“Men talk of killing time, while time quietly kills them.” 
- Dion Boucicault
"Time Seekers" is an imaginary game, for which I developed the universe setting concept, major plot line and main characters. It's main genre is Adventure RPG.

The three-headed goddess:
The past has the sense of hearing
the present the touch
and the future the vision

In another universe, there is a civilization where people worship time as their supreme entity, in the form of a three-headed goddess: past, present and future. For these people, time is absolute, being the force responsible for the life and destiny of everything that exists. The past provides, the present rewards and the future transforms.
In the midst of this, a young man looking for an ancient artifact, related to this goddess of time, finds himself in need of hiring an assistant from an antique shop to complete his objective. And this is where the adventure begins.
This game will make players know this other distant world, venturing into cities, ruins and fantastic forests, while following this journey, understanding more not only about what it means to live, but what it is to live in today, without becoming a slave of time.
During the game, players will be able to play as the two main characters, each with their own missions, story perspective and playstyle. Both characters, even living in the same city, represent opposite realities and grow as people together.
The shop assistant represents the past. Considering a traumatic event (which caused her to lose one of her arms), she has a hard time moving on and being optimistic about the future. This causes her to have a more inconsequential attitude towards life, not caring much about what happens to her.
On the other hand, she has the habit of collecting all sorts of random things that she can, not letting go of material goods, and therefore has a larger inventory. Her combat style is slower, using heavy swords, but deals a lot of damage.
The young man represents the future. He always lives in the expectations for tomorrow, caring a lot about his image and the way he behaves. He has a hard time living in the present because everything he does has to serve some greater purpose for his life in the times to come. That's why he has trouble bonding without ulterior motives.

His cape resembles the shape of wings, showing how he wants to fly forward. He is extremely strategic, and his combat style is focused more on speed and accuracy than mass damage.
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