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Genre: Role-playing (RPG), Simulator, Adventure, Indie

No Time

V0.696 | Storm&Radios Update! | Edward's Sewer Adventure around the corner!

Hello fellow players!



Version 0.696 has made it into the public, here's what's new!

Radios and Stations.


Listen to any of presently three radio stations.

  • Radio Andrey: The station of the mega city to the west. Moody synth music, 12AM, 1PM, 16PM and 19 PM you got a local news cycle with police reports or local news.
  • Pine Radio: Always playing the newest jams, though it gets into weird taste during the 2000s. 1-2PM is News Time.
  • Fred Radio: The best classics aged well... like m a n u r e. You got callers talking and asking about mysteries, theories and all that good stuff at 7AM, 12PM and 8PM along with a interview segment running at 5PM.


You can drop in your own music as well!


Just go to your local installation folder and navigate to "_music". Inside you will find folders according to each radio station and time period. The presently accepted file types are .wav and .ogg files.
Enjoy that feature!

Weather Revamp


The weather and corresponding weather effects have received a major revamp!

First and foremost a custom written volumetric cloud renderer :D

During storms the clouds sink, covering the sky lane so fly safely!

Rain drops are now visible on the floor, and I am planning on giving the cars windshields some appropriate rain effects in the future as well.

Thunder strikes are now local. That means, there could be a chance of you getting struck by lightning.

But that wouldn't happen likely unless you had some kind of lightning rod ^^

Patch Notes 0.695

Hello fellow players.
Here are the notes for the latest patches.
Enjoy :)

p1
-Fixed The Pirate Bay Map Marker from displaying "Ranger Tower"
-Fixed the missing white tunnel exits during the time travel sequence
p2
-Fixed the bug where in you could not travel/save or use leviboards after finishing the Vikings quest
-Fixed the bug with the door riddles not updating their names when triggering the locks
-Fixed the Accordion Man from not approaching
-Fixed the Rhogur from not moving at all during the cave sequence
-Fixed the player from not getting up from a crouch when wearing a costume
-Fixed your inventory from not updating when putting one of your items into the sir atom
-Fixed your box from duplicating items when inserting either a cowboy or vintage costume
-Fixed the issue where you would not undress your costume if being put into a box
p3
-Fixed it so you cannot see your hat sticking through the roof when going into third person mode whilst inside the car
-Fixed the slot iteration in the save system.
-Fixed the issue with floating chips when picking them up from outside the car
-Fixed the issue where the shoot out between westwood and the agent would not continue
-Fixed the issue where in the costume would not be worn after loading the game
p4
-Fixed the Snack Cake from not being loaded into a game from a save file
-Fixed the white screen from not appearing during an explosion
-Fixed the crabs from dealing damage after being killed
-Fixed the possibility of shooting the epa through the glass window in the lab in 1989
-Adjusted the interior window material to be better visible

V 0.695 || Costumes || Sandbox Mode || MORE

Hello fellow players!


A new update is about to be released today onto the public branch.
As last time I am going to release the announcement before the update.

Attention I reverted the inventory control scheme back to its old setup.


You use numbers [1] - [7] to iterate through the inventory.



Use the scroll wheel to hold your item farther or closer to you.



The Sandbox Mode has been added into the game!
You play it by starting a new game and choosing a mode from the select menu!



Buy costumes at your local 6/12! See how people react, or how you look in it by spying out yourself.



Hmm... weird I don't remember this blueprint from the epilogue quest. Most have added and forgot about it...





Work on Edward's sewer adventure goes into the post production phase and voice recordings.
It will tell the story of Edward's venture into the sewers as a youngling.

Click here to follow the game before it comes out on GameJolt :D


Here is the full changelog.
Enjoy the update :)

August 21st 2021 0.695


  • Reverted the inventory control scheme to the old layout by pressing the numbers on the keyboard. Scroll Wheel is back to being the farther/ closer item control.
  • Added costumes for the player to wear, people react accordingly sometimes. You can see your full costume when looking at your past self.
  • Added free mode (Basically sandbox, no quests or story, more to be added soon)
  • Added a secret chip during the epilogue quest, which will lead you to a save house (Don't tell Erathor -Mim)
  • Added three time line chips to be unlocked (Blueprints hidden inside the save house)
  • Added auto save and time wipe sliders to control how often they trigger in the gameplay options
  • Increased the inventory cap and the save slot cap by 2 more slots
  • Fixed the agents in the Escape Quest in the sewers from popping up in front of you
  • Fixed some typos for the ACT III "Back to the Past" Quest Description
  • Fixed rockets shot by turrets in ACT III from following you through time travel
  • Fixed the suppression field, which block hover cars in the alt future, to function properly
  • Fixed the bug of dropping an item and scrolling at the same time, causing the inventory from not removing the item from the ui
  • Fixed the bug where in the player could glitch himself into the car while at the end of ACT I
  • Removed Mim

V 0.69 P9 Patch Notes

Hello fellow players!


