Key of Recall
Rewind time a few seconds.
A mistake is part of the game — undo death, erase frustration, master the platforming.

Action Adventure · Metroidvania

Cast out by the gods and bound to the titan Kronos, you cut your way back through a collapsing Rome — and every era after it. The Scythe is your weapon; his command of time is everything else. Die, learn the run, go again.
Every Era
Your way out is through time itself — and time isn’t one place. Fight from a falling Rome to ancient Egypt, the Viking age, the Old West, a neon city, and the ruins of the far future. Each era is a new battlefield with its own enemies and rules.
The Time Keys
Kronos’ essence gives you command over time itself — five distinct powers, each bending one rule of it. You channel two at once and swap your loadout between runs, so every descent is a different way to fight.
Rewind time a few seconds.
A mistake is part of the game — undo death, erase frustration, master the platforming.
Slow the whole world to a crawl.
Bullet-time for precise jumps, dodges, and duels with the fastest enemies.
Dash forward through time.
An extended double-jump — chain combos and reach zones that should be impossible.
Break gravity and direction.
Walk the ceiling, flip the arena, and tear open paths no anchor was meant to hold.
Stop time — you keep moving.
Cross falling debris, slip past frozen traps, and walk through enemies caught mid-strike.
Always in your hand.
Your two powers change every run. The Scythe never does — heavy, fast, and always swinging.
The Game

You carry the titan’s own weapon. Combat is fast and physical — cut through hordes of gods’ servants and the wreckage of history with a scythe that hits as hard as the legend it came from.
Kronos’ essence runs through you, so time bends to you. Drop the room into bullet-time, rewind a fatal hit, tear forward through space. The blade does the damage; time decides whether you live.
Betrayed and cast out, your only way forward is through time itself — era by era, with a story that earns its dark, dry sense of humor about the whole ordeal.

Run-based at heart. Death costs you the run, not everything — you come back sharper, into a world that has shifted while you were gone.
Interconnected ground to learn, hidden ways to find, and new powers that open paths that were closed before. The map rewards the players who go back and look again.
Time travel is literal here. Fight from a falling Rome to ancient Egypt, the Viking age, the Old West, a neon city, and the ruins of the far future — each with its own enemies and rules.
Trailer
The Blog
Guides to the Time Keys, the lore of the broken oath, and notes on the time-bending action adventures we love.
A good corpse run gives the player one more decision after death. KUTO makes that decision personal by letting your own loadout stand between you and the loot.
A player who can bend time changes the rules of every encounter. Good enemy AI has to stay dangerous after the rewind, not just before it.
A timeline can jump eras if the game keeps one set of shapes, materials, and colors alive across every age.
Before you wishlist
Coming to Steam
Add KUTO: The Lock of Time to your wishlist — be first in when it launches.