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Untimely Hidden: Patara

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Untimely Hidden: Patara screenshot 1
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Untimely Hidden: Patara

Ubik Studios · Published by Ubik Studios · Official site ↗

Mostly Negative — 27% positive (11 reviews) · 1 achievements

Last updated 28 Sept 2026

Our Time Agent Jaxon has a new mission: his arch-nemesis has stirred things up again. Now he should follow her to the ancient city of Patara and find the modern-day objects scattered around the city that she left behind.

DJCTQ lFull Controller Support

£1.69

Lowest price we've ever recorded

View on Steam

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Price history

4 Sept 2026Lowest: £1.69 · Highest: £1.6910 Oct 2026

Adventure, Indie, Casual · 2026 · More under £5 games

Embark on Jaxon’s quest to uncover hidden objects in the mystical ancient city of Patara. Experience a blend of casual exploration and adventure as you navigate through time with Ubik Studios’ indie game Untimely Hidden: Patara.

About this game



Untimely Hidden is a hidden object game with a humorous take on time travel. But it's not that easy! Because no one will tell you what the objects you need to find are. You'll know it when you see it, trust us.

Jaxon is a tenacious, diligent and naive Time Agent. He is proud to be Agent #247 of the PAST, that is Preservation Agency for Space-Time!

He is always ready and waiting for a new mission! After all, what could be better than feeling like a hero?

To be a hero!

But every hero needs a villain! Luckily, he has the hottest one! I mean, the baddest one! Nova the Time Tangler jumps through different time-lines, entailing disruptions, leaving things behind that cause space-time continuum errors.

She and Jaxon have gone up against each other many times, and even if Jaxon couldn't catch her, he always managed to fix the mess she created, but if you ask her, she'll tell you that she let Jaxon do it, because - straight from her mouth - what's the fun in what she does if she doesn't drive this dorky agent a little crazy?

To be a proper hero, you also need a trusted companion. That's where KronoDex comes in.
This is an AI-companion which informs the agents about their mission. It offers:

- Information about the time and the place.
- Mission updates.
- Hints about the objects you’re looking for.
- Translation services.
- Comments that no one asked for.

Come help Jaxon on his adventure. I mean, look at how cute he is:

System Requirements

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Minimum

Minimum:
  • OS: Windows 10
  • Processor: Intel Celeron
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics
  • DirectX: Version 9.0
  • Storage: 1 GB available space

Supported Languages

English*, Russian*, Simplified Chinese*, Spanish - Latin America*, Turkish*, French*, Italian*, German*, Japanese*, Portuguese - Brazil*
*languages with full audio support

Latest news

  • Community & EventsOfficial

    We're at Steam Next Fest with our demo!

    Untimely Hidden: Patara is coming to Steam Next Fest this June 9-16! Want to help time agent Jaxon clean up objects disrupting the space-time continuum? Then play our free demo during Next Fest! We look forward to your comments on our Discord channelːsteamhappyː
    Read full article on Community Announcements (esotsmer)
  • AnnouncementsOfficial

    What Do Your Elf Ears Hear?

    Requirements: Complementing the visual style of the game Reflecting the emotional mode of the designed universe. To adapt the instruments and the tunes of the period in an innovative way To convey the musical understanding of the era A music that is pleasant to listen to but not too distracting Step 1. Understanding the Game and the Story A significant part of any narration or presentation is provided auditorily. That's why sound choices greatly affect the enjoyment of games. At the same time, it is very important to understand the time in which the game took place and the flow of the story. I can say that this was the thing I paid the most attention to in this project, in which I was the sound designer and composer; Being able to create balanced sounds and compositions that the player will enjoy and support the telling of the story. Step 2. Sound effects and Ambience This issue was relatively easy for me because after understanding the art design and storytelling, I could easily decide how realistic or how descriptive the sounds should be. For most of the sound effects, I recorded the objects' own voices as foleys. Step 3. Narration and Dialogues Looking at the appearance of the characters, we decided that talking in gibberish would suit them very well. We had to do many different dubbings and experimenting in the studio to find a cute voice-over that could reflect the characters. In the next stage, the necessary modifications to the voices were applied to the designed structure of the characters. In this way, everyone in the world could have an idea of what was being said, thanks to the intonation of the voice actors (supported with subtitles). Step 4. Musical Compositions of the Game When I started the work on the soundtrack, I didn't realize how serious it would get. The music in my mind was mostly music accompanying the actor. However, when I dived deep into the project, in line with the ideas that came to my mind, we came up with a piece that we are very proud...
    Read full article on Community Announcements (Ubik Studios)
  • AnnouncementsOfficial

