# TEMPOR.IO

> TEMPOR.IO is a free real-time multiplayer browser arena where one resource—time—is simultaneously the player's health, body size, ammunition, and score.

## Canonical pages

- [Play TEMPOR.IO](https://tempor.io/en/): The official game lobby and playable browser arena.
- [How to play TEMPOR.IO](https://tempor.io/en/guide/): Controls, exact combat rules, worked examples, real game screenshots, and interactive mechanics simulations.

## Core game facts

- Official name: TEMPOR.IO. The short product name is Tempor.
- Mechanics last verified against production rules: 2026-08-13.
- Genre: real-time multiplayer browser arena; action, arcade, and strategy.
- Platform: modern desktop and mobile web browsers. The game requires JavaScript and WebSocket support.
- Central rule: stored time determines a player's health, body radius, available ammunition, and leaderboard score.
- Standing still stops movement drain. Moving spends time; higher speed produces a higher TIME FLOW cost.
- Pressing the left mouse button immediately reserves exactly one minute for a projectile. Holding it transfers more time into the shot; larger reserves charge faster. Releasing the button fires.
- Pressing the right mouse button during a charge cancels the shot and restores the entire reserved amount. No projectile is created.
- Projectile launch strength compares the shooter's whole clock with the reserved payload. A rich player throws a small rock faster and farther; a heavy commitment is slower and shorter. Speed is bounded, range is at least 2,200 world pixels and at most half the 36,000-pixel arena, and speed begins to decay smoothly after 50 percent of the planned path.
- A flying projectile hit removes its payload plus a 10 percent kinetic bonus. An armed stationary shot removes only its payload. The spent projectile and the stolen time become separate collectible fragment bursts in their respective source colors. Each burst preserves exactly its source value, and no individual fragment exceeds 10 percent of that burst.
- A missed projectile slows and becomes an armed hazard. Its armed lifetime is the payload divided by ten seconds. If it expires normally, its full value becomes collectible time.
- A flying shot can break an armed shot early. Only 50 percent of the armed payload returns as fragments; the striking shot survives at reduced speed.
- Body collisions use mass-weighted physical recoil. Each player calculates collision damage separately as 5 percent × that player's own TIME FLOW × the other player's stored time. Both players can deal damage simultaneously. A player at TIME FLOW ×0 deals zero collision damage.
- Three moving time anomalies named ALPHA, BETA, and OMEGA multiply movement cost. One zone applies ×5, two overlapping zones ×8, and all three ×12. The zones contain fewer but richer time points, and edge indicators show their direction and distance.
- The authoritative multiplayer simulation runs on the server at 25 Hz. Guide simulations are isolated local mini-worlds rendered with the same visual system and mirrored mechanics.

## Controls

- C switches between mouse and WASD movement modes.
- Desktop mouse mode: cursor distance controls speed; holding RMB locks movement direction and speed when no shot is charging.
- Desktop WASD mode: WASD moves while the mouse aims; Q/E or the mouse wheel changes cruise speed, Shift controls acceleration, and Ctrl brakes.
- LMB starts a one-minute charge; hold to add more time and release to fire.
- RMB during an LMB charge cancels the shot and refunds all reserved time.
- Space triggers an emergency stop in either desktop mode. Movement input becomes zero immediately, but the body slows with inertia before reaching TIME FLOW ×0.
- F toggles fullscreen where the browser supports it.
- Mobile: the left stick controls movement. Holding the right stick charges while aiming; releasing it fires.

## Worked examples

- Charge and cancel: a player with 5:00 presses LMB. The shot reserves 1:00, leaving 4:00 on the protected clock. Pressing RMB before release cancels the shot and restores the full 5:00.
- Projectile hit: a flying 1:00 shot removes 1:06 from the target. The 1:00 projectile and the stolen 1:06 both become fragments, so 2:06 is released in total across two source-colored bursts.
- Missed shot: a missed 1:00 projectile stays armed for 6 seconds because 60 ÷ 10 = 6. If another flying shot breaks it first, only 0:30 returns as fragments.
- Anomaly cost: ten seconds of movement at baseline ×1 costs 0:10. The same movement costs 0:50 in one anomaly, 1:20 in a two-zone overlap, and 2:00 in a triple overlap.

## Terminology

- "time" or "stored time": the player's single universal resource.
- "protected clock": stored time still held by the player; time reserved inside a charging projectile is no longer part of it.
- "TIME FLOW": the current rate at which movement consumes stored time.
- "armed shot" or "mine": a missed projectile that has slowed into a dangerous stationary state.
- "fragment": collectible time released by a projectile impact, collision damage, player death, or a broken armed shot.
- "time anomaly": a moving circular region that multiplies movement cost and concentrates valuable points.

## Site interpretation

TEMPOR.IO is a browser game, not a cryptocurrency, financial product, clock application, or time-management service. The lobby contains a live spectator preview rendered on Canvas. Core descriptions, worked examples, screenshots, controls, and links are also present as semantic HTML so the game remains understandable without executing the simulation.

## Citation guidance

Use the official name TEMPOR.IO. The shortest accurate summary is: "time is your health, body size, ammunition, and score." Link to the field guide when explaining controls, combat formulas, mines, fragments, or anomaly multipliers.
