1. The 4-Minute Time Loop
Players drop into a dungeon that resets every 4 minutes.
The goal is to collect Temporal Keys scattered around the
dungeon and escape before the loop runs out. When the timer
hits zero, everything resets and you start the loop again.
Time Echo: Every time a loop resets,
a ghost of your previous run spawns alongside you and
replays exactly what you did. If you hit an enemy, the
ghost hits that enemy. If you ran a certain path, the
ghost runs that same path. So you can actually use that
to your advantage and set up your runs so your ghost
does something useful on the next loop.
2. Classes
There are three classes and none of them are your typical
Tank, Healer, or DPS. Each one controls a different part of
time and movement, and the team has to figure out how to use
all three together to get through a run.
| Class |
Core Mechanic |
Key Ability |
What It Does for the Team |
| Chrono-Knight |
Damage Storing |
Rewind Guard: Takes all
incoming damage for 3 seconds and then converts
it into a heal for the whole team. |
Keeps the team alive without needing
healing potions. The timing of when you
activate it is what matters. |
| Rift-Stalker |
Positional Anchors |
Shadow Anchor: Places an
anchor at your position. Press it again and you
teleport back to it, leaving a stun trap where
you just were. |
Great for skipping floor traps and pulling
enemy attention away from the rest of the
team. |
| Paradox Weaver |
Time Dilation |
Stasis Field: Freezes
everything inside a bubble for 4 seconds,
including enemies and any projectiles already
in the air. |
The only way to stop certain boss attacks
that would otherwise wipe the whole team. |
3. Boss Fight: The Clockwork Archon
The Clockwork Archon is built around the loop timer.
The fight has two phases and each one requires a different
thing from the team. It is not just a health sponge you
burn down, the team has to actually coordinate around
the mechanics to get through it.
Phase 1: 0:00 to 2:00
- The boss fires laser beams shaped like clock hands
that sweep clockwise across the floor. Players have to
jump over them or use movement abilities to get out
of the way.
- Front Immunity: The boss takes
zero damage from the front. The Rift-Stalker has to
use Shadow Anchor to get behind it and break the
armor core on its back before anyone else can
deal damage.
Phase 2: 2:00 to 4:00
- The boss starts speeding up time in the room so
skill cooldowns come back 50% faster, but everyone's
health slowly drains the whole time this phase
is active.
- Wipe Mechanic: At 3:45 the boss
starts charging a full room explosion. The Paradox
Weaver needs to get a Stasis Field over the whole
team before it goes off. If the Weaver is dead or
the ability is on cooldown, the run is over.
4. Progression
Health and position reset every loop, but players keep
their Echo Artifacts in their permanent
hub inventory. These carry over between runs and are the
main way to get stronger over time.
- Chronometer Upgrades: Each one
adds 15 seconds to the loop timer. So the more you
upgrade it, the more time you have to work with
each run.
- Ghost Capacity: By default only
one ghost from your last run is active. This upgrade
lets you have up to three ghosts running at the same
time, which makes a real difference in boss fights.
- Rift Banking: Before a loop resets
you can lock up to 2 rare items into a vault and they
stay there permanently. Everything else resets
as normal.