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Temporian can now be purchased on Steam!

Temporian is a turn-based, survival, deck-builder about a time-traveller stuck in the past.

Players are encouraged to take their time when it comes to planning their settlement, as well as testing out what combination of cards will result in a new discovery, technology, or meal.




The game features no combat, instead focusing on experimentation, planning, and decisions that may affect the rest of your playthrough.



Inspired by the superb anime, Dr Stone, which follows the journey of a man from the past trying to rebuild civilization after humanity was trapped for thousands of years; as well as the brilliant and charming Stacklands by Sokpop.

Temporian will also include a multiplayer mode, in which players can compete to see who can return home first, or cooperate and help one another.


Temporian is currently in development, and this is a demo of the final game. Players have 100 turns to try to return home. In the final version of the game, this is extended to 200-500.

While Temporian is well tested, and approaching the final stages of development, you may still stumble upon a few bugs here and there. If you enjoy the game or have any feedback, please let me know! I'd love to hear from you!

Updated 26 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 4.8 out of 5 stars
(6 total ratings)
AuthorChallAcc
GenreCard Game, Survival
Made withConstruct
Tags2D, Deck Building, Multiplayer, Singleplayer, Tabletop, Turn-based
Average sessionA few hours
LanguagesEnglish
InputsMouse
AccessibilityInteractive tutorial, One button

Development log

Comments

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My mouse cursor is simply invisible after the first turn. (Firefox, newest version, Win10)

I'm getting the same on Win 11. I believe that's a bug with Firefox, as it works on Chrome and Edge. I note that the cursor doesn't display the sprite version, and is instead the default windows cursor.

If you are discussing licensing deals right now, please get in touch with me at [email protected]

sorry to bother you ,and wish you have a nice day.

1. The display of some cards recipes in the book is incorrect, and players cannot find them in the book, such as beehives and mating bars

2. the idea cards. The Chinese translations of these cards seem to have not been updated since version0.9,and I will make a double check  later.

 The  translation of the recipe description in the recipe book,  in my opinion, is somewhat vague.  switched the language settings to English, and then realized that the character had a special liking for cooked meat with truffles and Apple pie. In Chinese translation,recipes descriptions that describe liking is translated to the same level of liking.

3. The death of a gold card traveller is abnormal. He sometimes does not starve to death due to lack of food. dying from illness, he does not leave a corpse card.after resurrection, he becomes an unnamed bronze card.

4. Only when you meet a traveller for the first time (year 5), provide him with cooked meat with truffle,  berry wine(aged) and Apple pie in one go, recruitting him,can you get the achievement of time traveller.  recruitting in year 10 or later won't make it.

i'm not so sure if it is  a bug, but a little strange as it is much harder than ach-impossible.

Really love this game and have done more than a few runs at this point. I know you're planning on adding more rounds later but I'm just not sure how to get to late-game things like mining when getting a second person already takes me maybe 60 rounds. Perhaps players could get more rounds from the people they manage to get to join them in their time there so they could continue that way? Or maybe I'm just missing something on keeping him alive long enough to get to late-game things. 

I really like playing it and exploring new stuff, it just feels tough in some parts because I feel like I spend so much of my time restarting and redoing the stuff I already know how to and that I just don't have enough time to do all the things I want to. 

But thank you! Can't wait to play more!

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You're managing to get a new worker at 60 turns? That's really impressive! Nice one! I tend to get my first one around turn 120 in my dev version.

The time that appears at the bottom represents the character's age, but rather than counting up, they're counting down. In the full game, you'll have 200 turns at a minimum on the hardest mode, and 500 on the easiest... in addition to another way of gaining time ;)

As this is a demo, you're not meant to be able to do everything, and certainly not win, but it sounds like you're pulling off things I wasn't expecting people to manage :D

I'm currently on track to releasing the game early next year. I updated the page to represent the Steam page and Kickstarter I currently have set up for the game. If you're interested in picking up the game at a Discount, Kickstarter is the way to go ;)

I'm really glad you've enjoyed playing it! Thank you!

I'd love to hear more of your thoughts!

Awesome thank you! I'll be supporting once the holidays are through and I've got a little more cash but I'm excited about where this is headed! 

And I'd say 60 turns are about the fastest I'm able to get that worker but it's definitely not consistent haha. 

Yeah, overall I really like it, although I do get a little frustrated with myself when I forget a recipe - maybe in the easy version you could build up the recipes over time/multiple playthroughs. 

