
Time For Quest
A bare-bones 2D open-world RPG that borrows Zelda and Final Fantasy's aesthetics but arrives with Early Access scaffolding still very much showing. Approach with calibrated expectations.
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About Time For Quest
My first honest reaction sitting down with Time For Quest was the feeling of watching a developer's prototype that got listed before the vision caught up with the ambition. That is not entirely a condemnation. The game pitches itself as a 2D open-world action RPG drawing on touchstones like Zelda, Final Fantasy, and Moonlighter, and the sandbox instinct is genuinely present: you can ignore any given objective, take on royal errands, hunt creatures across more than 60 maps, or just wander between cities and dungeons. There is no enforced main story thread, with each location carrying its own contextual lore instead. For players who feel suffocated by linear quest markers, that structure is at least philosophically appealing. In practice, though, the decision-making depth I want from any RPG is thin here. The current Early Access build ships with a single playable class, the Warrior, with a Hunter and a Mage flagged for future updates. Skill acquisition exists and there is weapon progression, but the range of meaningful build choices at launch is narrow. Combat is action-oriented and can be punishing on first contact with tougher creatures, though it is less a product of well-tuned difficulty and more a consequence of the game not adequately signposting which areas or enemies match your current power level. Players used to games that communicate threat clearly will find this friction abrasive rather than satisfying. The community reception on Steam sits in "Mixed" territory from a very small sample, which tells you more about limited visibility than about a decisive verdict. Some players acknowledge the open-world idea has legs and appreciate the rough playability for what it is. Others flag that the game needs significant refinement before it earns a confident recommendation. The developer has publicly committed to weekly content drops covering new quests, bosses, dungeons, weapons, and map areas during Early Access, and a soundtrack with over 50 tracks shipped separately, which at minimum signals that some production investment exists. Whether that roadmap holds is the key question any buyer is really gambling on. The crossplay-ready controller support and cloud saves are solid quality-of-life inclusions. Mac and Linux builds are available, which is a genuine positive for players on those platforms who struggle to find indie RPG options. But there is no tutorial of consequence, no mod ecosystem to speak of, and the AI behavior in combat is rudimentary. For a strategy-minded player like me, the absence of systemic depth makes this hard to justify as more than a curiosity during a subscription period. If you have any tolerance for Early Access roughness and want to back a small solo-style developer iterating on an open-world RPG, Time For Quest can scratch that itch in short sessions. Go in expecting foundation-level content rather than a finished product, and check the update history before purchasing to see whether the weekly cadence was sustained. Anyone wanting a polished 2D RPG experience right now should look elsewhere. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Microsoft® Windows® 7/8/8.1/10 (32bit/64bit)
- Memory
- 4 GB RAM
- DirectX
- Version 9.0
- Storage
- 1 GB available space
- Graphics
- DirectX 9/OpenGL 4.1 capable GPU
- Processor
- Intel Core2 Duo or better
- Additional Notes
- 1280x768 or better Display
Recommended
- Storage
- 2 GB available space
- Graphics
- OpenGL ES 2.0 hardware driver, support required for WebGL acceleration. (AMD Catalyst 10.9, nVidia 358.50), iOS 8.0, Android 4.4.4*
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Game Info
- Developer
- Blacer Studio
- Publisher
- Source Byte Sp. z o.o.
- Release Date
- Nov 14, 2019
