Why there is no timer
In a world that has turned into a racetrack, we try to build places where players can slow down.
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In a world that has turned into a racetrack, we try to build places where players can slow down.
We know that in a time when everyone is rushing somewhere, people need room to breathe. And we take that need seriously.
The first thing we deleted while designing Groovekeeper was the clock. There are no customers in the shop, no money in the till, no counter ticking down in the corner of the screen. You open the door and the shop is waiting for you, not the other way around.
When you pick up a record you can look at the sleeve for as long as you like. There is no rush while you work out which genre it belongs to. If you put it on the wrong shelf you lose nothing, you just move it again.
Once the timer was gone, the real sound of the game came through: wandering between the shelves, recognising a sleeve, that small satisfaction when a genre is finally complete.
Some games entertain you by pushing you. We want to entertain you by letting go. When you open Groovekeeper, we want the pace of your day to stay outside.
Groovekeeper enters Early Access on Steam on 30 October. If you are in no hurry, you can add it to your wishlist.