No Time cover
No Time screenshot
Genre: Role-playing (RPG), Simulator, Adventure, Indie

No Time

Patch Notes, past two weeks

Hello fellow time travelers!

There were a couple patches these past weeks also in regards to the vanishing inventory items bug and some performance improvements.

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/39b59990a7103cd160f32b06eafa965658e91cd8.png"][/p]

I will start work on the next beta update, potentially next week. It will cover item handing/ bulk buying and potentially a small inventory/ equipment system that would act as another sort of storage area.

[p][/p]

Hope you enjoy!

[p][/p][p]p5[/p][p]-Added a requested feature to be able to ride cars on top[/p][p]-Added medistation at arena and medical sector in 2300AD[/p][p]-Added boat shaped cave as map marker[/p][p]-Added meta abilities to meta car engines[/p][p]-Added city plan maps to 2300[/p][p]-Revamped snackbox icon[/p][p]-Fixed the car's max speed not to be speed of sound[/p][p]-Fixed the bug that would make you stuck if using a musical instrument and opening plc[/p][p]-Fixed being able to trigger third person when handling an instrument[/p][p]-Fixed a bug that would make it easy for items made of glass to break inside the car[/p][p]-Fixed a bug that would destroy the planet generator terrain and script in some very small cases[/p][p]-Fixed a performance overhead caused by bens chat script in 2014[/p][p]-Fixed a bug that would not apply the ee robo head to the robo main frame[/p][p]-Fixed not being able to rename boxes if they are inside the car[/p][p]-Fixed vending machine display cost of minus dollar[/p][p]-Fixed the orange glow in some sci fi texture objects like guns and robots[/p][p]-Fixed being able to get softlocked by getting stuck in the 300 bc platy arena[/p][p]-Fixed the elevator labeling on north district elevator leading down[/p][p]-Fixed the 2300 star port hologram from being vertical[/p][p]p6[/p][p]-Disabled hdri by default[/p][p]-Fixed a bug that would allow you to get softlocked on Eleeh by entering the planet prematurely without any companions[/p][p]-Fixed the choppyness of the light source loader[/p][p]-Fixed a bug that made the linux game unplayable due to the program being case sensitive[/p][p]p7[/p][p]-Increased fuel consumption by a tad[/p][p]-Changed Rendering Mode to forward for some performance tests[/p][p]-Fixed some out of date notes mentioning Eleanor[/p][p]-Fixed the faulty translateion of Sandy Cave under MapMarkers for the Russian translation[/p][p]-Fixed a couple frame performance issues in 2014[/p][p]-Fixed performance issues caused the old unoptimized speed tree shaders[/p][p]-Fixed the mod loader cog wheels overlapping with the load detail text[/p][p]p8[/p][p]-Fixed direct translation of Duutu and Eleeh into russian letters[/p][p]-Fixed potentially the loss of inventory items upon save load and during time travel[/p]

Patch Notes for 0.987

[p]Hello there![/p][p][/p][p]Here are the patch notes for the past two weeks![/p][p]Good luck on your time travel adventures![/p][p][/p]
  • [p]p1[/p]
  • [p]Fixed the black screen death at the end of the act 3 time tunnel sequence[/p]
  • [p]p2[/p]
  • [p]Added hint that tells you contrast and brightness blocked by HDR Eye Adaption[/p]
  • [p]Revamped bridgetown & appartment look to be more distinct and final[/p]
  • [p]Switched out bridge town lift with gravi lifts[/p]
  • [p]Fixed the ability to access the telescope from outside in 1795[/p]
  • [p]Fixed the weird handling of the accordion man case note in archives[/p]
  • [p]Fixed the lightmap incongruity in edwards basement[/p]
  • [p]Fixed the blackhole effect in the safehouse acting up[/p]
  • [p]Fixed being able to control the arcade whilst not sitting on the chair[/p]
  • [p]Fixed imperial currency going into minus when not having enough money for arcade[/p]
  • [p]Fixed the bug that would not allow you to drop patties onto buns in the burger job[/p]
  • [p]Fixed the flickering shadow effect when inside the car[/p]
  • [p]Fixed the toon edges at the window views bugging during the kraken base level[/p]
  • [p]p3[/p]
  • [p]Added a uranium dispenser to the beginning room of the tutorial level[/p]
  • [p]Increased distance to explode the car during Welcome in Pine Lake Sequence[/p]
  • [p]Changed landing cam to display depth instead for better visual aid of distance to ground[/p]
  • [p]Fixed a load of typos thanks to the help of Laxbum25[/p]
  • [p]Fixed a bug that would break the fonts upon switching back from russian localization[/p]
  • [p]Fixed Manhofer from missing level objects during the last stage quest[/p]
  • [p]Fixed missing textures for bridge town after revamp[/p]
  • [p]Fixed steering wheel hold animation lerping from being a bit buggy (switched from blendtree to time offset play anim)[/p]
  • [p]Fixed steering wheel not turning in locked hover steering[/p]
  • [p]Fixed hover text overlapping with display mesh by being too big[/p]
  • [p]Fixed the bug that broke the hill men not moving towards the fort[/p]
  • [p]Fixed a bug that would allow the player to infinitely gain money via viking gold trade[/p]
  • [p]Fixed clipping ruins for vikings in the 14th century[/p]
  • [p]Fixed being able to trigger the end sequence in the hill men quest with jano still being too far from the cave[/p]
  • [p]Fixed potentially Westwood remaining floating in air after act 3 ends[/p]
  • [p]Fixed steam trophy for far future cannot be triggered post 2080[/p]
  • [p]Fixed the graphics options in start menu not being able to be changed[/p]
  • [p]Fixed being able to get the bc achievement from being in the cutting room floor[/p]
  • [p]Fixed it so you cannot continue the wild west quest post 1972[/p]
  • [p]Fixed tiny guards in cape dun[/p]
  • [p]p4[/p]
  • [p]Fixed car physics at higher speeds[/p]
  • [p]Fixed the matter replicator breaking after one use[/p]
  • [p]Fixed landing cam view just being white in safehouse[/p]

V0.987 Mini Update for new year | Toon Edges & HDR | Russian Language

Hello fellow time travelers.

