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Time to the Frontline

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Time to the Frontline screenshot 1
Game trailer trailerWatch trailer on Steam ↗

Time to the Frontline

Velthraxis Games · Published by Velthraxis Games

Content notice: Time to the Frontline contains frequent depictions of violence, including blood, dismemberment, and graphic combat involving both modern and medieval weaponry. Some scenes depict executions, battlefield aftermath, and intense injury detail. The narrative also explores heavy themes such as betrayal, desperation during wartime, and the psychological impact of conflict. There are no depictions of sexual acts, sexual assault, non-consensual sex, or substance abuse.

Last updated 28 Sept 2026

Experience a battle for humanity’s survival in Time to the Frontline, a third-person shooter with fast‑paced combat, and in‑depth, narrative‑driven choices where soldiers travel through time to halt an alien invasion altering history. Fight between future wars to the Middle Ages, and shape fate.

Free to PlayComing SoonDJCTQ 18Co-opFull Controller Support

Free

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Action, Adventure, Indie, Casual · More free games

Travel through time to save humanity in Time to the Frontline, a third-person indie adventure where your decisions shape history. Fight alien invaders across eras, from medieval battles to futuristic skirmishes.

About this game

Join the Temporal Vanguard, an elite squad from the 24th century, as they travel through history to stop the Chronarchs—an alien force rewriting Earth's past to erase its future.

When the Chronarchs begin invading weaker points in human history, Earth responds with its most advanced weapon yet: time travel. Lead Alexis, Jack, and Lucas across centuries—from medieval Europe to futuristic warzones—combining futuristic technology with old-world chaos to protect the timeline.

In Time to the Frontline, futuristic firepower clashes head‑on with blades and arrows. As you drop photon grenades into a muddy trench or unleash automatic plasma bursts against charging pikemen, the collision of sci‑fi and medieval warfare feels visceral rather than gimmicky. Some desperate villagers even side with the Chronarchs, wielding stolen alien weaponry alongside their steel swords, forcing you to adapt on every battlefield.

The entire campaign is built around three‑player co‑op, so you and two friends can tackle every mission together from start to finish. From the ramparts of a crumbling fortress to the steel corridors of an alien stronghold, every firefight becomes a pulse‑pounding test of teamwork and timing.

Each Temporal Vanguard member’s nanosuit grants unique time‑bending powers that redefine combat. Freeze a charging battalion in mid‑stride, rewind a lethal misstep to carve a new strategy, or accelerate your movements to outflank foes—and that’s just the beginning. As you unlock new chronokinetic abilities, every encounter becomes a playground of possibilities.

Beyond the firefights, Time to the Frontline weaves a weighty narrative that responds to your choices. Will you spare the townspeople who betrayed their kin to save themselves? Do you risk altering a pivotal battle for greater long‑term gain? Every decision ripples through the campaign, branching into new missions, alliances, and endings that reflect the burdens—and consequences—of playing with time.

Boss encounters pitting you against alien warlords in power‑armored exosuits or monstrous Chronarch constructs that tower over medieval sieges. Each battle demands that you combine gunplay, time abilities, and environmental hazards—whether it’s collapsing drawbridges or gravity‑distortion fields—to top off every major story milestone with a truly memorable showdown.

As you journey across eras, the world around you shifts. Villages recover or burn based on your interventions, enemy patrols reroute to counter your tactics, and secret objectives emerge only if you alter a key timeline event. This evolving “timeline impact” ensures that no two playthroughs feel identical and that the stakes of every mission stay as high as the centuries you’re fighting for.

System Requirements

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Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11
  • Processor: Intel Core i5-6600K or AMD Ryzen 5 1400
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GeForce GTX 1060 or AMD Radeon RX 580 (6 GB VRAM)
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 50 GB available space
  • Sound Card: DirectX compatible
  • VR Support: Not supported
  • Additional Notes: SSD recommended for faster load times

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11
  • Processor: Intel Core i7-9700K or AMD Ryzen 7 3700X
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce RTX 2060 or AMD Radeon RX 6700 XT (8 GB VRAM or higher)
  • DirectX: Version 12
  • Network: Broadband Internet connection
  • Storage: 50 GB available space
  • Sound Card: DirectX compatible
  • VR Support: Not supported
  • Additional Notes: SSD strongly recommended

Supported Languages

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

Latest news

  • AnnouncementsOfficial

    From Trailer to Gameplay – Where We Are Now

    New game trailer! Greetings, time travelers! I’ve just released a new trailer for Time To The Frontline on the Steam page. It focuses on the core premise: time travel, Alexis (the main character) in the medieval timeline, and the fight against the Chronarch invasion. If you’re curious about where the game is headed, I’d really appreciate you checking it out and sharing any feedback. You can check it out on the Time to the Frontline Steam page or on YouTube down below: Current state of the game Development is still ongoing, even if visible updates are not very frequent. I’m currently working toward a vertical slice “pre‑beta” build that I aim to release before the end of the year. This will be more of a concept slice than a demo: I’m a solo developer, so there’s only so much I can reasonably build at once. A lot of recent work has been on the less flashy but important parts: fixing softlocks and gameplay breaks, building up story sequences, and adding support features like ammo supply boxes. There’s also been a lot of polish work, plus cutscenes, level building, and animations (these last pieces take a significant amount of time to create). Right now, there are multiple systems implemented in different parts of the project, and my main focus is on making them play nicely together: stitching combat, traversal, narrative sequences, and presentation into something coherent that can stand as a vertical slice. If you want to follow along, you can always check the public roadmap here: Roadmap (Trello): https://trello.com/b/4FUuZaEj/timefront-roadmap-trello Thank you for the support and for sticking with the project. Every wishlist, comment, and message helps keep the development moving forward!
    Read full article on Community Announcements (Velthraxis Games)
  • AnnouncementsOfficial

