Key art for Titans of the Past

Game review

Titans of the Past

6 / 10

Developer
Devil's Dozen Games
Publisher
Devil's Dozen Games
Released
3 December 2025
Platforms
Windows
Genre
Dungeon Crawler / RPG
Monetisation
One-time purchase. No in-app purchases or DLC at time of writing.
Players
Single-player only

The short version

Titans of the Past sends a custom-built four-person party through procedurally-assembled dungeons, using a distinctive time-moves-as-you-move system borrowed conceptually from Superhot and grafted onto old-school, Wizardry and Might and Magic-style blobber combat. Steam's audience calls it Very Positive at 82% of 68 reviews, with genre veterans specifically praising the combat feel, the depth of its race-and-class character building, and how well the time mechanic mitigates the stilted, sluggish pacing older blobber-style RPGs are known for.

A real, detailed and recurring share of the review corpus pushes back on specifics, however. Multiple reviewers describe a small pool of dungeon layouts that repeats quickly across runs, balance problems including punishing swarm-type enemies and brutal arena encounters, and -- most seriously for players hoping for ongoing support -- a developer who announced a final patch and appeared to wind down active development within months of launch.

Biggest strengths

  • The time-moves-as-you-move combat system draws consistent, detailed praise as a genuine, successful evolution of stilted classic blobber-RPG pacing, several reviewers comparing it favourably to Superhot's stop-motion tension
  • Character building draws specific, enthusiastic praise for its depth, with a wide array of races and classes giving genre veterans real theorycrafting room
  • A Diablo-style loot and equipment system paired with a town-building meta-layer draws repeated praise as scratching a satisfying power-fantasy itch across runs

Biggest weaknesses

  • A detailed, recurring complaint describes a small pool of dungeon layouts that repeats quickly across runs, with only minor variations like blocked doors or shifted pathways
  • Multiple reviewers report specific balance problems, including punishing swarm-type enemies that are difficult to see or track and arena encounters several describe as unfairly brutal
  • A real, independently repeated complaint reports the developer announcing a final patch and appearing to wind down active development within months of a full, non-Early-Access launch

Who it's for: Fans of old-school, party-based blobber RPGs like Wizardry, Might and Magic VI-VIII or Legend of Grimrock who want deep character-building systems wrapped in a genuinely novel combat mechanic. A poor fit for players expecting a traditional open world to explore, a driving narrative, or assurance of substantial ongoing post-launch content and support.

Our recommendation: Worth a look for genre veterans specifically drawn to its Superhot-inflected combat system and deep character customisation -- the core loop earns real, specific praise from players who grew up on the genre's classics. Go in with tempered expectations for map variety, balance polish and ongoing support, since a real, detailed share of its own review corpus argues the developer wound down active development shortly after launch.

6 / 10

Titans of the Past wears its inspirations openly: a first-person, party-based dungeon crawler built for players who grew up on Wizardry, Might and Magic VI through VIII, The Bard's Tale and Legend of Grimrock, but with one genuinely novel twist layered on top -- time only advances when the player moves, borrowing the stop-motion tension of Superhot and grafting it onto old-school blobber combat. Developed and self-published by the small Ukrainian studio Devil's Dozen Games, it launched as a full, non-Early-Access release on 3 December 2025, arriving after a demo that had already built a small but devoted following. Steam's audience calls it Very Positive at 82% of 68 reviews, and reading across that corpus turns up a game whose central mechanical hook lands convincingly for genre veterans, running alongside a real, detailed share of players who found its content pool and post-launch trajectory disappointing.

A genuinely new spin on a very old genre

The clearest throughline across the positive review corpus is enthusiasm for the time-moves-as-you- move system itself. Reviewers who cut their teeth on classic blobber RPGs repeatedly describe the mechanic as solving a problem they didn't realise needed solving -- the stilted, sluggish feel of traditional turn-based or real-time-with-pause blobber combat -- by letting players freeze the world mid-decision, cycle through party members, check cooldowns and plan their next move without ever feeling like they're waiting on the game rather than the other way around. More than one reviewer draws a direct line to Superhot's stop-motion tension while noting the underlying combat skeleton is pure Might and Magic 6, four party members trading melee and ranged attacks with cooldown-gated abilities. Character building draws its own specific, detailed praise, genre veterans repeatedly singling out the game's race and class variety -- fifteen races and thirty-five classes at full release, several reviewers note -- as giving real theorycrafting depth rarely found in the genre's modern entries, paired with a Diablo-style loot and equipment system and a town-building meta-layer that several reviewers describe as a satisfying, escalating power fantasy across successive runs.

