I wanted to thank everyone who voted for No Time in this years awards session.
A new side quest has been made public! Will you be able to track down The illusive Dude?
The question is, do you bisque?
Be also sure to check out the revampe Accordion Man quest, in case you haven't finished it yet.
Major bosses in No Time now sport their own dedicated health bar.
Lots of smaller features and revamps have been made to the game. The new studio intro as you have likely seen, the standart unity options box has been removed and all graphics options are now able to be altered mid game!
I have a bucket list of things to fix and add or revamp for 2021. Stay tuned for more :)
As per usual I leave the full changelog below.
I wish you all a blessed advent of our Lord. - Lost in Days Studio
December 6th 2020 0.64
Removed the standard unity dialogue starting window
Moved Fullscreen and Resolution options into the graphcis menu in game
Added a new book to the library store
Added a dedicated teleportation method of the car which hopefully fixes drops of items from the car for a fraction of the occurances
Increased the size of the Time Wipe threshhold. Meaning it wont happen as often.
For new players Toon Edges will be now active by default (but can be disabled)
Changes to the interpolation of past cars and players
Some revamps to the Message Box animation
Fixes to the enemy AI, so it would not freeze (happend when the player hid while the AI was aiming)
Fixed the oversight were you could save after you open the first door with the code in the bunker in ACT III (so people don't get soft locked as it is supposed
Fixed the bug were premature closing of the PLC bootsequence would lock your controls
to play out like a sequence)
Fixed the error artifacts for the questlog showing up at the freeroam
Fixed the dialogues for ACT IIIs bernd and tom
Fixed the facility quests problem where edwards note on the table would mix into the pizza timeline
Fixed the black screen game over from not giving a restart option
Fixed the banker bots face
Fixed the flashlight from showing when in the car and third person view
Fixed the streets at ACT III pine lake square 2014
Fixed the car from being blocked upon reload of the save
Fixed the "Can't drive right now" after time travel
Fixed Athor from existing in ACT III's future before rescuing him in the past
Fixed the flashsabers appearance over water
Fixed more typos
More fixes to pink missing materials p1
Fixed the graphics menu from not working in a loaded game
Fixed the weird dots on books p2
Fixed a few typos
Fixed a few misplaced trees p3
Fixed the tank health display
Fixed a few more bugs from ACT III including problems with the ending part
Coming Steam Awards! Your help will be needed!
Hello fellow players :)
Special Announcement! I want to invite you to vote for NO TIME, for the coming Steam Awards! If you liked the game, be sure to vote for the game!
Thank you your support over the last 2 years, let us now work towards making this game a complete experience in 2021!
Patch Notes 0.62
Hello there dear players!
Here are the patchnotes for the past days.
Cheers -Erathor
p1-2 -Minor fixes to shaders and materials p3 -Fixed a few roads from appearing before 1920 -Added stone tablets to the Accordion underground level p4 -Fixed the pink coffee mugs and cars -Fixed a few misconceptions about what to do at the henry quest p5 -Fixes to the facility quest and the missing quest not triggering -More fixes to pink missing materials
V 0.62 || Custom Key Binding || PSX Mode
The first of a number of updates for this roadmap has just been released.
One of the main changes has been the inclusion of custom keybinding and revamps to the pause menu.
Partial controller support is not ready yet, but it should be added in the next major update. Once that releases, the controller support will not have custom key biding for now, but it may get added in the future.
Another fun addition is the PSX mode, giving you possibly some nostalgic feelings from the late 90s. While it is not quite finished yet, you can have it as a kind of preview.
Some of the jittery vertecies effect (originally in the psx due to no floating percission) has to be set up yet in the right way. I am stitching together different pieces of shader variants for retro effects, to get the perfect presentation working. Stay tuned on that for more!
The next update will include revamps to the Accordion Man quest (hold off before playing it therefore). I also want to another new side quest coming along. The question is, who is the dude...?
The change log is displayed below as usual.
Cheers and God bless -Erathor
November 23rd 2020 0.62
Added custom key binding
Added the PSX styled Graphics Mode (Just a preview but still)
Gave Banker Bot an original new face
Revamped the pause menu
Some clean up to the GC allocation
Raised the volume of the Wastebail achievement Narrator
Fixed the amount of reflection updates to the proximity of the player (Possibly reducing mini frame freezes)
Fixed npcs from walking through buildings at edwards backyard
Fixed npcs from flying behind the courthouse
Fixed the small palms at the main street
Fixed a few more typos
Fixed Edward from spawning in air when landing in ACT III pine lake
Fixed Bernd from not selling anything in ACT III
Fixed the fusion cell from still having glowing textures even if uncharged
Patch#6 & Plans for the next updates :D
Hello there fellow players.
We want to share a bit about our plans for the coming updates in the following weeks...