This is definitely one of my favorite games I've found on itch.io! 

"Yeah, overall I really like it, although I do get a little frustrated with myself when I forget a recipe - maybe in the easy version you could build up the recipes over time/multiple playthroughs."

I think I'm going to have to add this in. Seems like too good an idea to ignore :)

(4 edits)

Stacklands but with an intriguing storyline and way more interesting logic to the crafting system!

This game has a lot of really nice polish! Really looking forward to picking up a copy when it is fully released!

Did see a couple of bugs while playing: 

  1. I noticed the "Idea" cards didn't shake when placed on top of the research book even though they added the recipe to it when left there for the turn.
  2. Had a bit of a weird glitch where my fiber count wouldn't update to the correct amount after using some of the material.

Again, really awesome game! Can't wait to play when it is fully released! Keep up the awesome work!


Edit: I just wanted to add that I went on a long and ridiculous Journey to make apple juice... 

It all started in the Autumn of the third year, I had finally learned that you could harvest multiple apples from trees using tools (which I believe I was actually told this in my first year... but that hardly seems relevant). My mission suddenly became so clear, apples. Massive amounts of apples. All the apples, all of them being transformed into liquid gold a.k.a. apple juice.

It was a long struggle learning that people don't just step on apples to make juice but a worthy endeavor all the same. I packed up my mighty tools and went into the recently created forest of 3 apple trees. Luckily for me these trees were capable of producing thousands of logs and limitless other forest materials, truly a miracle of invention.

Finally with my logs and my sticks I was able to turn my found resources into the pinnacle of human technology, the automatic foot pressing stepper, a.k.a. the "Press" for those who are incapable of identifying a very obvious tool. Finally, my journey complete, I decided to lay back and enjoy the final few seasons of my life sipping some delicious cider and relaxing by my piles of resources... as I had accomplished nothing else in my 10 years of life.

Haha! Loved the story :D

When I had the first real build of the prototype, the most advanced card you could make was an "Apple Pie", so I frequently make that as my goal.

Thanks for finding the bugs. I have now fixed them, and will hopefully upload it in the next couple of days.

I spent a lot of time researching how buildings, tools and items were created in real life, so I'm glad you're enjoying the crafting.

I cannot wait to play the full game, 100 turns are just too short. I like to take my time playing a game like this. 

I love stackland, but I enjoy the challenges in Temporian more :) 

Moreee plsss :D

Glad you enjoyed it! Let me know what you enjoyed the most and I'll make sure I throw in some more ;)

I've had the unique pleasure of being an early playtester for Temporian. 

I am a big fan of turn-based games and anything where you use an engine to produce goods. 

I liked stacklands but having the combat annoyed me, partly because I wanted to feel more relaxed and especially because rabbits would push my organised stacks around. Temporian removes both of these issues and replaces them with a better turn-based time pressure which I enjoy.

I also like a lot of the conveniences dev has put into controls in the game. I find myself weirdly excited when a tinker shows up and I love the seasonal music.

Because I have previously contact with the dev my criticisms have pretty much been sorted for which I am greatful.

So instead of adding in any complaints, I'll just say what I would like to see more of.

I enjoy the occasional stories that have different choices so would like to see more of those with a focus on morality or different rewards/paths because of them.

I would also like the nomads to maybe have some more layers to them sometimes. I'm not sure how to implement that though.

I also like the idea of specialist workers somehow.


In short, I love the game. More of it, please!

Hey, Rug!

Thanks for dropping in! You've been incredibly helpful in Temporian's development so far, thank you! Please continue XD

I haven't considered improving the nomads, but I'm sure there's something I can find for them. However, I love the idea of specialists. I think I'll make that my next focus!

I look forward to adding in more story events, and if I can think of a good idea, I'd like to add in some morality, like the way Frostpunk does theirs.

Again, thanks for your help these past few months!

Deleted 1 year ago

Thanks for playing the game! I really appreciate it, and your message.

An option to skip or speed up the "zoom in" effect and the eating.

Currently, if you hold down the mouse button during the End Turn Process, it speeds up. I should probably replace the "End Turn" button with "Speed Up" or something.

A way to select a desired card from the bottom row piles (e.g. an easier way to get an apple from the food pile)

If you do a single tap on the food pile, it will switch to a different food type, cycling through until it gets back to the first. I'll need to think of a better way to indicate this.

