Skip to content

Hidden Through Time

2020

A hide-and-seek game that wanders through historical eras and lets players build scenes.

Ages 7+PC, Console, and Mobile

MeaningfulnessMinimaleditorial ↘
You play
Players scan crowded scenes for hinted objects, move through different eras, and can later create and share their own maps.
Why it may be useful
It may help you practice close visual observation and playful scene composition, because the search loop rewards careful looking and the editor invites building dense little worlds of your own.
Keep in mind
Its era-based backdrops are whimsical search scenery rather than reliable historical context, better at sparking curiosity than at building accurate understanding.

Get the game

Not your thing? See similar games →

In depth

Written 2026-09-15 · editorial assessment, not a measured effect · how we rate →

What the game is

Hidden Through Time is a seek-and-find game in bright hand-drawn color, arranged as a tour through history. Each level is a small map, a settlement or a coastline or a town, and a strip of cryptic hints tells you what to look for, written as a riddle about where a thing is or what it is doing rather than as a label. You tap around, find enough of them, and move on. The base game covers what the studio calls four great ages.

The Belgian studio Rogueside made and published it, releasing it in March 2020. On PC it costs about eight euros; on the App Store it is 2.99 dollars, with four era packs sold separately at 1.99 dollars each, named Viking Tales, Legends of Japan, Road to Rome and Aztec Rituals. Apple rates it 4 and up and it runs in fourteen languages. It also carries a map editor: anyone can build a level, upload it to the studio's cloud, and play and rate levels other people have made.

What you actually do

You pan and zoom around a small illustrated map and touch things. Objects hide behind buildings, under water, inside carts and up trees, and parts of the scene move or open when touched. The hints are small riddles, so a young player has to read one, decide what it might mean, and then search the right kind of place, which is a step beyond pure spotting. Nothing is timed and nothing can be lost. Once the levels are done the editor becomes the game: you place scenery, hide objects, write your own hints and publish. That half is composition rather than searching, and children often spend longer there.

What it exercises

  • Reads a riddling hint and works out what kind of thing it describes.
  • Searches a specific part of a scene instead of scanning at random.
  • Places scenery and hidden objects so a level is solvable but not obvious.
  • Writes a clue that another person is able to follow.
  • Keeps looking patiently with no timer and no score.

Why we rate it Minimal Worksheet score 26 / 100

  1. FitHow much real knowledge or skill does the play itself make you use?25weight 45%

    Fit lands at 25. The searching itself is straightforward spotting, and the riddling hints add only a small reading and inference step on top. What lifts the number above the floor is the level editor, where hiding an object well and writing a clue someone else can actually follow is a small but genuine design problem. What holds it down is that the historical dressing does nothing mechanically at all.

  2. TransferWill what you practise here work outside the game?15weight 30%

    Transfer is the lowest score, at 15, and deliberately so. Visual searching does not obviously carry anywhere, and the eras are backdrops rather than content, so no history travels with it. The most defensible transfer comes from the editor: thinking about what another person will actually be able to find is a small, genuine piece of designing for an audience.

  3. PracticeDoes the game make you use that skill again and again, as it gets harder?40weight 25%

    Practice reaches 40. There are many levels and the search loop repeats throughout, and the growing pool of player-made levels means the supply does not run out the way a fixed game's does. Against that, the demand never rises: a level near the end of the pile asks exactly what the first level asked, so repetition never becomes harder practice.

What the evidence says

Editorial onlyNobody outside our desk has checked this. It is our reading of how the game plays.

The evidence level is Editorial only and the claim is narrow. There is no research on Hidden Through Time, and we will not attach the general literature on visual search to a children's seek-and-find game, so nothing here is measured. What the design plainly requires is reading a riddling hint, choosing where to search, and, in the editor, hiding something so another person can still find it. That is the whole case. The Steam and App Store listings support the March 2020 release, the developer, both prices, the four paid era packs, the map editor with cloud sharing and the fourteen languages.

Editorial assessment - not a measured scientific effect.

Fit
25/100
Transfer
15/100
Practice
40/100

Why it makes the cut

The seek-and-find loop and cheerful editor would still be enjoyable even if the historical dressing vanished.

Editorial only

Editorial: no research exists on Hidden Through Time, and general findings on visual search do not transfer cleanly to a children's seek-and-find game, so the reasoning follows only from what building and solving a level requires.

Player reception source

App Store ↗ · 1K Ratings · Checked 2026-08-20

Platforms & access

Prices are US store listings in USD, last refreshed 2026-09-25; regional prices and sales differ.

Current Nintendo, App Store, and Steam listings confirm the game is presently available on console, mobile, and PC.

Age guidance
Ages 7+ · ESRB E
Topics
Creativity
Play styles
Single-player, Puzzle, Creative
Tags
Hidden objects · Whimsical eras · Level editor

It rates minimal because the searching is straightforward spotting, the historical eras are backdrop rather than content, and only the level editor offers anything like a real design problem to practice.