[p][/p]

Here is a cool list of new features and bug fixes to start off the new year!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/5f30ee202f1660063af0403888ad36776681b2ab.png"][/p][p]newspaper by Odebla[/p]

Toon Edges & Eye Adaption

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/518f9e4bedaeb92d91dacc3f63d6aad20d1fda6e.jpg"][TAG-20][/p][p]Toon edges are back, after I managed to fix the issue with the effect clipping with the ocean shader.[/p][p]It can be disabled in the graphics menu![/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/8f3bf4761461109a5ce94d41be160c6b59070e3d.jpg"][/p][p]Fixes to the Eye Adaption Feature should make it now possible to use it in your normal Gameplay.[/p][p]It is defaulted to be enabled when selecting the highest graphics setting. [/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/a483607e2abe40a38c644001b859f56735ee04d8.jpg"][/p][p]Similar to the human eye or a camera, the view will slowly adapt to dark spaces or grow dim when looking at bright sources of light.[/p]

Russian Localization

[p][/p][p]All text files were translated by a talented small native speaking team! Textures will follow in the future.[/p][p]The new fonts should work with the cyrillic alphabet.[/p][p]In case of mistakes in grammar etc. Make sure to make a post in the thread and it will be fixed :)[/p][p]Enjoy![/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/515a1af2d5e5ac224ac1be57c81d32f849ef0d1a.png"][/p][p]Все текстовые файлы были переведены талантливой небольшой командой носителей языка! Текстуры будут добавлены позже.[/p][p]Новые шрифты должны работать с кириллицей.[/p][p]В случае грамматических ошибок и т.д., пожалуйста, напишите об этом в теме, и мы их исправим :)[/p][p]Приятного использования![/p][p]I am presently searching for volunteers to make Polish and Ukrainian & French language packs. Please let me know in the comments, if you would like to lend a hand![/p]
[p][/p]

New Hover Car Flares

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/9d3bcf4d209ef8e78a5eecb6183ea06d5e9f53c0.gif"][TAG-108][/p][p]You can add flares to your mod that light up when in hover mode![/p][p]Can be individualized in color and size.[/p]

Landing Monitor and Visuals

[p]The interior of the car has seen some aesthetic improvements.[/p][p]Dashboards give off light (will be an graphics option in future beta updates)[/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/1f614a512e1e30e059de4ce73371fbe749ae421d.gif"][/p][p]When landing or taking off, you can view a monitor to your right that automatically shows you distance to ground and visual feedback, for easier flight in first person.[/p][p][/p]

Next Beta Update

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/10dd524d3fefff50b7089fde5fab694caf1a959f.png"][/p][p]The first beta update (which is going to be the next update) will be all about item handling, possible separate costumes slots when equipped, bulk buying &[/p][p]the ability to move items between boxes directly.[/p][p][/p][p][/p]

Below is a log of the bug fixes and additions since last Christmas.

Enjoy the new features!

[p][/p]

God bless

-Erathor

[p][/p][p][/p][p]Patches after the Christmas Update[/p]
  • [p]... patches one & two mentioned in previous announcement[/p][p]p3[/p]
  • [p]Added a new command to reset Quest Npc positions cocoresetnpcs[/p]
  • [p]Improved minimal critical damage due to armor[/p]
  • [p]Fixed the time machine charger overflowing the text[/p]
  • [p]Fixed car and npc reset on ng+[/p]
  • [p]Fixed the broken hover animation in multiplayer[/p][p]p4[/p]
  • [p]Added commands for font control[/p]
  • [p]editing the second line in _langsetting.txt to LCD14 to force Global font changes[/p]
  • [p]tagging a line in a text that is non dialogue with $SF$12$SF$ would scale the text to 12[/p]
  • [p]tagging a line in a text that is non dialogue with $SF$LCD14$SF$ with force the line to be displayed in that font[/p]
  • [p]Fixed the infinite money bank glitch from currency swapping[/p]
  • [p]Fixed throwing at higher framerates[/p]
  • [p]Fixed a bug which would put subscribed items into the custom section[/p]
  • [p]Fixed the timegraph from ending in 2030[/p]
  • [p]Fixed the dim gate closing for the duutu mission, during sequence[/p]
  • [p]Fixed it so mid lift sequence you cannot autosave[/p]
  • [p]Fixed autosave not happening in multiplayer[/p]
  • [p]Fixed it so you don't white screen from your past self in full powa mode[/p]
  • [p]Fixed the eternal black screen when hit by the accordion man[/p]
  • [p]Fixed the back button in the password multiplayer prompt from saying "creating"[/p]
  • [p]Fixed a bug that would break the day synch in multiplayer[/p][p]p5[/p]
  • [p]Added a command to unlock all blueprints cocoallblueprints[/p]
  • [p]Increased the spawn rate of medium capacitor drops[/p]
  • [p]Lowered Mim's health[/p]
  • [p]Fixed a bug that would allow you to trigger the car's hot keys whilst in plc[/p]
  • [p]Fixed a bug that would not allow unpacked metal rods to count as fulfilling the quest in Base of Actions[/p]
  • [p]Fixed the texturing on the westwood monument, specifically the players cloathing and the stone foundation beneath[/p]
  • [p]Fixed potentially the constant losing of carried bounties[/p]
  • [p]Fixed time fragments not resetting for NG+[/p]
  • [p]Fixed manhofer ruins having the cooling tower smoke[/p]
  • [p]Fixed npcs riding horses mid air and npcs hoverin in air upon spawn[/p]
  • [p]Fixed cape dun horse riders going underground[/p]
  • [p]Fixed Bob from existing in both a dead and alive state[/p][p]p6[/p]
  • [p]Modified the Car Dashboard UI to look a bit like the citroen gsa dashboard[/p]
  • [p]The tutorial routes you now back to the main menu, to avoid a bug after the tutorial which would break engines from spawning into the car[/p]
  • [p]Made it possible for you to sleep during the day and skip to night[/p]
  • [p]Fixed the door to the bathroom at the tiki hotel[/p]
  • [p]Fixed dg research notes display as being from 2007 instead of 1984[/p]
  • [p]Fixed fort dun guards are invisible in pre modern times[/p]
  • [p]Fixed encoding for radio call talks breaking cyrillic[/p]
  • [p]Fixed Edward not continuing into the core vault End Quest, if the door is already opened[/p]
  • [p]Fixed fighters of the arena spawning out of their time[/p]
  • [p]Fixed name of the prologue stack of books and Mansion Crimson in beginning not being able to be translated[/p]
  • [p]Fixed floaty horse riders[/p]
  • [p]Fixed (potentially) floating items from past traveled times, that npc's were holding, remaining in game and in air (ice cream, news papers)[/p]
[p][/p][p][/p][p]January 16th V0.987[/p]
  • [p]Added russian localisation (Made by STIRLICO, TRILO, Eyeffect)[/p]
  • [p]Added missing posters of Paul Clearman (By Odebla)[/p]
  • [p]Added back toon edges as option[/p]
  • [p]Added rum and made sky milk a craftible recipe to be unlocked somewhere in 2300[/p]
  • [p]Added an earlier stage of the natives in sunny beach that is later under water[/p]
  • [p]Added landingstage automatic lights[/p]
  • [p]Added flares for cars that activate during hover mode (can be added in editor)[/p]
  • [p]Added automatic hover landing camera[/p]
  • [p]Made it so selecting Nasa Quality, automatically enables Eye Adaption[/p]
  • [p]Revamped more of the cars interior look, including display luminance and more model details and texturing[/p]
  • [p]Revamped grass texture[/p]
  • [p]Revamped the pet capsule look[/p]
  • [p]Increased fuel consumption a tad[/p]
  • [p]Lowered max shadow distance for better resolution of shadows[/p]
  • [p]Lowered the vertical head bobbing inside the car when driving [/p]
  • [p]Increased the time, midnight fog is played to give the morning setting a hazy feeling[/p]
  • [p]Fixed can access plc in prologue ng+[/p]
  • [p]Fixed the ui of the end quest computer in the boss room[/p]
  • [p]Fixed it so that the meeting yourself gameover won't happen whilst in a menu (trading, etc.)[/p]
  • [p]Fixed the ability to open car wings whilst in chat box[/p]
  • [p]Fixed that floating box in the water at sunny beach district[/p]
  • [p]Fixed animal, unpack drops floating in air for a time[/p]
  • [p]Fixes to certain objects dropping through the terrain (items,npcs,animals)[/p]
  • [p]Fixed overload program has the wrong name in files[/p]
  • [p]Fixed destroyed computers going on zapping for ever[/p]
  • [p]Fixed a bug that made the dark clouds scene in end of act 3 framerate based[/p]
  • [p]Fixed boatmode cars switching to boatmode for a second when getting in and out of the time travel sequence[/p]
  • [p]Fixed the collision sounds from playing during the switching sequence of cars (car store)[/p]
  • [p]Fixed the open air cinema not playing video[/p]
  • [p]Fixed wheels clipping through the ground in hover mode[/p]
  • [p]Fixed Manhofer burning down for some players when in the End Quest[/p]
  • [p]Fixed some of the obstacles causing your friends to get stuck in the nav mesh of DuUtu[/p]

