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This worked great for a single Episode, but scaling the difficulty (balance curve) was pretty difficult across multiple Episodes. We created Time Clickers to learn more about extending gameplay via a long and addictive difficulty curve, judging by the hundreds of hours people put into Time Clickers, I think we've figured it out :)
So we have a rough plan for the future that looks like this:
1. Create a free multi-player shooter building on the concept of the voxel world from the Daily Challenge level editor (This gives us 2 tools we need: multi-player & level editor)
2. Create a sequel to Time Rifters that incorporates the addictive long term progress curve of Time Clickers with the first person voxel shooter & multi-player.
It's a pretty fuzzy plan, but we want to develop in the open as much as we can, we'll release a tech demo for the next phase as soon as we can (hopefully early 2016), and make sure we get player feedback as we develop to help it evolve (that's what I think Early Access is really useful for).
We're really happy to see people enjoying Time Clickers & Rifters, it pushes us to create more cool stuff!
I really like the idea of a fully multiplayer take on the game though, and I'm exicted to see what you do next! (I also think it would be a cool idea to have a syncrhonous but turn-based mode: that is, you're playing like normal except with people online, each player going in sequence cooperating with the life of the previous player).