Narrative Questions
The player takes the role of Eleanor. A crewmember of a futuristic time ship that crash lands 900 years into the past. During the crash Eleanor is thrown through the ships Temporal Reactor and gains the ability to move through time. The player needs to use Eleanors time jumping powers to explore, rescue the Time Ships crew and piece the shattered ship back together.
The game is primarily set on a fictional island chain in the Atlantic Ocean off the coast of Scotland.
In order not to spoil the games narrative too much this will not be revealed as of yet however there are numerous different time periods the player can explore.
Eleanor Is Out of Time should take around 15-20 hours to reach the end of the main story with a further 10-15 hours for players who are aiming to complete all content.
Gameplay Questions
The game is 3rd person with the camera following Eleanor.
Absolutely. The player is able to make changes in the past that will ripple into the future, this is an integral element of the game.
The game is primarily set on an island that is 1,500 square metres in size. The player can dive 100m to the sea floor or climb to the top of a 400m tall mountain. There are numerous subterranean caves and passages as well.
No, the game is a focused single player experience.
Accessibility Questions
Yes, both Keyboard & Mouse and Gamepad controls will be fully supported for all gameplay and menu navigation.
Eleanor Is Out of Time has not yet been certified but the game is expected to be the equivalant of a PEGI 16 age rating. This will mainly be due to mature topics explored in the games missions and dialogue from a wide range of characters across a millenia of history. There is no excessively gory nor sexual content in the game.
Product Questions
Eleanor Is Out of Time will be launched on the Epic Game Store and the Valve Steam Platforms.
This is not something that has been tested out yet but will assessed as soon as possible.
The studio would love to get this game out on the Nintendo, Playstation and Xbox consoles but is focusing on the PC launch first.
The game should be viable on VR and this may well be a post launch aim.
At the moment the game is running at 60fps on the following hardware:
i9-9900k CPU
RTX4080 Graphics Card
64gb Ram
5gb Hard Drive Space
A key goal of the projects development is to boost performance, particularly down to the RTX3080 generation of cards if possible but this cannot be fully committed to as of yet.
No. The game is intended to be launched as a full fledged title and a complete product. There will be numerous closed testing rounds in the run up to release to ensure quality.
2026 or potentially 2027. Once a better idea of the release window is established a more precise date will be given. The game has a lot of unique technical challenges and some really interesting possibilities for gameplay and narrative that the studio would like to explore fully.
A single premium pricing model is planned for the base game. The final price is yet to be determined but is likely to land in the $20-40 range.
The studio believes the nature of the project has huge potential for DLC content, particularly by moving the main settting to other regions of the world. Caledonia Interactive cannot confirm anything yet as all attention is currently on the base game.
Development Questions
Computer Games:
The Legend of Zelda: Majora's Mask
The Legend of Zelda: Echoes of Wisdom
Titanfall 2
Film:
Groundhog Day
Back to the Future
TV:
Dark Matter
Eleanor Is Out of Time is being produced by Caledonia Interactive Ltd. A small agile games studio based in Scotland.
The project started as a test map in 2017 and has steadily progressed as a passion project. In late 2024 it shifted into full time development. In total over the last 7 years about 2 years of full time work have gone into the project.
Eleanor Is Out of Time is built using the Unreal Engine. It originally started out development with Unreal 4 but then upgraded to Unreal 5 taking full advantage of the nanite technology in order to support multiple open world environments at the same time.
The player character uses the Advanced Locomotion System.
All the games characters are creating using the Unreal Engine Metahumans.
Water is provided by Imaginary Blends Fluid Flux plug-in.
Atmospherics are provided by Ultra Dynamic Sky & Weather.
3D modelling work is being created using Autodesk Maya LT.
2D textures and graphics are created using Adobe Animate and Adobe Photoshop.
File Revision Control is provided by Perforce and server space is managed with Assembla.
Trailers and in-game footage capture is being done with OBS and Adobe Premiere.
None at the moment. If any future AI provides potential to accelerate technical development practices these will be welcomed however the project will not use AI for any player facing content such as 3D or 2D assets, characters, sounds, dialogue, etc.
Cannot find an answer to your question listed here? Please get in touch at:
contact@caledoniainteractive.com