
Game intel
Threads of Time
Threads of Time is an era-spanning, turn-based RPG inspired by the timeless classics. Embark on a journey through time, gather a party of charismatic heroes fr…
A prehistoric town where Vikings coexist with dinosaurs, a neon-drenched 2400 AD, and a kitsune ninja named Rin who slices turn orders like sashimi-Threads of Time got my attention the second it hit the PC Gaming Show during Tokyo Game Show. Riyo Games is pitching a 2.5D, turn-based JRPG that riffs hard on the classics while flexing Unreal Engine 5 lighting and hand-crafted pixel art. On paper, it screams “Chrono Trigger energy,” but with modern swagger. The question is whether the game can stitch its big ideas into something cohesive-and actually fun-once the nostalgia haze lifts.
The trailer introduces two standout settings: Himmenheim—basically “Jurassic Valhalla”—and a surveillance-soaked 2400 AD that leans full cyberpunk. We also meet Rin, a kitsune ninja from the future whose illusions and blade arts “disrupt the flow of battle.” That last bit suggests timeline tinkering: think Grandia’s initiative bar or Child of Light’s interrupt system, not just generic debuffs. The press blurb promises chained team combos and “bending time,” which instantly recalls Chrono Trigger’s Double/Triple Techs and the recent Chained Echoes synergy layers. If those combos are more than flashy finishers—i.e., they meaningfully rewire turn order or enemy states—this could sing.
Structurally, you’ll recruit heroes from different eras to restore the Order of Time Knights and defend the timeline. That premise is risky and exciting: cross-epoch squads can deliver incredible party banter and culture clashes, but only if the writing sells it. I want Vikings puzzling over neon signage and a 2400 AD ninja reacting to dinosaur husbandry. If those interactions are just lore blurbs, it’ll feel like concept art with stats attached.
We’re in a legit JRPG moment. Sea of Stars proved throwback looks can carry modern design; Chained Echoes reminded everyone that one tight vision can punch above its weight; Square’s HD-2D remakes re-opened the vault. For Threads of Time to stand out, it needs more than vibes. That means modern quality-of-life (snappy battles, readable UIs, generous autosave), encounter design that rewards planning over grinding, and traversal puzzles that use time travel for more than cosmetic swaps. Give me era-specific dungeon states, cause-and-effect side quests, and equipment that evolves when you tinker with the past.

Riyo’s team credits touch a lot of comfort names—Shovel Knight, Fortnite, Deltarune, Tomb Raider—and they say they’re supported by veteran Japanese devs and composers from series like Xenoblade Chronicles and Mana. Good signs, but I’ve learned to treat “legendary collaborators” as a mood board until we hear concrete names and hear the soundtrack in motion. Star power won’t save mushy systems.
“Bend time” can mean a lot. The best-case scenario is a readable timeline that you can manipulate: delaying enemies, fast-forwarding allies, caching turns, or setting traps that trigger when the clock hits a specific tick. Imagine queuing a combo where Rin splits into clones to stagger an enemy’s action, a Viking bruiser applies a “rooted in time” debuff, and your healer fast-forwards a regeneration tick to pop early. That’s the kind of systemic interplay that keeps turn-based combat fresh for 30+ hours.

The worst-case scenario is flashy cinematics on top of standard turn trades. If the time mechanics are just cooldown reducers and stun reskins, players will smell it instantly. The trailer teases outmaneuvering “time-twisted foes,” so I want enemy types that weaponize the same rules you do—rewinds that undo your buffs, paradox shields that punish repeated actions, or timeline swaps that force priority shuffles mid-turn. Give us reasons to experiment, not just memorize the optimal opener.
Visually, UE5 plus 2D sprites in 3D spaces is a tightrope. When it works, you get richly lit pixel art with real depth—dynamic shadows, volumetric fog, rain that actually feels wet. When it doesn’t, you get a crispy sprite pasted over smeary bloom. The footage suggests careful composition and hand-crafted scenes, which is promising. If Riyo leans into readable color grading and avoids overdoing post-processing, Threads of Time could hang with the best “modern retro” looks without feeling like an HD-2D clone.

This reveal hits the right nostalgia notes without feeling lazy, and Humble’s track record (Slay the Spire, Unpacking, SIGNALIS) gives me confidence in curation. But the difference between “retro love letter” and “must-play JRPG” lives in the details: timeline clarity, encounter design, and whether time travel meaningfully affects exploration and narrative outcomes. Give us a demo that lets players mess with turn order, solve a time-locked puzzle, and hear a couple of era-specific tracks, and you’ll convert curiosity into faith fast.
Threads of Time looks like Chrono Trigger by way of UE5: stylish, era-hopping, and hungry to prove its combat brain. If Riyo nails timeline manipulation and keeps the writing as bold as its premise, this could be the next indie JRPG everyone won’t shut up about. For now, I’m cautiously excited—and watching that timeline.
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