Hi again everyone!
I wanted to share the status of, and the upcoming plans for, Momento Temporis. After having worked mostly on Momento Temporis: Arena for some time now I’m ready to get back into Momento Temporis: Light from the Deep again. So, here we go…
Part 1 – Released
The first part contains the first three areas of the game, naturally. You slowly explore, run into obstacles, possibly die a lot, get lost, eventually find some upgrades and spells, and so forth. However, as you explore you’ll probably find several caves that lead to dead ends – and that’s where we have…
Part 2 – The Next Big Content Update
Three completely new areas will be added to the game for this update, and several new bosses! You may have felt that the game doesn’t have enough interesting bosses, and I totally agree! So, bosses is one of the focuses of this part. We’ll also see more situations where different spells are essential for survivability and progression. But it’s not over yet – finally we have…
Part 3 – The Conclusion
So far pretty much nothing has been revealed about Hania’s past or why things are the way they are in the world of Momento Temporis. One focus of Part 3 is the story and lore. This part will be what ties all things together. We will also see some of the toughest challenges so far in here!
Momento Temporis: Arena
As I wrote in the last post, there is now a multiplayer add-on available called Momento Temporis: Arena! I will split development time between Arena and Light from the Deep in a way that seems appropriate. (Haven’t figured this one out completely yet.) I’m interested in hearing what you people think of Arena. It’s available on itch.io.
As of this summer the game has no publisher anymore so now it’s just me, the developer, doing all things related to Momento Temporis, including staying in contact with you – the community. I have to confess I’ve always been pretty bad at using social media and stuff, being mostly a technical person, but I’m going to do my best to post updates and answer questions anyone has. (Anyone who tried to contact us before the summer and didn’t get an answer: please contact me again at firstname.lastname@example.org)
Ok, so that’s what I have to say for now. Stay tuned for more info over time and, eventually, the release of Part 2!
It’s about time I wrote something here, eh?
I’m finally feeling good enough about revealing the multiplayer add-on to the Momento Temporis universe on this page after having worked on it for about a half year.
I present to you…
Momento Temporis: Arena
It’s a couch multiplayer game with melee combat, magic casting, platforming and stamina management, similar to Light from the Deep. It draws inspiration from traditional PvP arena games such as Unreal Tournament. The game also comes with a level editor!
You can download the early access beta for free over at itch.io:
Tell me what you think! I will post more updates soon, so stay tuned.
Hope you’re all well and that you’re continuing to enjoy the adventure that is Momento Temporis.
Lately I’ve been working on creating something new that will add on to the large Momento Temporis universe, so while I continue working on the story, I will shortly be able to present a small enjoyable multiplayer add-on.
So know that the project is still very much alive even if it’s a bit quiet here and my commitment to seeing it through to the end and to continue to build new and challenging areas in the world has not changed one bit. Hope to be able to update you with more details soon.
Thanks for sticking with me.
All the best,
Marcus, aka Burning Ice Games
Hope 2017 has treated you well so far. Here’s the somewhat delayed update that we promised.
- A new section in the innermost part of Cold Mountain.
- Changed some texts into icons instead.
- Nerfed the yetis a bit.
- Crash caused by too large textures.
- Blocking no longer works against acid when being submerged into it.
We would also like to take this opportunity to thank you all for the support and feedback on the game during 2016. It means the world to us. Looking forward to bringing you more of Momento Temporis during 2017.
Here’s an update based on community feedback. Please keep it coming.
- Teleporting is now enabled everywhere when the current end of the game has been reached.
- Rage energy now never runs out during a jump.
- Control hint for backdashing is now less confusing.
Today is the day we’ve all been looking forward to, today the first part of the saga that is Momento Temporis will go into full release. During these past four months in Early Access, a ton of feedback and ideas for the game has been collected from the community. A big thank you to all of you who have contributed.
This is the first complete part of the game to be fully released into the community. This will give you many many hours of fun (and frustration) as you find your way through the three existing regions and all their secrets, challenges, enemies and bosses.
For the release, the community has helped out with translations for the following languages; Swedish, German, French, Polish, Chinese, Russian, Ukrainian, Italian, Czech, Portuguese, Spanish and Hungarian.
A few pointers for when you play the game:
- Don’t just dodge your enemies, finishing them off can earn you many different kinds of perks.
- Don’t forget to check the inventory and map regularly as you progress through the world.
