Stuck In Time

Stuck In Time

84 ratings
In-depth mechanics and formulas
By daniferrito
This guide aims to explore how every single mechanic in the game works, and how they interact with each other.

As we are discussing all of the mechanics, this guide will have some early spoilers on how the mechanics themselves work at the beginning, and an info dump with spoilers for the full game at the end.
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Familiarity
Familiarity reduces the mana cost to repeat actions.
Each tile on the game has a familiarity level for each of the allowed actions on that tile (move, interact, speak, attack). Movement depend on the cost and familiarity of the tile you are leaving, and

Each time an action is completed, familiarity xp is awarded. The amount of familiarity xp awarded each time is random between 14 and 26, which is tripled if this is the first time the action was completed this loop, and is multiplied by 7 if the player has a certain late game buff.

Technically, the random range is calculated by round(20 * random_range(0.7, 1.3)), which makes the two outside values slightly less common. This rounding effect is negligible.

The familiarity xp cost per level is calculated by:
150 * ( 1 + (currentlLevel * 0.1 ) )
So the overall xp requirement for a particular level is:
(15/2) * currentLevel * (currentLevel + 19)
And the level for a particular xp amount is:
floor(-(19/2)+(sqrt(8*xp+5415))/(2*sqrt(15)))

Once we have the familiarity level for a tile, the cost reduction is calculated by:
pow(1+familiarityLvl/20,0.8)
Ticks and speed
Ticks are the smallest amount of time that the game calculates. Each tic, the game will try to advance by how many mana points the "Mana spent per tick" indicates, at the absolute top right of the screen.

How to increase "Mana spent per tick" (from now on simply speed):

There are two main ways that it is possible to increase speed:
Hearth levels. Hearth levels give 0.3 speed each, added to the base 1 speed.
Bonus time. Bonus time simply multiplies speed by 3 while it is on.

So, for example:
For an action that takes 10 mana, and a speed of 1, the action will take 10 ticks, and consume 10 mana
For an action that takes 10 mana, and a speed of 4, the action will take 3 ticks, and consume 10 mana (the 2 overflowing mana that were spent on tick 3 are refunded)

This means that having extra hearth levels will simply make the loops go faster, without affecting any other costs (although adding points into hearth means less points into spirit or body).
Combat
(All stats taken from critters)
Each combat has a base mana cost, damage and attack speed
The cost gets reduced by familiarity and by the attack of the player.

For example, if a combat has 1000 base cost, familiarity of 10, and you have an attack of 5:

Cost = baseCost / ( (1+(familiarity/20))^0.8 * attack ) Cost = 1000 / ( 1.38 * 5 ) = 145

So the combat will cost 145 mana to complete

The enemy has an attack of 1 and a attack speed of 75, which means that it will attack every 75/1.5=50 mana (it is just divided as a balance tweak, literally).
So the player will take damage once, and would take damage again at 150 mana, but avoid next attack. As the damage is 1, the player takes 1 point of damage (half a hearth).
Defense would reduce this damage.

In practice, the combat calculations are also calculated with ticks.
With a speed of 4 (10 hearth) the combat would look like this:
tick 1: EAT = 4, RC = 141 //EAT = EnemyAttackTimer tick 2: EAT = 8, RC = 137 //RC = RemainingCost ... tick 9: EAT = 52, RC = 93 //EAT -> 0, take damage tick 10: EAT = 4, RC = 89 ... tick 26: EAT = 52, RC = 45 //EAT -> 0, take damage tick 27: EAT = 4, RC = 41 ... tick 31: EAT = 44, RC = -1 //Combat complete

As the enemy attack timer gets reset to 0 each time, some speeds end up with lower attacks received depending on the rounding involved. This is probably a bug and should get fixed in the future.

Defense
Defense consists of three parameters:
Amount (directly from shield)
Efficiency (a combination of body levels and the defense efficiency skill)
Parry (from the defense parrying skill)

Each time the player would take damage, if there is some defense remaining:
Convert part of that damage, depending on defense efficiency, into defense damage, the rest gets through as normal damage.
For the defense damage taken, reduce that damage by the parry.
Finally, reduce the remaining defense by the defense damage.

As an example, with 2 defense, 75% efficiency and 50% parry, and enemy dealing 1 damage:
take 0.25 damage, take 0.375 defense damage, 1.625 defense remaining take 0.25 damage, take 0.375 defense damage, 1.250 defense remaining take 0.25 damage, take 0.375 defense damage, 0.875 defense remaining take 0.25 damage, take 0.375 defense damage, 0.500 defense remaining take 0.25 damage, take 0.375 defense damage, 0.125 defense remaining take 0.25 damage, take 0.375 defense damage, no defense remaining take 1 damage take 1 damage ...
In practice, for a fight that consumes all of the player's defense, the effect of defense is a plain reduction in total damage taken.
Defense / ( 1 - parry )
Unlocks for speaking
Speaking unlocks show in the storybook, and are simply based on the familiarity of the speaking action. The storybook will show the number of interactions the player did to obtain the unlock, but the exact number will vary from player to player, as familiarity gain varies randomly and whether it is the first time the action was done in the loop.

The familiarity level required for each unlock is listed at the end.
Permanent progress tiles
Some tiles have permanent progression. This progression can be one of two ways:

By familiarity. The sewers simply require a familiarity level of 20 to explore completely.

