TEMPUS

One day a day. Every level is one real day.

You can always make more money. You can never make more time.

TEMPUS is a side-scrolling platformer where every level is one day of 64,800 waking seconds. You run a small Dutch town, jump the gaps, collect the coins - and everything you do spends the one thing you cannot earn back. Worrying costs triple. Six seconds of held breath ends any thought spiral, every time. At sunset your day becomes a picture of where the hours went, the game asks one honest question about your real screen time, and tomorrow's town answers it.

Everyone on Earth plays the same day. Anonymous planet-wide counters show how many days the world lived today, and how many breaths it held. Then the day ends - on purpose. There is no endless loop to fall into. Come back tomorrow.

Trailer (48s, mp4, 10 MB)

Facts

DeveloperIndependent, made and run in the Netherlands
Play nowtempusgame.site - free, in the browser
PlatformsWeb (desktop + mobile, installable, plays offline). iOS and Android in preparation.
PriceFree to play, forever, everywhere. No ads, no data collected. Optional credits buy characters, clothes and day-tools - never a day, never time, never an advantage a free player cannot earn with in-game coins.
SpendingA grown-up sets a monthly cap, on by default at EUR 15. A parent confirms the first purchase by email. No timers, no streaks, no fake scarcity - the shop never pressures a child.
LanguagesDutch (full story) and English. Menus also in German and Spanish.
AudienceAll ages, 4+. Schools are one option on top, not the product - a classroom kit is at /teach.
EngineCustom. One HTML file, ~570 KB. All art and music procedural - nothing licensed, nothing borrowed.
StructureOne level = one day. 28 days = a season, ending in a report card a kid can read and a Freedom Day.
Press contactcontact@tempusgame.site

Story angles

The game that teaches screen time by being honest about it. Doomscrolling in-game burns the clock at double speed with a live counter of what the session cost. Each evening the game asks how many hours you really spent on a screen today - honesty is rewarded, the number never is - and tomorrow's weather answers. A EUR 600 in-game brick phone that "cannot scroll" is the best purchase in the game.

The daily ritual, as a platformer. One day per sitting, the whole planet on the same day, then the game tells you to go live your own. The anti-speedrun rule is absolute: unspent time earns nothing, and rushing is the only way to lose.

A whole economy lesson hiding in a jump-and-run. Money compounds 8% overnight, rent arrives on Mondays, debt compounds against you, and the interest pays the debt before it grows anything. Teachers get a four-week lesson plan for free.

The town remembers. Letters arrive daily - a kite club is founded, a coffee stall opens, the local crypto guy cleans up his fries van and pays everyone back. A ghost of your own yesterday walks the street. After 28 days the whole town walks you home.

Screenshots

Right-click to save. Larger sizes (up to 2868 px) available on request.

A morning on the street of Solmere A thought spiral burning time at triple speed Six seconds of breath ending a spiral The end-of-day scorecard The month as a picture: 28 tiles of presence The people page: a town that remembers you

Logo

Pixel logo (PNG, transparent) · App icon 512 · Social card 1200x630

play · about · for schools · privacy