    Choosing A Visual Style

    How do we look? Requirements: - Easy and fast to draw - Easy to animate - Clear and understandable - Era accurate - Cute and charming Step 1) Choose a Perspective It was fairly easy for us to choose it because since we are a small team and I’m the only in-game asset artist, we needed our assets to be reusable, so this immediately eliminated the three-point perspective layout. We could either choose a one-point perspective where we look at the scenery head on or an isometric perspective. Isometric made the most sense since we wanted a large map that is accurate to Patara. Step 2) Decide on Line Art We wanted a natural look but since it's a hidden object game we needed our assets to be easily readable so even though not using line art would make it look more natural we decided on using line art. But since we wanted a more natural look, we decided to avoid using line tool to create perfect lines, this would preserve the hand drawn look and make things look flawed and therefore natural. I also decided to break the line art in some places so that it would give more texture to the assets. Step 3) Colors and Shading This is a hidden object game so our players will be really focused on the screen and search for the objects. To prevent eye strain, we decided to avoid extremely bright and vivid colors, keeping our colors more muted but still lively. So next thing to decide as shading, we tried different shading and texturing methods where our assets were shaded more realistically and had stronger textures. But even though we liked some of the concepts we decided not to use them since it was more time consuming to create assets that way and we need a ton of assets. We also needed to reuse assets and sometimes flip them so that they can fit in different places so harsh lighting with strong contrast would look weird and unnatural when flipped. So we decided to go with simple cell shading where only one plain of the object would get a shadow and we added details and textures with...
    Read full article on Community Announcements (Ubik Studios)
  • AnnouncementsOfficial

    Where Do We Go Now?

    Mission: Design a Cute Little Game ːsteamhappyː Requirements: Easy to code Easy to animate Everyone can play Can be turned into a series Fits to a genre but has a unique thing Step 1. Choose a genre This part was a piece of cake actually. I love hidden object games since the days when we had to play them with a pen and book and it meets all the requirements. How hard can it be to adapt a pencil-and-paper game into a video game, right? I guess we’ll see :) Step 2. Give it a background story that is easy to convey I don't feel the lack of story when I play hidden object games, but when it is there, it makes them unique. That’s why we wanted to give a little story and a lovable character for players to engage. I wrote down 7 different concepts and read them to the team. Everyone immediately choose the same one and that was my days of thinking gone down the drain because it was my first idea and it was also my favorite too, I don't know why I bothered to write the others. We were not a teenager mutant who couldn’t control his power and made weird things happen to the city for us to find and fix. Or we were not an old witch who tries to find and hide everything related to magic before the inquisitors arrive to the village. We were a brave, silly time agent who collects modern-day objects in some ancient city because of the mess his hot arch-nemesis created. I mean, imagine a Roman emperor in his blue-jeans! That’s hilarious. Step 3. Determine the setting We decided to choose a real ancient site so we could use it as a reference, like the Roman Forum in Rome. So I started to dive into it, found its maps, lists of buildings and their purposes, documentaries, 3d reconstruction models, its chronology, population over time, families, what they eat, how they pee, which colors do they use… Then at some point, being able to find so much information with so little effort made me think that it was over-used. Then it hit me, why was I using a place that everyone knows and has been ...
    Read full article on Community Announcements (Ubik Studios)

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