There’s a few ways, but having internal time is a way to do it. Things like movement and animations are usually timed, a frame could be 100ms and movement is velocity * time. There’s no reason that time is the real time though, the game could have a multiplier to real time such that `game time passed = real time passed * slowdown` and use that for time everywhere. Doing that is minimal effort and gives the slowdown effect.
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