- Release Year: 2014
- Platforms: Blacknut, Windows
- Publisher: Defrost Games
- Developer: Defrost Games
- Genre: Action, Puzzle
- Perspective: Behind view
- Game Mode: Single-player
- Gameplay: Puzzle-solving, Time manipulation
- Setting: Futuristic, Sci-fi
- Average Score: 60/100

Description
Project Temporality is a sci-fi action-puzzle game where players manipulate time to solve environmental challenges. Set in a futuristic world, the game features a unique mechanic that allows players to create and control parallel timelines, enabling them to collaborate with past versions of themselves to overcome obstacles. While praised for its clever level design and time-bending puzzles that evoke classic Valve games, some critics noted a lack of originality and visual variety in its environments.
Gameplay Videos
Where to Buy Project Temporality
PC
Guides & Walkthroughs
Reviews & Reception
gamingtrend.com (60/100): Project Temporality is not particularly original but it does provide a few leisurely hours of thoughtful time-clone puzzling.
steamcommunity.com : Having completed Project Temporality, I can definitely say that I’m happy with my purchase. All of the gameplay mechanics work very well, and are introduced in a way that allows you to get comfortable with how to use them without feeling like you’re going through a tutorial section every time something new shows up.
operationrainfall.com : There are some bugs I ran into, but I can’t be sure that they aren’t also tied in
Project Temporality: A Flawed Experiment in Time and Ambition
In the vast annals of video game history, nestled between the titanic successes and the forgotten failures, lie the curious case studies—games like Project Temporality. It is a title that embodies the potent, often unfulfilled ambition of the indie development scene of the early 2010s: a bold, clever idea, hamstrung by technical limitations, budgetary constraints, and the immense shadow of the very giants it sought to emulate. To review Project Temporality is not merely to critique a game, but to dissect a specific moment in time when the tools of creation became more accessible, and the dreams of small teams could, for better or worse, be realized on a global stage.
Development History & Context
Project Temporality was the brainchild of Defrost Games, a small Swedish studio founded by Niklas Hansson. Released on March 7, 2014, for Windows PC, the game was a product of its era—a time when the indie scene was exploding, fueled by digital distribution platforms like Steam and the successful rise of crowd-funding. The game itself was a successful Indiegogo project and passed through Steam’s Greenlight process, emblematic of the new pathways developers could take to reach an audience.
The team, as listed on MobyGames, comprised just 19 people, including several credited as “Indiegogo Funders,” highlighting the community-backed nature of the project. Many team members, including Niklas and Henrik Hansson, had prior credits on more significant titles like Ground Control II: Operation Exodus and World in Conflict: Soviet Assault, suggesting a team with experience in technical and atmospheric game design, if not necessarily in the puzzle genre.
The vision was clear: to create a first-person puzzle game centered around a novel time-manipulation mechanic. The technological constraints were equally evident. Defrost Games built a custom engine for the title, a ambitious undertaking for such a small team. This decision, while commendable, likely contributed to many of the technical issues that would plague the final release. The gaming landscape of 2014 was still deeply under the influence of Valve’s Portal (2007) and its 2011 sequel. The success of these games created a fertile ground for first-person puzzlers but also set an impossibly high bar for narrative charm, mechanical polish, and pedagogical level design that few, including Defrost, could meet.
Narrative & Thematic Deep Dive
The game casts the player as Subject #87, an involuntary test subject in a mobile research base at the outskirts of a terraformed Jupiter’s territory. The setup is a classic sci-fi trope: a dystopian future where mankind has used theories by Martyn J. Fogg to ignite Jupiter and create new habitable planets from its moons. The player is guided—or more accurately, commanded—by a mysterious and megalomaniacal Admiral, with additional story elements revealed through text logs left by deceased scientists and previous test subjects.
The narrative wears its influences on its sleeve; the specter of Portal‘s GLaDOS and the Aperture Science testing premise is undeniable. However, where Portal used dark humor and brilliant characterization to create a timeless narrative, Project Temporality‘s storytelling is its weakest element. As noted by critics and players alike, the writing is often “cringe-worthy” and “painfully bad.” The absence of voice acting, perhaps a budgetary necessity, forces players to read all dialogue, which only accentuates the underwhelming prose.
Yet, there is a compelling grimness to the world. The logs hint at coercion, horrific accidents, and the terrifying philosophical implications of the technology being tested—the “nightmarish problems that could occur with this form of time travel.” One player on Steam noted that they “actually cared about the characters and story,” suggesting that the foundational ideas had merit, even if their execution was lacking. The ending, described by some as rushed and disappointing, ultimately fails to pay off the intriguing, albeit derivative, setup, leaving the player with a sense of narrative anticlimax.
