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Time Break Chronicles on Steam

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Time Break Chronicles is a fusion of classic JRPGs and modern Roguelites, with a cast of 100 playable classes to find and unlock. Build your team, customize their abilities, and venture into a procedurally generated adventure through space-time and beyond!

Time Break Chronicles is a roguelite, jrpg and party-based rpg game developed and published by Warrior General Games and LLC.
Released on September 01st 2020 is available on Windows, Steam Deck and Steam Machine.

It has received 302 reviews of which 269 were positive and 33 were negative resulting in a rating of 8.2 out of 10. 😎

The game is currently priced at 12.49€ on Steam.


The Steam community has classified Time Break Chronicles into these genres:


Here is the detailed breakdown of supported languages for Time Break Chronicles:

UI Subtitle Audio
English

Media & Screenshots

Get an in-depth look at Time Break Chronicles through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 8/8.1, 10 64 Bit
  • Processor: 2.0 GHz
  • Memory: 2 GB RAM
  • Graphics: 1GB of Video Memory, capable of supporting OpenGL 3.0+
  • Storage: 120 MB available space

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

112 hours played
Sept. 2026
Pretty good, but could use some improvements. Learning curve 6/10: While the in-game instructions are pretty good, they're incomplete. There's occasionally mechanic quirks that it doesn't explain completely. You'll be spending some time figuring out how abilities are best used and how to build an effective party. Combat 8/10: This is the main gameplay component. Each combat will require you to pay attention; the game leans hard into damage types, status effects, and chaining reactions, While the complexity ramps up reasonably, the difficulty scaling of Elite fights needs some work, particularly in the early game. For some fights you're going to wipe and have to come back with a different party. Characters can be set to auto, but it's not like you'd see in classic Final Fantasy where you put it on auto and it just attacks constantly; instead a character set to auto is run with an AI. The combat speed can be toggled on the fly between 1x, 2x, 3x, and 4x. Story (English) 3/10: The story exists, the spelling is fine, and the grammar is about 95%+ correct. Character dialogue is occasionally a little stilted. It's not complex, and seems to be mostly of incidental. Rougelite 6/10: It doesn't detract too much, but includes some annoying components. Maps (except for special missions) are similar to games like FTL, with branching paths with random encounters and points of interest, and are randomized every time you go for a run. You can back out if the paths look too annoying, but there's no consistency from run to run. If you do a run and hit a wall, you can't rebuild your party to try again and expect to find the same encounters. Special missions are fixed though, and you get several you can run after finishing each chapter's main mission. Those, at least, let you come back and expect the same fights in the same order. Rougelike mode: Not doing it, not interested. It's an optional game mode, recommended for those who have completed the campaign mode. Variety 7/10: The enemies in each area tend to be a bit limited in variety, but they do mostly change from act to act. The backgrounds are unique in their style and presentation, but not very interesting. The main point of variety is the 100 characters, and while they do slot into roles (tank, healer, etc), characters in the same role have mostly different abilities - for example, the Cleric, Medic, Angel, Healbot, and Priest are all healers, but each functions very differently from the others, Music 2/10: The music is easily the weakest part of the game. It needs more variety and more energy. It's all kinda samey and just there, tangentially, some of the sfx for abilities are irritating. Hopefully somebody will mod in a way to import music files at some point. Overall: As I understand it, the dev team is like 2 or 3 people. There's a Discord for people who use it, I believe. It's clearly inspired by the classic (and best) Final Fantasy games, but has modern mechanics and a paper-thin plot instead of an expansive world with lots of NPCs and an interesting story. If you miss FFRK in particular, you should like this game. I do recommend after a while just turning off the music and putting something else on.
147 hours played
Aug. 2026
If you enjoy turn-based combat and crafting builds then this game punches far above its weight class—just don't a proper story. The core gameplay involves pitting six party members against increasingly infuriating (in a good way) enemy encounters. Your overpowered spellcaster can and will be thwarted by a slasher that kills them before they even get a turn, or perhaps a mage that reflects spell damage AND casts the same spell back at your team. What's truly impressive is that each of the 100 characters has a distinct playstyle which can be further molded with relics. Chronicle Mode is your "story" mode where you have persistent town upgrades, characters, and relics which you'll bring into randomized runs through 6 acts. There are generic/boss relics and every character also has two unique relics which can be unlocked for unlimited duplication by completing themed missions for that character (e.g. copy 7 unique skills with the mimic). Singularity Mode is a roguelike mode where each run is separate and you're simply unlocking more stuff that can randomly appear in future runs. You can get tons of playtime between both modes, though the vast majority of mine was spent in Chronicle Mode. My main minor complaint is that early battles can be a bit a slog without upgrades or the vast pool of characters and relics to choose from. Once the game opens up, you can start crafting truly crazy setups that you'd be hard-pressed to find in any other turn-based game that's not Siralim Ultimate. ----- As an example for how flexible builds are in this game... You have a Rune Scribe whose main gimmick is inscribing runes that combine an effect (damage or healing) with a trigger condition (attacking, dodging, getting hit, turn start) which is already interesting at baseline. You can build around these runes by equipping relics that augment healing or damage. One spicier setup is giving her a relic that makes Sonic damage shred defense along with relics to boost her overall damage output, then you apply a rune that adds Sonic damage on attack to a party member that attacks often for some pretty absurd damage. However, this character also has a Spellshield that she gets at the start of the turn (or manually applies to others). You can build around this by equipping a relic that boosts stats when blocking damage along with other relics to boost her defense / Focus (magic) stat. In combat, you can apply a rune that heals when hit then position her front and center to block damage and heal around her whenever she's hit. Or you could run a different tank and apply the same rune / spellshield to them. She also has a passive which adds her Wisdom (MP) stat to her magic hits. The problem is that she doesn't really have offensive magic outside of a dispel. Well, you can equip a relic that adds MP cost to magic hits while also granting an offensive spell and suddenly she's a pretty strong spellcaster. Now you can add more relics to augment her magic damage and/or grant some better spells to turn her into a powerful mage with built-in survivability (her spellshield) and support (her runes). My criticism here is that there are only four relic slots that you're trying to fit stats, granted skills, and multiplicative boosts into. Some characters already boost their main stat up to the soft cap (twice the base value) with all the skills they really need so you can use all their relic slots for multiplicative boosts / utility, while others might have an interesting mix that's a lot harder to mold into something crazy with only four relics. Some relics are also too good to pass up within each archetype. This is a very minor nitpick, however, considering the game has 100 characters that are pretty much all interesting as a baseline. You don't just have a fire mage. You have a fire mage that builds up stacks by casting spells, explodes for tons of damage based on these stacks when he dies, then revives himself when any enemy is downed. tl;dr the characters and builds in this game with 100 characters are somehow more interesting than many other turn-based games with a fraction of the roster size
23 hours played
July 2026
Derivative, but better than most at what it's trying to do. Heavy recommend for buildcraft autists
188 hours played
April 2026
As someone who loves party builders, this is exactly the kind of game I had been wanting for years. Absurd amount of characters to find and unlock, all of them with unique abilities and gimmicks, some are simpler than others but they're all different. Combine that with each character letting you permanently unlock 2 items that can be copied and given to any other character, and you get some utterly insane party building craziness. There's the normal story mode with minor rogue-esk runs where you do different fights, collect items, unlock characters, levelup your characters, and gather resources to get stronger and progress. There is steady progression in this. Collecting characters and items to make stronger parties, leveling characters to make them individually stronger, improving the town so you get more passive buffs and consumable items to use. Most of my hours are basically dedicated to this, there's a ton to dig into. Alongside that there's also a proper roguelike mode where you start from scratch by selecting a few characters to take on runs, and steadily unlock new characters you can encounter in runs as you complete runs. It could be fleshed out some more, and can be tougher to pull off more crazy synergies, but it's definitely fun nonetheless. There's still one final act left to be added, but I've absolutely enjoyed the game a ton, and am excited for when that drops so I can dig in once more.
197 hours played
April 2026
Amazing game already. If the devs don't add anything else, I would still recommend if you like turn based RPGs and rogue lites. Already loads of content and is an absolute blast to play!