A map pool several reviewers say wears thin fast

The most substantial, recurring criticism in this review corpus concerns content volume, specifically around dungeon variety. Multiple detailed reviews describe encountering the same handful of map layouts repeatedly across runs, with only minor procedural variation -- a blocked door here, a shifted pathway there -- rather than genuinely fresh level design, a complaint that recurs independently from reviewers with very different overall playtimes and opinions of the game. Layered on top of that is a specific, repeated balance complaint: several reviewers single out small, fast, hard-to-track swarm enemies (rats, by name, in more than one review) as disproportionately dangerous relative to their apparent threat level, and a separate thread of complaints describes the game's arena encounters as unfairly brutal, spawning enemies on all sides of a formation built around protecting fragile ranged and caster units in the back row.

A launch several reviewers say the developer has already walked away from

Compounding both complaints above is a specific, serious concern about ongoing support. Multiple independent reviews report that Devil's Dozen Games announced a final content patch and signalled they consider the game largely finished within roughly two and a half months of its full, non-Early-Access release, a timeline more than one reviewer explicitly contrasts with the unresolved balance and content-variety complaints described above. One detailed review states plainly that support for the game is effectively over and recommends against buying on that basis alone, while another -- who otherwise loves the underlying combat system -- calls the situation "frustrating," arguing the game "feels like REALLY early access" in its scope despite launching as a finished, full-price product. A separate, smaller thread of complaints targets presentation directly, several reviewers noting the game leans on generic stock/asset-store models and AI-generated character portraits -- criticism several say they're willing to forgive given the strength of the underlying systems, but flag plainly regardless.

A blobber without the open world some players expected

A narrower but specific complaint concerns structure rather than content volume. A handful of reviewers, several explicitly citing a desire for something closer to the freely-explorable open world of Might and Magic's classic entries, describe disappointment at discovering Titans of the Past instead routes each expedition through an "adventure" button into an instanced dungeon run, rather than a single persistent, walkable world players can wander at their own pace. One detailed negative review says plainly that this structural choice, more than any individual balance issue, was the main reason the game didn't land for them, arguing it changes the entire feel of the genre it's drawing inspiration from. It's a minority complaint relative to the overwhelmingly positive response to the combat and character-building systems, but it recurs specifically enough, and from reviewers who clearly know the genre's classics well, to be worth flagging for anyone buying in expecting a traditional open-world blobber rather than a roguelite built around discrete, replayable runs.

Final verdict

Titans of the Past succeeds at the one thing it needed to get right: its time-moves-as-you-move combat system is a genuinely clever, well-executed evolution of old-school blobber-RPG pacing, and its character-building depth gives genre veterans real, substantial room to experiment. What holds it back from a stronger recommendation is almost entirely about scope and trajectory -- a dungeon-layout pool multiple reviewers say repeats too quickly, specific balance problems around swarm enemies and arena encounters, and, most seriously, a real and detailed share of its review corpus reporting the developer has already wound down active support only months after a full-price launch. Worth trying for old-school RPG fans specifically drawn to its central combat hook, but go in with clear eyes about how much game is actually here, and how much more is likely coming.

Pros and cons

Pros

  • The time-moves-as-you-move combat system draws consistent, detailed praise as a genuine, successful evolution of stilted classic blobber-RPG pacing, several reviewers comparing it favourably to Superhot's stop-motion tension
  • Character building draws specific, enthusiastic praise for its depth, with a wide array of races and classes giving genre veterans real theorycrafting room
  • A Diablo-style loot and equipment system paired with a town-building meta-layer draws repeated praise as scratching a satisfying power-fantasy itch across runs
  • Longtime fans of Wizardry, Might and Magic and Legend of Grimrock repeatedly describe the game as a genuine, thoughtful spiritual successor rather than a shallow pastiche

Cons

  • A detailed, recurring complaint describes a small pool of dungeon layouts that repeats quickly across runs, with only minor variations like blocked doors or shifted pathways
  • Multiple reviewers report specific balance problems, including punishing swarm-type enemies that are difficult to see or track and arena encounters several describe as unfairly brutal
  • A real, independently repeated complaint reports the developer announcing a final patch and appearing to wind down active development within months of a full, non-Early-Access launch
  • Visuals draw specific criticism from several reviewers for relying on generic asset-store models and AI-generated character portraits, even among reviewers who otherwise recommend the game

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7.5 / 10
  • Visuals 5 / 10
  • Progression 6 / 10
  • Value 5.5 / 10
  • Originality 7.5 / 10
  • Story 3.5 / 10