Compare Timeshift prices across 50+ stores and find the best deal. Developed by Typha. Published by Typha. Released on 2/5/2024. Available on PC. Genres: Action, Adventure, Indie.

A solo-dev puzzle-platformer where a single mechanic, save-and-warp momentum, carries the whole experience. Short, clever, and worth the afternoon if physics-based movement puzzles are your thing.

I have a soft spot for games built around one tight idea executed with genuine care, and Timeshift by solo developer Typha is exactly that. You play as Quinn, a traveler trapped in a mysterious canyon called the Rift, a place that swallows people whole and spits out nothing. The hook is deceptively simple: you plant a saved position in space, then warp back to it at any moment, carrying over whatever momentum you had built up. That retained velocity is the entire game. Blink back mid-fall and you launch like a slingshot. Save at the peak of a running jump and you can chain that arc into otherwise unreachable geometry. It sounds like a gimmick, but Typha clearly understood that the mechanic only matters if the levels are actually designed around it, and they are. The six main levels take Quinn through environments that shift in feel as the story progresses, from a dense jungle to a volcanic wasteland to a glimpse of a future city, and each one introduces new objects that stress-test the save-and-warp in fresh ways. One stretch might give you a limited window before the warp expires, forcing snap decisions; another puts a speed threshold on a barrier you need to shatter, requiring you to actually engineer your own acceleration across multiple saves. The rotation mechanic, which lets Quinn orient in any direction, adds a spatial puzzle layer that keeps the platforming from feeling repetitive across a runtime that lands somewhere just under eight hours including collectible hunting. That collectible layer, twenty hidden coins per level unlocking bonus stages, is the right kind of optional depth: completionists get a second set of levels, everyone else gets a clean ending. Where the game shows its small budget is in audio balancing. Community feedback noted that the music volume spikes noticeably in the later levels, which pulls you out of what is otherwise a quiet, slightly melancholic soundscape that suits Quinn and Jesse's story well. Jesse, a cartographer from the 1500s Quinn meets inside the Rift, is the emotional anchor of the whole thing, and the friendship between them gives the level transitions a purpose beyond just changing biomes. It is not a deeply written narrative, but it is honest and understated in a way that fits a solo project. The Steam reception, ninety percent positive from a small sample, reflects genuine goodwill from players who found the core mechanic fresh. Comparisons to Celeste and Portal are earned in spirit if not in scope. This is not a prestige indie with a hundred hours of polish behind every pixel. It is a developer with one strong idea, the discipline to ship it, and enough level design imagination to make that idea feel different chapter to chapter. For puzzle-platformer fans who want something short, focused, and built with obvious intentionality, Timeshift earns its place in the queue. Kai, Scout Team

Timeshift
ActionAdventureIndie

Timeshift

Feb 5, 2024Typha
GamerScout Says

A solo-dev puzzle-platformer where a single mechanic, save-and-warp momentum, carries the whole experience. Short, clever, and worth the afternoon if physics-based movement puzzles are your thing.

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Screenshots & Media

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About Timeshift

I have a soft spot for games built around one tight idea executed with genuine care, and Timeshift by solo developer Typha is exactly that. You play as Quinn, a traveler trapped in a mysterious canyon called the Rift, a place that swallows people whole and spits out nothing. The hook is deceptively simple: you plant a saved position in space, then warp back to it at any moment, carrying over whatever momentum you had built up. That retained velocity is the entire game. Blink back mid-fall and you launch like a slingshot. Save at the peak of a running jump and you can chain that arc into otherwise unreachable geometry. It sounds like a gimmick, but Typha clearly understood that the mechanic only matters if the levels are actually designed around it, and they are. The six main levels take Quinn through environments that shift in feel as the story progresses, from a dense jungle to a volcanic wasteland to a glimpse of a future city, and each one introduces new objects that stress-test the save-and-warp in fresh ways. One stretch might give you a limited window before the warp expires, forcing snap decisions; another puts a speed threshold on a barrier you need to shatter, requiring you to actually engineer your own acceleration across multiple saves. The rotation mechanic, which lets Quinn orient in any direction, adds a spatial puzzle layer that keeps the platforming from feeling repetitive across a runtime that lands somewhere just under eight hours including collectible hunting. That collectible layer, twenty hidden coins per level unlocking bonus stages, is the right kind of optional depth: completionists get a second set of levels, everyone else gets a clean ending. Where the game shows its small budget is in audio balancing. Community feedback noted that the music volume spikes noticeably in the later levels, which pulls you out of what is otherwise a quiet, slightly melancholic soundscape that suits Quinn and Jesse's story well. Jesse, a cartographer from the 1500s Quinn meets inside the Rift, is the emotional anchor of the whole thing, and the friendship between them gives the level transitions a purpose beyond just changing biomes. It is not a deeply written narrative, but it is honest and understated in a way that fits a solo project. The Steam reception, ninety percent positive from a small sample, reflects genuine goodwill from players who found the core mechanic fresh. Comparisons to Celeste and Portal are earned in spirit if not in scope. This is not a prestige indie with a hundred hours of polish behind every pixel. It is a developer with one strong idea, the discipline to ship it, and enough level design imagination to make that idea feel different chapter to chapter. For puzzle-platformer fans who want something short, focused, and built with obvious intentionality, Timeshift earns its place in the queue. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaMomentum-BasedPhysics PuzzlesSingle Mechanic DesignCollectible SecretsShort-Form IndieNarrative FriendshipBonus Levels

System Requirements

Minimum

OS
Windows 10
Memory
2 GB RAM
DirectX
Version 10
Storage
500 MB available space
Graphics
Intel HD 4000
Processor
Intel Core i3

Reviews & Ratings

No ratings available

Game Info

Developer
Typha
Publisher
Typha
Release Date
Feb 5, 2024

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