

A systemic medieval RPG where you play a stranded traveler from the future. Rebuild your device, replicate technology, shape a living kingdom through trade, diplomacy or force, and beware: its people — and History itself — will remember what you do.
Overview
A systemic medieval RPG where you play a stranded traveler from the future. Rebuild your device, replicate technology, shape a living kingdom through trade, diplomacy or force, and beware: its people — and History itself — will remember what you do.
Description
Your mission went wrong. Torn from your timeline and stripped of your memories, you awaken in a medieval land divided by war, faith, and the scars of a two-century-old crime.
Your device is damaged. The way home is gone. And somewhere in this world, a faction that once tried to tear open time is preparing to do it again.
Time Traveler: Divergence is a top-down systemic simulation RPG where the world does not wait for you. Its inhabitants work, eat, trade, travel, build relationships and react to events. NPCs can die permanently. They witness your actions, remember them and spread what they know.
Question witnesses, ask for help, negotiate, threaten or simply talk. Every character has their own knowledge, relationships and memories.
Information is physical: rumors must travel from person to person, witnesses can disappear, and a secret act does not magically become common knowledge. You can say what you want, but the simulation always decides what is actually possible.
Repair your damaged device piece by piece. Scan objects and clues, recover blueprints, gather resources and unlock increasingly advanced capabilities — from analysis and equipment fabrication to automation through drones and machines.
Future technology can save lives, reshape production or give you an overwhelming advantage. But every anachronism leaves an Imprint on History.
Farm, harvest, fish, trade and commission local craftsmen. Fields feed settlements, workshops consume resources, granaries hold real stocks, and trade routes connect communities.
Help a settlement prosper, prepare it for shortages, raids and war — or exploit its weaknesses for your own benefit.
Fight on foot or horseback using melee weapons, ranged weapons, shields, explosives and technology centuries ahead of its time.
Crime, alliances, personal reputation and faction relations shape how the world responds to you. People can remember what you did long after you have left.
Investigate burned circles, previous travelers, the archives of the Church of the Veil and the Brotherhood seeking to reopen the temporal wound.
The more you interfere with the past, the harder your presence becomes to erase. Change enough, and the future may eventually notice the new divergence.
Returning home, remaining in this age or sealing the wound will not be a simple dialogue choice. Your ending reflects the world you leave behind.
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