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Frequently Asked Questions

Time Break Chronicles is currently priced at 12.49€ on Steam.

No, Time Break Chronicles is currently not on sale. You can purchase it for 12.49€ on Steam.

Yes, Time Break Chronicles received 269 positive votes out of a total of 302 achieving a rating of 8.21.
😎

Time Break Chronicles was developed and published by Warrior General Games and LLC.

Yes, Time Break Chronicles is playable and fully supported on Windows.

No, Time Break Chronicles is not playable on MacOS.

No, Time Break Chronicles is not playable on Linux.

Yes, Time Break Chronicles is playable and fully supported on Steam Deck.

Yes, Time Break Chronicles is playable and fully supported on Steam Machine.

No, Time Break Chronicles does not support VR.

Time Break Chronicles is a single-player game.

No, Time Break Chronicles does not currently offer any DLC.

No, Time Break Chronicles does not support mods via Steam Workshop.

No, Time Break Chronicles does not support Steam Remote Play.

Yes, Time Break Chronicles is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Time Break Chronicles.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 22 October 2026 09:10 UTC
SteamSpy data 21 October 2026 01:56 UTC
Steam price 26 October 2026 14:52 UTC
Steam reviews 22 October 2026 15:45 UTC

If you'd like to dive deeper into the details about Time Break Chronicles, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Time Break Chronicles
  • SteamCharts - Analysis of Time Break Chronicles concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Time Break Chronicles compatibility
Time Break Chronicles
Rating
8.2
269
33
Game modes
Features
Online players
6
Developer
Warrior General Games, LLC
Publisher
Warrior General Games, LLC
Release 01 Sep 2020
Platforms