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V0.97 World Addon Editor Pt.1 | New Car Wheels & Futurism | Bug Fixes

Hello dear players!


[h3]I am back from my week long hiatus at real life Fort Dun, taking a break from electronics![/h3]



[h3]I have been quite diligent these past two months![/h3]

[h2]The World Creator[/h2]

Before having left last week, I finished the first part of the World Editor, which I wanted to release to the main branch!


I let it cook a little longer while I was gone, to let a couple bugs trickle up, found by the reliable testers on my server, which had to be fixed still.

https://steamcommunity.com/sharedfiles/filedetails/?id=3428136874
Here is an example island for you to download!

Import a height map (by editing the source image which has to be 513x513 pixels)

And edit it to your liking Add housing or custom meshes and tell the game if it should only appear during a specific time period

You can travel to any level, by selecting it on the new world map. A level addon has a longitude/latitude coordinate, so you will be able to place your map anywhere on the world map. Double click on the map marker and fly towards the direction!

If your level has a ship or airport connection, you will be able to connect to it that way.

This way it was my hope for you to create custom worlds, to widen the scope of exploration in No Time.

Does it still have bugs? Yes, as it is an early tool so I suggest creating backups of your mod after every edit at least for now.

https://steamcommunity.com/sharedfiles/filedetails/?id=3441923806
You could create pretty interesting racing track islands for multiplayer with it.

It is as of yet very unfinished, here is what is yet to come.
-Custom Npc Names (essentially a system which allows you to chose how to populate the island)
-A traffic system
-Item Editor (allows to create custom items: food, trinkets weapons)
-Quest Editor (Create your own time travel stories for your world addons)
-Custom Radio Stations, traders, and more essential systems

They will likely be released in two further world addon updates in the future.

[h2]More futuristic Pine Lake![/h2]
New futuristic cars can be seen on pine island.

And new cosmetic wheels that come along with them. Even though I said cosmetic, most of the new wheels are available in the future and essentially allow an increased flight ability.

I call this one the metal knight. You can see the new real time reflections pretty well on this one This one is the snow white rider setup.
I increased the albedo range on the car's main texture to allow for brighter looks.


These sets of wheels will allow you better tracking across the field!

New technology merges with old technology in 2014 Pine Lake.

I have a couple plans for the next content updates but I wanted to hear your opinion which should be focused on more first.

  • Multiplayer (melee combat, some more time spent on performance improvements, etc)
  • Custom Car modifications (enhance your time machine with new abilities, some perhaps allowing you to make the time travel sequence look different)
  • Car Purchases (This one could be another update which takes longer to do, I was planning on the ability to buy cars and essentially switch them with your mach 3 in the garage, this would also basically make it so future car mods would have to be gotten from a car dealer)
  • World Editor pt.2 (item editor, npc enemy update, store & shop system, traffic)


[h2]Getting Closer to Beta[/h2]
[previewyoutube][/previewyoutube]
I created a new No Time Trailer, check it out!


Once No Time leaves alpha, beta will commence likely by new year. And with that an increased focus on improving the stability and performance of the game as well as crunching up which ever bugs remain, as well as quality of life improvements.

That does not mean that no content updates will occur after or even when No Time fully released.
However focus usually always gets narrowed on stability once all main features are finished.


The first time since 2019, I have increased it by $2.99
given how much has changed and improved in the past six years since first release, whilst still not wanting to go a high price increase until the game really gets fully released.


[h3]As always thank for your support and good luck on your time travel adventures!
God bless.[/h3]


