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, Polygon's E3 party, and the annual Evolution fighting game tournament.
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