December 24th V0.985 | Christmas Update

Hello fellow players.

Here is my Christmas Present for you!

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/520ba498bb58b08c2caf968b6c6fab9ebe2b8c41.png"][TAG-10]News Paper Art by Odebla[/p][p][/p]

Boat Conversion!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/81600449f9be63d87add945aef1b5c90af0b2865.gif"][/p]

Head to 2300 in the new docks, find the boats guy he will give you a special enhancement to the car!

[p][/p]

The last Story Quest!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/2afe08c9c1e69e7896387f36492b647ca6475504.gif"][/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/b97c78f0dcda31acb15d8e800912563c537a6ed2.gif"][TAG-40][/p]

Head back to Manhofer and relive the events in the beginning from an entirely different perspective!

[p][/p]

New Game Plus!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/06fb8af3c7c6d89c8f6e34d9d60708861d60b8e3.gif"][/p]

The Timeline reset, but you were able to retain your old items and blueprints!

(This feature might be highly unstable as certain items could be logic locked,

I will release another patch tomorrow for item transitions and npc positioning. If something seems like it would break the flow of the game due to it let me know and I will code around it!)

[p][/p]

Welcome to new players!

Last week has seen an influx of many new Russian-speaking so I've agreed to work with a couple modders to aid me in creating a language pack in Russian. I cannot say how long this will take, but once it is out I will announce it in a form of a patch note. For now, make sure to use the player created mods in the workshop section! Welcome enjoy time traveling!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/39b59990a7103cd160f32b06eafa965658e91cd8.png"][TAG-70][/p]

На прошлой неделе много русскоговорящих игроков узнало о No Time, поэтому я согласился поработать с парой моддеров, которые помогут мне в создании русской локализации. Я не могу сказать, сколько времени это займет, но как только она выйдет, я объявлю об этом в виде патчноута. А пока не забудьте ознакомиться с созданными игроками работами в Мастерской!

Добро пожаловать, наслаждайтесь путешествиями во времени!

[p][/p]

Beta Stage!

No Time has reached beta stage, this means I will mainly focus on bug fixing and QoL improvements, with the odd small addition on the side.

[img src="https://clan.akamai.steamstatic.com/images/34710162/c624f3b41a5b2bc704fe90faf654e09ec1ef57eb.png"]

[p][/p]

I ask you to use the bug smashing forums especially now for feedback!

I also suggest, if you have suggestions for improvement, pick your best ideas first as I will compile them together into the first Beta updates, before responding to other ideas.

[p][/p]

Mind you the ideas would be only for Quality of Life issues, especially that the game becomes more palatable to new time travelers!

I will release more Beta Updates if the need for it exists. Depending how big they would otherwise become.

[p][/p]

Have a blessed Christmas time, and a good start into the new year!

[p][/p]

God's blessings

-Erathor

[p][/p][p][/p][p]December 24th V0.985[/p]
  • [p]Added the last quest, labeled THE END (to the main story)[/p]
  • [p]Added ability to tag objects invisible inside the level editor to ease working on different time periods[/p][p](Tagging invisible only applied to editor not in-game) [/p]
  • [p]Added an escape hotkey for the box inventory[/p]
  • [p]Added the boat conversion into the game (2100AD onward in the new harbor)[/p]
  • [p]Added better explanation of using the time machine in the useful notes[/p]
  • [p]Added more rock spawn points[/p]
  • [p]Added medi and radiation stations to some points in the story[/p]
  • [p]Added cctv's to Tower I, and The End quest (more in that direction will be added in the future)[/p]
  • [p]Added back a minimum of 30 fps as cap[/p]
  • [p]Added a helper script to aid in getting the car unstuck [/p]
  • [p]Added lights weights to edwards basement[/p][p](simply nudges the car slightly in one direction if the game notices the car can't move with wheels alone)[/p]
  • [p]Added batteries (Not really used in game yet, but will likely be for flashlights and epa power management and other devices)[/p]
  • [p]Added an option to disable the in game response curve for game pad controls[/p]
  • [p]Added more collider effects with the melee weapons[/p]
  • [p]Made computers objects destructible[/p]
  • [p]Lowered weapons reach by 30% as players/npcs could just distance glitch a damage attack.[/p][p](it is still possible but not as much)[/p]
  • [p]Retextured the scafolding during the building stage of the courthouse Pine Lake[/p]
  • [p]Fixed item interaction randomly stopping [/p][p](caused by accidentally interacting with the time display whilst not in car)[/p]
  • [p]Fixed texturing for custom levels potentially not loading[/p]
  • [p]Fixed leaving menus with escape is opening the pause menu[/p]
  • [p]Fixed a bug which would make the 33ad base appear in safe house when loading into a safe house save file[/p]
  • [p]Fixed car trader from flying next to the root island bridge instead of being in cape dun in the 2300s[/p]
  • [p]Fixed the dark quads objects post 1900 cape dun bay[/p]
  • [p]Fixed a potential fall damage issue when swiming in underground lakes and bodies of water[/p]
  • [p]Fixed punching being able to destroy gasoline[/p]
  • [p]Fixed shop npc's like 6/12 from not being there at all, after visiting a procedural planet[/p]
  • [p]Fixes to certain sound sources not playing due to priority settings making it mute[/p]
  • [p]Fixed a bug that kept you from selecting and activating mods[/p]
  • [p]Fixed a Blueprint for EMP's for being enabled when having it unlocked, or it not triggering an unlock[/p]
  • [p]Fixed the jumpy brakes at higher framerates[/p]
  • [p]Fixed car trader from existing during the 1600s in cape dun[/p]
  • [p]Fixed a bug in which edward holds a tele brick instead of a paper in the archives[/p]
  • [p]Fixed the soda maniac from not appearing[/p]
  • [p]Fixed some missing button sprites in the plc[/p]
  • [p]Fixed leviboard recolors whilst still in store[/p]
  • [p]Fixed the inability to color your leviboard[/p]
  • [p]Fixed a couple spelling mistakes[/p][p]p1[/p]
  • [p]Added a hint to the time display that mentions you have to the time lever first, if it is off[/p]
  • [p]Fixed the ability to travel post 2019 in the beta timeline in story mode[/p]
  • [p]Fixed the bug that kept the player from inserting the false core in the End quest[/p]
  • [p]p2[/p]
  • [p]Added a tool tip if tutorial was not finished, showing you how to save and load the game[/p]
  • [p]Fixed the burned version of the manhofer facility[/p]
  • [p]Fixed two doors at the tiki hotel and at the bridge town hotel[/p]
  • [p]Fixed the locker in the prologue from being open by default due to a glitched locker door[/p]
  • [p]Fixed the missing line in the language pack for the prologue stack of books "stack of books on how to create a miniature fission reactor..."[/p]
  • [p]Fixed being able to drive with wrong fuel types, which don't fit the motor[/p]
  • [p]Fixed a bug which would happen when getting a game over in tutorial, it would still progress you towards the prologue[/p]
  • [p]Fixed the gold value display from being not very readable in the value section[/p]