[h3]April 2nd V0.97[/h3]
  • Added a global map to the plc which displays your location on earth or in the ape head cluster
  • Added a level editor which allows you to create your own level and worlds, that can be traveled to by airport or sea or with your car
  • Added the getweekday command it returns the weekday in numbers 0-6 with parameters of specifying year month and day
  • Added the getcurrentweekday command it returns the weekday in numbers 0-6 in your present date
  • Added the improved arrow drag transforms from the level editor into the car editor
  • Added sign posts in the gamma time line which point to the under city
  • Added more futuristic cars to the 2010s era
  • Added new wheel styles to the mechanics shop depending on the year,
    you will be now given different wheels with the future specifically featuring futuristic wheels
  • Added a new attached traffic light system in lore for reg/green color blind people past 2010
  • Added the ability to modify wheels of mod cars at the mechanic, so you can use the preset ones too
  • Added the ability to tag a material as car color modifiable in the car editor
  • Added direction based hints between red and blue to the device tracker in act 1
  • Added hints that Michael knows Edward in act 2 and 3
  • Added the ability to ask the natives not to play any longer
  • Updated the Game's Start Menu
  • Brightened up the Mach 3 Base texture, to allow for a plain white paint
  • Revamped the reflection system
  • Increased the color level by a few percent per request
  • Decreased the amount of screams produced by citizen gone maniac
  • Fixed the map scaling when zooming in and out on the plc
  • Fixed having the digits '5' and '6' in the controller key pad ui switched around
  • Fixed the week day display at the town square being one day off
  • Fixed the piano's sitting postition from being off
  • Fixed the mini job achievements from not taking into account the revamped smithing
  • Fixed the zooming of map from inverting when scrolling too fast
  • Fixed the gravi and grapple hook aim
  • Fixed some of the missing lighting in underground areas
  • Fixed a missing entry in the plc that you need to get a radio for the act 2 ending quest
  • Fixed a bug in act 4 which would make edward landing the car stuck in air
  • Fixed the missing color flash from the device tracker in the end of act 1
  • Fixed a multiplayer bug which would make your car appear under water once getting inside
  • Fixed using the multiplayer sync chip in third person
  • Fixed the cutrooms from appearing at the safehouse after escaping
  • Fixed double referencing of items in the inventory if you pick it up twice
  • Fixed it so you cannot unlock furniture from a friends safehouse
  • Fixed the inverted terrain of reflection probes

V 0.968 | Cloud Saves & Public Multiplayer | Airport & Sea Harbor | 2025 Roadmap

[h2]Hello fellow players.[/h2]

[h3]New update to start off the new year of 2025![/h3]

[h3]Public Multiplayer and cloud saves![/h3]

You can now host your sessions on a public list that anyone can join.
Just tick off the friends only setting.
Cloud Saves have been added as often requested! Your save files will be move to the new folder called
"Saves Cloud", you can navigate to it directly by clicking the prompt button for it in the menu on the lower left.


[h3]Airports and Seaports![/h3]

In preparation for the coming level addons, I had to add modes of transportation off the island, which will act as basic teleports into your custom levels.

Planes regularly take off the island to land in other regions.

The future has hover ships.

Cape Dun has it's own dedicated harbor in the north after the 1600s commence.

Once the level addons are out, traveling there by car would also become possible, however also at a cost of energy consumption. Given there are other islands in close proximity, those would be great projects no doubt. Currently players are already starting work on a isla do porto mod, which will be based on the real life santa maria island

[h3]ISS and the space eye!
[/h3]
Here is a little treat, if you look into the night sky attentively and patiently you will be able to track the ISS as well as the Manhofer Orbital Space Eye zipping past the sky! The ISS zips by about sixteen times a day

[h2]A rough roadmap for 2025![/h2]

These are the main features definitely planned for the year 2025.
  • Level Addons (Add custom level and lands to the world, also the ability of adding your own poi's to the main island)
  • Car Time Travel and Engine modifications (In game tweaking which will allow you to change how the car operates and time travels, potentially also adding a car fuel meter and controlling energy consumption as well as different fuel variants)
  • Item Events for car items, ergo items you put in like the reactor or fuel cell as well as item cargo.
  • Multiplayer melee combat synced up. So you can do sword duels.
  • Epilogue Ending at Manhofer (Final sendoff, story ends after this for good)
  • Planting Trees (creating a garden in your safe house and real world)
  • Switching to Beta (After this is done, I will move the game into the beta phase, a special focus on QOL and bug fixes will be taken, it is also during that time, that I will increase the price tag. The price was 10 dollars since the game initially released given how much the game has been improved on in those 6 years of development, I believe 15 dollars for the beta state will an appropriate price tag)


[h3]Thank you for your continued support!
God bless and good luck on your time travel adventures!
-Erathor[/h3]

