Hi, lovely people of SteamGifts!

We are a team of 2 developing Temporal Shore, a unique blend of roguelike deckbuilding and survival strategy, where you control your characters only with your cards. You not only play your actions, but also decide who to perform them!

  • Your team is more than just a list of names - their synergies with your actions, buildings, and perks can heavily influence the directions you'll take with your deck. All characters have different strengths and weaknesses, so picking the right members to perform the right tasks is crucial.
  • Research new technologies to improve your deck! Each new card can also unlock new challenges and subsequent upgrades, so always keep an eye on what other cards are added to your decks when deciding what to research!
  • Build chain reactions consisting of perks, buildings, characters, and more! Maximize the impact of each action, and pull off exciting combos to fight back all the threats that are out there to get you!
  • Many unique locations are waiting to be discovered. Send your team to expeditions and find exciting gear, or learn new technologies that can fundamentally change the rules of the game. But beware, explorations also pose a high risk to your characters, so be mindful of who you send!
  • Pick your win condition from a wide range of scenarios, that heavily influence what cards will be available in each run. Combos that were present previously might not be available here, so it's a constant battle of improvisation and adaptation.
  • Defeat the boss of each time loop to unlock unique rewards that can make your deck more powerful. Can you break the loop and lead your team to safety, or will you die trying?

I shared the game in the Support forum a few months ago, and while you liked it, we received some questions about why we used AI to create placeholder graphics at that time. As promised, we spent the past months redesigning and redrawing everything by hand, and couldn't be happier with the results!

Trailer: https://youtu.be/dPwqm3Kcg94
Steam: https://store.steampowered.com/app/2335800/Temporal_Shore

If you like roguelike deckbuilding, tabletop engine building, or survival strategy, please add the game to your Steam wishlist!

Thank you for reading my post. I'd love to hear your feedback, suggestions, or comments!

2 days ago

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look cool

2 days ago
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Wishlisted!

I'd love to hear your feedback, suggestions, or comments!

For accessibility purposes, if you haven't already, please consider the following settings toggles:

1. Background "flavor" animations (eg, rain) disabling

2. Activating a background color reduction (/fading/greying) (for those with difficulty seperating lots of different colors out if they're clumped together, as your backgrounds are fairly color-busy) and, as a reverse of this, it'd probably also be helpful to have color-blindness modes.

3. The ability to toggle on black border lines between play sections, for easier visual seperation (basically for the same purpose as the previous; generally only one is needed, but both are nice to have)

4. Card sway disabling (This is the big one for me, I'm getting "seasick" just watching the trailer :P) Less impactful, but still annoying in the long term, the weird sway the decision trees have as they drop in selection options. Having a fade-in or slide-in option more similar to other games would be a nice alternative option there.

5. Maybe, uhm, make the links on the left and right sides of the screen.. readable? They legit look like decorative celtic runes at first glance, and it really takes effort to make more sense of them than that even afterward. :P The font and decoration is sure nice, but other than the "discord" one in the bottom left (which has a far better contrasting background), it takes a bit of effort to read any of them, and while that might work out with minimal stress after one gets firmly used to the game, it'll make adapting to the game as a new player pretty frustrating.
Generally vertically facing fonts are discouraged for readability in general, nevermind such heavily stylized presentations as these. In that sense, icons would be a better option, as they're easier to recognize and memorize, and easier to overlay on heavily decorated backgrounds (simply adding a thick black bordering around the icons is enough to distinguish them fully from the backgrounds, after all). Really, while the other ones are purely accessibility considerations, this aspect actually makes the game feel cheap in its current presentation, on top of likely being something that'd affect even those without visual or cognitive difficulties, especially as UI awkwardness is often a fairly standard concern among gamers.

6. Might help to emphasize the bordering on the resource section in the middle, to make that section "pop" more, and give a more natural sense of relative framing for players. (As having a central point of reference often makes it a lot easier to break apart adjacent visuals, similar to how having proper keyboard hand placement helps when typing). At the moment, there's too much bordering right up against it (especially with the similarly red section right above it), that it sort of fades out.

7. A dyslexia friendly font option'd be nice for the card text. Normally I don't have issues with that in gameplay (as opposed to browsers, chats, etc), but it's pretty hard picking apart the text in the current presentation. Well, part of that is definitely due to the lack of proper margins, as a lot of the text is literally overlapping itself, which obviously isn't ideal for readability.


Again, the game looks great from a conceptual/gameplay perspective, it's just that the current UI does make it a bit inaccessible, especially given the sheer quantity of elements of concern (meaning that even if a player succesfully isn't bothered by any one element, the sum total might make playing the game for long periods a bit draining even on the most "normal" of players).

Rather, at present it'd absolutely be something I couldn't handle playing, given my difficulties with seperating out smushed together colors and recalling UI positions by memory alone, and that'd be an awful shame, given what a diehard card game player I am. :P

2 days ago*
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Thanks very much for taking the time to write this! We've gone through several iterations on the UI and we feel that the current one, while servicable, isn't the perfect one we could end up with. Your comments help a lot on what aspects work and where we should continue iterating. Thank you again!

2 days ago
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👍

2 days ago
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