The game stems from a three-day experiment at the
Toronto, Ontario Game Jam in May 2011. The
game jam event coalesced hundreds of
Toronto-area
game developers to build quick prototypes around a central theme: the phrase "what just happened." Kenneth Yeung of Capybara and artists Mike and Vic Nguyen brainstormed as a three-person team and decided to make a time-traveling
side-scrolling shooter, "a
Contra game where you can go back in time." This quickly became the core feature, where upon death, the player fought "alongside ghost versions of themselves doing what they had just done before they died." Dying created co-op partners of the player's recorded actions. Yeung described it as, "
Gunstar Heroes meets that one level in
Braid." At first the team was hesitant and noncommittal about continuing the experiment, but later decided to proceed as a Friday
side project. They added Greg Georgiadis as a designer and Jason DeGroot as a musician, and decided after 20 days of work to pursue the project seriously. Capybara released a gameplay teaser trailer on October 17, 2011, without explaining the footage. Around the same time, Microsoft awarded the game the 2012
Independent Games Festival "
XBLA Award", a deal to publish the game on
Xbox Live Arcade. Capybara creative director Kris Piotrowski described the night as "a bit of a pinnacle moment" for the company and the risks it had taken. The deal did not have specific deadlines. The game debuted at
PAX East 2012 without marketing. Capybara president Nathan Vella told
Polygon that they wanted players to discover the game organically without having the concept spoiled. He also felt that the direct approach to gamers would create a small but loyal fan base, which the company preferred over broad marketing. By
PAX Prime 2012, Capybara had removed mechanics where charging attacks depleted the time-life meter, and added multipliers (across multiple lives) for consecutive kills. In 2012,
Super Time Force demos appeared at the
Los Angeles iam8bit,
Polygons
E3 party, and the annual
Evolution fighting game tournament. The core mechanic was redesigned by
PAX East 2013. The game was easy for players who died often, as they would be helped by the ghosts, yet left experts at a disadvantage: improving at the game meant dying less and therefore using the ghost players (the core mechanics) less. The development team decided that players should be in control of time in order to make players use death strategically, and rethought the mechanic to let the player rewind and replay the lives of previous runs from a timeline upon death. The game was delayed until its release on May 14, 2014, to the
Xbox One. It was also released to Windows on August 25, 2014, and to the PlayStation platforms on September 1, 2015. == Reception ==