Gameplay Mechanics & Systems
The core of Project Temporality is its central mechanic: the ability to rewind time and create a clone of yourself that will perfectly replicate your actions in a previous timeline. This is less traditional time travel and more a form of temporal programming or recording. The core loop involves performing a series of actions (e.g., stepping on switches, avoiding laser beams), rewinding, spawning a clone to repeat those actions, and then continuing yourself to perform a new set of actions in concert with your past self.
This mechanic is undeniably clever. The puzzles require careful planning and sequencing, often demanding the player manage multiple clones across overlapping timelines. Later levels introduce additional elements like countdown switches, laser beams, and objects immune to time manipulation to increase complexity.
One of the most praised features is the organic three-star rating system. A “Temporality” bar at the top of the screen depletes as clones are active and when using a special jump ability. Rewinding refunds the used energy, encouraging experimentation. The system brilliantly allows for multiple solutions: players can brute-force a puzzle with inefficient clone use for a one-star rating or strive for an elegant, minimalistic solution for three stars. As one Steam user eloquently put it, it “creates a sort of organic difficulty” and “encourages you to try to find the best, most difficult solution you can” without punishing players for simply needing to progress.
However, the game stumbles significantly in teaching its mechanics. Unlike Portal‘s masterclass in gradual, intuitive tutorialization, Project Temporality introduces a concept with one or two puzzles and then quickly moves on, assuming the player has fully internalized it. This led to widespread reports of players getting frequently stuck, frustrated, and resorting to external walkthroughs. The solutions, once seen, are clever, but the path to discovering them is often opaque, relying more on trial and error than intuitive design.
Further hampering the experience were technical issues at launch. The custom engine struggled, with the game’s control responsiveness being tied to frame rate. The options menu was barebones, lacking key rebinding and offering only graphical presets—issues the developers acknowledged and pledged to patch. Bugs, such as miscolored switches and graphical glitches with “temporality doors,” were also reported.
World-Building, Art & Sound
The game is set within the sterile, metallic corridors of a sci-fi research facility. The aesthetic is clean and functional but suffers from a severe lack of visual variety. As the 4Players.de review noted, “the lack of visual variety is noticeable after a short time.” The same textures, screens, and signs are repeated ad infinitum across all 14 chapters, making the environment feel more like a repetitive test chamber than a living, believable world.
The sound design is atmospheric but unremarkable. The music, composed by Tobias Carlsson, serves its purpose—creating a cold, isolating sci-fi ambiance—but is largely forgettable and prone to repetition. The absence of voice acting further contributes to a sterile, sometimes lifeless atmosphere. Yet, a thoughtful touch was including .wma files of the soundtrack within the game’s directory, a small gift for players who appreciated the score.
Reception & Legacy
Upon its release, Project Temporality received a mixed to average critical reception. It holds a Metascore of 58 based on 6 reviews and a 59% average from 4 critics on MobyGames. The reviews paint a consistent picture:
- The Praise: Critics universally acknowledged the cleverness of the core time-clone mechanic. 4Players.de (82%) called it a “successful combination of brainwork and skill,” praising the “clever level design.” ZTGD (75%) noted it retained “a sense of originality through its clean design, thoughtful story and spectacular puzzles.”
- The Criticism: The flaws were just as consistent. Reviewers panned the repetitive visuals, weak story, and, most damningly, the often-obtuse puzzle design that failed to guide the player. GameSpot (40%) summarized it as a “mediocre six-hour distraction” marred by “constant glitches” and a “shallow story.”
Its legacy is that of a footnote. It did not revolutionize the genre nor become a cult classic. Instead, it serves as a poignant example of the indie development challenge: a compelling core idea is not enough. It requires impeccable execution, polished presentation, and intuitive design to stand out. Project Temporality was inevitably and unfavorably compared to Portal and contemporaries like The Swapper, and it failed to escape those comparisons. Its influence on subsequent games is negligible, a testament to its inability to distinguish itself meaningfully within the genre it sought to join.
Conclusion
Project Temporality is a game of admirable ambition and frustrating inadequacy. At its heart lies a genuinely innovative and intelligent puzzle mechanic, surrounded by a package that fails to support it adequately. Its narrative is derivative and poorly told, its visual world is repetitive and bland, and its pedagogical design often leaves the player lost and frustrated.
The final verdict is that of a missed opportunity. For the most dedicated puzzle enthusiasts in 2014 who had already exhausted the genre’s greats, it offered a few hours of competent, if flawed, cerebral challenge. For everyone else, it was a forgettable also-ran. In the grand tapestry of video game history, Project Temporality is not a landmark; it is a cautionary tale. It illustrates the delicate alchemy required to transform a great concept into a great game—an alchemy that demands more than just a clever idea. It requires the polish, heart, and design mastery that Defrost Games, for all their evident passion, ultimately could not provide.