By repeat count. The maps require 100 interactions to be completely read.
Game stats (spoilers)
Unlocks (from speaking)
Numbers in bold mean a buff is received here
Note that the number listed is NOT the number of interactions required, but the familiarity in speaking with the character.
Old man: 0, 1, 8, 16, 20, 25, 32, 35, 41, 47, 52, 56
Fisherman: 0, 2, 6, 11, 15, 20, 24, 32, 36, 41, 47, 52
Samurai: 0, 1, 6, 10, 12, 19, 25, 31, 36, 42, 48, 54
Drunk Guards: 0, 1, 10, 15, 20, 26, 30, 34, 42, 47, 53
Priest: 0, 2, 7, 12, 17, 24, 28, 32, 37, 43, 46, 50, 55
Blacksmith: 0, 3, 10, 15, 21, 25, 32, 37, 43, 48, 55
Caporal: 0, 3, 10, 16, 21, 25, 31, 36, 41, 46, 52
Necromancer: 0, 4, 10, 16, 21, 27, 32, 38, 43, 48, 53, 70
Firefly queen: 0, 3, 11, 16, 21, 26, 31, 36, 41, 51
Chancellor: 0, 4, 11, 15, 21, 26, 31, 36, 42, 50

Shops: 10, 20, 30, 40, 50 (shops simply reduce their cost in 1 each time)
Sewer: 20 (this one is by interacting, not speaking)

Combat stats
Name
Attack
AttackSpeed
ManaCost
Exp
Affinity
Drop
Drop price
Rat
1
75
100
150
Rat
Rat
0.2
Critter
1
75
1000
1000
Critter
Critter tail
1
Beast
2
70
7500
7000
Beast
Tooth
15
Were-critter
1.5
75
4000
3000
Critter
Critter tail
1
Hydra
2
75
20000
7000
-
-
-
Villager
1.5
75
3000
3500
Villager
Hat
15
Fire Bat
2
75
3000
2000 + 50 spirit
-
-
-
Old man
3
80
4000
5000 + 20 Body
-
15 coins
-
Fisherman
3
75
6000
50 Body
-
20 coins
-
Samurai
3
75
10000
100 Body
-
Samurai blood
-
Drunk guards
4
75
20000
120 Body
-
20 coins
-
Priest
4
70
3000
4000 + 50 Body
-
2 small mana potion
-
Blacksmith
10
120
35000
200 Body
-
2 health potions
-
Caporal 1
0.5
70
7000
200 + 5 Parry
-
-
-
Caporal 2
1
70
13000
400 + 20 Parry
-
-
-
Caporal 3
1.5
70
30000
800 + 80 Parry
-
-
-
Caporal 4
2
70
45000
1600 + 400 Parry
-
Caporal blood
-
Necromancer
3
75
35000
120 Body
-
Necromancer blood
-
Firefly Queen
2
75
30000
400 Spirit
-
Firefly queen blood
-
Chancellor
3
75
20000
120 Body
-
-
-
Chancellor's Assasin
1.3
75
15000
0
-
10 coins
-
Guard
4
70
50000
4000 + 20 Body
-
-
-
Demon
3
90
100000
30000
-
-
-
Altar
0.01
12000
75
0
-
-
-
Fence
0.01
12000
400
200
-
-
-
Bat
0.01
12000
300
150
-
Bat
-
Firefly
0.01
12000
250
1 spirit
-
-
-
Crystal
1
3000000
600000
0
-
-
-
Sources
Where did I get all of this information?

As the game is made in GameMaker Studio, there are some existing tools to decompile and look into how the game works
15 Comments
Khaodan 12 Feb @ 4:57pm 
For the familiarity level reduction, how is the actual number affected by the equation?
cakefoxy 17 Jul, 2024 @ 2:46am 
is it possible to get the calculation for defense parrying's bonus? basically what level (if ever) it would reach 100% parry, and as a result how many caporal kills it would take since you get set exp per stage of damage against her
Yoekix 26 Feb, 2022 @ 5:09pm 
actually every actions gives progress towards the next level, the amount of exp you get is randomized, thus you will get different levels on tiles
BakaPixel 22 Dec, 2021 @ 6:57pm 
Expanding on what Deworx said. On that same path I have tiles with levels of 5>4>5>4 heading from South to North. I've only ever headed South to North. Chance is indeed a thing.
Deworx 22 Dec, 2021 @ 12:07pm 
No, it is a chance - cause on one path in the game (mountain path) i got completely different familiarity on that trail. (filled up white circles and levels vary 1-2 difference)
The Almighty 404 21 Dec, 2021 @ 11:16am 
It's not a chance, it's because it takes more and more XP to increase familiarity, but the white circle only has so many notches so can't reflect comparatively smaller increases.
Deworx 20 Dec, 2021 @ 5:03pm 
For those wondering, when you click an npc that unlocks something, you can click on said npc and above the action you choose, there's a bubble with a number, that number needs to hit said levels for unlocking stuff. Also while you're at it, you see a slowly increasing white circle border, tho it doesn't increase on every action. Maybe there's a 'chance' to increase that border.
FielSP 18 Dec, 2021 @ 2:00pm 
Old Man - Mana potion proper usage (Max Level: +75% mana/potion)
Samurai - Basic Medicine (Starting health +6)
Fisherman - Eat them all! (Allows you to eat X fireflies to regain health)
Drunken Guards - Rodent Cape (allows you to sew a 5 defense cape out of 20 dead rodents)
Priest - Max Health (Max Level: +12 max health)
Caporal - Way of the Guard (Max Level: Killing an enemy gives 10% of exp as mana)
Wisnoskij 14 Dec, 2021 @ 5:58am 
Figured it out. A higher DE skill would allow me to have highish DE even with low body level.
Wisnoskij 14 Dec, 2021 @ 5:48am 
Since Defense Efficacy had a cap of 90%, does that mean that the skill associated with this has an effective cap? I am really early game, but whenever I have defense it always has 90% efficiency. My DE skill is at 52, does anymore training literally do nothing?