Thanks to the help of XylanXS & DeloreanDMC_88 and Averie, who have aided me in testing thoroughly, I have spent the last few weeks trying to repair the save system bug, which sometimes overrides your save to auto save

I really hope that we finally solved this problem. In case it does persist, please comment immediately and I will try to get in contact with you as soon as I can.

Again I apologize to anyone who did encounter this bug. It is something that I really try my best to be resolved. And I hope that is :)

This is a list of the last few patches, which have been made public.
Enjoy the new updates and stay also tuned for Edward's Sewer Adventure!
Wanna find out more about ESA? Follow this link, to the games page on Gamejolt!
https://gamejolt.com/games/EdwieSewie/624613

Make sure to always press the red bug button in the pause menu, in case any other bug needs to be resolved. This way you help me the developer in making the game more and more a finished product!

Cheers and God bless
-Erathor

    p6
  • Fixed the massive overhead for future players during the CORE section in ACT III. For current players, delete your time story. That will fix it also for you :)
  • Fixed the floating item issue at the diverting actions quest and during the last stage with the virus chip (Credit goes to Tristan for his reports)
    p7
  • Fixed some of the glitches when giving items to npcs during ACT III
  • Added a 300BC craftable chip after you acquired the chip in ACT III
  • Fixed the floating items on the table at the beginning of ACT II
  • Fixed the loss of any item you held before ending ACT I
  • Fixed the slot from automatically switching to the next item instead of having a free hand after dropping an item
    p8
  • Fixed an issue at the last stage quest which would get you booted up in the accelerator tunnel sequence
  • Increased overall performance due to a change of settings
    p9
  • Fixed the bug where the important files would still be displayed in your inventory slot after you gave them to Edward
  • An adjustment to when Edward tells you to take a step back in the Escape Quest (changed it to "stay behind me")
  • At last the Save System issue has been rooted out (Credit goes to XylanXS & DeloreanDMC_88 on Discord for aiding me in extensive bug testing and debugging)
  • Minor Fixes to the Aurora Quest, credit goes to Mattomo for testing

Patch Notes || Attention regarding saving

Hello fellow players.

Here is the patch list from the past few days.

There have been many reports about the save system glitching out every now and again. I am currently figuring out, what the cause of it might be.

Todays patch is going to revolve about this issue, so if the problem persists (the save system being stuck or always saving in auto save) please let me know.

If you lost your save file I am very sorry. If you want I can personally try to reproduce your save file just lemme know in the comments.


    p1
  • Fixed the geography from being replaced by the comic book
  • Fixed the remote controller from not functioning properly due to the new auto brake feature
  • Fixed the car from activating hover mode if pressing space when holding the remote controller
    p2
  • Increased Mr. Crafties detection range of your items
  • Fixed the ranger from switching random faces
  • Fixed a possible out of bounds exception for the inventory (if by a glitch you happen to have more than six items in your inventory at start)
    p3
  • Fixed the bug where in you would be able to drop items when entering a password into a computer
  • Fixed the 3rd person cam for the car, which most often glitches like in the instance of parking the car inside the mechanics shop
  • Fixed The shilling bag from not transferring your money once used
  • Money bags now display the (Use Info Tag)
    p4
  • Added another condition so that the auto save, so that it cannot save while another save is currently processing
  • Added a cooldown to the trigger of the Time Events at start, so that everything can load in properly
  • Fixed some digestible items from displaying a fully green circle even if consumed partially
  • Fixed the pack of eggs lying on the ground in the store
    p5
  • Changes to the workflow of the save system to see if it fixed the present saving problem

V 0.69 || !ATTENTION! New Inventory Handling & More!

Hello fellow players!



New update around the corner!
Before it releases I want you to be introduced to the new inventory handling



Use your mouse weel to scroll through the inventory, which has at the moment up to six slots.


Use the [1] and [2] number buttons to move your item farther or closer to you.
This means a change in the controls, but as I have seen from other players, you can get accustomed to it pretty quick.
Your prior inventory items won't get lost, no worries there.