Patch Notes for V0.98

Good day time venturers!

There have been regular patches these past days based on your input!

Here is the log, and have fun in No Time!

[p][/p]
  • [p]Patch Notes[/p][p]p1[/p]
  • [p]Fixed to car physics and other items like skateboard and leviboard[/p][p]p2[/p]
  • [p]Fixed the vending machines not vending items[/p]
  • [p]Fixed message boxes from radios or npc's saying something out of dialogue, popping up in the center of the screen first[/p]
  • [p]Made it so all subscribed mods are starter cars[/p]
  • [p]Fixed the jumping wheels on high suspension types[/p]
  • [p]Fixed it so (visual side) wheels of the car if in air will hang instead of retracting[/p]
  • [p]Fixed the hacking mini games at billi and other areas in the game[/p]
  • [p]Fixed no wheels hover[/p][p]p3[/p]
  • [p]Fixed items falling out of the car when exiting the car upon loading a save[/p][p]p4[/p]
  • [p]Fixed an issue that would not allow you to leave chairs upon pressing space[/p]
  • [p]Fixed walking backwards initially when starting won't get you out of the tutorial[/p][p]p5[/p]
  • [p]Fixed the kid being in air after escaping the accordion man lair[/p]
  • [p]Fixes to car physics[/p]
  • [p]Fixed fullscreen mode not applying upon second launch after saving the setting[/p]
  • [p]Fixed the broken hacking mini game for all other instances than in ape head space[/p]
  • [p]Fixed car door moving too slow on higher fps[/p][p]p6[/p]
  • [p]Fixed fullscreen mode not staying active upon relaunch[/p]
  • [p]Fixed Jason's and Michael's pathfinding during act3[/p]
  • [p]Fixed the thunderous matters quest items rewards from floating in air[/p]
  • [p]Fixed the jittery car physics at high speeds[/p][p]p7[/p]
  • [p]Added rads gone to the smuggler bay[/p]
  • [p]Added an in game hint as to the usage of the hover mode[/p]
  • [p]Fixed the fast scrolling speed of the hologram floor in the tutorial[/p]
  • [p]Fixed being unable to aim with the lightning gun (not zeroed)[/p]
  • [p]Fixed cars from escaping forward after choosing them in the menu during the prologue[/p]
  • [p]Fixed the spawning of items all over the place from item time story, caused by putting things in the car[/p]
  • [p]Fixed the north district in 2230 hovering in air[/p]
  • [p]Fixed previous time story entries from tutorial appearing in the tutorial level[/p]
  • [p]Fixed the unintended ability to go above 1000mph in fly mode[/p]

V0.98 | Game Engine Upgrade | New Tutorial Quest | Lots of Bug Fixes

Hello time travelers!

A new update has been released, here is a broad overview!

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/3251bb519a0c240395fb3731e066f71090f7e678.png"][TAG-10][/p][p]Newsletter made by Odebla[/p]

First and foremost, for anyone of the old players who missed the last updates.

The car mods are now already loaded into the game and are acquired, they are no longer a simple reskin.

Here is a guide:

[p][dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3591202864"][/p][p][/p]

New Tutorial Level.

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/ecf9e989bd816be0a554c8bbd9413a1840d72745.jpg"][/p]

This new tutorial level can be played optionally and will guide you through a successful first time jump

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/2dbb35e78b593d64b9d91d94bf3f6563eea52777.png"][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/2f8aa376b1886c598b4ac5121ac78645ea698554.png"][img src="https://clan.akamai.steamstatic.com/images/34710162/9d7c806533801c044c5a9fbc33a6c749f7e17bed.png"][/p][p]Screenshots submitted by Davesoft[/p]

As well as combat training and the basics of questing! Have fun exploring this new level!

[p][/p]

Unity Engine Upgrade

[img src="https://clan.akamai.steamstatic.com/images/34710162/45d0d1b9c25e4eed9b0a62ae2bf00c6e53c56187.png"]

The games engine has been updated to a newer unity version, to ensure that I will have the ability to make use of some of the newer features, also in the performance corner!

[p][/p]

This came already with a potential small increase in performance in the range of 5-10 fps. My hope is that I can have a bigger disposal of tools at hand, when making the game perform better in future beta updates.

E.g. Unity’s Data-Oriented Technology Stack as an example.

[p][/p]

The car loading process has been sped up!

[p][/p]

One of the first things that I attempted with the new version, is to speed up the loading process again.

With a hint on top telling players in general how to activate or use car mods.

[img src="https://clan.akamai.steamstatic.com/images/34710162/d4cda0ef1daf2f6817478312ae8f3844f6d63d46.png"][TAG-110]In the future I may add hints as to the cars visuals and what time it can be found in.

[p][/p]

The rest of this update is mostly about fixed bugs since much of the work time was spend making the game stable again. Physics had to be readjusted and if some things still feel off whilst playing, make sure to report a bug!

[p][/p]

Next Update & Future Plans

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/c624f3b41a5b2bc704fe90faf654e09ec1ef57eb.png"][TAG-130][/p][p][/p]

Next in line would be the last story entry quest along with some of the last feature additions, which then will mark officially entering Beta Stage next update!

[p][/p]

Technically this update already pertains aspects of BETA 1 (Engine Upgrade), so Ending Quest and Beta 1 actually switched places, whilst the Ending Quest will have more Beta Polishing done on it.

[p][/p]

Thank you for having supported my work over the years.

The end is close, but that does not mean that once the game is complete, that updates will stop!