Custom Keybinding (coming out either this or next week)
A revamped pause menu
Revamp the Accordion Man Quest
Add the Dude Quest (one of at least 4-6 side quests currently planned)
Major revamps to landscape and locations
A general dash at a performance overhaul
And of course the occasional bux fixes. Stay tuned because there is more coming :D Below are the patch notes.
Cheers and God bless.
- Lost in Days Studio ------------------------------------------------------------------------------------------------------------- p6 -Bernd in ACT II sells the magnetometer now as well at a discount price -Fixed the time meter from triggering the alarm too early -Fixed the wrong Questlog update for henries missing quest -Fixed problems with the mansion not appearing correctly after the crater should appear -Fixed the flying train station appearing in earlier years -Fixed the open entrance at the back of the school -Fixed your other self from not appearing in the past -Fixed the issue where some players were not able to talk to Edward for the courthouse meeting at 2 AM(increased the time frame in which the quest can be absolved) -Fixed a few more typos
ACT III Release Patch is incoming
Hello fellow players, I recently saw many comments about bugs.
Some have been reported due to being on the unstable test branch, which is as the name suggests experimental and not the official version. I removed that one from the public now, so you should be automatically moved to the default version.
There is a list of fixes soon coming to the default version.
Hope you will enjoy ACT III :)
Cheers and God bless.
p1 -Fixed the Gratulations Note from appearing instead of the useful notes p2 -Spelling Mistakes -Minor fixes to the story p3 -Fixed the broken interactions -Fixed the flying people at ACT III's courthouse -Fixed the rattling from continuing after the PiratesQuest was finished -Made the Elevator Shaft Climb slower -Fixed the native leader from talking to you even without oloomooloo -Fixed the spider rattling after the quest was finished p4 -Fixed Athor from running away after falling down the pipes in ACT II -Added a GamePadMode Toggle (Press LeftCtrl + G)
ACT III Release planned for this week!
Greetings fellow players!
Well finally we are here. ACT III is planned to release on thursday this week. November 12th to give you a number :)
The update will include a new save system which means, if you want to continue your old save game, you need to switch to the legacy branch. This version of the game will be the current default one before the release of ACT III.
A new save system also means that you need to restart your game. But trust me it will REALLY pay off. While the default branch did not get any new updates for a while, this update will include big revamps to ACT I and II. A big overhaul to the visuals of the AI cars. and inner workings! More things to do, and explore! Being able to experience the story leading up to ACT III in a new and revisioned way!
Here is the official and final trailer for No Time's Main Story: https://youtu.be/Ce8cFBocvKc?list=PLViudMPECwSsA6hZj5NZ_5fZSGmctnX9e
I am also announcing a possible long play on saturday. You can find more info about it in our Discord Community :) https://discord.gg/73S46Gs Now here is a summary of the full changelog.
Cheers and God bless.
-Lost in Days Studio
Full changelog including the revamps: (a more detailed changelog as to the additions and revamps will be found in the local installation folder)
ROUGH OVERVIEW OF THE ADDITIONS
Added ACT III, the last chapter of the NO TIME main story.
Added Time Wipe Events
Added more cars to the future
Added reflection probes
Added more achievements for ACT III
Added ore mining
Added a fanfare when learning new craftable objects
Added more variety to the Yebay Station
Added a gamma, contrast slider and a bloom toggle for the graphics menu
Added the swamp monster to ACT III 300 BC
Added more blueprints to be found throughout the story
Added sounds to the metal bar doors.
Added corresponding labels/signs to all stages of the police department
Added new lightning effects to the surrounding clouds and ATMO Exchange smog, visual additions to alternate reality landscapes. New locations. More music. In part due to the revamps.
Added sun rays to sun and moon
ROUGH OVERVIEW OF THE REVAMPS
REVAMPED ACT I AND II (capital letters, because a lot has been added)
Slight Revamps to the UI
Revamped the weapon handling
Revamped the Thunderous Matters quest
Revamped the Gun quest
Revamped the Enhancements Quest
Revamped many items appearance
Revamped most of the characters shading
Revamped the cars interior (Also added floor windows for the hover conversion)
Revamped the savesystem with the addition of multiple save files and auto saves
Changes and additions to the mechanics menu (Exchanged the car shape option with a time machine positioning option)
Many of the quests have been made time tracked (For instance as long as you are in ACT I you can revisit the weather machine debacle on the hill)
Revamped a few items visuals
Revamped the interior of Tower I
Revamped the Seeker Bots AI and visuals.
FIXES
A few more performance improvements/fixed
A few typo/spelling fixes
A few fixes for CITY I (Level Design, AI, ...)