January 31th V0.968
  • Added cloud saving, your save files will be moved to the new saves folder called Saves Cloud
  • Added public sessions to multiplayer
  • Added a new atlas texture for more detailed meshes in cities
  • Added the Telebrick, which is a pda like device that people use in the 2000s
  • Added the ISS and the Manhofer Orbital Space Eye, which exists from 4000bc onward
  • Added edible coconuts that can be broken up from whole coconuts
  • Added a link from the trainstation to the upper level in pine lake 2014
  • Added the Pine Island Airport next to byroad
  • Added old kitchen as crafting station (safehouse unlockable)
  • Added a new port to Cape Dun, which will later be used for transportation along with the air port, once Level Addons will be a thing
  • Added an old ship model from the Dark Sea project as transport ship during the 1500s till 1920s
  • Added more moddible textures into the mod folder
  • Added texture filter settings to the texture loader, you can copy the file into your mod from the default texture folder
  • Revamped the brick texture and a load of meshes for cities like manhole covers
  • Made a skip for the house dun quest, so you don't have to sit and wait for night to break (it fades to it)
  • Fixes and revamps to the copy machine
  • Fixed some spelling mistakes and translated act 4 into german
  • Fixed the pirates life quest from not ending in the plc
  • Fixed Billies Pond Water Level
  • Fixed Blueprints in data stations in the ape head cluster from not despawning around you if they are already unlocked
  • Fixed books in other languages from overflowing in text, becoming not readable as text is always cut off
  • Fixed a bug which would make 19th century citizen spawn in the 12th century
  • Fixed missing costumes on the wild west statue
  • Fixed the stopping distance for enemies in melee
  • Fixed the time car from disappearing when walking away a distance
  • Fixed the texturing on the old 1500s shacks
  • Fixed the uranium ore deposits in fredich's pine hill mine
  • Fixed the ore propability during mining from being just too harsh
  • Fixed Edward not aiming correctly during the training bot fight in act 2
  • Fixed the radio fred quest in getting you a 2060 quest date which could get you softlocked
  • Fixes to the viking smithing quests shilling payment cap bug
  • Fixed the inability do scope due to sprint lock
  • Fixed your past self from keeping uranium or other fuel items in hand after having inserted them into the car
    p1
  • Fixed a bug in which Edward would get stuck in AttackOnEleeh during the sequence of entering the elevator
  • Fixed the ark charger in the safe house from not being accessible in some safehouse environments

Patch Notes V0.965

Happy new year friends!

Here are the patch notes since the last big update.
I will update them if need be.

Enjoy, God bless!

    p1
  • Various fixes to act 4 and remote controlling your car whilst in your passenger seat
  • Fixed a cause of items disappearing at random (caused by the animal script somehow taking your items even if not in range)
    p2
  • Fixed Igor during the viking quest, his routine in the arena is broken
  • Fixed the grill in the diner
  • Fixed the doors in act 3's undersea base
  • Fixed a bug which would make Edward spawn on an unplaced hologram bed
  • Fixed time travel player passenger lerping behind car
  • Fixed Mim and Edward from not shooting or fighting in the boss fight
    p3
  • Fixed the bug which makes the flashlight not held correctly if you got an epa on your back
  • Fixes to act 4
  • Fixed the planetary fog issue
  • Fixed the costume when being thrown into the cell in act 4
  • Fixed dying to impact damage from ai cars when unpausing
  • Fixed the loss of items at the end of act 1
    p4
  • Added Ore Veins to smaller caves around the island
  • Added Pizza Athor dialogue to tell the player to check his pizza log computator after the pizza battle, as some people don't do that
  • Made it so disabling full power mode will set the crank charge to 0, to avoid further confusion that it being 100% is a bug
  • Fixes to act 3
  • Fixed the minigun control for other fire button input bindings
  • Fixed the scope from not having controls for camera movement
  • Fixed the npc reallign should ignore swords
  • Fixed the medicine crates hand hold position
  • Fixed the time core and space core from not being on the same menu in the mr crafty
  • Fixed the diver suit from having an invisible head in third person
  • -Fixed the inability of entering the wormhole in the end of act 4 via leviboard
  • Fixed the hdr issue on meus tebron
  • Fixed the the no terrain collision when switching from act 3 to 4
  • Fixed cars damaging you when unpausing
  • Fixed glitching out the train when jumping out of a seat
  • Fixed typical bobs and invisible npc's inside trains
  • Fixed enemies ignoring you if on a leviboard or other ride
  • Fixed armor plating and other boni on the exo suit from not showing in third person if fps body is disabled in the gameplaysettings
  • Fixed exo suit armor clipping with the fatter exo armor plating in fps mode, by making it invisible
  • Fixed unpacking of items from boxes making them not parent with the car, if the box is inside
  • Fixed the fire from not heating up the sword if item is held in hover mode
    p5
  • Fixed hazard from applying before the game loaded when loading an auto save with uranium in your hand
  • Fixed the spider battle sequence
  • Fixed the elanor flower book font scale
  • Fixed the missing registration of dropped out items from a box inside a car, which would make them not unparent if dropped out of the car
  • Fixed an issue where you could get wanted in the Hillmen Questline, which could break the quest
  • Fixed it so enemies won't punch or shoot you if you are in dialogue
  • Fixes that prevent the car from getting lost in the act 2 tower quest, not spawning in the tower but above it
  • Fixed the jet levi board from being invisible in first person