God bless

-Erathor

[p][/p][p]October 21th V0.98[/p]
  • [p]Revamped the tutorial level[/p]
  • [p]Unified V-Sync and target frame rate into one option. Minimal settings on the frame rate target sets it to v sync.[/p]
  • [p]Switched the Unity Version to 2019.4 For increased performance and stability[/p]
  • [p]Added a tool tip that tells you that you got the wrong fuel cell for the type of reactor[/p]
  • [p]Added changing near clipping planes for camera depending on if you are looking at a wall or at nothing[/p]
  • [p]Added spawn points for stone items next to some pine trees[/p]
  • [p]Added a hints for inserting different motor types, that tells you the need of different fuel, if out of gas[/p]
  • [p]Added a fake cloud skylight after 2015 6/12[/p]
  • [p]Added a crafty bench to 33Ad base in act 2[/p]
  • [p]Added a guide link in the mod loader section[/p]
  • [p]Upped the psp damage to 20 from its previous 5[/p]
  • [p]Slightly increased Edward's PSP damage[/p]
  • [p]Increased the futuristic merc armor rating by 10 points, lowered the pirate armor rating by 10 points[/p]
  • [p]Lowered the metal rod strength rating to be 1%[/p]
  • [p]Lowered car prices in game[/p]
  • [p]Changed it so duct tape can fully restore car health[/p]
  • [p]Nerfed box loot not to include high power caps[/p]
  • [p]Renamed Sandy with her last name Ms. Eleanor[/p]
  • [p]Improved the carloader to label the current loading car mod by title instead of steam id[/p]
  • [p]Improved performance of the car loader by a second per mod file[/p]
  • [p]Fixed some potential performance issues with the grow tree script[/p]
  • [p]Fixed a bug which would add a couple seconds of being immovable when first starting the game[/p]
  • [p]Fixed a bug upon when you ask Edward in the Prologue to be able to chose another car, you would follow up the dialogue with the wrong line[/p]
  • [p]Fixed the cemetary from now updating tombstones when time traveling right next to it[/p]
  • [p]Fixed Pine hill from not existing in 1000BC[/p]
  • [p]Fixed Sir Atom not being time tracked due to being on index 0 in the item list, which would otherwise create countless sir atoms in time story due to 0 reference entries[/p]
  • [p]Fixed a bug wherein items would have the same price no matter the age, when being sold to Edna Athor[/p]
  • [p]Fixed to item physics loading being heavily delayed[/p]
  • [p]Fixed a bug which would make arena fighters spawn again after losing in the arena, pottentially locking you in an infinite game over[/p]
  • [p]Fixed a bug, which would make arena fighters spawn before the arena even exists[/p]
  • [p]Fixed vending machine not giving you a product if it is exactly the price of the amount of money that you have[/p]
  • [p]Fixed the pricing of the antique shop 2300AD when selling more than one item[/p]
  • [p]Fixed the ability to sell and therefore lose quest essential items[/p]
  • [p]Fixed the taxi quest from not working post 2050, and added the new 3000AD locations as taxi destinations[/p]
  • [p]Fixed the safe house trader objects from appearing too low in the offer list, so you would need to scroll down[/p]
  • [p]Fixed some typos in the Mansion Crimson quest logs and books[/p]
  • [p]Fixed text alignment for the last page of the archeology book[/p]
  • [p]Fixed all interior lights not loading[/p]
  • [p]Fixed the sewer door trigger, and the vertical dark tunnel effects appearing before the rest of the buildings around cape dun[/p]
  • [p]Fixed newly spawned items from hovering mid air for ever[/p]
  • [p]Fixes to the Tower Quest, in relation to the Robot and Edward aiming his laser, and other such cases[/p]
  • [p]Fixed tree colission boxes for the broadleaf and redwood tree type[/p]
  • [p]Fixed an inconvenience if force dismount from leviboard upon reaching world border, it will be put into inventory[/p]
  • [p]Fixed the safehouse inventory display not refreshing when putting back a safehouse item and standing right next to it[/p]
  • [p]Fixed when fullpowa/jetpack flying out of a body of water you'd continue swimming in air[/p]
  • [p]Fixed car velocity zeroing after pause[/p]
  • [p]Fixed it so the Mach3 is now the default custom car again in the mod loader[/p]
[p][/p][p][/p]

V0.979 | 3000AD | New Side Quest | Arena | Custom Robo

Well met, time travelers!

These past two months I've been chiseling away at the second to last alpha update.

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/bc66f4fc279f32cc9c622328200e6369d0075f3a.png"][TAG-10][/p][p]News Art and some of the gif media was submitted by Odebla![/p][p][/p]

Travel into the end of THE THIRD MILLENNIUM!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/7fe7c63ddecadbd823ea021291140ab032a961e8.png"][/p][p]See Pine Island grow into a City Island, with several districts dotted around the island![/p][p]Most of them can be visited after 2300AD[/p][p][/p]

Star Gazer Palace

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/8ec99c43653d4e491b9ec4fc4d7498fcba6337c7.gif"][/p][p]Built on Mount Uroruh, one of its smaller peaks, peeking out through the floor of the palace ^^[/p][p]Visit the new palace of leadership in the city! Open to the public.[/p][p][/p]

The Market District

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/af8a5434573acf64ab34abe98117e312ad689736.gif"][/p][p]In here you can find all kinds of interesting futuristic items to gain.[/p][p]And places to visit.[/p][p][/p]

The North District

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/b588e59c1744a10f6634cb1be2b079fdbb331e7f.gif"][TAG-70][/p][p]Amongst the local pub, this place contains an antique shop, where you can sell all kinds of items for money![/p][p][/p]

The Harbor!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/71f8eef29ba7ab6f9ecce12f23d1a7f756ebda08.gif"][/p][p]This is the domain of the fisher folk, as well as a nice vista for the space port![/p][p][/p]

The Arena

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/effbc0575ffde526e50768e5486791fcde55db4d.gif"][/p][p]So far in AD 1600 and post 2300, you will be able to earn your money by beating down waves of opponents![/p][p][/p]

The Last Athor

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/8ac24afe17776552908125cfa1820e5b2a524b44.gif"][TAG-106][/p][p]At the end of 2999 You will be able to visit the last Athor, he lives on top of Star Gazer Palace.[/p][p]The empire has crumbled, is there any hope for what is to come?[/p][p][/p]

The Starport

[p]The hub of going between Earth & Moon and perhaps beyond. [/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/dc781c688341c482e2930e3fea063ebb8a75637b.gif"][/p][p]That begs the question, would you like to go with your time machine or rocket beyond earth? Maybe in some update after the game is fully released. Being able to insert the space core instead of the time core into the car, same way it works for the space gate. What are your thoughts? Could this work in a similar way to world addons?[/p][p][/p]

Make your own Robo Companion!