NOTE: I also increased the rate of auto saving. If your auto save triggers at a sequence or something similar (essentially during important parts of a story or when the black cinematic bars appear, which would break the save normally since sequences don't get saved) please report it to me in the forums so that it can be dealt with it.

Bugs? Eww...

Report them by clicking this button! It will redirect you to the steam forums.
If anything with the new inventory handling or auto saves seems broken, report it to me as fast as you can say noodletornadoearinfection!


Wanna learn more about pine island and the surrounding geography and lore?
Check out the new books in jasons store!



Visit PIne Islands National Reserve! Maybe you'll meet the friendly park ranger.




Work on Edward's Sewer Adventure is approaching the climax of the story.
After that comes a phase of voice recording and bug testing, before it gets released onto GameJolt and Itch in the following month or two.

You can already follow the game page here :)
https://gamejolt.com/games/EdwieSewie/624613

There have been many more additions with the recent update,
but I'll count them down in the change log. Stay tuned for the update to release today!


God bless.

June 30th 2021 0.69
-Revamped the Inventory System (via Mouse Scroll)
-Added an option to flip the car if it turns out to flip on its head
-Added a Pine Island geography book
-Added a park ranger at the pine island reserve to the south east
-Added a potential auto hand break if outside the car and the car being parked and not moving (it works best on not too steep hills)
-Added a bug report button in the pause menu (redirections you to the steam bug forum)
-Holding Items closer or farther is now controlled by the number 1 and 2 buttons
-Improvement in color of the ocean water
-Localized all Map Markers
-AutoSaves are set now to trigger every 15 minutes under the condition that nothing major is happening (be it a sequence, or a dialogue)
-The Cinematic Key have to be toggled now in the control menu
-Lowered the color intensity in post processing by a slight margin
-Fixed the car glitching or flipping after time travel by setting the car a few centimeters higher in the air after reentry
-Fixed the brick textures for the sewer base
-Fixed the staircase at the school from blocking you
-Fixed from being able to jump while crouching
-Fixed Car Stop Trigger
-Fixed the steering wheel from displaying "Enter Car" if sitting inside
-Fixed massive overhead during the "Diverting Actions" quest. (For those who already are in the quest and have lag, I suggest you purge your time story. That should fix it for you)
-Fixed more typos
-Removed Mim

V 0.685 Patch Notes

Hello fellow players!

Here are the patch notes for the last few updates.
Enjoy!


p1
-Fixed Jason's little EMP tutorial dialogue from not taking rebound keys into account
-Fixed the floating aurora on Pine Island
-Fixed a missing space typo for the sell button
-Fixed the car from doing back flips if entering the save/load system
p2
-Fixed a bug in ACT III where edward would not respond to you in the 1980s in the Back to the past quest
-Fixed the camera from glitching if having reloaded from the third person view
p3
-Fixed the save system button triggers
-Fixed the chair from displaying the "kneel" phrase instead of "sit"
p4
-Gave Erombur a jacket
-Fixed the gun from being locked when aiming at the training bot
-Fixed UI button triggers from not being clickable in the Craft Menu
p5
-Fixed a rock from blocking the way in Act III's bunkers
-Time Agents have now bandit voices
-Made Speechboxes scaled based on distance
-Revamped the Ale Item's appearance
p6
-Altered the Dude quest, so you can alternatively also give the Dude a stack of twenty crabs
-Fixed a few more typos

V0.685 | Mini Update | Bug Fixes

Hello fellow players.

I wanted to compile a quick list of the bug fixes which were added in previous patches along with some newer additions.

Weirdly enough the gamma/contrast option stopped working, the cause was, that it only got called as a method once when switching to or from psx. But that begs the question, how did it work prior to that, without me changing it.

I suspect Mim to be behind this, what do you guys think?

Enjoy :D

p1
-Added visual hints onto the riddle gates
-Increased the shop alarm trigger at the entrance
-Adjusted the metallic value
-Fixed the newspapers from not spawning in the ACT II future
-Fixed the password for the Auroras core room
p2
-Fixed the time freeze
-Fixed the book store trigger which prevents you from stealing
p3
-Fixed the headphones of the com agents from not following the head
-Fixed a custom leave computer key binding from leaving the computer mid entering a password
-Fixed the game from breaking after inserting a board, that you are riding on, into a box
p4
-Fixed a small bug for Michael's Birthday which made Edward disappear
-Fixed a few more typos

June 7th 2021 0.685
-Added nice Water Falls above the dam
-Added a cave with some hill men above where the dam is, some time in the 1500s
-Fixed the Gamma/Contrast Slider in game
-Alterations to "The Last Stage" in the dialogue with crimson and the last comic.
-Removed Mim for above reasons

V 0.68 | Revamped Quest! | Sewer Adventure News! | And even More!

