Compare Time Carnage prices across 50+ stores and find the best deal. Developed by Wales Interactive. Published by Wales Interactive. Released on 9/12/2018. Available on PC, Mac, Xbox. Genres: Action, Indie.

Built for VR headsets and awkwardly ported to flat screens, this wave shooter lives or dies on one clever reload trick and your personal tolerance for repetition.

I want to like Time Carnage more than I do, and that tension is worth being honest about upfront. Wales Interactive gave this thing a genuinely smart structural idea: four weapon pedestals surround you, and guns only reload when you holster them back onto those stands. On paper that turns every wave into a rhythm game of pick-up, fire, swap, repeat, which should create the kind of frantic muscle-memory satisfaction the title promises. And in short bursts, in the right context, it actually does. The campaign pushes you through four time zones spanning a zombie-infested near-future wasteland, a prehistoric jungle thick with dinosaurs, an icy robot-controlled metropolis, and a secret fourth era that functions as a small reward for finishing the rest. Each zone breaks into four areas, and each area layers on ten waves of enemies. That adds up to 160 waves across the full campaign, a number that sounds generous until the repetition starts gnawing at you around the midpoint. Enemy AI follows preset paths with very little variation, and the loadout strategy that should feel meaningful gets flattened by the fact that you can stack all four pedestal slots with your most powerful weapon and just cycle through duplicates. The game intends tactical flexibility; most players will find the path of least resistance and never leave it. Where the non-VR version on PC and Xbox runs into the sharpest trouble is the translation from motion controls to a standard gamepad. The pedestal-reload system was designed for physical arm movements, and when you compress that to a button press, the tactile satisfaction deflates noticeably. Aiming can feel sluggish when enemies press in from wide angles, which is especially painful in a game branded as frantic. The Arcade mode, which mixes enemy types and environments together, and the Challenge mode, which imposes specific restrictions on how you play, do add some replayability and are arguably the best the game has to offer once the campaign unlocks them. The slow-motion Time Paradox ability provides occasional breathing room during overwhelming waves, though the animation quality under slow-mo leaves a lot to be desired. There are three modes, 25 weapons graduating from pistols and submachine guns up through flamethrowers, grenade launchers, sniper rifles, and laser rifles, checkpoints that prevent full restarts on death, and a regenerating bubble shield that functions as your health bar. The environments are themed well enough, and the audio has at least a few bright spots, particularly the positional sound design in the VR version. On flat screens, the soundscape is more mixed, with some genuinely weak effects dragging down moments that should feel punchy. Critics who played the VR release were broadly split between mild enthusiasm and resigned disappointment. Critics who played the non-VR console port landed consistently harsher, and that verdict tracks for the PC and Xbox editions listed here. If you have never played a wave shooter and want an uncomplicated entry point with a novel reload mechanic and a generous enemy variety, Time Carnage will hold your attention for a session or two. If you have worn a path through the genre already, its structural repetition and the flat-screen control awkwardness will surface within an hour and stay with you. Know which camp you are in before committing. Kai, Scout Team

Time Carnage
ActionIndie

Time Carnage

Sep 12, 2018Wales Interactive
GamerScout Says

Built for VR headsets and awkwardly ported to flat screens, this wave shooter lives or dies on one clever reload trick and your personal tolerance for repetition.

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About Time Carnage

I want to like Time Carnage more than I do, and that tension is worth being honest about upfront. Wales Interactive gave this thing a genuinely smart structural idea: four weapon pedestals surround you, and guns only reload when you holster them back onto those stands. On paper that turns every wave into a rhythm game of pick-up, fire, swap, repeat, which should create the kind of frantic muscle-memory satisfaction the title promises. And in short bursts, in the right context, it actually does. The campaign pushes you through four time zones spanning a zombie-infested near-future wasteland, a prehistoric jungle thick with dinosaurs, an icy robot-controlled metropolis, and a secret fourth era that functions as a small reward for finishing the rest. Each zone breaks into four areas, and each area layers on ten waves of enemies. That adds up to 160 waves across the full campaign, a number that sounds generous until the repetition starts gnawing at you around the midpoint. Enemy AI follows preset paths with very little variation, and the loadout strategy that should feel meaningful gets flattened by the fact that you can stack all four pedestal slots with your most powerful weapon and just cycle through duplicates. The game intends tactical flexibility; most players will find the path of least resistance and never leave it. Where the non-VR version on PC and Xbox runs into the sharpest trouble is the translation from motion controls to a standard gamepad. The pedestal-reload system was designed for physical arm movements, and when you compress that to a button press, the tactile satisfaction deflates noticeably. Aiming can feel sluggish when enemies press in from wide angles, which is especially painful in a game branded as frantic. The Arcade mode, which mixes enemy types and environments together, and the Challenge mode, which imposes specific restrictions on how you play, do add some replayability and are arguably the best the game has to offer once the campaign unlocks them. The slow-motion Time Paradox ability provides occasional breathing room during overwhelming waves, though the animation quality under slow-mo leaves a lot to be desired. There are three modes, 25 weapons graduating from pistols and submachine guns up through flamethrowers, grenade launchers, sniper rifles, and laser rifles, checkpoints that prevent full restarts on death, and a regenerating bubble shield that functions as your health bar. The environments are themed well enough, and the audio has at least a few bright spots, particularly the positional sound design in the VR version. On flat screens, the soundscape is more mixed, with some genuinely weak effects dragging down moments that should feel punchy. Critics who played the VR release were broadly split between mild enthusiasm and resigned disappointment. Critics who played the non-VR console port landed consistently harsher, and that verdict tracks for the PC and Xbox editions listed here. If you have never played a wave shooter and want an uncomplicated entry point with a novel reload mechanic and a generous enemy variety, Time Carnage will hold your attention for a session or two. If you have worn a path through the genre already, its structural repetition and the flat-screen control awkwardness will surface within an hour and stay with you. Know which camp you are in before committing. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:indieWave ShooterTime Travel SettingPedestal ReloadLoadout SelectionChallenge ModeArcade ModeNon-VR PortController Required

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
NVIDIA GeForce® GTX 970 / AMD Radeon™ R9 290 equivalent or greater
Processor
Intel i5-4590 / AMD FX 8350 equivalent or greater

Reviews & Ratings

No ratings available

Game Info

Developer
Wales Interactive
Publisher
Wales Interactive
Release Date
Sep 12, 2018

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