Compare Time Walker: Dark World prices across 50+ stores and find the best deal. Developed by Heartfun. Published by Leyo Games. Released on 11/29/2023. Available on PC, Mac. Genres: Indie, Strategy.

Scratch that auto-battler itch without breaking your brain, or your wallet. Just go in knowing the tutorial will leave you to figure most of it out yourself.

I'll be straight with you: my spreadsheet instincts told me this one would either be a hidden gem or a glorified screensaver, and Time Walker: Dark World lands somewhere in between, closer to gem than screensaver, but with enough rough edges to temper expectations. The core loop is a roguelite auto-battler where you field a party of four heroes, position them on a grid before each fight, then watch the chaos unfold automatically while you plan your next move. Battles resolve fast, sometimes in seconds, which means the real game is happening in the menus between fights. The class-and-skill system is where the depth lives. You pick four starting classes from a roster that includes fighters, assassins, archers, and mages, and critically, the game has no class restrictions on ability slots. That means you can build an archer who heals, an assassin who tanks, or a mage who wades into melee, the combinations are genuinely wide open. Over 80 skills are in the pool, and you earn one after each stage, with the option to merge three copies of the same ability into a stronger version, or push two Tier III abilities together into a more powerful EX ability. The resource economy around this, deciding when to merge versus hold for a better upgrade, is the closest this game gets to real strategic tension, and for fans of that decision-making cadence, it scratches the itch well. Contracts layer on top, letting you voluntarily handicap your run (boosted enemy evasion, higher enemy HP) in exchange for more Soul Crystals, which fund your permanent unlock progression across runs. Here is where I have to be honest about the friction. The tutorial is nearly nonexistent, a brief how-to screen that basically says "put skills in slots, go fight" and leaves the rest to trial and error. For genre veterans, that is a non-issue. For newcomers, expect a rough first few runs before the systems click. Positioning your heroes on the grid theoretically matters, but in practice the impact can feel inconsistent, units sometimes ignore placement logic entirely and charge into the middle of a fight regardless of where you placed them. The inventory management between stages is constant, and since fights are so brief, a meaningful chunk of playtime is spent comparing item stats and deciding what to merge or sell rather than watching exciting combat. Whether that is a flaw or the whole point depends entirely on what you want from the genre. There are also reported bugs with passive abilities and some jank in the item interface that the developer has acknowledged. Progression across difficulty tiers is structured well for players willing to invest the time. Easy unlocks Normal, Normal unlocks Hard, Hard unlocks Expert, and Expert unlocks Hell, a five-rung ladder that gives the game real legs beyond a single cleared campaign. An Endless Mode adds further mileage, and the achievements list is substantial enough to drive long-term engagement for completionists. Steam players have rated it positively in large numbers, which suggests the formula resonates with the audience it is aimed at, rough translation and all. If you are coming from heavier strategy territory and want something low-commitment to fill a lunch break or a commute, the short run format and fast combat make it accessible. If you need the tutorial to hold your hand through every system, you will hit a wall early. And if you genuinely hate inventory upkeep in idle-adjacent games, the between-stage admin work will grind you down faster than any boss will. For the right player, someone who enjoys theorycrafting builds, tolerates light jank, and treats a sparse tutorial as an invitation to experiment, there is a surprisingly solid roguelite here at a budget price point. Diego, Scout Team

Time Walker: Dark World
IndieStrategy

Time Walker: Dark World

Nov 29, 2023HeartfunLeyo Games
GamerScout Says

Scratch that auto-battler itch without breaking your brain, or your wallet. Just go in knowing the tutorial will leave you to figure most of it out yourself.

PCMac
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Screenshots & Media

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About Time Walker: Dark World

I'll be straight with you: my spreadsheet instincts told me this one would either be a hidden gem or a glorified screensaver, and Time Walker: Dark World lands somewhere in between, closer to gem than screensaver, but with enough rough edges to temper expectations. The core loop is a roguelite auto-battler where you field a party of four heroes, position them on a grid before each fight, then watch the chaos unfold automatically while you plan your next move. Battles resolve fast, sometimes in seconds, which means the real game is happening in the menus between fights. The class-and-skill system is where the depth lives. You pick four starting classes from a roster that includes fighters, assassins, archers, and mages, and critically, the game has no class restrictions on ability slots. That means you can build an archer who heals, an assassin who tanks, or a mage who wades into melee, the combinations are genuinely wide open. Over 80 skills are in the pool, and you earn one after each stage, with the option to merge three copies of the same ability into a stronger version, or push two Tier III abilities together into a more powerful EX ability. The resource economy around this, deciding when to merge versus hold for a better upgrade, is the closest this game gets to real strategic tension, and for fans of that decision-making cadence, it scratches the itch well. Contracts layer on top, letting you voluntarily handicap your run (boosted enemy evasion, higher enemy HP) in exchange for more Soul Crystals, which fund your permanent unlock progression across runs. Here is where I have to be honest about the friction. The tutorial is nearly nonexistent, a brief how-to screen that basically says "put skills in slots, go fight" and leaves the rest to trial and error. For genre veterans, that is a non-issue. For newcomers, expect a rough first few runs before the systems click. Positioning your heroes on the grid theoretically matters, but in practice the impact can feel inconsistent, units sometimes ignore placement logic entirely and charge into the middle of a fight regardless of where you placed them. The inventory management between stages is constant, and since fights are so brief, a meaningful chunk of playtime is spent comparing item stats and deciding what to merge or sell rather than watching exciting combat. Whether that is a flaw or the whole point depends entirely on what you want from the genre. There are also reported bugs with passive abilities and some jank in the item interface that the developer has acknowledged. Progression across difficulty tiers is structured well for players willing to invest the time. Easy unlocks Normal, Normal unlocks Hard, Hard unlocks Expert, and Expert unlocks Hell, a five-rung ladder that gives the game real legs beyond a single cleared campaign. An Endless Mode adds further mileage, and the achievements list is substantial enough to drive long-term engagement for completionists. Steam players have rated it positively in large numbers, which suggests the formula resonates with the audience it is aimed at, rough translation and all. If you are coming from heavier strategy territory and want something low-commitment to fill a lunch break or a commute, the short run format and fast combat make it accessible. If you need the tutorial to hold your hand through every system, you will hit a wall early. And if you genuinely hate inventory upkeep in idle-adjacent games, the between-stage admin work will grind you down faster than any boss will. For the right player, someone who enjoys theorycrafting builds, tolerates light jank, and treats a sparse tutorial as an invitation to experiment, there is a surprisingly solid roguelite here at a budget price point. Diego, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:sub-5Auto-BattlerGrid PositioningSkill MergingClass-Free BuildsEndless ModeDifficulty LadderSoul Crystal ProgressionBudget Roguelite

Steam Deck & Linux

Steam Deck PlayableProtonDB Gold

Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
Windows10
Memory
8 GB RAM
Storage
150 MB available space
Graphics
NVIDIA GTX 680,AMD R9 280X
Processor
2.0Ghz

Recommended

OS
Windows10
Memory
8 GB RAM
Storage
150 MB available space
Graphics
NVIDIA GTX 680,AMD R9 280X
Processor
3.0 Ghz

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Game Info

Developer
Heartfun
Publisher
Leyo Games
Release Date
Nov 29, 2023

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What platforms is Time Walker: Dark World available on?

Time Walker: Dark World is available on PC, Mac.

When was Time Walker: Dark World released?

Time Walker: Dark World was released on 29 November 2023.

Who developed Time Walker: Dark World?

Time Walker: Dark World was developed by Heartfun and published by Leyo Games.