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/73646eee6201182d85c714aa0a43ae9de9965f4d.png"][TAG-140][/p][p]Pick the Main Robo module and assemble your own robo companion from various parts![/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/f61860413a33489f97c62c2a7a9c5bc2385b85f9.gif"][/p][p]They cannot do much yet but definitely a nice addition as a companion on your time travel adventures![/p][p]If you have ideas for ROBO features write them in the comments![/p][p][/p]

The Music for 3000AD

[p]I added music from my older Star Wars project to give the future a more mystical feeling.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/94e2b2f0fcb7859515aaa87ddfae107414bd0bec.png"][/p][p]The music files were originally composed by Gustav Holst and recorded by United States Air Force Heritage of America Band and is therefore under Public Domain.[/p][p]Gustav Holst also served as inspiration for John Williams scores, so it may give you some similar feels to his compositions.[/p][p][/p][p][/p]

Black Powder

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/11177b763d5eb7137ebb1c03a78bfbc06f7a3e0a.gif"][TAG-180][/p][p]If you find a bounty in the sewers you can obtain a new crafting recipe.[/p][p][/p]

Bob is missing!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/16e791cf97dcda2195dd47883de02c71fd64688c.gif"][/p][p]There are rumors 1650s that a local named Bob got lost exploring the sewers, perhaps you can find him.[/p]

Alternate Input for Crafting recipes!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/2e616b2c750b548a743e4bd93700b84a0c67f243.gif"][TAG-204][/p][p]Instead of two separate recipes I now did the only smart decision to just unify the recipe with alternate input possibilities. [/p][p][/p]

Environment Aging.

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/59aeb30aaad8d1402c8db5c16600d9f01bf18e14.gif"][/p][p]I've tested some texture applications to reveal aging on older structures. So that very old buildings would not look so pristine and new, but age in surface looks over time.[/p][p][/p]

Next updates

[p][/p][p]The next updates are planned as followed:[/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/c624f3b41a5b2bc704fe90faf654e09ec1ef57eb.png"][/p][p](this list may not include all features planned to be revised and fixed but I do have a full beta bucket list formed for 2026)[/p][p]-Last Story quest and with that end of Alpha.[/p][p]-Beta Update 1 (Performance (potentially migrating to a newer unity version), Item managment, and QoL, potentially a revamp of the tutorial level if not later, extensive bug solving)[/p][p]2026[/p][p]-Beta Update 2 (Finishing Multiplayer & Bug Fixing, potential Story rewrites)[/p][p]-Beta Update 3 (More Bug Fixes, last touches and if all is done maybe adding planting trees[/p][p]Gold Status status is reached, No Time leaves Early Access and goes into the post EA content phase.[/p][p]With more updates to come on a regular basis but once every two to three months.[/p]

Thank you for supporting my work this whole time.

God bless and enjoy the update!

[p][img src="https://clan.akamai.steamstatic.com/images/34710162/79604bc02768cb664378c15e60350dd5e467fb82.png"][/p][p]September 7th V0.979[/p]
  • [p]Added the heir side quest to 3000AD[/p]
  • [p]Added alternate input variations to some craft recipes, like the component recipe being now unified into one showing both old and new radio as viable options[/p]
  • [p]Added new centuries up to 3033AD[/p]
  • [p]Added Clone Warriors which attack the NHRE in the 28th century[/p]
  • [p]Added the darkening of the sun after 2600AD[/p]
  • [p]Added hints to press space to leave a seat/computer[/p]
  • [p]Added functionality to the space time device from the aurora quest, that lets you read functional data about your location in space time[/p]
  • [p]Added the space time device as craftible blueprint upon completion of act 3's Aurora[/p]
  • [p]Added a feature for the barrow downs safe house, in which the grass turns to snow during winter[/p]
  • [p]Added Sky Milk, the beverage of choice for the everyday man of the 2500s[/p]
  • [p]Added Training Academies/Arena to 2300AD[/p]
  • [p]Added an Arena to Cape Dun, pre 1780s[/p]
  • [p]Added a Robotics Smithy to 2300AD with the ability to make your own robit! (Yes Robit)[/p]
  • [p]Added an antique store to the north district in 2300AD[/p]
  • [p]Added a disco bar to the north district in 2300AD[/p]
  • [p]Added 2400 Table as Safehouse Object[/p]
  • [p]Added bottles as Safehouse Objects[/p]
  • [p]Added the ability to craft and modify custom robots[/p]
  • [p]Added a high rise apartment room to the market district in 2300AD[/p]
  • [p]Added hover bikes and a trader selling them in 2300AD[/p]
  • [p]Added an alternative that allows you to use three metal rods instead of the metal pack as input for the base of actions quest[/p]
  • [p]Added some more chunk loaders to reduce the load on the cpu in terms of things loaded into the main world[/p]
  • [p]Added a change that makes previously spawned bounties in the pirate camp, now appear in their own sewer base cape dun[/p]
  • [p]Added some routines that disable shadows on items at short distances for better performance, except for items right in front of you[/p]
  • [p]Added a tooltip for new players when first equipping a costume, to tell you to equip free hands again[/p]
  • [p]Added a greeting in which edwards tells you again to pick up the plc in case the player missed it[/p]
  • [p]Added a native stone circle to park hill[/p]
  • [p]Added texture aging to some old buildings throughout the island to show the passage of time[/p]
  • [p]Added a little fun dialogue to Wolf at the Pirate Camp entrance, where you could potentially fight or intimidate him to let you in[/p]
  • [p]Added Archive Disk entries for the timeline 2088-2500 and 2500-3000[/p]
  • [p]Added black powder and ingredients to craft it with[/p]
  • [p]Added a routine that makes melee opponents walk faster at you if you have a gun in hand[/p]
  • [p]Added a hint that tells users in the workshop window the need to acquire car mods in game instead of activating them in menu[/p]
  • [p]Added Bob, who's lost trying to break into the sewers in 1650[/p]
  • [p]Added new PLC satellite maps for pre deluge and post 2033 \[Only in black and white, textured versions may come in a future rendition][/p]
  • [p]Lowered the store price for basic capacitors[/p]
  • [p]Fixed/Revamped the wood door textures to use the atlas texture for the facility 1989, the school's back entrance and the tiki hotel and a couple more throughout the world[/p]
  • [p]Changed the color scheme of the mars safehouse to be more accurate to its actual colors in real life[/p]
  • [p]Removed the train station error message for fisher bay and replaced it now with the corresponding names (based on the quest result)[/p]
  • [p]Fixed the performance and improved some of the time event and fps controller code[/p]
  • [p]Fixed an issue with certain food objects, like water or cigars giving you fat [/p]
  • [p]Fixed some of the epa damage being out of balance (too weak early on and overpowered if it goes into explosion damage)[/p]
  • [p]Fixed held item is lost when going to prison[/p]
  • [p]Fixed the mechanic in 2060 from having pink furniture[/p]
  • [p]Fixed the Cloud Chaser waggling from left to right[/p]
  • [p]Fixed Bill from selling fusion motors before 2035[/p]
  • [p]Fixed the safe house red couch seating positions[/p]
  • [p]Fixed craft recipes only taking one of each type of item instead of multiple (if for instance two iron is required it takes only one)[/p]
  • [p]Fixed the junko bugs jittery behavior[/p]
  • [p]Fixed the exo planet dialogue with agents during act 4[/p]
  • [p]Fixed the safehouse scroll items view being out of range[/p]
  • [p]Fixed the daycycle from running at the same speed irrespective of the time slower/speeder (this caused the wild west quest train from ignoring the time slower and driving with the same speed)[/p]
  • [p]Fixed the audio of some sources like the engine not playing at times.[/p]
  • [p]Fixed a bug in which items spawned by a trader would float mid air for a while[/p]
  • [p]Fixed the detective coat from obstructing view in fps mode[/p]

