Platforms:
PC, Nintendo Switch
Released:
April 24, 2025
Publisher:
Wadjet Eye Games
Developer:
Wadjet Eye Games
Whenever Wadjet Eye Games comes out with a new adventure, I always sit up and take note. Its extensive library of point-and-click games includes no shortage of interesting, unique, and fun experiences, and Old Skies is no exception. Sci-fi tales are a dime a dozen these days, but Old Skies tells a story of the time travellers who have to stand and watch history pass them by, something so surprisingly touching that the ending had me in tears. Add some solid adventuring mechanics in the mix, and it’s easy to recommend this one.
Old Skies puts you in the shoes of Fia Quinn, a time-travelling agent in the near-future of the 2060s. As explained in a field guide that you can browse at any time, Fia’s employer, ChronoZen, is a corporation entrusted by the government to oversee the timeline of history. As a time agent, Fia’s job is to supervise clients on excursions back to the “when” of their choice to ensure that they don’t upset the timeline. Simply put, she babysits the rich as they pay an exorbitant price for the privilege to go back in time to change something about their past… so long as it won’t upset the world order too much.
Old Skies took a while to grow on me, primarily because of the art style for the characters, which is not my favourite. I’m just not a fan of the imperfect lines and rough shading, which make the characters — and especially the close-up illustrations — look like they’ve been poorly traced from photographs. The background art has no such problem (some background scenes look gorgeous!), so I can only assume this style was done on purpose, but I’ve no idea what they were going for or why. However, it didn’t bother me for long, thanks to the absorbing story Old Skies has to tell.

The world doesn’t visually set itself apart from any other sci-fi, but it doesn’t really need to. Old Skies tells Fia’s personal tale, which is a fascinating exploration of the possibilities, problems, and temptations experienced by the time agents at ChronoZen. I’ve seen time travel stories before, but this is a fresh, specific take, focusing on the monotonous, unfulfilling life they lead. History in Old Skies is in a constant state of flux. People, places, and events could be “chronoshifted” at any time thanks to the ripple effects caused by time travellers. Only ChronoZen agents are exempt from this phenomenon, leaving Fia and her coworkers unable to form attachments to anything outside of their work. The game cleverly illustrates just how commonplace these chronoshifts are by having all the visible shop signs —and the city view from Fia’s apartment — change each time you see them.
During the first few chapters, Fia appears to be okay with her lot, but her perspective changes when she forms an unexpected connection with an incidental change to history that she helps to create, only to have it chronoshifted out of existence again. This is a good bedrock for what I thought was a very moving emotional journey for Fia as she rethinks what she wants out of her life. It’s a slow and gradual change to her character, and one that was done masterfully well. Old Skies also finds room for a heartwarming meet-cute between Fia and another woman that develops into something deeper, which I always love to see.
“… a fascinating exploration of the possibilities, problems, and temptation experienced by the time agents at ChronoZen.”
The concept of a world that has corporatised time travel is fascinating, and cruel in all the ways you might imagine. Quinn and her man-behind-the-screen Nozzo talk casually about the algorithm that decides whose past can be messed with and whose can’t, then shrug their shoulders and say “well, that’s just the way it is,” and “It’s not up to us.” Early on, the game has players make a moral choice as Fia. It was a paralysing choice, the kind where there is no good answer. There are a couple of such choices throughout the game, and even though your choice probably doesn’t majorly affect the story’s outcome, it always feels like it’s informing the kind of person Fia is, and makes things all the more powerful when you reach the end of her journey.
The game is separated into chapters that send Fia to a few different eras of recent history, ranging from the 1800s to their present of 2062. One of the most notable chapters takes Fia back to September 2001, to the days just before and after the US was changed forever by 9/11. The tragedy is such a sensitive topic that there aren’t a lot of games willing to go near it just for the sake of a backdrop, but this one is a moving chapter that reminds us that there were unrelated struggles and hardships that were going on at the same time. It’s telling, too, that Fia doesn’t even consider preventing the attack. And after spending so long learning ChronoZen’s rules, neither does the player.

As for the minute-to-minute gameplay, it’s what you’d expect from any point-and-click. The focus here is more on talking to characters and investigating scenes than getting creative with using item 1 on item 2 (although there is a bit of that). At its best, Fia has to travel back and forth between several moments in time to manipulate history so she can overcome obstacles, but I feel like the game was too reserved with how they utilised this. It’s by far the most interesting aspect of the puzzles, and yet not every chapter requires Fia to do it, relying instead on more traditional point-and-click staples like finding something in the environment. It makes the parts without time travel feel a bit average in comparison to the high points.
Another mechanic that I wanted to see more of was searching the archive. After playing The Roottrees Are Dead, my expectations for a research-based mechanic have been raised, and the one in Old Skies doesn’t come close. Fia has access to an archive of the entire current world history state, which is updated whenever history changes. This is a terrific concept and is used on occasion as part of puzzle solutions, but expanding on it could have really elevated the game. The first problem is that it’s a pretty small part of the gameplay when it feels like the characters should be making far more intensive use of such a nominally large archive. It also just doesn’t feel satisfying enough to use; rather than typing search terms yourself, which might have allowed for a bit of experimentation, you can only search limited key names and words that are relevant to the case at hand by selecting them from a menu, which is less immersive than it could have been.
8
Great
Positive:
- Overall story is really engaging
- Explores oft-untread moral questions about time travel
- Jumping back and forth in time allows for really engaging solutions
- Contains a truly touching queer romance
Negative:
- Art style looks a bit unrefined
- The most interesting aspects of gameplay could have been more utilised
With a touching tale of yearning and personal growth on a backdrop of a near sci-fi future, Old Skies meets the standard of quality I’ve come to expect from Wadjet Eye Games. It explores the moral quandaries of time travel in a way I have not seen before, asking not what effect it might have on the future, but what effect it might have on the travellers. Its story is told well, all the while offering mostly quality puzzles that have plenty of potential for fleshing out in a future instalment.