- Don’t forget to keep an eye out for secrets, that seemingly solid wall might not be so solid after all…
Here’s a list of the changes since the last patch was released.
- Spirit Essence, a currency used for upgrading some of your stats. Can be found in chests or be dropped by enemies.
- Stat upgrading stations.
- Challenge rooms.
- Crystal keys which unlocks said challenge rooms.
- A final challenge at the end of the current game.
- Long distance teleporter in Cold Mountain.
- Power cells, which powers up inactive long distance teleporters.
- More icons to the map.
- Some missing sounds for monsters and spells.
- Crash involving spell casters’ homing projectiles.
- Some texts missing in some languages (English is used as fallback language for not yet localized texts).
- Some letters showing incorrectly in some languages.
If you encounter any bugs or glitches when playing the game, please get in touch through support@501Industries.com or log the issue in the sub forum in the Community Hub. 501 Industries also has a brand new group where all their games can be discussed, check it out here.
Momento Temporis is a massive 2D, pixel-art, Metroidvania style, platformer. Use your skills to dodge worms and flesh eating plants as you jump over vats of acid to get to the artifact that unlocks the gate to the next part of the game where you continue your search for your lost memories.
In Momento Temporis you play as Hania, a girl who finds herself in a treacherous land with all kinds of monsters and enemies. With only her wit and fighting skills to help her survive she sets out on an exploration of this strange landscape in search for answers to her past and how she came to be here.
Part one features three fully fleshed out regions packed with lots of secrets, enemies and challenges to explore. Learn new ways to fight using spells, potions and combinations. Find hidden passages and treasures to help you on your way. Hone your skills in the challenge rooms while trying to reach the highest level. Curiosity, brains and reflexes are your biggest assets in this challenging game.
Momento Temporis is currently available for PC and Mac.
To learn more about the game, visit the webpage: www.momentotemporis.com or visit the Steam page: http://store.steampowered.com/app/496310.
Momento Temporis: Light from the Deep is developed by the small Swedish indie studio Burning Ice Games (email@example.com) and is being published by 501 Industries (press@501Industries.com).
Press kit with video and screenshot is available on the website: http://www.momentotemporis.com/press/
After working through everything with the help of beta testers the game is now ready to be fully released!
Note that this is the first part of the game going into full release, there’s still more to come before the game is complete. This first part of the game has reached it’s complete and finished state.
So what’s in this first part?
- There are three major areas to play, Grasslands, Red Caves and Cold Mountain.
- In the game you’ll encounter enemies and bosses of varying difficulty. Killing these have many perks, not just the fact that they can’t kill you when they’re dead. And don’t miss out on the slow mo effects!
- Visit the challenge rooms to hone your skills and earn yourself bragging rights in the community. 😉
- Go through the world with a fine tooth comb and a healthy dose of imagination to find all the secrets hidden throughout.
For this and much more, check out the full release version this Thursday!
As you might have noticed there’s currently a sale on Momento Temporis. Don’t miss out on this chance to get the game at half price for yourself or a friend. Sale will end next week.
There’s also a new demo up to reflect the changes made to the game in recent patches. Be sure to try it out if you haven’t already!
In lieu of the full release, here’s a major patch for you all to enjoy. Don’t miss out on the special sale that’s on now, grab your copy before it’s gone. 🙂
All changes are noted below.
- more rooms to Grasslands.
- new enemy types to Grasslands and Red Caves.
- more rooms to the first/tutorial area.
- jump kick attack for Hania.
- punch and kick combo attacks.
- several small upgrade items.
- more information on the player death screen.
- rage energy now also increases attack speed.
- a combo tutorial room.
- a visual cue when Hania is exhausted from too many quick action inputs.
- the stamina and breath meters now flash when empty.
- falling too far onto the ground affects Hania negatively.
- control icons/hints over interactable objects and in menus.
- the map can now be zoomed in and panned.
- some missing animations to existing monsters.
- random idle animations for Hania.
- options: controls can be reset to default.
- options: gamepad button icon style can be changed for supported gamepads.
- animations and timing of Hania’s attacks.
- first boss (Artifact Guardians) has been remade completely.
graphical style of some rooms in Grasslands.
- graphical style of some rooms in Red Caves.
- how far monsters fly when you kill them.
- room transition animation.
- text looking corrupted or missing when recording the game with Fraps.
- various bugs.
Please keep the feedback coming to support@501Industries.com