Patch Notes for V0.978

I am currently in the midst of working on the 3000AD update, but here is a patch log from the past two weeks:

[p][/p][p]Patch 1[/p]
  • [p]Fixed the hacking port from having a misleading first node, people think it is pointing left[/p]
  • [p]Fixed some issues where Edward would offer you to repair the car etc.[/p]
  • [p]Fixed a bug where animals would still run tasks in pause mode[/p]
[p]Patch 2[/p]
  • [p]Fixed the theft alarm at the blacksmith from using tom as Npc to give you a warning, as well as the horse stables from having the same issue[/p]
  • [p]Fixed the meta zap from accumulating throughout the game being paused[/p]
[p]Patch 3[/p]
  • [p]Fixes to broken time tracking of your car[/p]
  • [p]Fixed the daycycle from progressing in pause menu[/p]
  • [p]Fixed the floating npc cars on stop lights in 2014, which would create piles of floating cars in the town center[/p]
[p][/p][p]Now good luck on your future time travel adventures![/p][p]God bless[/p][p]-Erathor[/p]

V0.978 | Multiplayer Fencing | World Editor Updates | Bug Fixes

Hello fellow players!

Today I announce a regular monthly update with fixes and new cool additions to the game!

Multiplayer Fencing

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/92f2a0f4435e0e8f782850de886fe422d3540fcb.gif"][/p][p]Now you can test your sword capabilities against your friends![/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/123f8794928b4ffd38b54d0d9efba18fa656a88e.gif"][/p][p][/p][p]A health bar should be now displayed above their heads.[/p][p]This comes along with several time story/ multiplayer bug fixes.[/p][p][/p]

Crashing against Multiplayer Cars.

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/61628dbf50bbd4361e7723bdeaaa28913416a0da.gif"][/p][p]This should now work nicely with an added knock-back effect to prevent the player from being driven over by a static time tracked version of your friend![/p][p][/p]

World Editor Updates.

[p]Along with some travel bug fixes like the issue with the water level a few[/p][p]new additions have been made![/p][p]You can now add traffic to your world mod! First place a traffic system.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/a82624c0b7d84427be252e71c9127b4675ddbb0a.gif"][/p][p]Spawn in nodes and parent them to the traffic system to create a loop.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/9631f94ef7f83041eb9d1ac0a3a92b83ab314259.gif"][/p][p]Voila, you have working traffic![/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/cfdd6ad6d09dce9c45580a17e1ae2f07f078f7d2.gif"][/p][p]Traffic lights are available in a cross roads or t shape crossing formation.[/p][p][/p]

Safe-house additions & other goodies

[p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/2bade72007b88c4767a5d6784c3e3fc81c840b46.gif"][/p][p]Your plc now makes use of of the Manhofer Satellite to locate ore veins![/p][p]This should be useful when stranded and in need for uranium for instance.[/p][p][/p][p]You are now able to place trash bins (for item disposal), chests and make use of a gold stash.[/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/4efc38da3ec81bf4c219b75f0cae4140dd4fa1b9.gif"][/p][p]This way you will be able to pay from the stash directly instead of having to place gold bars at the traders desk manually.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/b4128bbf7b87d6d6692d5fc4cce6b83cbb0407c3.gif"][/p][p]Gasoline explodes upon shooting![/p][p][/p][p]The aquarium is now fixed and has all kinds of marine life in it![/p][p][/p]

Next updates.

[p][/p][p]3000AD[/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/4c95b39e81ac2d3a397710f4541b7635c701a1d0.png"][TAG-150][/p][p]The next updates will likely revolve about potentially venturing into 3000AD as a new time zone.[/p][p]This would stretch out the 2050 future into 2250 or later, with the trash level happening afterwards.[/p][p]Meaning you may see some more nice vistas before the ground level becomes a dingy place.[/p][p]What happens after 2300 will be a surprise though.[/p][p][/p][p]The End of the Story[/p][p][img src="https://clan.akamai.steamstatic.com/images/34710162/9bbf15daff91ccef91ca9aa2732e550045c05d4a.png"][/p][p]I think I have the ending pretty much figured out so I am ready to head into finishing the story, for good.[/p][p][/p][p]Revamps/ Beta & New Tutorial Level[/p][p]This would include of course more bug fixes and Quality of Life improvements as I move the game towards Beta. [/p][p][/p][p]Another world editor update will allow you to create custom start scenarios, and as one of those scenarios I will create maybe a separate tutorial island[/p][p][/p][p]Updates after Beta[/p][p]After the game leaves Early Access, it will continue to get regular updates, even in the content region.[/p][p]This will happen together with the reveal of my future space project.[/p][p]You can check some videos of this project here:[/p][p][/p]

The plan is to enhance the core structure with a ground fps shooter element, and potential multiplayer modes. An update Demo is planned.

[p][/p]

I hope you like these new additions and bug fixes, below is the full change log for you to inspect.

Enjoy and good luck on your time travel adventures! And God bless.