From a balancing point, I'd wish the research was something that would persist between runs

I'd love to do this, and have been racking my brain, trying to think of how best to add in a rouge-like feature, such as this. The problem I've found during testing is that it takes away the mystery from the discovery. Learn it once, and you have it forever! Seems a bit too easy. Perhaps I can have this feature enabled only on the Easy difficulty?

I plan on creating a wiki once all the cards are finalised, but still, if a better idea comes along, I'd rather do that :)

Originally the game was super hardcore, and for a while I refused to include a recipe book at all XD

Researching the hut only allowed me to see "worker" and "tools" as the recipe

The research will only unlock things that you are currently aware of. Taking the hut as an example, it requires 1x Worker2x Logs, 2x Planks and Tools. To get logs you need a forest. Once you get your first log or plank, the researched recipe will update to reflect those items.

Originally, the game did work the way you suggest, showing the entire recipe, but it didn't feel right for the player to be told they will need items that they don't currently know how to create. I love games that encourage the player to think about what they're missing, followed by that endorphin release once they succeed, rather than the game telling them exactly what to do.

Getting a quarry seems very strange

That's one of the side-effects of the game having random elements. The Quarry is typically the card I will try to get first, as it's a great source of stone. However, I understand how it's entirely possible to simply not find rocks when foraging.

Typically, I tend to build improved tools to reduce the amount of time spent locating Rock. So, for example, combining Stick, Stone and String create a stronger tool with 12 uses.

I will, however, take your feedback on board and increase the likelihood of finding Rock if the player is yet to own a Quarry.


Thanks for the feedback, I really do appreciate it! I'll be adding the name Ravery to the list of settler names next build ;)

(3 edits)

A few more things I noticed. Sometimes I get black cards (see image) when I'm searching. Not sure if those are bugs or hints or something.


About the randomness: The picture above shows the state of the game when I found my first stone (not rock!). I've used up all my tools as well as 33 turns until I found the first one. (Actually 29 turns. As I used 4 turns to search the field for animals, but then remembered that I can't make a farm without tools).

Maybe one could start with a card which is some form of proto-Quarry, which has a limited amount of use, but will give guaranteed stone or rock. Simply because these resources are so crucial in the beginning.


"I'll be adding the name Ravery to the list of settler names next build ;)"

Thanks! :-)


Where will I be able to get the full game? Can I wishlist it on Steam?


edit: Found another bug. Sometimes when you are in the menu and "Continue" the game, the background music sometimes plays twice. Sometimes two tracks at the same time. Sometimes the same song two times with a second delay.

The black cards are "Idea" cards. There's about a 10% chance that while working alone, without tools, your settlers will think of combining cards together to create something new. For example, Worker & 2x Fiber creates string, while Worker & 4x Fiber creates rope. The game recognises that because you know of Fiber, you can use that to make something else. Think of it as free research.

I'll have a message appear explaining this, as well as change the plain black card to a lightbulb.

Another thing I will have to work on, based on your feedback, is the need to put across the idea that tools are the most versatile recipe in the game. You can craft them using any combination of Sticks, Stones, Bones or Flint. For example, 2x Sticks will produce a tool. Adding string to the recipe will allow you to produce more durable tools.

Again, I'll include a message highlighting this when the player uses their last tool.

Strangely, the game is already set up to balance out the resources you have. If it recognises that you have more water than stone, it will prioritise stone. Odd that it's taken 33 turns to get your first one.

Bugs

Might I ask what browser you're using to play the game? I notice that the Todo and Year texts are not in their correct places. This won't be a problem with the windows version, but it's odd it doesn't happen for me in Chrome.

Thanks for the report on the music. I made some last minute changes to the audio before uploading that may have affected this. Are you playing Standard or Seasonal music? (The default is Standard).

I plan on releasing the full game on Steam, but wanted to gauge peoples interests before moving forward with it. It's probably best to get that set up early, however.

Thanks for your interest in wishlisting it ;)

"Odd that it's taken 33 turns to get your first one."

I guess I should not go to casinos.

"what browser you're using to play the game?"

Firefox, newest update. On Windows 10. Resolution: 1920x1080.

"Are you playing Standard or Seasonal music?"

I tried both options, maybe that caused the bug. Not sure what settings I had when the bug started, but changing that option didn't resolve it.

"I plan on releasing the full game on Steam, but wanted to gauge peoples interests before moving forward with it."

If you upload a version with the demo turn limit removed, I could give you some feedback that includes the late game.

"It's probably best to get that set up early, however."

The earlier the better. A discord group might help as well.