    Alexis’ Nightmare – Behind the scenes

    Before discussing how this short was made, here’s some context.Time to the Frontline is meant to be a very narrative-driven game. To me, Alexis isn’t just “the player character', she’s someone I want you to connect with emotionally. After losing her children, Ethan and Lily, in a Chronarch attack, she feels that it should have been her who was dematerialized instead of them. "Alexis’ Nightmare" is one way guilt manifests: a dream where the war in time crashes directly into her memories.You can watch the full video on YoutubeThis cutscene started as a script. I wrote the main story in a Google Doc to clarify what actually happens. Then I broke it into shots, each with a title and a brief description of what the camera sees and what the characters do. That became my “script” for the cinematic sequence.Next, I moved into planning. In ClickUp, I listed all the assets I already had and those I needed to buy from Fab, leaving sound and music for later so I could match them to the final mood. I sketched the entire scene in Excalidraw: rough lines and colors for the landscape, character placements, camera angles—pretty much an ugly storyboard that I needed to understand.Once the plan felt solid, I rebuilt those drawings in Unreal. I placed the environment, blocked out the cameras, and started working on the MetaHumans. Alexis was already created, but Ethan and Lily weren’t. MetaHuman only supports adults, so making kids was tricky: I ended up creating adults with younger traits and then scaled them down in the scene. Because children are just scaled humans, right?At that point, every shot existed only as T‑pose MetaHumans in underwear. To avoid cluttering the document, I added quick screenshots of each shot back into the original “shots” file so I always had a visual reference next to the description.Then came animation (the slowest part). I had almost no experience with Unreal’s animation rig (or animations in general), so my first attempts were terrible. I considered usin...
    Read full article on Community Announcements (Velthraxis Games)
  • AnnouncementsOfficial

    A little peek into the Time to the Frontline universe

    Hi everyone, I wanted to share a small glimpse into the world of Time to the Frontline. This post will not have spoilers about the story, but rather some background information to give context to the war that you will fight in the game and the world that the characters hail from. The hidden war throughout historyIn the world of Time to the Frontline, humanity is not invaded in a massive attack that everyone remembers. The true enemy operates in the background of our own history. There is an alien race known as the Chronarchs that discovered Earth and decided to take it over by attacking humanity in the past, when our technology and civilization were still in their infancy.​They create holes in time and send their troops to pivotal eras, such as the 14th century, where men still fight with iron and conviction, unaware that their true enemy does not even hail from their time. For the people who live there, strange lights in the sky and creatures in armor are only legends and nightmares. Humanity strikes back from the futureCenturies later, in the twenty-fourth century, humanity has developed to the point of technology that allows time travel. This breakthrough comes with a terrible truth. Many of the dark spots in our timeline were not mere happenstance but deliberate strikes to wipe us out, piece by piece.​In response to this, Earth forms an elite fighting force known as the Temporal Vanguard. They are soldiers, scientists, medics, engineers, and strategists who are trained to fight through various points in time, from the muddy battlefields to the devastated future cities and the medieval castles under alien attack. Their mission is not merely to triumph in battle but to safeguard critical points in time so that humanity itself can continue to exist.​ The price of a changed timelineTime is both a tool and a danger in this world. The Vanguard moves from a mobile space station that serves as their base and as a fixed point in time, allowing them to go back to the batt...
    Read full article on Community Announcements (Velthraxis Games)
  • Patch NotesOfficial

    Dev Update: Current game progress

    Hey everyone!It’s been a while since I started this project, and a lot has happened since then. I wanted to share the current progress on Time to the Frontline so you can get an idea of where things are at.Core MechanicsAI Logic for EnemiesEnemies now take cover smartly and shoot from tactical positions.They patrol with a list of possible decisions like interacting with objects, chatting with other AIs, or playing animations.They have senses to detect threats such as hearing footsteps, getting hit, being touched, or spotting enemies.When they die, they drop their weapon (yes, you can pick it up, don’t take it for granted!).Group alert system: if one enemy is attacked, nearby allies will be notified.Added a "token system" under the hood to prevent enemies from overwhelming the player by attacking all at once. Instead, they take turns.Weapons (lots of them!) I wanted players to have real choices when it comes to firepower, so I’ve created a bunch of different weapons, each with its own special ability.One-handed weapons:Eclipse ViperNebula StingerPulsar MK-IQuantum BlasterSolar FlareTQ60 (my personal favorite!)Two-handed weapons:Hyperion RifleNebula StrikeNova BlasterQuantum RaiderIon LanceNova AssaultPhoton CarbinePlasma RepeaterRailgun VortexStarshot SniperThunder StrikeFirst Boss: Titanous The first boss is here! Titanous comes with multiple attacks and three phases. Without spoiling too much, here’s what’s implemented so far:StompPunchSeismic RayThrustersCharge AttackDash, GatlingShieldMissile Barrage.Chronarch Scout A fast and agile enemy that jumps around trying to surround you. It still needs a few tweaks, but the core behavior is working.Supply Drop Because, honestly, ammo doesn’t grow on trees! You’ll be able to call in supply drops to request weapons and ammunition. Bonus: if enemies happen to stand below the drop at the wrong time, well, too bad for them.Support Drone Your handy little companion! The drone follows you and assists with various tasks. Since t...
    Read full article on Community Announcements (Velthraxis Games)

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