V0.965 | ACT IV Launch | Multiplayer Passenger | New Time Tunnel

[h2]Hello fellow players.[/h2]
[h3]
I wanted to make you a nice late advent gift ahead of Christmas.[/h3]

[h2]ACT IV[/h2]


[h3]Find out about Mîm and his meddling with time and space, meeting old and new faces, in this newest entry of NO TIME, a lost in days studio experience. If you encounter bugs during the playthrough, feel free to report them :)[/h3]

[h3]

Return to your safe house where you left of with the epilogue quest part 2. There you will need to find a cartography tower in the ape head cluster![/h3]


[h2]MULTIPLAYER PASSENGER[/h2]

[h3]Want to travel alongside your friends? Enter their passenger seat and go!


Just make sure you trust them enough so they won't leave you without a time machine out there somewhere in the past.[/h3]

[h2]
NEW TIME TRAVEL WORMHOLE[/h2]

[h3]I wanted something to visualize travel through the fourth spacial dimension, I settled for some nice blending between destination and departure as well as space warping past you.
I may add some redshifting or blueshifting based on you going to the past or forward in some future update.[/h3]

[h2]CITIZEN GO CRAZY[/h2]

[h3]If you time travel, or shoot around, or bring big beasts like mammoths into the modern age, Citizen will react appropriately.
[/h3]


[h3]Now I wish you a good rest of the advent time, and a beautiful Christmas as well as a good start into the new year! I wish you a truly good, a quiet and reflective time as we celebrate and commemorate the light of the world becoming man to dwell among us.[/h3]

[h3]God bless[/h3]
[h3]-Erathor[/h3]

December 20th V0.965
  • Added ACT IV
  • Added the checkkey intrinsic to the athor code function set (a readkey check which does not make the routine stop)
  • Added remote mini messages on your plc from edward and co.
  • Added go crazy mode for normal Citizen when they see time travel stuff happen or when bullets are being shot or having big predators around
  • Added the ability to ride in your other friends cars as passengers in multiplayer
  • Flipped the y coordinate for the plc code program to make things easier (From positive y being down to being up)
  • Added new themes to prelude the main theme, Paul Clearman Theme in many variations
  • Revamped the safe houses default look
  • Revamped the cars time travel sequence whilst traveling through the worm hole
  • Revamped the pistol aim animation for npc's
  • Revamped the time travel effects of agents since they use the Pyradome Time Machine as source
  • Lowered the punch physics strength of things flying away
  • Fixed the weapon rack from being able to be used remotely as gun turret
  • Fixed floating items or duplicates in inventory from switching quickly with full inventory
    p1
  • Various fixes to act 4 and remote controlling your car whilst in your passenger seat
  • Fixed a cause of items disappearing at random (caused by the animal script somehow taking your items even if not in range)

V0.96 | Smithing revamp & Smelting | Alchemy | ACT 4 in testing stage

Hello fellow players!


[h2]This months regular update gives you some nice new features and mechanics to play with, whilst I am now working to complete Act 4.[/h2]

[h2]ACT 4 is in testing stages.[/h2]

I am in the midst of writing and coding the last quest and if I manage, I want to release ACT 4 for Christmas 2024.