-Erathor

[p][/p][p]July 8th V0.978[/p]
  • [p]Added melee combat to multiplayer[/p]
  • [p]Added health bars for players in Multiplayer[/p]
  • [p]Added an ore scanning feature to the plc map viewer[/p]
  • [p]Added a gold stash to the safe house, allowing you to draw from it directly if paying for something at the trader[/p]
  • [p]Added a trash bin to the safe house for easy disposal of items and some minor revamps to the safehouse trader ui[/p]
  • [p]Added placable safehouse chests[/p]
  • [p]Added gasoline explodes[/p]
  • [p]Added the ability to use vertical jets even with hovermode off[/p]
  • [p]Added small coin types to imperial currency[/p]
  • [p]Added the ability to charge a lightning rod with a lightning gun[/p]
  • [p]Added traffic lights to the world editor[/p]
  • [p]Added traffic systems (car route spawners) to the world editor[/p]
  • [p]Added the ability to lower the size of the trigger box when you hit a mod world border[/p]
  • [p]Changed the maximum character amount of a box name to 16[/p]
  • [p]Revamped and fixed the aquarium of 2050[/p]
  • [p]Increased car break strength[/p]
  • [p]Fixed the meta key to be a quest essential item, meaning if lost it cannot be wiped by time story[/p]
  • [p]Fixed items unloading spawned items when putting them into boxes, without first having picked them up[/p]
  • [p]Fixed the wheels from hanging too low[/p]
  • [p]Fixed in landing mode pause and then unpause, wheels stop working[/p]
  • [p]Fixed time speeder on lower framerates from making the car jumpy[/p]
  • [p]Fixed the ability for multiplayer cars to phase through your car[/p]
  • [p]Fixed using the minigun for a time and afterwards the PLC will leave the plc offset too far back[/p]
  • [p]Fixed campfire item not recognizing natural ground[/p]
  • [p]Fixed the inability to activate or disable headlights or other car systems using the trigger buttons whilst outside the car[/p]
  • [p]Fixed the german translation of the DG research notes[/p]
  • [p]Fixed the german translation for ACT4 during the picking of companions[/p]
  • [p]Fixed the inability to get the no time end achievements after finishing act4[/p]
  • [p]Fixed the blue safehouse trader level preview[/p]
  • [p]Fixed the regular wobble of the car every few seconds[/p]
  • [p]Fixes to missing past self cars when loading from a save[/p]
  • [p]Fixed the meta keys appearance[/p]
  • [p]Fixed some spelling mistakes[/p]
  • [p]Fixed driving while drunk being possible[/p]
  • [p]Fixed the lag in the sandbox menu[/p]
  • [p]Fixed the speedometer from going to 0 instantly when braking[/p]
  • [p]Fixed the drumset seating position[/p]
  • [p]Fixed the waterlevel being above the mountains when returning from a mod world to pine island[/p]
  • [p]Fixed epa car mounted shooting is triggered from past self or multiplayer cars[/p]

V0.975 | Car Dealer | Motors&Gas | Visual Car Damage | Roadmap


Hello fellow players!


This one took a bit longer.
The next thing in the roadmap towards Beta has been checked.




Steam Thumbnail Car Screenshots by Niels W.

That is increased customization of your time machine. That being either using different motor types or even entirely different cars.





Head to your car dealer and switch out the model for one with different specs.
For now you are only able to own one car at a time. However in a future update I may add separate garage to the safe house, for multiple custom car setups.
This also now sets a new way of using car mods. Any mod you own, now has to be acquired this way.


You can also set your car to spawn as free option during the prologue stage.

Max acceleration, weight, health all play a role in your choice!


Enhance your old Mach3 with a nice fusion motor for maximum POWER!




All cars now have their own luggage compartment, as well as an emergency crafter for the most necessary items.



For the Semi Truck, you may even sleep in a bunk bed! (You can enable these features also in your car mods)




Watch out, the more damaged your car gets dealt, the easier it is for the motor to get damaged.
Which will not make your car go into flames (Yet). But you won't be able to move until you get a new motor item!





Use the gas station to refuel on gas!
(The usage rate of gas is fairly low, so you won't have the necessity to refuel every couple minutes)




Car damage gets procedurally applied to the car via simple mesh deformations. Your car mods can also have the deformation feature applied in the editor, by selecting the specific mesh you want to be visual.



Screenshot submissions made by Time Bandit.

If your friend in multiplayer uses a car mod, given you have that mod installed, he will show up riding that mod car whilst in session! Past self cars should now also show your items displayed on the car!

If you have an old timey car from 1920, past citizen from around that time period will not bat an eye at the car. So you can perfectly blend in. Except if you start flying around with it... This would apply to as far as 1890 potentially as I added a bit of wiggle room, as to when a car was made and when it gets to be seen as suspicious.


Crates now spawn goodies!



And with that I hope you enjoy this new entry.
The game is coming ever closer towards beta (by the end of 2025), which will have major focus on Quality of Life improvements and bug fixing only! And after that, the game will become fully released.
I will still do regular updates past that point, but I may focus on a second project after.



So this is the Roadmap till 2026

    2025
  • Time Machine Enhancements
  • Multiplayer Combat Update
  • Last Story Entry (Return to Manhofer)
  • Potential Start of BETA
    2026
  • BETA Bugs emphasis
  • BETA QoL emphasis
  • BETA Multiplayer
  • BETA Performance improvements where possible
  • World Editor Update 2 & Car Editor Ease of Access (including a potential new tutorial level)
  • Full Release
    ...
  • Post release come any suggestions that were still made by players and that may make it into the game afterwards


Share the game with your friends to support my work!



Enjoy and God bless!
-Erathor



(Do check on these new additions as some have not been mentioned in the announcement!)

May 29th V0.975


  • Added the ability to make use of a speedometer in your car mod(which is scaled to zero by default)
  • Added puradine wheels (no wheel hover wheels) to 2020
  • Added sand being thrown up from no tire hover upgrades in idle mode
  • Added visual car damage
  • Added purchasable cars (which can be driven instead of the mach 3)
    *Cloud Chaser (2050s)
    *Palomino XII (2010s)
    *Pickup (1980s)
    *Junko Bug (1980s)
    *Semi Truck (1975)
    *Tin Liesel (1920)
  • Added the motor item (which powers your car motion)
    *V4 Motor
    *V6 Motor
    *V8 Motor
  • *Fission Motor
  • *Fusion Motor
  • Added Item Tracking on past self cars (Regarding all major important slots)
  • Added gas stations
  • Added gasoline as fuel for the V4-8 engines
  • Added some emergency recipes to the mr crafty, to craft an engine or basic things to make it back
  • Added random coloration to leviboards in the store
  • Added an indicator to your item if it can be modified on a workbench
  • Added the ability to have a bunk bed, a storage box and an emergency crafter in your car mod
  • Added horns to cars
  • Added a hint that you first need to plan out what to smith
  • Added potential player damage from colliding with the car
  • Added head bob to the head camera whilst in car to make the driving feel more physics orientated, rather than having the rigid camera view
  • Added the cocoancient cheat command for prehistoric money, cocoancient 5000000 as an example
  • Added error logs if a world addon or a car addon is broken
  • Made Crates destructible with random loot drops based on the year
  • Changed Swiss Franc symbol to Chi Rho, since it would make more sense contextually
  • Nerfed the epa damage to be more gradual
  • Lowered the main ramp for the safe house so that land levels merge with the ramp
  • Improved the drifting
  • Potentially fixed a widescreen issue with the mechanic customiser
  • Nerfed seagull and raven health by lowering armor to zero
  • Nerfed the bandit and agent enemy cars to have lower health
  • Refactored some of the time story code to be more data efficiant for tracking the cars color and details and modname, by removing redundant entrymaking
  • Fixed it so the player in the passenger seat cannot get killed by npc cars
  • Fixed the PLC from displaying wrong quest months as blue
  • Fixed the sky from disabling fog when using remote controller jump
  • Fixed car standing still when jumping back with using a remote controller
  • Fixed various spots in Sunny Beach where cars would be unable to drive uphill
  • Fixed the hands from being misaligned from the car wheel if having high muscle count
  • Fixed an issue where placing items on burgers would be misplaced
  • Fixed no wheel conversion creating collision sparks when parked
  • Fixed the black bars bug after starting a new save and using the timeline chip