---
id: time-world-rules
status: active
supersededBy: []
lang: en
title: 'Time, information and world rules'
description: >-
  Time and space rules change action causality; the interface must show which
  state survives a transformation.
intro: >-
  Time and space rules change action causality; the interface must show which
  state survives a transformation. Each overview separates player actions, state
  changes and alternative rules. Examples are hypothetical design scenarios, not
  claims about a named game. A prototype check states an observable question for
  the next iteration. Existing detailed references remain separately linked from
  the direction map.
updatedAt: '2026-10-21'
sources:
  - title: 'PuzzleScript: Rules'
    url: 'https://www.puzzlescript.net/Documentation/rules.html'
    description: The creator’s documentation of pattern replacement and board state.
counts:
  families: 6
  branches: 6
  variants: 24
url: 'https://gamemechanics.pro/en/mechanics/time-world-rules/'
markdownUrl: 'https://gamemechanics.pro/content/mechanics/en/time-world-rules.md'
license: CC-BY-4.0
codeLicense: MIT
attribution: gamemechanics.pro contributors
provenance: >-
  Original bilingual editorial overviews authored for gamemechanics.pro on
  2026-10-20 and reviewed on 2026-10-21. Scenarios are hypothetical design
  examples; prototype checks describe work to perform, not completed playtests.
  Primary sources support the stated techniques and implementation context, not
  every proposed variant.
---
# Time, information and world rules

Time and space rules change action causality; the interface must show which state survives a transformation. Each overview separates player actions, state changes and alternative rules. Examples are hypothetical design scenarios, not claims about a named game. A prototype check states an observable question for the next iteration. Existing detailed references remain separately linked from the direction map.

## Mechanics and variants

<a id="mechanics"></a>

### 1. Stopping, slowing and accelerating time

<a id="t250"></a>
id: t250
canonicalId: time-world-rules--t250
url: https://gamemechanics.pro/en/mechanics/time-world-rules/#t250

Changing time speed creates analysis and execution opportunities, but requires explicit exceptions across world systems.

#### Mechanic variants

<a id="t250-variants"></a>
- Stopping freezes the world but permits commands. <a id="t250-v1"></a>
- Slow motion expands a player's response window. <a id="t250-v2"></a>
- Fast-forward skips predictable repeated cycles. <a id="t250-v3"></a>
- Local fields alter the rate of selected objects. <a id="t250-v4"></a>

Design example: A projectile slows inside a sphere so a reflector can move before it exits.

Prototype check: Test timers, audio and physics across rate boundaries, including pausing within another slow-motion effect.

- [PuzzleScript: Rules](https://www.puzzlescript.net/Documentation/rules.html)

### 2. Parallel timelines and causality

<a id="t251"></a>
id: t251
canonicalId: time-world-rules--t251
url: https://gamemechanics.pro/en/mechanics/time-world-rules/#t251

Multiple temporal states connect through causal rules, letting actions in one timeline change another's possibilities.

#### Mechanic variants

<a id="t251-variants"></a>
- Past actions alter a persistent future object. <a id="t251-v1"></a>
- Branches create independent choice consequences. <a id="t251-v2"></a>
- Invariants preserve selected facts across timelines. <a id="t251-v3"></a>
- Paradoxes have a predefined resolution rule. <a id="t251-v4"></a>

Design example: A tree planted in the past supports a future bridge unless the ground is flooded.

Prototype check: Test changing a cause after its result has been used and preserve consistent paradox rules.

- [PuzzleScript: Rules](https://www.puzzlescript.net/Documentation/rules.html)

### 3. Recorded actions, replays and interacting with copies

<a id="t252"></a>
id: t252
canonicalId: time-world-rules--t252
url: https://gamemechanics.pro/en/mechanics/time-world-rules/#t252

Recording turns an action sequence into a repeating participant with whom the current player can coordinate new actions.

#### Mechanic variants

<a id="t252-variants"></a>
- Ghosts replay input on a shared timeline. <a id="t252-v1"></a>
- Copies encounter the changed environment. <a id="t252-v2"></a>
- New recordings replace a limited replay slot. <a id="t252-v3"></a>
- Synchronization aligns actions from different attempts. <a id="t252-v4"></a>

Design example: A first recording holds a lever while the current character carries cargo through an open gate.

Prototype check: Test replay divergence after geometry changes and explicitly choose input replay or stored-trajectory playback.

- [PuzzleScript: Rules](https://www.puzzlescript.net/Documentation/rules.html)

### 4. Changing scale, gravity and reference frames

<a id="t255"></a>
id: t255
canonicalId: time-world-rules--t255
url: https://gamemechanics.pro/en/mechanics/time-world-rules/#t255

Changing scale or reference frames reshapes usable surfaces, distances and force directions.

#### Mechanic variants

<a id="t255-variants"></a>
- Shrinking opens a narrow passage. <a id="t255-v1"></a>
- Growth turns a small object into a platform. <a id="t255-v2"></a>
- Gravity rotation changes wall and floor roles. <a id="t255-v3"></a>
- Moving supports define relative velocity. <a id="t255-v4"></a>

Design example: A player shrinks a cube for transport and enlarges it under a lever as support.

Prototype check: Test collision and velocity across scale transitions and align interface units with the selected rule.

- [PuzzleScript: Rules](https://www.puzzlescript.net/Documentation/rules.html)

### 5. Portals, topology and non-Euclidean spaces

<a id="t256"></a>
id: t256
canonicalId: time-world-rules--t256
url: https://gamemechanics.pro/en/mechanics/time-world-rules/#t256

Portals connect nonadjacent regions while unusual topology changes expectations about routes, visibility and returning.

#### Mechanic variants

<a id="t256-variants"></a>
- Paired portals maintain explicit entry-exit links. <a id="t256-v1"></a>
- Exit orientation transforms movement direction. <a id="t256-v2"></a>
- Looping rooms return travelers from another side. <a id="t256-v3"></a>
- One-way connections make transitions irreversible. <a id="t256-v4"></a>

Design example: A balcony door leads downstairs while a window shows that room from an otherwise incompatible angle.

Prototype check: Test camera, projectile and carried-object paths through a connection, including repeated transitions.

- [PuzzleScript: Rules](https://www.puzzlescript.net/Documentation/rules.html)

### 6. Changing rules and interface metagames

<a id="t257"></a>
id: t257
canonicalId: time-world-rules--t257
url: https://gamemechanics.pro/en/mechanics/time-world-rules/#t257

Players change an active rule or treat interface elements as world objects, expanding ordinary permitted transformations.

#### Mechanic variants

<a id="t257-variants"></a>
- Rule words change properties of an object group. <a id="t257-v1"></a>
- Reordering conditions changes the victory method. <a id="t257-v2"></a>
- Interface windows become movable geometry. <a id="t257-v3"></a>
- Rule changes have a visible scope of effect. <a id="t257-v4"></a>

Design example: Replacing a rule's wall with door opens passages but simultaneously removes a needed support.

Prototype check: Test self-applying rules and recovery after creating a state with no available actions.

- [PuzzleScript: Rules](https://www.puzzlescript.net/Documentation/rules.html)

## Sources and examples

Sources support particular techniques or methodology, not every family variant. Design examples and mechanic combinations are illustrative.

- [PuzzleScript: Rules](https://www.puzzlescript.net/Documentation/rules.html): The creator’s documentation of pattern replacement and board state.