Fixed the stepping sounds when on the leviboard
Fixed the Color Menu Handle being off
Fixed Luke from not triggering the Elanor Quest in 2014
Fixed the lamp from disappearing/reappearing upon toggling
Fixed problem with sir atoms spawning with your items
Finally Fixed the Sequence of Athor falling through a draining Pipe in ACT II
Fixed the lamp from falling through the floor
Fixed the flying fish
Fixed the npc blinking
Fixed a few spelling mistakes
Fixed the jump trigger from being toggled upon space bar release
Fixed the spamming of elevator buttons resulting in the disappearance of npc's
Fixed the ramp at the facilities tunnels
Fixed the camera inside the car from being stuck when switching from 3rd person to 1st during flight
Fixed the bug where the motor is still going after getting out of the car
Fixed Mr. Crafty from leaving items behind at times
Fixed the car from crashing into another self in the void
Fixed the gun from not dropping after receiving a new item. No more anti gravity coffee from Mr. Coffee
Fixed the bugged front doors of the facility
Fixed the street lamps in 1795
Fixed the spelling mistake "resque"
Fixed the car bugging out when pausing or at distance
Fixed the the occasional blocked exit at the ACT II introduction
Fixed the the wrong buildings from appearing in the wrong time frames
Fixed the item duplication upon drop
Fixed the Car Flipper
--other--
A few postprocessing fixes
A few color adjustments
A few additions to the prologue story
Performance boost for night time city lighting
A few alterations to old edwards face
Exchanged the uranium voice line of the narrator, to mention the front of the car
Lowered the jet approach for the sewer route
Revamped the Smugglers Hideout and functionality
Added a supression field to any hover vehicle below a certain altitute for post 1990s
Visual Revamps to the UI
Added the event, where fredich is the "first" human to climb the mountain Uroruh
Fixed the achievements from not triggering
Fixes for the facility and prologue quest
Made the Car Flipper a craft able item to be unlocked
A few more weeks before ACT III
Hello fellow players :D
I hope you were able to enjoy the past revamps and I thank you for accompanying me in the past two months of making those. Work on them is now finished with a few last touches to be made.
I am also preparing a final Story Trailer, which you can take a small peek at below :) [previewyoutube="vcMcPBirnPQ;full"]
Just a little longer and you will be able to experience the full story. Though of course the game won't end after that. There are many side stories yet to be told. Like the illusive dude of the 50s, or vikings maybe? There is a lot in store yet.
See you on ACT III's launch day :D
Cheers and God bless. - Erathor
V0.46 Revamp V
Hello fellow players :D
You the next update includes the rest of the alternate future! You have to stop at the point, when you got to land on park hill after escaping. The next update will pick up from there :) NOTE: DO NOT continue after the sequence, where Edward cuts open the gate.
These phases are basically the revamps as they are being worked on. They will not include the reworked save files, meaning that you will have to replay ACT I and II once the release of ACT III happens.
DO NOT save if you want to keep your old save on the other branches. Only save if you want to start a new game on this branch.
The Legacy branch is for all who want to continue with their old save files even after ACT III released.
In this update, you will explore the secret inner workings of TOWER I, the residence of The Consul, also called Mr. C.
Changelog is below. Cheers and God bless :)
September 20th 2020 0.46 Revamp Part V
Revamped the story up to the part, where Edward tells you to land on Park Hill
Added corresponding labels/signs to all stages of the police department
Added new lightning effects to the surrounding clouds and ATMO Exchange smog
Added sounds to the metal bar doors.
Added more blueprints to be found throughout the story
Added sun rays to sun and moon
Revamped a few items visuals
Revamped the interior of Tower I
Revamped the Seeker Bots AI and visuals.
Lowered the jet approach for the sewer route
Fixed the Car Flipper
Made the Car Flipper a craft able item to be unlocked
Fixed the pizza bot from being pink p1
Fixed the item duplication upon drop p2
A few typo/spelling fixes
Some Performance Improvements
Fixed the the wrong buildings from appearing in the wrong time frames
V 0.45 Revamp Part IV | The revamped alternate future
Oh boogers! What happened to the future? Something must have really gone wrong this time!
NOTE: DO NOT continue after the sequence, where Edward cuts open the gate.
These phases are basically the revamps as they are being worked on. They will not include the reworked save files, meaning that you will have to replay ACT I and II once the release of ACT III happens.
DO NOT save if you want to keep your old save on the other branches. Only save if you want to start a new game on this branch.
The Legacy branch is for all who want to continue with their old save files even after ACT III released.
Below is the change log.
Cheers and God bless :) September 14th 0.45 Revamp Part IV
Completed the ACT I story revamp (comics to be revamped at a later date)
Revamped the ACT II portion up to the point where you arrive at Tower I
Revamped the Jet visuals and AI
Revamped the landscape for the alternate reality of post 1990, more interesting levels to traverse and observe
Revamped the Smugglers Hideout and functionality
Added a suppression field to any hover vehicle below a certain altitude for post 1990s
Visual Revamps to the UI
Added the event, where fredich is the "first" human to climb the mountain Uroruh
Fixed the achievements from not triggering
Fixes for the facility and prologue quest
Fixed the the occasional blocked exit at the ACT II introduction