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.


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.

It's time to... remove the cobwebs from this page. Now while the team has been away from social media for quite a few months, we have continued to chip away at the large list of assets we want to recreate.

Today, we are sharing our first music track from our Audio Lead, Jose Pavli. As the team has been unable to come to agreements with Crytek so far on the use of the original tracks, Jose has the experience and skills to create new music that will compliment the series and the team's efforts very well.


On the level side of things, we have been focusing solely on the Future Perfect level Hotel for the past five weeks. Ibanez has been focusing on the structure of the level, and his finishing touches with that are in putting holes into the walls and ceilings. Sean and newest environment artist Faheem have also made significant contributions to the level on the staircases and props. We have even had a contribution from our newest weapons artist, Austin. The environment artists hope to share progress on the level soon.


The programmers also want to get word out about additional help they could use. Project and Programming Lead Josh wants to build an Engine team to help smooth out any issues the rest of the programmers may face. If you or a friend have experience with CryEngine and C++ and would be interested in establishing this, visit the following link: