"The game itself doesn’t have a hard time limit and it doesn’t require you to rush anything."
Following up on that, Rebel Wolves senior PR manager Mateusz Greiner added, "In short - the player has limited time to complete the main goal - exploring the world doesn't move the time forward, but every quest does. It plays a huge role in our narrative setup, and we'll be expanding on what it means later on.
Greiner confirmed that "all quests" move the in-game timer, but assured "it will be always clearly telegraphed to the player if an activity moves time forward (and by how much) - players will have control over it."
Finally, Greiner said it "won't necessarily be game over" when the timer runs out after 30 in-game days and nights, but stopped short of explaining any further."
"Citing classic RPGs as the inspiration, Tomaszkiewicz and narrative director Jakub Szamałek noted Fallout 2 as one reference for what they are trying to accomplish, where the game allows the player to shape their own narrative right out of the gate."
I haven't played Persona, but apparently this is somewhat similar to its time mechanics.
Personally, I would rather that time ticks all the time, but this is fine as well.
Last edited by HoloDust - on 16 January 2025