decisive encounter waiting somewhere beyond the fog.

The twist is simple: each hero advances on a local line inside one shared history. What you have not seen is not automatically yours or theirs; the map checks who can honestly reach, contest, or protect it. If nobody can contest your path, you keep going. If two futures touch the same value, the map opens a local claim instead of pausing the whole match.

Hero-local time Each hero can advance while distant futures remain outside the current contest.
Overlapping actions Plans stay playable until the map has a real reason to settle them.
Causal fog The map separates what your hero already knows from what rivals may still contest.
Temporal relics Artifacts and routes reshape who can still reach, contest, or escape.

Already in the build

Heroes, castles, towns, and encounters are already in game.

The current build already shows the pieces players will actually touch: map previews, citadels, towns, and routes that make pressure readable, faction homes as world anchors, and encounter bridges when a claim becomes a fight.

Frozen Citadel Clash game HUD with a wide bridge, water, walls, and two selectable heroes.
Frozen Citadel Clash. A wider tactical camera makes bridges, walls, water, hero seats, and route pressure readable before a clash opens.
Wide adventure map showing terrain, cliffs, trees, a hero, and route space from above.
Wide map readRoutes and terrain need enough distance on camera for pressure and future contact to make sense.
Campaign view with HUD panels, a citadel, terrain, map preview, and dawn lighting.
Campaign HUDPanels, paper map, route state, and the 3D world need to read together without hiding the board.
Night overview of a tower, terrain, trees, and magical structures from above.
Keep overviewCastles and towers become real world objects when they are framed inside the surrounding route field.

In-game faction towns, side by side.

The town screen is part of the adventure map: a home base with terrain, buildings, faction color, and recruits. This sheet puts Avalon, Veilwalker, Chronos, and Necropolis in one frame so the visual differences read immediately.

Four in-game town screens: Avalon Keep, Veilwalker Hideout, Chronos Spire, and Necropolis.
Avalon, Veilwalker, Chronos, and Necropolis Four town homes from the game, shown as a single showcase sheet.
Windcut Plateau 3D sandbox map with terrain, HUD panels, action buttons, and local day state.
3D adventure surfaceThe map view carries terrain, HUD state, route actions, and local day controls players actually use.
First Light game HUD with castle structures, paper map, route controls, and action buttons.
First Light in playHUD, camera, paper map, route status, and player actions share one playable frame.
Night campaign map with monsters, bridge, castle walls, portals, and claim markers.
Night pressureDark maps still need a readable wide shape: routes, monsters, portals, and future contact points.
Pressure Threat made visible before it becomes a blocker.
Reveal Ghosts Hints, traces, and rival possibilities without omniscience.
Temporal Rift Mobility that changes who can still reach a future.
Erosion Topology as strategy: terrain can open, close, or bend a route.
Grimoire The interface should name what the world already knows.

First three minutes

Pick a hero, touch the map, read the consequence.

The first loop is deliberately readable. You choose a hero, scout a route, take value if the road is clean, then let the world explain whether the next step is safe, pressured, or contested.

  1. 01 Choose a hero Start from a party, a town, and a route worth exploring.
  2. 02 Scout Reveal roads, treasure, guarded value, and the first possible contact points.
  3. 03 Move Spend movement AP on a destination while the HUD shows route cost and risk.
  4. 04 Take value Collect an artifact, clear a guard, claim an anchor, or prepare a fight.
  5. 05 End the day Commit your position and let unresolved futures keep their honest shape.
  6. 06 Resolve a claim If another future reaches the same value, the game opens a clear contest.
Adventure map HUD showing causal fog, pressure, route state, and available choices.
Pressure is a warning before a blocker: it tells you what can matter next without pretending every risk is already a fight.
In-game causal fog map showing protected possibility, routes, and contested terrain.

The signature idea

Causal fog is your potentiality, not just your vision.

