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TimeSplitters Rewind Update - 19/07/2017

Since our last post we’ve had a lot of responses with a lot of things to consider. Firstly, we’d like to clear up some statements made that unfairly criticised the engine used. We made reference to the amount of time taken to achieve certain milestones within CRYENGINE, compared to other game engines. While this seemed to reflect the usability of CRYENGINE, it actually represents the skill area of the team and where we are not as conversant, compared to other engines. With this in mind we are still looking for individuals with professional experience in CRYENGINE or C++ in order to fill this skills gap.


In addition, it is important to consider that as this is a small fan project (with big scope), replying on part time input from members across the world means we can’t respond to large engine updates/changes as quickly as we’d like. This reason, combined with the many others associated with the nature of a fan project like this, means TimeSplitters: Rewind will not fall into the usual development cycle expected of a game this size.

Currently we are in talks with Crytek in an effort to iron out some of the roadblocks we’ve been hitting, we have every faith that these discussions will be positive and help us achieve the goal of remaking TimeSplitters in CRYENGINE. For this reason, we are postponing the poll vote to a more appropriate time so we can, in good faith, explain the state of Rewind and how we progress. We are aware of the unique opportunity to work with such a beloved IP, so will not take any decision lightly.


TS Rewind Update (2017-07-09) - Your Decision


Recently development on Rewind has gone stagnant- we are completely unable to work with CryEngine with any momentum. What takes us a few minutes in another engine took us up to four days in CryEngine. With that said, we have been waiting for a new release from Crytek that changes a lot of the core systems of the engine and includes new documentation. The problem is this engine update was supposed to release over four months ago and the delays continue.




On the other hand, we have a working build in Unreal Engine 4 that the testers have played on and enjoyed. This version worked at a playable framerate on all hardware we tested (including integrated graphics). The problem comes that if we use this version, we cannot use the TimeSplitters IP and would likely have to re-brand.




This is something we have talked about internally and we have a clear idea the direction we would take with it. If this is to happen, we would likely do our own interpretation of what we think TimeSplitters 4 could have been.




We don’t want to make a hard choice just yet without consulting the community. We have very little faith in CryEngine although we don’t want to give up on TimeSplitters- after all, it is what has brought everyone here.




We invite you to discuss your views on our Discord server at in the #rewinddevelopment channel and a poll will be uploaded at the end of the week.


Recent Progress Roundup

A lot has happened in the last couple of months for us at TimeSplitters Rewind. We've merged our Facebook pages so there's now one place for everything. We've also got a new Twitter page which not only has a more official handle, it will also make it easier for people to find us.


Since the last update we've made steady progress on Hotel, fleshing out more of the geometry and making a start on the lighting.

This level will accompany a couple of other levels that will form our initial release. We will release a small section of the game, a small number of characters, weapons, gamemodes and maps, that we will add to as new content is created. This will allow our followers and fans to play the game while we continue the mammoth task of creating the hundreds of individual unique assets from all three TimeSplitters games.



We've also made great strides on the iconic UI and menus, with parts implemented in a very early test build. We're looking to emulate the classic TimeSplitters feel, while tweaking some elements so they feel natural alongside modern shooters.


We're experimenting with a few different ideas to try and get the feel just right. We want to be reminiscent of TimeSplitters, without just being a like-for-like copy. Some of the examples you will see are still work in progress, so they may change a lot for final release. Nevertheless, we still value feedback and suggestions for improvement.




We've been streaming more and more on Twitch to give those following the project a chance to see how content is made for Rewind, whilst giving people a chance to interact and ask questions directly to the developers. The best place to find the latest on Twitch streams would be the Twitter page or our Discord channel, which is extremely active and growing by the day.



Our brilliant Audio Lead Jose has been hard at work on a few level tracks, which should be shared soon in full. These tracks will not be remixes or re-recordings, but a fresh interpretation of the music that heavily references the original work, to create a sound that is unmistakably TimeSplitters.