[h2]Become a smithy apprentice![/h2]

The smithing mini job was removed completely and in its stead, new crafting mechanics have been added!
First you head to one of the smithies and convince the good craftsman to take you in as his apprentice.
First you will learn how to smelt ingots and smelt sword blanks!

Then you craft a plan from that blank, heat up the blade and hit it with the hammer. ]
Later you can heat them up again and hammer them to repair their used state.

You can sell your creations for good money!

Weapon racks can be unlocked for the safe house!

Sharpen your weapons to increase their damage! Self made swords also give you bonus damage.

The smithies now are also physical stores, just like the 6/12.

[h2]Brewing Tables.[/h2]

Similar to smithing, you gain the ability to learn recipes from around the map.
Fort dun has secret passages with forgotten recipes that enhance your abilties.



Plants grow based on seasons, and only in specific spots though you can get them from the local herb store in Cape Dun for a price.

[h2]
Animal Beds![/h2]

Want your pets to stay at your safe house, but have to freedom to roam around?
Create an animal bed, which will not only fulfill that wish, but also keep the pets morale up.

[h2]
What are you lookin at?[/h2]
Npcs have now a more natural way of turning towards you.

[h3]I hope you like this nice little update to keep you entertained, whilst I finish act 4.
There will be a little epilogue quest next year that will bring you back to the facility, after act 4, This will be the planned closing note.[/h3]

https://www.youtube.com/watch?v=YXuuIowxyw4
(I cannot make a thumbnail link for the video atm, since Steam seems to be broken in this regard)
[h3]
Check out No Time Explorer's channel. He does nice No Time Lore videos occasionally.[/h3]


[h3]God bless and have a nice month.[/h3]
November 10th V0.96
  • Added millstones as liftable weights to the older ages, also available as safe house object
  • Added new herbs and schrooms to be gathered in the wild
  • Added the healing potions blueprint
  • Added cigars to the mim lounge
  • Added mutated sewer cats to space station "BILLY"
  • Added weapon racks
  • Added the night stalker (they prefer caves)
  • Added animal beds which can spawn your pet in the safe house, it adds friendly meter boost to the pet occasionally
  • Added smelting and smithing as crafting and revamped the old smithing job to be now selling of your crafted swords
    (self made weapons give extra damage)
  • Added grinding stones to sharpen swords
  • Added a little apprenticeship quest for smithies, which replaces the old mini job
  • Added sword conditions
  • Added the ability to learn various smithing and smelting recipes from different time periods
  • Added copper and iron ore and more ore veins around the island
  • Added smooth npc looking, at you or other targets
    (turning their heads and upper bodys... not doing full turns unless you are directly behind them)
  • Revamped the Questlog Notification effects
  • Revamped brewing and smithing to be now done with separate crafting stations
  • Changed the delete save icon into a trash bin to avoid the possible confusion of taking it for the escape button
  • Made the islands rocks a bit darker in texture
  • Made smithy stores now physical stores like the 6/12
  • Fixed the missing head shadow when wearing costumes
  • Fixed the inability to add wing objects to the car editor
  • Fixed the glasses from not appearing on hunter and medieval armor
  • Fixed a clipping collision error in area 1
  • Fixed more various missing translations in the lang folder
  • Fixed the chairs and tables being too small in the gamma timeline
  • Fixed your friendly npcs from reacting negatively to your pet animals
  • Fixed the ability to copy and paste pet animals in between capsules
  • Fixed paying in double negatives, meaning you could gain money instead of paying money depending on extreme inflation
  • Fixed the hospital from looking too modern in earlier ages
  • Fixed the alpha timeline chip from being craftible before act 3
  • Fixed an issue that would make held items drop if you get to hold a new one (Unless your inventory is full)
  • Fixed it so you cannot dial the year 0 from a space gate
  • Fixed the missing auto save from the QuestForEdward chapter
  • Fixed friendly fire for swords amongst npcs and towards the player
    p1
  • Made it so any new player now starts off with 3 points of muscle
  • Fixed the agents from entering the store during the robots berate at the end of act 1
  • Fixed the training bots low damage against enemies
  • Fixed the bug which would make noble swords appear as options in the blacksmith menu
  • Fixed the biting sound when picking up an item from weapon racks
  • Fixed the counter at the smithy in pine lake from being too small
    p2
  • Fixed the resolution ui for whide screen 5120x1440