TEMPR.IO
ENTER ARENA

FIELD GUIDE / 01

HOW TO PLAY
TEMPOR.IO

Every action draws from the same clock. Collect time to grow, spend it to move or fire, and keep enough to survive the next hit.

HEALTHSIZEAMMOSCORE
--h --m --s LEFT IN TODAY TODAY STILL HAS TIME.
SCROLL TO LEARN

01 / PROJECTILES

TURN YOUR TIME
INTO A SHOT.

A tap commits exactly one minute. Hold to pour more of your clock into the shot. Larger reserves charge faster—but every second in the projectile is a second no longer protecting you. While holding LMB, press RMB to cancel and return the entire reserved charge to your clock. Launch force also compares your whole clock with the payload: a rich clock throws a small rock much faster and farther, while a heavy commitment launches more slowly. Every shot cruises for the first half of its path, then loses speed smoothly.

TAP1 MINUTEHOLDCHARGERMBCANCEL
LIVE GAME PHYSICS CHARGE → RELEASE → PROJECTILE

02 / IMPACT

HITS BREAK TIME
INTO FRAGMENTS.

A flying hit removes the payload plus a 10% kinetic impact bonus. An already armed mine has no kinetic bonus. The projectile and the stolen time each burst into collectible fragments in their source color. Each burst preserves exactly its source value.

−01:06

one-minute flying hit
2:06 released in total

SERVER FORMULA PAYLOAD + STOLEN TIME → FRAGMENTS

03 / BODY IMPACT

COLLISIONS SCALE
WITH SPEED AND TIME.

On first contact, each player calculates damage separately: 5% × that player's own TIME FLOW × the other player's stored time. Both can deal damage at once. At ×0, that player deals no collision damage. Mass-weighted recoil then pushes them apart.

5%×YOUR FLOW×THEIR TIME
MASS-WEIGHTED IMPULSE CONTACT → DAMAGE → RECOIL

04 / TIME FLOW

SPEED COSTS
MORE TIME.

Move slowly to collect with control. Push into overdrive to chase, escape, or cross the arena quickly. Higher speed always increases your TIME FLOW cost.

THE HARVESTER×1
THE COMET×12
SAME MOVEMENT MODEL

05 / MISSED SHOTS

A MISSED SHOT
BECOMES A MINE.

A missed shot slows down, stays dangerous for payload ÷ 10 seconds, then becomes safe collectible time. Break an armed shot early and only 50% returns as fragments. Enemy flying shots deflect each other and can be used as protection.

01 · FLYING02 · ARMED03 · COLLECTIBLE
REAL FUSE TIMER

06 / BREAK THE MINE

BREAK A MINE
TO RECOVER HALF.

A missed shot eventually arms into a dangerous mine. Hit its solid body with another flying projectile to break it early. The mine bursts immediately: 50% of its payload returns as collectible fragments and 50% is lost. Your striking shot survives, but slows down.

FLYING SHOTHIT MINERETURN50%
LIVE COLLISION RULE FLYING SHOT → ARMED MINE → 50% FRAGMENTS

07 / ANOMALIES

ANOMALIES MULTIPLY
MOVEMENT COST.

ALPHA, BETA, and OMEGA multiply your movement drain. One zone applies ×5, two overlapping zones ×8, and all three ×12. They contain fewer but richer time points, so every visit trades safety for faster growth.

ALPHABETAOMEGA
48 PX/S ZONE MOTION ×5 → ×8 → ×12

WORKED EXAMPLES

EXACT MECHANICS,
SHOWN WITH NUMBERS.

These examples use one-minute shots and baseline ×1 movement so every cost, refund, and multiplier is easy to verify.

01

CHARGE OR CANCEL

A player has 5:00. Pressing LMB reserves 1:00 immediately, so 4:00 remains on the protected clock. Pressing RMB before release cancels the shot and restores the full 5:00.

02

LAND A ONE-MINUTE HIT

A flying 1:00 shot removes 1:06 from the target: its payload plus the 10% kinetic bonus. The spent 1:00 projectile and the stolen 1:06 both become fragments, releasing 2:06 in total. No individual fragment exceeds 10% of the burst it came from.

03

MISS OR BREAK THE MINE

A missed 1:00 shot stays armed for 6 seconds because its fuse is payload ÷ 10. If it expires, the full minute becomes collectible. Break it first and only 0:30 returns.

04

CROSS AN ANOMALY

At baseline ×1, moving for 10 seconds costs 10 seconds. The same movement costs 0:50 in one zone, 1:20 in a two-zone overlap, and 2:00 where all three overlap.

08 / ARENA BASICS

CONTROLS AND
ARENA SIGNALS.

The combat rules above decide every impact. These are the controls and signals that carry you between them.

01

MOVE YOUR WAY

Press C to switch. Mouse: RMB locks direction and speed when no shot is charging; during an LMB charge it cancels and refunds the shot. WASD keys move while the mouse aims.

CMODEHOLD RMBLOCK MOTION
02

CONTROL THE BURN

Press Space for an emergency stop in either desktop mode. Movement input becomes zero at once, but your body coasts down with inertia before settling at safe ×0. Move the mouse or press a fresh direction key to resume.

SPACESTOPCTRLBRAKE
03

HARVEST TIME

Touch points to collect them. Ambient drops hold 3s–10m; rare time shards hold 1–20m. Every pickup grows your health, body, ammo, and score together.

04

TRACK THE DANGER

The leaderboard shows the top ten and your own rank. Edge arrows point to the top three clocks; named ALPHA, BETA, and OMEGA markers show each anomaly's direction and distance.

TOP 3ALPHA · 2.4k

YOU KNOW ENOUGH TO BE DANGEROUS

MAKE EVERY
SECOND COUNT.

ENTER THE ARENA

Official TEMPOR.IO field guide · mechanics verified August 13, 2026 · feedback is available in the lobby.