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


[h2]Hello fellow players!
[/h2]
[h3]This one took a bit longer.
The next thing in the roadmap towards Beta has been checked.[/h3]


Steam Thumbnail Car Screenshots by Niels W.
[h3]That is increased customization of your time machine. That being either using different motor types or even entirely different cars. [/h3]

Head to your car dealer and switch out the model for one with different specs. This is now also the way car mods are obtained in game. Not as reskins, but as in game car mods, with their own in game prefixes and specs that can be changed.

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!


[h3]Enhance your old Mach3 with a nice fusion motor for maximum POWER![/h3]


[h3]All cars now have their own luggage compartment, as well as an emergency crafter for the most necessary items.[/h3]

[h3]For the Semi Truck, you may even sleep in a bunk bed! (You can enable these features also in your car mods)[/h3]


[h3]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![/h3]


[h3]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)[/h3]

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.


[h3]Crates now spawn goodies![/h3]

[h3]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.[/h3]

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


[h3]Share the game with your friends to support my work![/h3]

[h3]Enjoy and God bless!
-Erathor[/h3]

(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