A new and big update!



An arcade machine appeared in the 6/12 store. Can you beat the high score?

I've added a metallic slider to have more variety in the cars looks!


You will find newspapers lying around the city or at the post office. They refresh every 5-10 years giving unique stories. Depending if you are in ACT I or II you will get two different tellings of the timeline by reading the newspaper.



There is a ghost ship appearing in ACT III.
The Mystery Crimson Quest was replaced with a quest revolving around this ship. Will you solve the mystery?

You trigger the quest right after reaching Pine Lake with Athor, and having helped Jason with the basic things you enter Crimsons office, to find out about The Aurora...

Work is progressing on Edward's Sewer Adventure, a small story game in the ps1 style graphics, about Edwards encounters while being lost in the sewers as a youngling.


Me and Averie are slowly finishing up the basics of the game, the bare bone mechanics so to speak.

After that will come the actual story. Here is a little sneak peek if you want a better description of the game. Rotate the 3d model around:

https://sketchfab.com/models/637f7a360677425eb97e6a5d627fecba/embed

You can also follow Averie to get regular saturday posts about it!
https://twitter.com/AverieAurelia

Next up will be two more major side quests, before adding a conclusion type side quest, which will wrap your entire story up in a nice package to look back at.

I wish you a good week, God bless and enjoy the update :)

May 25th 2021 0.68

  • Added a revamped quest to ACT III, replacing "Mystery Crimson" with a new quest called "The Aurora"
  • Added variations in footstep sounds based on the surface or material
  • Added an arcade machine to the 6/12 store!
  • Added a new chapter to the urban story book
  • Added newspapers which spawn around the city, each new edition being spawned every few years
  • Added a few decal details to the streets
  • Added a gas station to the 6/12 as a visual addition
  • Added a scroll bar for the quest buttons in the log, preventing an overflow of the buttons in the finished tab
  • -Added Npc reactions to you hitting them
  • -Added a FOV slider in the graphics menu
  • -Added a metallic option for the color of the car
  • -Perishable foods and books now disappear after a year of dropping them
  • -Decreased the possibility of Npcs popping in on screen by having them only spawn off screen, when behind you for example
  • -Revamped the Character Model of the Burger Lord Employee
  • -Some alteration to the Lost Clock quest, explaining better on how to find the bandit cave.
  • -Some minor revamps for the character models
  • -Fixed the repeating black out screen on october 1st 1795 next to athors estate
  • -Fixed npc's from floating above the ground for the most part
  • -Fixed more of the items in the past mechanic, it is now build in stages, where you can use things like radios and lamps in the 1900s, it will be suspicious in earlier periods
  • Fixed the end of gathering up all fragments, for those who already did and got nothing. The items will be spawned for you at game start.
  • Fixed the late chunk loading after time travel
  • Fixed the problem of the tutorial not triggering the right buttons with a custom keybind
  • Fixed the landing sound from playing many times at the same second
  • Fixed the PLC from summing fall damage which would kill you if falling
  • Fixed being able to steal items from 6/12 by picking them up from outside the store
  • Fixed the issue where it would trigger the next part of the story and block you from exiting the sewers during the battle of Pine Lake
  • Fixed the Mead Making Job, you were not able to punch in the water bucket.
  • Fixed more typos
  • Removed Mim
    p1
  • Added visual hints onto the riddle gates
  • Increased the shop alarm trigger at the entrance
  • Adjusted the metallic value
  • Fixed the newspapers from not spawning in the ACT II future

Patch Notes V0.66 | Round II

Hello fellow players.
Here goes another round of patches which were published in the past days.
I hope this will enhance your experience. Enjoy!

p11
-Added a 2Can to the Core Room
-Gave a cooldown to the copy machine
-Fixed the player from being able to view the compass before gettings the questlog
-Fixed the EPA's charge indicator from displaying the value 3 instead of 0 after usage
-Fixed the fragment checker
-Fixed the lamp from being toggled while inside the car

p12
-Fixed the fragment checker display
-Fixed lamps from being held while inside the car

p13
-Added a new flashlight sound
-Added an experimental fix to the vanishing of items from the car upon load
(all items in the car get set initially up by a few centimeters as to not glitch through the ground)
-Fixed the disappearance of items once the remote control emerges out of its time travels

p14
-Fixed the copy machines usage
-Fixed fred's manure shop from not appearing