Classic fog asks what you can see. Causal fog asks what you can still honestly be: where your hero could reach, affect, contest, or protect, given time, terrain, movement, items, portals, and memory.

If you play more slowly one evening, your unresolved future does not vanish. It casts a causal shadow on the map: a protected window of possible actions that rivals can pressure or challenge, but cannot silently erase by clicking first.

When shadows do not touch, everyone keeps playing. When they overlap on a route, artifact, town, hero, or site, the game opens a local question: challenge, ignore as an observer, start the fight if a bridge opens, or take another legal plan while release and expiry remain rule-driven outcomes.

Readable causality

One fog, several truths kept separate.

The map separates what you know, where you could still be, who can catch you soon, what may become contested later, and what is already a formal claim.

01

Player fog

What you honestly know: visible ground, memory, traces, delayed intel, and hidden space.

02

Causal shadow

Where your hero could still arrive or matter. This is potentiality, not omniscience.

03

Pressure and frontier

Immediate interception risk plus future contest windows. Warning first, blocker later.

04

Claim and combat

An explicit contest opens, blocks locally, then releases, expires, or bridges into battle.

Mini glossary

The warning words are practical.

The time system is meant to help players decide. It names risks before they become blockers, and blockers before they become fights.

Pressure Someone can threaten your route soon. It is a warning, not yet a claim.
Frontier A future contest window. Keep playing, but understand where the map may tighten.
Claim An official contest over a route, artifact, town, hero, or other value.
Blocker The local reason progress pauses until a claim expires, releases, or resolves.
In-game gorge map with branching routes, crossings, castles, and guarded objectives.

What you do

A Heroes-like adventure map with an honest timeline.

The fantasy stays grounded: build a stronger hero, collect artifacts, claim value, clear guarded routes, take anchors, grow your town, and force a decisive encounter.

  1. Scout Reveal routes, towns, artifacts, threats, and possible future contact.
  2. Commit Move with AP, then spend the right local resource for the action you choose.
  3. Read Watch pressure and frontier before ending the day or touching contested value.
  4. Resolve If futures collide, the game opens a local claim and the world explains why.

Collision, not waiting

Time lets you act, but it does not forget.

Combat is not a surprise popup. A world interaction becomes contested, a rival chooses to challenge, and the game opens a tactical encounter. The winner writes consequence back to the map.

Early game Players are far apart. The map feels quiet, exploratory, and fluid.
Mid game Roads, portals, artifacts, towns, and mobility items begin to bend reach.
Late game Potentialities overlap. Every route and claim can become a real decision.

In game

A real adventure map underneath the time magic.

Heroes of Time is still about heroes on a map: scouting, planning, gathering, fighting, and reading the next dangerous frontier before it becomes a claim.

Wide adventure map with a hero, terrain, trees, cliffs, and open route space.
Wide strategic shots make the map readable as a space of future routes, not a close-up diorama.
First Light game HUD with castle structures, map preview, and action buttons.
The shipped surface combines camera, HUD, paper map, action buttons, and route feedback.
Night keep overview with tower, trees, magical structures, and terrain.
Towers, keeps, and sanctums should stay readable as persistent objects in the world.
Night strategic map with monsters, bridge, castle walls, and colored markers.
Night pressure, monsters, bridges, and walls are legible when the camera keeps the route graph in frame.
Frozen Citadel Clash game HUD over water, bridges, and walls.
Bridge maps are where pressure becomes intuitive: the crossing itself tells the strategic story.
Volcanic adventure map overview with lava, roads, and dangerous terrain.
Dangerous regions should sell exploration, risk, and route pressure before combat starts.

Online lobby

Chronicle Hall is for invited desktop builds.

Heroes of Time is the desktop game. Chronicle Hall is the browser lobby for invitations, seats, ready state, launch, and Open in Game.

Open Chronicle Hall Read the Manual Read the Loop No public download yet. Heroes of Time is still in development, with public release probably in 2027.